#classic-doom-maps-mods
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@cinder moon tfw axe slash sound is off by 0.25-0.5 seconds
like almost every gun sound is off
by a bit
Did anyone ever try making sound mods for DOOM 2016?
Ive got a buddy thats really good with WWise and reverse-engineering audio in it, so I'm sure we would be able to cook up some dank sound mods for it
also custom music
in doom 2016
and im decompiling some sounds already
some >tfw some is actually 2 GB
and @cinder moon that looks a LOT like golden souls
was this mod inspired by it by any chance? 
@toxic dirge Yes- ish
Ive got 2598 fully working DOOM 2016 sounds and music extracted STRAIGHT FROM THE DAMN GAME
aight, this gonna be good
what
there are so many music cues and bits of songs from the e3 trailer
or at least ones that sound like the e3 trailer
they arent in the soundtrack
is this real ๐ ฑeta?
umm
there's also two different muffled and echoed ssg firing sounds
even though there isnt any use of anything like that in-game. or even if there is then its done dynamically because these are the only pre-edited ones
3735 voice lines (not including the dlc1, dlc2 and dlc3 voice pack files) in the us ver of doom2016
nice
That's still writers block
That was me with my Prey mod
oh
my project just ends because I lost all motivation
i got bored and decided to start making a E1M1
wat
He's making an E1M1 themed map
oh
actually a remake of a E1M1 that i made like a year or so ago
WIP
I think it'd be nice if you could get an E1M1-sounding track that isn't quite E1M1 but sounds like it slightly
Anyone here would like to test the first map in my mod? I can now say I think I fully finished it
I can :3
let me prepare a test version quickly



I should be working on my own mod right now but what the hell :p
why not play something different so I dont get burnt out xd
I really need to take a break and play other mods too
I need to fix my titlemap first
rip
Hey Nex, I wouldn't mind testing
heya @warped rampart , what kinda mod are you making?
I don't wanna give away too much right now, but it'll have its own campaign megaWAD
kewl
you made in OBLIGE
You can't generate good looking city maps in Oblige, I don't think
oooh ohohoh
someone on gog contactedme
maybe i can still get riddick
but i think i read that all the codes expired
Video of a room I just made https://streamable.com/xe0km
Do we have anyone who knows ZScript well here?
I wanna know how hard it would be to make custom actions (ex. A_Doom4Pistol or something like that)
Hmmm I only know the basics, however BrutalDoom v 20 has the DOOM 4 pistol replicated. Maybe you can pull the scripts type thing.
@ashen saddle did i see smoothdoom when the mancubus died? also some audio enhancement?
@toxic dirge Custom functions aren't hard at all
Here's an example of what one looks like ```C
action void FireBullet() {
A_PlaySound(invoker.AttackSound,CHAN_AUTO);
A_AlertMonsters();
A_FireProjectile("Bullet",0,0,0,0,0,0);
}
Then in my weapon I can just do this: ```C
States {
Fire:
PISG B 1 FireBullet;
PISC CD 2;
Goto Ready;
}
ooooh
this is what i tried to do
action function A_Doom4Pistol() { A_AlertMonsters(); A_PlaySound("doom4/pistol",1); A_GunFlash(); A_FireBullets(0,0,1,3,"LaserPuff"); }
Looks alright other than it should be action void unless you need to return a value.
void means "this doesn't return anything"
Yea I know
is any one who is good at map making online?
seems slow today. Whats your question?
well im tring to add monsters i know how to but they wont show up in doom builder
sounds like didn't add a Doom ID at the end of the actor..identification thing.
*doomnum
so change the actor number
show us the code first.
the whole code or just the actor number
The first few lines should be enough for starters I think
you want it from the decorate file right?
Yeah, where you're defining your monster
ACTOR Arachnophyte 3104
{
//$Category monsters
Health 500
Radius 64
Height 100
Speed 6
PainChance 15
Mass 5000
MONSTER
+NoGravity
+FloatBob
+Float
+NoRadiusDMG
+FireResist
SEESOUND "arachnophyte/sight"
PAINSOUND "arachnophyte/pain"
DEATHSOUND "arachnophyte/death"
ATTACKSOUND "spider/attack"
OBITUARY "%o was perforated by an Arachnophyte."
