#classic-doom-maps-mods
1 messages · Page 55 of 1
First screenshot is my room
is there an exit button in that house map
What sort of house doesn't have an exit button?
It's not done LOL
How does one leave an enter?
My plan was to make a full exterior
The SKY2 use was just placeholder to know where to put windows
you don't have a SKY2 curtain drape?
I'd need a transparent texture for that
tf is a texture?
sin't that associated with taste of food?
*isn't
I AM KIDDING
Glaice
I know lol
The scale of it is much larger otherwise it's be super cramped
My room would be more like 256x192x128 units wide
I like how your level looks
I just ran out of steam as I was prepping up my parents' room.
I wish i could map more than just one or a few rooms before running out of steam
I wish i could map
I tried to do a megachurch from the bible belt somewhere
I got the auditorium, the unhighlighted area and a little bit of the purple area done. Oh and the outside.
Let me get some screens
just more plans to shoot up a church /s
lol
do you have any advice for making complete maps?.... All i can do is make a few good looking rooms but have no idea how to make the rest of the map
^, I only get so far before I give up
I'm not the best at advice tbh
Motivation is the most important thing
It was meant for a tribute for the late Ty Halderman
My problem is have no idea what to make for rest of the map or how to plan out the rest of the map
Ideas are important, so can playing other maps to get inspiration from.
IIRC, I made a WIP video for the church level
Status: On hold A custom map in progress utilizing the GOTHICTX.WAD texture set and custom images from Google Images resized for the game. This will be for Z...
Just, make some rooms, but do gameplay first and detail later.
I really like Community Chest 4 and Japanese community project maps.... I kinda want to make a map like the ones in those wads
ive been playing doom for like 14 years and ive never made a map
My first editor I stuck with was DCK
I couldn't do vertex then line, I had to line drawing
Ive made rooms... ive never made a good full map because i don't how to plan it out
Im better at detailing rooms than making actual maps
for me
it's easier when you begin with a concept
like a premise
for what you're doing
and what the player is doing
and build from that
Like a theme?
A theme helps
eh, mine is escaping some Castle Wolfenstein thingy
how do I make a concept?
do you think people would get mad at me if i made all of the music in a wad *.wav files
I want to make some kinda of Toxic Asteroid Base map
Y
wav is what i save all of my tracks as because i need lossless formats to upload to my bandcamp and back when i started fl studio only supported wav for lossless so i'm just in that habit now
For lossless, that's fine, but use MP3 or OGG for a more reasonable size for music in distribution in a WAD/PK3
does gzdoom know what flac is
if ogg doesn't end up working out for me i might go with flac, mp3 does weird things regarding weird gaps of silence so i'll have to see if ogg does something similar
OGG and FLAC support looping
radicool
That's why my custom music WAD is mostly OGG
i wish i could play guitar or had a decent guitar vst, then i could make the ost have some respectable amount of butt-rock instead of having to ask my friend to help me with the title theme
Im still trying to come up with a concept
i'm basing my mod around a character i made a while back
instead of working on the manga i started immediately after making the character
That sounds like a great idea... I might do something like that around my characters
:3
Don't use slade for map building
Slade is a strong asset editor and manager with a somewhat functional map editor
Use GZDoom Builder instead https://devbuilds.drdteam.org/gzdbbf/
It'll handle that node builder stuff for you
yes, but not map making.
GZDoom Builder handles level making and scripts
SLADE handles the actual "coding"
right so, do I just not give it a path?
UDMF prob.
UDMF
anything else and you won't have full access to the sort of cool stuff that comes with GZDoom
why is your goal a raspberry pi
or maybe it will, I'll have to buy one to test
because the kind of game I want to make should be able to run on a raspberry pi, like, there's no reason for it not to
If I can’t run DOOM2016 on a Raspberry Pi, I will start WWIII
I am rewriting the ending messages for RDND's next version.
@rocky cloud so do you just like, set out to do specific things and figure out how to do those?