ExplosionDamage 128
ExplosionRadius 255
Decal Bulletchip
states
{
Spawn:
APYT A 0 A_PlaySound("arachnophyte/engine")
APYT ABABAB 4 A_Look
Loop
See:
APYT A 0 A_PlaySound("arachnophyte/engine")
APYT AABBAABBAABB 2 A_Chase
Loop
Missile:
APYT A 0 A_PlaySound("arachnophyte/engine")
APYT BABAB 4 A_FaceTarget
APYT A 0 A_PlaySound("arachnophyte/engine")
APYT CD 4 A_SPosAttack
APYT D 1 A_SpidRefire
Goto Missile+6
i did not also mean to send a screenn shot
At first glance it looks fine and doesn't interfere with any built-in editor numbers
I plan to use it for doom builder 2 I don't own gzsdoombuilder
No I use gz doom and doom builder is what I have its what was out when I downloaded it and I use anything from GZDoom to zandornum or ho ever you say it
why can't you download GZDoom Builder?
^
ok ill download it
Anyway, that shouldn't affect your monster loading (they're all the same in that regard). I haven't used DoomBuilder in a while but I think if you press F2 it will show what's loaded.
yeah i didnt know about GZdoombuilder tell recently... i used to do modding for doom many years ago i did all the janky ass shit i was shown how to do..
ill have to start from scratch when i get home
You joke, but it's practically true for me. Sometimes I want a huge sprawling campaign over massive hourlong maps, sometimes I want a quick popcorn session over a single short episode. Oblige gives me the freedom to generate exactly what I want without searching for the perfect mapset for today's mood.
It's especailly good when playing randomizer mods
Almost sort of a roguelike experience
But not invasion maps
oblige is definetly good if youre bored and want some quick maps
man, this foliage really is time consuming lol
the only foliage I see is hte crisp walls that were presumably burnt from the lava
so it's not even proper foliage
the area on the other side is just here because I can
you won't even get there
its still WIP
I can only see one jewlepixel
so from that, I cannot see foliage or green at all
I only see the remains of a city the demons have buttblasted
buttblasted is good said lmao
I wanted to have the portal to hell in the same map but scrapped that
you already have one in there, just jump in the lava and have a swimming time while the hot temperatures burn your skin off with excruciating pain like the Indiana Jones scene with the wax figures.
lmfao
XD
dont use xwe for anything <<<<< f*ck you ill use it for what ever i want XD (i do forget to mind myself some times)
Slade really is so much better though ๐
more organized and better UI
so I replaced the demon/pinky monsters with the beheaded kamikazi from Realm667
Imagine how fun that was ๐
boring
your life is not complete until you got segway zombies
whats best in life?
Having Fun.
go watch the original conan
its an absolutely awesome movie, and it will tell you the answer
someone make a doom wad without testing it once.
you think thats a good idea`
He didn't say it couldn't be a map
Would be an interesting programing excersise.
it's like releasing the beta to an anticipated game.
sometimes it is like releasing the actually finished game
amy one usefull online?
How can we be of service
im having moster trouble they dont want to com in for work and my wad is missing my custom monsters i did all the steps right and they wont show up
i used to mod manny years ago
Do you have slade?
yes
Okay, can you show me a screenshot of it viewing any one of the sprites that doesn't show? please don't crop anything out
well i cant get any of it to who in the tab
What do you mean?
so i added the monster to the wad and i go to add it in do doombuilder or even GZdoom builder <<< (im new to this program ) they wont show up atall to add them
ill show you a few screen shots
pt 1
pt3
you just need to click once on a sprite in slade to view it
the sprites are not the problem but ok
Well you said they weren't showing, right?
i said the monster wasnt showing
Not showing in what
there are several problems for different programs of monsters "not showing"
in doom builder or gzdoombuilder
ACTOR Arachnophyte 3104
{
//$Category monsters
Health 500
Radius 64
Height 100
Speed 6
PainChance 15
Mass 5000
MONSTER
+NoGravity
+FloatBob
+Float
+NoRadiusDMG
+FireResist
SEESOUND "arachnophyte/sight"
PAINSOUND "arachnophyte/pain"
DEATHSOUND "arachnophyte/death"
ATTACKSOUND "spider/attack"
OBITUARY "%o was perforated by an Arachnophyte."
ExplosionDamage 128
ExplosionRadius 255
Decal Bulletchip
states
{
Spawn:
APYT A 0 A_PlaySound("arachnophyte/engine")
APYT ABABAB 4 A_Look
Loop
See:
APYT A 0 A_PlaySound("arachnophyte/engine")
APYT AABBAABBAABB 2 A_Chase
Loop
Missile:
APYT A 0 A_PlaySound("arachnophyte/engine")
APYT BABAB 4 A_FaceTarget
APYT A 0 A_PlaySound("arachnophyte/engine")
APYT CD 4 A_SPosAttack
APYT D 1 A_SpidRefire
Goto Missile+6
Pain:
APYT A 1 A_Pain
Goto See
Death:
APYT A 0 A_PlaySound("spider/death")
APYT A 4 A_Scream
APYT B 4
APYT E 8
APYT F 8
APYT G 6 A_Explode
APYT H 6 A_Fall
APYT I 6
APYT J 6
Stop
}
}
thats the whole code
are you including the wad/pk3 as a resource?
i am and also using the wad as the base wad that im edditing
in doom builder, do you see a warning flag on the bottom right?
yeah but the error is the the the doom 2 wad not fuckinghell.wad
there's your problem
it's loading your custom wad before doom2.wad
that's why it thinks doom2.wad is the problem
ohhh
You've got a lump in your mod that shares a name with SW18_7
Fix that and things should load correctly
or the TID number
yeah whatever is labeled 2291 in decorate is your problem
i fixed the error and it still wont load my monster... i did everything like i was told to i used the same steps i have allways used and it still wont work im not getting any errors nothing is wrong and i cant load actor 3104
You shouldn't have to "load" doom2.wad for anything, really...
It's never done that for me
Sounds weird to me, but I'll defer since I can't actually run the editor right now
i used to allways do that when making a new mod i neded it for textures
For some reason I feel like that adds it as a PWAD, and there's a proper way to have it load as an IWAD. But I can't recall...
this is why i use the doom 2 wad
What configuration file are you using?
i dont have a config file.. im going to kill the wad after i figure out how to load the monsters
why is soft modding a 3DS easier than this
because you're not dealing with 20+ year old code
Okay, try this: Exclude Doom2.wad from testing, and then when you start GZDoom it should ask what IWAD you want to use
ok
If you include that resource in testing, it double-loads it on top of itself
Fair warning, I'm taking an educated guess at best
Huh.
last time i used thats the shape of the monster im testing
you didn't modify the iwad did chu?
no not in a while
That should be "never" lol
*elaborate
IWADs aren't meant to be modified
last time i did some edditing was yesterday right now oh i didnt eddit the iwad
oh.
all i did was load with out a stock doom 2wad
nothing and when i did it this time it worked
Oh, that's not what I meant. Go ahead and include it as a resrouce, but there should be a checkbox that says "exclude this resource from testing"
ohhhh ok
ill reload it
click that right
nvm im dumb
i got it
huh so i wad loading things wrong i guess thanks thats all i needed
yeah thanks guys
https://streamable.com/2pcqc This map is going well
heh, that's a cute opener
you're a cute can opener
wh-what
probably modded
Oh
the AV fire is distractingly hi-fi
smoothdoom is one of them mods
yeah, i use Smooth Doom myself but no sound packs
it's just a few more in-between frames for everything so it doesn't seem 'off' to me
wtf with chaingun sound
sounds kinda bass-heavy doesn't it
I enjoy the less-bitcrushed sound effects
is thier away to add my custom monster to my monsters tab?
@fleet basin Add //$Category CATEGORYHERE,THISCOULDBEANYTHING into your ACTOR's decorate
Dont forget about the //$ before Category
its important
ahh ok ok
and you can also add //$Title if you want the editor to display a different name than defined in the code
This is confirmed working with gzdoom builder bugfix (latest build) by me so should work ๐
awesome now i got to quick murge my shit in to wad XD
lol
Does anyone know a place to find good forest/vegetation textures
?
Also
How do I do slopes?
Well
Inclines basically
Slopes floors
Sloped floors
Can be gzdoom builder or slade
slopes are really simple
what you want to do is go to a linedef of where you want the slope to be
and give it the slope action
you also need to make sure that where you want the slope to happen, there needs to be a height difference
as when assigning the action, it modifies the sector that's infront or behind
so have something like this
Then set the line between the two to plane align (slope)
And if you did it right, this is what you should see
Or you can have it this way if you want too
You say that as if it was impossible in the past
original joke
D: but i wasnt joking DX
im kidding
idk about doing more mapping any way i got a project im doing right now
Ya know, I was wondering about that lately but hadn't looked it up
I feel so educated
when building a mod i have to have my map files under custom monsters and weapons right?