I'm still looking for like, guides/tutorials but they're all for doing specific things
setting up foolproof monster teleports and shit but never like
ughh even finding a guide to how the basics of the engine works is like, beyond me somehow
i do most of my stuff in ACS and decorate, the zdoom wiki usually has anything i'm looking for
Episode 1 rewritten
anyone know how to make a simple dodge/dash script? i.e. pressing a direction twice to dodge/dash that direction a short distance
hello is there way to make say a archvile spawn in a active state so he can start healing enemies the moment he spawns?
GZDoom would have no issue with moving platforms and stuff right?
horizontally
nah, that's impossible
I thought you guys were saying GZDoom could do pretty much anything Quake could
and all that
i don't know who said that
that's completely incorrect
it can fake a lot of what quake can do 😉
however, horizontal platforms are pretty much the absolute limit
it can do horizontal infinite height walls
they're called polyobjects
Moving sectors can be faked somewhat with clever use of portals and polyobjects.
But using a 3D model would probably be easier.
yeah but the setup is absolutely arcane and horrible
if you want 3d horizontal moving platforms, move to quake or a newer engine
it's not worth wrestling with gzdoom hacks to do it
yeah I plan on having a lot of environmental stuff so
it's probably worth just moving over
Are we allowed to discuss non-Doom Doom engine projects here? Heretic, Hexen, etc?
as long as it's playable on Doom source ports I guess it's fine
Iirc the name is kinda supposed to be generic
I'm trying really hard to stick to the vanilla map formats
Like, if it’s a mod for anything, a map for anything, or development stuff, it goes here
But don’t quote me on that™
Can I get a mug with that on it?
No
Will you stop me from not trying?
No
you can
get a gun
head to his house
provoke him
and shoot him in self defensel
I could do that.
But if I'm going through that much effort, I'd probably just murder him.
Then again, at that point, it wouldn't be too much of a hassle to the extra mile...
yea, normally I use a hud mod though
Try playing the Metroid Space Hunter mod
only thing I saw of it is the review from ICARUSLIV3S
It's really fun
Bottom one feels more right.
Yeah, looks less obvious it's ripped, and fits with the style of the double barrel
it also shows of more of the sawblade
and the yellow makes it distinct
the top saw looks a bit like a weird boxing glove
top one seems smaller
Yes, the top one is smaller, the reason it looks noticeably worse quality is because I actually had to stretch it out to make it a little bigger
I think I'll stick with the bottom one, but I'll need to look into coloring it red, since the Evil Dead chainsaw is red
I actually don't know, but I'd prefer just editing the sprite
I like the yellow one more, @lavish hollow
Remember the nightmaregore PK3 that was posted a while ago? Sprites in there are not allowed for reuse just yet since I PMed Mike12 about the subject.
Nightmaregore? I didn't see that, I'll have to check it out
Reuse in other mods, that is.
What is it, a weapons mod?
Hey, does anyone know if it'd be possible to implement a currency system in vanilla ACS?
I don't know, looks like a graphics mod
So like
I'm remaking Zelda for the NES in Hexen
Anyone wanna run around the little bit I have done?
Both.
I'm restricting myself to JUST vanilla Hexen for now.
Later down the line, I might move it over to another format and add in Zelda assets and such
Here's what I've got so far.
There's not a lot
Enemy placement is unbalanced as all hell.
I'm forgoing balance for the sake of "accuracy"
You CAN enter the first dungeon, though there isn't much to do.
you should probably specify it's for the warrior clas
*clas
*CLASS
because the axe is for the warrior class
apparently
I'm going to add in weapons for the other classes
I test it with Warrior, though. So I just haven't done that yet.
Now that you've brought it up, I'm gonna do that now
Any thoughts on it, so far?
I'll send an updated version when the first dungeon is up and the Overworld is a bit more expansive
If there's multiple classes in hexen and you want accuracy, why not use heretic instead?
Because in Hexen you can go back-and-forth with the maps.
can't you do that with UDMF in Doom as well? Granted you'll have to do extra work with the monsters and textures prob
but
It would be better, yes.