dont you love it when your mod wont load all the decorate files ๐
A good way to test if it loads everything is to make a map that includes all the monsters and other stuff from every decorate file and load it in-game
the acs editor never loads every decorate in there for me as well :p
and I don't really know why would you want to edit decorate files with the script editor
I always have slade on the status bar sooooo
yeah
im not using it to eddit it i know what works and what does it crashed a few of my monsters and then they all stopped loading...
don't call all of your decorate files DECORATE and GZDB will work fine
use #include
that's what it's for
if you have that many DECORATE files, you really shouldn't be using .wad anyway
at that point, it's time to move to pk3
Interesting
Not really a technical question, but how do you guys organize all your doom-related files? Do you put them all in a single folder? Do you categorize everything? I already have a system, it's just interesting to see how other people organize their stuff
make a "master" decorate file, name every other one something other like code1, code2 etc and then in the master type #include "decoratefilenamehere"
@fleet basin
repeat until it includes everything
ahh ok thanks
@haughty flower I've got a WADs and mods folder
and this is the insides
I try to organize stuff but it's painful xD
I'm on mobile so can't take a screenshot sorry
But like
My folders are separated in : Apps(stuff like OBLIGE and Slade), Source ports (folders for ports), IWADS, Mods, and Standalone packs (for stuff that comes in its own folders like the hell on earth starter pack)
All of those have their own subfolders
For example Mods are divided between gameplay Mods, total/partial conversions and maps
Oh and there's also a resources folder for dev stuff
Also what do you guys think about me putting metal MIDIs in my maps? ๐
I mean that's basically what ID did so it's a great idea
like Metallica - Master of Puppets but it's midi ๐ ๐ฏ ๐
or Panthera-Mouth for war
Do it
It's awesome
That moment when you realize your doom folder is more organized then your university files
that even happens to the head of the university
I'd love to have a teacher that loves Doom as much as I do
my art/english teacher back the days loved descent
"Hey, can you round this up to an A"
"No"
"1v1 me Doom deathmatch, that will decide whether I pass this math exam"
I had a teacher that liked my metal music, so he attached my iPod to an aux cord and played it full blast
that would be an awful teacher
he should be fired /s
Best part is that this is Utah, where metal is viewed as satanic and all that
I would not want a teacher who's willing to let you game the system
^
It was playing in my pocket on accident and he heard it
Liked the music and asked the class if he could play it, in which they said yes
Idk if they realized it was metal lol
so i guess utah people in general hate metal people, thereby being against gods commandment about loving the next person like yourself
so they think they are btter than god or what? ^^
the answer is don't think about it
Utah in general are very... tame
Not to imply everyone there are goody two shoes
but you'll be hard pressed to find a general acceptance of any source of media that's worse than PG-13
They have the most strict liquor laws as well
Yeh
You can't sell alcohol as a private business
so they're the helicopter parent state
The second you leave and border from Utah there's like 4 liquor stores
Either has to be a chain restarant or state funded place
Yup
People from utah are willing to take a two hour drive to where I live just for the better booze
There's a state-owned liquor store coming next to me
insane people, those are.
But state owned so no thx
it's an easy drive actually
Can't have a fox as a pet in Colorado smh
I-80 towards nevada is a pretty straight strip of highway with just enough stops in between
And it's boring af
My dad has me drive that part or from Beaver to Scipio just because he doesn't want to drive the boring land
he'd rather take the longer route just because of the scenery?
No, he takes the practical one
But places he doesn't want to drive goes to kids lol
I'm talking the part of I-80 when you leave toole
however the fuck that place is spelled
Toolle?
Is that the one that goes towards Reno?
Yeah that's what your highway markers say, lol
You know the Ugly tree, right?
Yep
yeah that direction
The weird painted one in the middle of nowhere?
lol
yeah we get a lot of Utah tourists just for the alcohol
and every now and then one of them will be stupid enough to drive right off the freeway and try to speed in the mud, only to get stuck
Hey jackass, the saltflats aren't right off the freeway
I just realized we're having a discussion about beer and stuff in a modding channel
Not Americans, people in Utah because state gov has a lot of alcohol regulations, so they go out of state to get it
Oh
Not trying to micro-mod, just throwing that out there xP
Thought this was still offtopic lol
We should probably continue in offtopic
What is there to continue
I've been pinged
I was too yet nothing was there
LETS PLAY PING PONG
That'll ping?
made a E1M1, any thoughts?
oh wad!
downloads
@weak lodge the visual design is a bit barebones, but ok
what i didnt like is the design of the gameplay flow going through the map, it felt a bit too much like stop and go for me
trying to pull off that id-style feel
maybe open the map up a bit more, with windows
put some things in that connect different parts of the map, and i dontmean that people can walk over like that, i mean connect them visually or something, know what imean?
yeah i can see that emulated id style
yeah
your first map?
from a pure technical point, you have the ingredients down at least, you have junctions where you need to go back and use a key, you have n item that needs to be earned, even if it is just running through a pool to get the shotgun, but somehow a real flow is missing
oh also
whatever i say, its a good thing, because i am always comparing to id maps
maybe take out some doors and put a bit more verticality in it
thank you, i'll keep that in mind
i mean i feel like maybe you change like 3 things, open up the outside ara, take out 2 doors, and connect 2 spots with a window, the map would already feel so much more connected
goiz, how does one use HD sprites in-game and not make them look either gigantic or really obviously scaled down
And by HD I mean 1920x1925
Will everyone yell at me if I mention something brutal doom related lol (I know the mod is largely controversal)?
I'm just going to mention this mod of Brutal Doom a friend and I made. We added a handful of features and attempted to balance Brutal Doom to be more in line with a more Doom-like feel. http://www.moddb.com/mods/brutal-fork. You can also pick up and throw cyberdemon heads.
so, how can i make it that uhh
basically i want to make a certain sprite replace every other flat/wall/ceiling texture without having to go through the pain with renaming
what do
uh-oh
without renaming + replacing
you'd need to use an event handler, which loads at the world start, and then goes through all of the flats & linedefs in the map and changes their texture to whatever you want
event handlers are a bit lower on the wiki page
I think I finished it now
that's a lot of trash
did they take out the trash before they died or something?
xdd
๐คท๐ป
Lookin good
thanks
it's really not that hard to do the texture replacer thing, this is the code you'd need
class TexSwapHandler : EventHandler {
override void WorldLoaded(WorldEvent e) {
// get textures
TextureID walltex = TexMan.CheckForTexture("STARTAN2", TexMan.Type_Wall);
TextureID floortex = TexMan.CheckForTexture("FLOOR0_1", TexMan.Type_Flat);
TextureID ceiltex = TexMan.CheckForTexture("CEIL1_1", TexMan.Type_Flat);
// flats
for (int i = 0; i < level.Sectors.Size(); i++) {
Sector s = level.Sectors[i];
if ((s.GetTexture(0) != skyflatnum) && floortex)
s.SetTexture(0, floortex);
if ((s.GetTexture(1) != skyflatnum) && ceiltex)
s.SetTexture(1, ceiltex);
}
// lines
if (walltex) {
for (int i = 0; i < level.Lines.Size(); i++) {
Line l = level.Lines[i];
// do front first, then back
for (int s = 0; s < 2; s++) {
if (l.sidedef[s] && l.sidedef[s].GetTexture(Side.top))
l.sidedef[s].SetTexture(Side.top, walltex);
if (l.sidedef[s] && l.sidedef[s].GetTexture(Side.mid))
l.sidedef[s].SetTexture(Side.mid, walltex);
if (l.sidedef[s] && l.sidedef[s].GetTexture(Side.bottom))
l.sidedef[s].SetTexture(Side.bottom, walltex);
}
}
}
}
}
i didn't write this myself, so give credit to Rachael since she wrote that code
though it would be basically the same thing even if i did write it, lol
that code specifically would change the whole map to use the default GZDB textures
@haughty flower
Help
chaindoom.wad:ZSCRIPT, line 1: Parent class EventHandler of TexSwapHandler not accessible to ZScript version 2.3.0 chaindoom.wad:ZSCRIPT, line 2: Type WorldEvent not accessible to ZScript version 2.3.0 chaindoom.wad:ZSCRIPT, line 2: Invalid type Type for function parameter chaindoom.wad:ZSCRIPT, line 2: Attempt to override non-existent virtual function WorldLoaded
Why a WAD, though
thats not all the wad is also my second screen shot didnt send
stop doing that
it shows why i only have the decorates showing
use #includes
its not as janky as it looks
instead of having tons of files called DECORATE, have one main file called DECORATE, call the others like, DEC_WEAPONS, DEC_MONSTERS, and then in the main DECORATE file:
#include "DEC_WEAPONS"
#include "DEC_MONSTERS"
// etc...
though i'd encourage you to move to pk3 anyway
i never worked with pk3 files befor
ok
what you are doing is just not suitable for .wad
ok
Once you figure out PK3 it's really easy to put together
i was thinking about using unwad to unpack them but rip its dead and i cant find a link for it
how does this look so far
only example i have for on how pk3 files should look russian over kill and colombine doom <<<< dont judge me for having that file
You know you can work with pk3 format in SLADE, right?
i did
i also made it in to a pk3 file
i made my first PK3 file in the most janky way posable XD
i also like eddting in windos any way i feel more at home doing so.. and it worked for me so im not going to make a fuss about it
welp im useless
What happened?