But this is mostly an exercise at this point
When it's all said and done, I might move it over to a better format.
I actually started the project in Strife but quickly realized that Strife is complicated to work with
I thought about having strife compatibility for my evil dead mod, so it could be like Army Of Darkness, but once I heard strife is so hard to work with, I took it off my mind
Now I'm just intending on doom, hexen and heretic support.
The main reason Strife is hard to work with is because there's SO MUCH going on in the game
And seeing as the original source code isn't known to exist, and what we have is reverse engineered, a lot of the things in it are kind of a mystery.
So not only is there a lot of stuff. There's a lot of mystery stuff.
I’m probably gonna replace a few weapons with Corrupt Horizons and push it to the public with an edited Oblige-generated WAD
Not without actually saying I used Oblige, of course
I’d basically be signing my own death warrant at that point
What is Oblige?
It’s a map generator for Doom
Like someone wouldn't recognize the generation, anyway
There are people who generate WADs with Oblige and say they made them
I don’t wanna be that guy
TAM - Tool Assisted Map
And I wanna do something like what MetaDoom did with this message. I don't know how, but it'd be fun
Ha
I guess a script that puts a message into the console? I have seen something smiliar in a other mod.
Wrong server, sorry lmao
It said ultra violent so I figured why not upload it in a doom server kek
Anyways, I imagine that script would be really easy to make
Similar things like GAMEINFO are in almost every major mod I play lol
I don't think I could ever do texture work lel
I'm lagging behind on my map projects
same ;_;
nothing out there is really as good
I'd still like to be aware.
I COULD look it up myself. But I was wondering if I could get any input here.
uh only other one I know off the top of my head is DeapSea
DeapSea is the one that costs money right?
yep
XWE (old)
don't use XWE, it'll eat your files.
I used to use XWE & Slumped
SlumpEd was pretty good, it eventually became SLADE
Pfft, WHackEd is where it's at. Had all sorts of cool DeHackEd options, including Boom extensions and the like. That's what I learned to mod on.
WhackEd is a Windows version of DeHackEd, created by Dennis Meuwissen (Exl). Unlike DeHackEd, WhackEd also supports BEX. It uses text descriptions for codepointers, so it is easier to understand. It has the additional features of sprite previews and a function to load PWADs.
Groovy
anyone know of any programs like slade3 but like not slade3?
I really wanted to say "Slade2" just to fuck with him
oi lads, does anyone know if its possible to add a third fire?
In theory you could script something that lets you switch fire modes with the mouse wheel
I meant more like a key binded to shoot a third fire?
Isn't there a key for it in some source ports?
Check out russian overkill. it has 4 fire modes
You need to make it yourself yes, but yes it's possible to add a tertiary fire key
Btw I finished editing the chainsaw for now, can anyone give me suggestions for ways to make it look better?
Looks too red to me
Anyone play gz3doom?
What kind of sick
Motion sick
It's the conflicting control scheme
wand aiming, like touch controllers or vive handset or something?
Yeah controllers
yeah. so I modified the source to enable freelook with the mouse
nah, gz3doom disallows that when in openvr mode
the author intentionally snaps the render viewpoint to the headset position
yeah that's what i was wondering...if it is worth releasing the source for the freelook patch
If you work in controller support, that would solve a lot of problems
the original author is working on that
so i wouldn't bother
he would be able to get it working faster than i would anyway
yeah, i think that's on his list too
no, he doesn't do positional tracking
there are some hooks in the code for it but nothing substantial
That's going to annoy a few vr players
yeah, he's working on it though
@vocal crypt what do you mean by "too red"?
It's too dark shade of red
It's meant to look like the evil dead chainsaw, as well as kind of beaten, blood splattered and such
I think the chainsaw and the shotgun both look great, but there's a noticeable difference in the style of the two.
But I might just be looking too deeply into it.
They bot hlook great, I think
Yes, they're both made by different artists
Yeah
So, the only problem I see isn't major or easily fixed.