What's the error?
GLDEFS warning in "get ready for shit.pk3\gldefs.txt", line 86. DECORATE class "Demolisher" does not exist. <<<< i have the file but i dont know where i put the file but it shouldnt prevent the rest of my monsters from loading in
you need to make sure they are loaded in then, or comment out the section that still references "Demolisher"
yeah im going to do remove it from the list for the moment tell i can figure out what to do with gldefs.txt....
You can separate GLDEFS in the same manner you can separate DECORATE, so you know
oh ok just make a folder called GLDEFS
well no
that's not what I mean
You can have a central GLDEFS file that uses #include to link to other files and treat those files as GLDEFS files
you can organize them into a folder if you want
Also you can avoid having to compress all of your folders and files into a zip and then renaming it as a pk3 every single time you make an edit by just doing everything in the editor
sorry i kindof new that
Also you should know that even if you click on "New Zip Archive" when going to make a new .pk3 project in SLADE, you can still change the extension in the save dialog directly to pk3 to avoid having to rename the zip file
ahh ok
I should make E1M1 in source 2 for VR
that would be awesome id play the shit out of it..
still doesn not want to load the file <<<FML
well, does it give a file path and a line number that the error is located on?
GLDEFS warning in "get ready for shit again.pk3\gldefs.txt", line 86. DECORATE class "Demolisher" does not exist. thats all i added #include "gldefs"
you don't include gldefs
it asked me to include it
...where?
i see that
now all i need to do is figure out why my monsters wont laod in i think ill just give up for the night
You can use #include with GLDEFS
it's even right on the wiki
I've done so before to keep say, decoration lighting separate from lighting used for monsters
in order to fix the above problem, either complete the "Demolisher" actor definition in your DECORATE, or you can comment out or remove the second of the GLDEFS that references "Demolisher"
that's all you can really do at this point
i figured it out
thanks to looking at the rusian over kill mod
i should have done #include "Decorate/Ammo/Boolet.txt" not #include "DEC_FlamerZombie"
I see my computer died so I'll have to do it later
Trying this out just for fun
Looks good
@fleet basin still in need of help?
Always I'm not at the computer I'm still new to pk3 I can sorta work with wads thats about it
@haughty flower sorry I'm having trouble getting this the tutorial I was linked was isn't helping much... And I'm retarded when doing new thinks I'm going to load up the lap top now
i can help you in voice, or in DMs with screenies
either one
just ping me somewhere later
OK cool that would be a great help let me get my headset
put the line version "2.5" at the top of the file
oh okay
and then actually, i kinda forgot something, but you'll have to do this
it works
yeah, the thing is about that ZScript system is that it'll actually work on any map, with any textures
it just works
you can use Valiant, Ancient Aliens, whatever megawad you want
so it's far superior than the old way of replacing every texture manually, lol
@warped rampart weren't you the one that made the "doom but every thing is a chaingun"
yeah
OH
Oh, yeah, I was gonna do that texture thing
I didn't actually recognzie the texture until now xD
me neither lol
It's a thing of beauty, though
zombiemen aren't chainguns
@warped rampart do you plan on making the monsters chainguns as well?
I require this script to replace everything with ASHWALL2, I know how much @torpid summit loves him some ashwall X3
with the plasma rifle being hitscan
you could have it where when it hits a wall, instead of the normal puff it's a blue puff
fdsjfodsfjlsdakjflksdjflkdsjflksdjal
could have it where bfg fires a chaingun that's firing
that can be done through scripts
nice
Rip
Lol y
idk
i figured out what may be wrong with my wad and its the dumbest shit ever kill me so now i need to restart XD
alright, how do you make a teleporter trap where like you walk over a line and monsters teleport in from a different sector
i give up on paking pk3 files...
i was told all the files where right in the pk3 file but it still didnt work id rather give up my coppy hue and a legit copy of nuclear throne to some one and have them do it for me then keep working i dont will do keep trying to re pack and re do every thing i have not much space on my lap top and i cant seen to do it right,, im serious about the coppy of hue and nuclear throne.. i quit officaly
@umbral sail it wasnt the fix
100th video! If you've played a Doom map in which you enter a seemingly empty, lifeless room only to be hit from every direction by spawning monsters, you kn...
in short, you basically make one sided windows (visuals) OR you make an outside sector the same sector as the play is (sound), and as soon as monsters hear/see you, they walk to your teleporter
what fix, anyway
@unreal oyster about that zscript
how do i change the sky texture
do i change this?
skyflatnum
i believe that's something ZScript is missing tbh
damn it
right now, just use ACS for that
i'll just replace files then
alright
i needed markers for ACS right
in .wad files
i thought this would work for every map
script 1 open
you need to compile the script, SLADE will automatically put it in the markers
i compiled it
but it doesn't run
:((
or well
it doesn't change the textures
oh yeah
thanks
So I made my first map meant for multiplayer and uh
Well let me just put a pic
Uh
Should I be proud that I made this or disappointed in myself
Highsman13#7563 has been warned.
whoopsidoodles
Let's not make terrywads please
^
Hey guys, I'm looking for a custom hud to use for Complex Doom + LCA
Hmm let me see if I can find one for you
@proud belfry https://forum.zdoom.org/viewtopic.php?f=19&t=33079
that doesn't seem to mention Complex Doom + LCA compatibility
it's worth a shot
Yeah, I will try it
"It does not work with Zandronum, currently, as it does not have the necessary features."
Yep, LCA works properly only in Zandronum
which version of zand are you using
I know
what does that have to do with merging
the Zandronum part
Oh, I'm using the latest beta/alpha version of Zan 3.0
LCA isn't support by GZDoom, so ...
yeah it's usually the other way around with mods
Try the project brutality hud
You mean Ultimate Doom Visor
Don't think so, but it lowers your reputation with our faction
I need to remake my warehouse area
needs more boxes
really?
cause its already overflowing with boxes
and i have the secret designs done how i intended
boss box fight
the thing about stuff like boxes
or for example people in a crowd
is to make it look like they are more than they actually are
@cyan haven make like 1-2 more areas, and keep those hidden behind boxes maybe?
and fill those areas with boxes?
idunno
like in uhh
E1M2 i'm pretty sure
i already have a secret area with more boxes
maybe Pyrolex can make a mod for us where everything is a box?
nu
karacho that's easily done
allow me to demonstrate
allows
i have this as a secret
theres a megasphere here because this secret is attached to another secret, but this one is awkward to find
and due to how i made the map to begin with, this is a room that you teleport to
also this level is definitely not for vanilla engines
hold on @haughty flower
because it crashes because of "no more visplanes" again
like basically all my new wads
oh lord
he asked for it lmao
He said "everything is a box"
i can't get the sky to work tho
The gun is not a box
its like super releasio 64 but with crates
fucking hell
YOU ARE TO BE LYNCHERD, AND SENT TO HELL
WITHOUT A SHOTGUN
AND BECOME THE TOY OF THE CYBERDEMON
well uh
have a sneak peak
of uhh
everything is a chaingun
The hand is still a hand.
^
omfg
go die xDDDDDDD (just kidding admins pls don't ban)
@hazy lantern help me out ;_;

@haughty flower ao?
no stop
make a minigun shotgun that fires miniguns
and it will have a scary twist like those campfire stories
guys i know lazor he is secretly anti doom
stop
i once found a nice discord, with cool dudes, creative dudes
people that like the same stuff i do
but then i foudn out
they all
including me
are quite crazy
they all fucking died
@haughty flower Next part, the enemies bleed miniguns, your miniguns shoot miniguns, the keycards are miniguns
okok now the twist
THIS
is said discord
dun dun DUUUUUUN
dude yeah he is an sjw who thinks that doom and other games like it are bad for everyone
xd sure
chaingun machine broke
all the keycards are different coloured chainguns
@solid lynx 
hi
when it says "modding" in roles does that account for map creation with vanilla elements
it's what it says on the tin, people who know how to modify the game in some way
oh
so, yes
i made corrections to the bdcme when used with the episode version of the master levels, and i made a chainsaw in project brutality loud again
i will be sure to ask for a modder role once i have released something ๐
We should just make a brutalized mod that doesn't steal assets and is actually fun to play
nah, let's create mods that do more than just replace sprites and add gore ๐
Day of Defeat, Doom mod
MORE gore
actually I do have an idea for a gameplay mod that invilves those fake hitboxes
DAY OF DEFEAT DOOM MOD
Imagine if shooting the arm off of a zombie
we need a mortal kombat doom mod
that zombie is still a threat
hee is how it goes:
and so is the arm
each time you kill a monster, the game pauses, and awaits your commands
and when you input correctly, a fatality happens
Doom Text Adventure
if not the monster just collapses
Day of Doom
that can be a bit long if you just fired a rocket into a abunch of imps
doomsday
yeah they would be dead
The Day of Doom
but the game would pause for each imp to input your fatality
DDR -- Doom Doom Revolution
come on lads
I just realized I'm awful with serious Doom mods
WW2 Class based shooter in Doom
The Day of Doom
or Doom of Defeat.