You made the right decision to stick with that chainsaw instead of the other, though
Chainsaw is too red for me.
Well
Too FLAT of a red
Could use some more depth
So GZDoom supports voxel HUDs
But like
Couldn't you just use pre-rendered models?
If you zoom into it, I did try to make it a less flat red by using some light black, and a darker red
Btw I tweaked the chainsaw a little more, here's it by itself, without the ssg
That looks better
I've made it darker because I've had several people tell me it needs to be, does it look better, or should I stick with the first one?
Idk if it's too dark lol
I think darker might look better.
People keep telling me darker, but that first sprite is already way darker than the actual evil dead chainsaw, so I just need help lol
I think the environment it's in might factor in, too.
It won't have any maps unless someone makes some, it's just a weapons mod
So far, everyone is telling me to use the lighter version
Try em' both, see what works.
Everyone's telling me the lighter one is better now XD
I'll just stick with lighter for now, and replace all my old sprites with it, redoing the chainsaw is something I've been needing to do for a while
Hey, is there a specific resolution weapons need to be?
I don't believe so, I've seen high and low res weapons
Like, are there any rules for them?
I guess I can just try stuff until something works.
Like I said, I've seen super high res weapons, so I don't think there are rules, tho there may be some fuckery with the sizes, if they're high res
Im a noob in doom mapping so excuse me the question, can I make 2 3D floors in 1 sector?
I believe so, if you're using gzdoom builder
yea I do use gzdoom builder
sorry, don't get it ._. , how would 2 dummy sectors with the 3D floor action create two 3D floors in 1 sector
the 3D floor is generated off of the dummy sector
So two different sectors with 2 different floors and ceilings will produce 2 different 3D floors
no, I want to have 2 3D floors in 1 sector
Yes
That's what will happen
you need to use 2 dummy sectors to accomplish it
Do you know how to make one to begin with?
of course lol
2 dummy sectors
nvm I got it lol
give the lindef the 3D floor action
anyway thanks
Are you creating for ZDOOM?
I moved over to UDMF, yes.
couldn't you just use SLADE to change the textures @inner zealot
i'm pretty sure the sky textures should be in there
I tried that, I think
If you're using a custom sky, you need to specify it in your MAPINFO lump. See https://zdoom.org/wiki/sky
New Revamped Mapping for retroDoom
This Is Only Map01
ive yet to work on map02,03,and 04
looks pretty flat
and also pretty overly huge
some scaling down would probably go a long way here, since it's utterly empty
Yeah, you shouldn't have big amounts of empty space unless they're doing something.
Got custom skies to work.
Now I might as well utilize the rest of MAPINFO
Errr, ZMAPINFO, anyway.
I feel accomplished
If you're using just a normal 256x128, you can just replace the patches if it's not more than 11 maps
MP3's aren't so good for music, right?
They're okay.
If you have tracker/midi music that's generally smaller
MP3s also don't loop as well, I think
OGG is a digital format that's slightly smaller and sounds slightly better than MP3 and can loop seamlessly I think.
Thanks for the input
Yeah, the majority of doom mods use OGG
I'm making rapid progress with the textures for the Overworld
I need to start testing this in GZDoom but I don't feel like moving the project to another computer
What have you been testing on?
Computer or engine?
I'm testing in ZDoom
On a Dell Latitude D620
You work with what ya' got
No open gl, I'm guessing?
Open GL 1.0
No 2.0 support
I have computers that support GL 2.0 and 3.0
But the project files are on this laptop, and I don't wanna move
You've tried gzdoom and it doesn't work?
Doesn't run on this laptop, no.
I've got a whole lot of this to clean up.
Bunch of Hexen textures and things that aren't there anymore
Reminds me, hexen 2 needs way more mods
I've been thinking about modding quake and making a semi open world RPG, but I'm not sure if I'd rather do it in hexen 2
Check out the FTE Quake mod Afterglow
Quakeworld, I think
It's kinda Fallout-y
If you don't find it, I can send you my old copy
I found it, tho it's quite large for my potato internet lmao
It doesn't work in darkplaces?
Does the title have the theme?
Wow, that looks really good, very zelda
Btw @inner zealot I can test for you on OpenGL if you are ok with sending me the file
Making a custom version of gzdoom that has support for steelseries gamesense. just got health working.https://media.giphy.com/media/3oKIP9mSvXt73P4Vlm/giphy.gif
It's fun to be unable to see the entirety of your progress
What exactly is it doing?
looks like the keys are going from green->yellow->flashing red->red based on health
the crosshair does that just fine though
I'm not going to be looking at my keyboard for an estimate of what my health is at
many games do that actually
GTAV has color stuff with logitech gear
pretty sure UT4 has corsair integration
That doesn't defeat my point that you're not going to be looking at your input device, you're going to be looking at the screen
yeah, but it's just a neat extra, heh
i don't assume it's intended to replace health display
Sunken cost fallacy more like it
it just looks like they're doing it in their free time for fun lol
it's not really that difficult anyway
you just download the library for the API
and code in support
in this case, it's literally a bunch of if statements
I personally love this kind of flash stuff. It's fun to code and it helps me learn C++ so why not.
Oh I didn't know that, nice.
There's not even a library lol. It just consists of sending json's through localhost. Super simple. https://github.com/SteelSeries/gamesense-sdk
huh, that's an interesting way to do it
I thought that. Seems every other brand does it via libraries.
@lavish hollow I'm down for sending you the file, but there really isn't much of anything to do and this point and it's kind of a mess.
Ah, well what do you intended on adding next?
The red trees.
I would've done it earlier, but I've been out all day today
I'm in the process of retexturing the map.
I moved over to Doom from Hexen, so there's still a bunch of missing things/textures.
I'm trying to sort that out before I add anything new
After that, I'm probably going to sort out a few more props, then either keep working on the overworld map or maybe enemies.
I'd say work on the enemies first, then the map, once you think it's at least in a beta phase, I'd be happy to test it and give you some feedback
I've got a big gap in the map I do have that I'd like to fill up, but it's not so big. I could easily fill it up in maybe half an hour.
I do think I need to start adding some balanced enemies in.
All those Hexen ones were just... no.
not a big selection compared to Doom eh
also, did you add the LoZ song to the title?
I haven't worked on the title at all
Though I do have the overworld music in.
It doesn't loop too well, though. Not a priority at the moment, though.
The rip I found has that weird fade out thing at the end.
I do plan to change the title menu, though
I dunno either use this song
Music: Title Theme (Famicom Disk System) Composer: Koji Kondo Playlist: http://www.youtube.com/playlist?p=PLC74949D4A02C5E5D Platform: Famicom Disk System
or this
Music: Title Theme Composer: Koji Kondo Playlist: http://www.youtube.com/playlist?p=PLC74949D4A02C5E5D Platform: NES
I agree with you on that, but I kinda feel like I should use the American version.
Are you going to add all the monsters from The Legend Of Zelda?
I thought he wanted LEGEND OF ZELDA but it's Doom
I plan to add all the monsters and items, yes.
Well, Zelda weapons.
But because you're the second person who says they want Doom weapons, I'll probably sneak a few in there.
like a SSG?
Yeah, stuff like that
Imo there shouldn't be doom weapons, honestly, they don't really fit well
They wouldn't fit, but don't lie to yourself. Running through Hyrule with a shotgun would be awesome.
Reelism has the Master Sword as a melee weapon
that’s your random pointless comment of the day
Is the first game set in hyrule?
Yes, actually.
Ah, didn't know that
Well it'd be cool, but it wouldn't make any sense
To have guns, I mean
I want to hide at least one somewhere really hard to find.
You know the "It's a secret to everyone" rooms? Maybe give Doomguy one and he slips you an SSG
For the weapon sprites, would you want them to be complex, or low res and accurate to OG Zelda?