which one sounds better
The Day of Doom
or Doom of Defeat.
IKNOW
I think The Day of Doom sounds better
we shoudl make a sequel to doom, a real sequel to doom, one like Aliens is to Alien
and we call it
Dooms
Doom 2.
no
That's a "real" sequel tho
i said liek aliens is to alien
so it must be named dooms
We can make our own DOOM2016 sequel
not Dooms
That would be fun
well Dooms doesn't make sense
Doom, Doomer, Doomest
so
xD
i will copyright "Dooms" right now
"dooms" isnt owned by id
That's a lawsuit sword
but Doom is.
Shoved straight up thine ass
honestly, the day of dooms also sounds better
nah
The Days of Doom
nah thats too easy
but it works
of course, for me, the most PITA thing to these mods is getting the resources
sry just being a bit crazy at the moment
what do you mean physical or digital resources
its a dumb joke
i am good with ressources
as long as they are not physical or digital
liek
man i can get you everything
just not
graphics
or sound
or money
or something else that would help
"I can get you everything except useful things"
exactly
thats my man!
Skeletor knows all
i can make german voices for your mods
if someone needs a nazi or something
i mean not a real nazi, cause i hate them
but the voice of someone pretending to be a nazi for the sake of making a mod
Oh IDK, Day of Defeat is allies vs axis powers, and this The Days of Doom mod is DoD, but in DOOM, so...
that title generation also works with ninja you know?
generatio?
"Day of the Ninja"
ok....
what mod
your mod
the Days of Doom?
yeah
it's Day of Defeat, but in Doom.
Call of Dooty.
Day of Defeat being a multiplayer WW2 shooter objective bas-
no\
no
not that fool.
Call of Doom?
oh god in my street is a kid learning to
whats the word
where you make sounds with your mouth
liek a flute
Beatbox?
lol
Whistle?
yeah whistle
ok he wnadered off
@vocal crypt sounds awesome, also good title ^^
one could also do something like strife
with more rpg elements
Wow what a strange group of people
what?
(he thinks boxes are people, just agree with him)
not you
No I was talking about the conversation between crypto an yes man
But we didn't even have a meaningful conversation.
boxes
it's like map11 from TNT
No shit and cool
is team specific classes possible?
Are you referring to having 2 teams but they do not have the same classes for each?
if so, then yes.
idk how to do it, but it is possible
yes, that
So, would the name that appears when you boot up a mod (I.e. โSeargent Mark IVโs Brutal Doom v20Bโ; โDeath Foretoldโ; โBrutal Doom: Project Brutalityโ)be in the gameinfo?
yes
made a E2M8 out of boredom, any thoughts?
i will hace a look at it ^^
its a bit small, so it doesnt feel so epic,i also found it a touch more easy than the regular map, since the cyberdemon gets easily distracted be the cacos
but it is not bad in any way
thank you
updated it, it's a bit more bigger now and some enemies have been changed
yeah?
would you consider adding respawning lost souls?
it'd make fighting the Cyber less easy when the other monsters are cleared
Why though
hmm
https://forum.zdoom.org/viewtopic.php?f=42&t=57006 this is happening in like, a minute
still good ^^
@weak lodge the difference in size makes it mauch better for me personally
@fleet basin don't think that fits a intermission screen
i figured as much im still looking in to one of my songs that would fit..
a racing game?
never said it isn't
Yes, Nex, a racing game
SRB2 Kart is a complete kart racing overhaul for Sonic Robo Blast 2.
srb2 was lit
looks great so far