Having them too complex would clash with the rest of the graphics, I think
Definitely
low res I guess
I'm taking a little bit of inspiration from a Zelda Oculus Rift remake I've seen.
I was thinking about doing what they did with the swords.
Where it kinda pokes out of the bottom of the screen
All the download links I found were dead.
From the footage I've seen, it's at least almost complete and really cool.
I've actually never played the original Zelda... I need to get around to that, lol
I haven't played a Zelda game
Another question, will there be a level up system, and also, how about a magic meter? Or is this going for accuracy?
I planned for accuracy, but I can see how some things may not translate over well, so I'm open to suggestions.
I mean, you COULD consider getting heart containers as leveling up
I suggested a magic better because other Zelda's have them, and you could make the secret SSG use magic instead of shells
I was gonna make it cost rupees like the bow.
That also works
Why does the bow cost rupees?
Is the arrowhead made of them, lol
Actually that would be really funny for an ssg to cost rupees, because you'd basically be putting two fking crystals into the barrel and shooting them at things, lmao
Ha.
I could give it the same sparkly laser effect the sword beam does, too.
Maybe it'd basically be a "double barrel sword"
That'd be cool, it could shoot two swords, but maybe it'd have some gimmick besides increased damage?
Ideas?
Well, it's slightly OP, but maybe a chain attack, it jumps between enemies in close proximity to each other?
Or it could be similar to a BFG shot, where it passes through enemies and damages them on the way through
It could be piercing. Pass through enemies, like you said.
Or maybe the beams are explosive
That's a good one!
A small one, yeah
Or, since there's two of them, half a rocket's radius
Half each, pretty cool
What'd be really cool, is a manual that describes things like the weapons and the enemies, like an actual nes manual
I planned to make the help screen a condensed version of the manual.
I could help with that, maybe
I'll hit you up when I get to the menu stuff. I won't stop you from messing with that now, if you like, though
You're planning on using classic sprites, right? That'll make it easier
Yeah.
Groovy
I've got a good portion of them if you want them
Not ALL of them.
But a decent amount
(Many thanks to a Zelda fan wiki)
I could probably form a lot of it from scans and such of the actual manual, if those exist
I'm sure they do, quality will probably vary.
You might wanna hit up archive.org for that
When you make a prop but forget to set the offsets.
Something I've been working on for a long time, The NIGHTMARE! Palace. Just added colored sectors as of recent
I've pretty much used a lot of 3D floors. as for the statues, I've found them on Google images
I can't do 3D models since I could never figure out how to use Misfit Model 3D
Misfit Model 3D?
That was some software someone on Doomworld that recommended me to use to make 3D models
Use blender instead
I can't fucking run Blender on anything I own, damn it.
Well, nothing I own that works.
I would think it'd need open gl and shiy
I haven't even downloaded it yet because slow internet, but I know blender is just the go to program
I may get it bc I think it has MD3 support
Milkshape 3D and Anim8or are some other older, smaller ones.
Wait, is this channel for doom modding, or literally all modding?
There's a guy who's straight up developing a new game, so.
I guess modding in general.
My working title is ZelDoom.
Before that it was the much worse Zexen.
I would call it the generic "Doom: Zelda TC" but that's kinda already taken.
There's already a mod called Zeldoom.wad
And ZelDoom is taken.
It's bad and unfinished tho
Apparently
I could be all like "Ayy, bros. This name is mine now."
But I'd feel like an ass because maybe they'll decide to finish and release theirs
I'd go for something silly, like "The Legend of Phobos"
And no, that wad is like a decade old, I think
Zeldoom? What was it, anyway?
It was literally a single "level" (a hallway) with one new enemy and most of the weapon sprites were replaced
With?
Magic wands n shat
The chainsaw was a sword
But they didn't remove the chainsaw noises
Looks like the name zeldoom has been taken at least twice!
Huh.
;o
So that's three people who've had this idea completely on their own
And none of them have finished
Actually there's another unfinished and unreleased Zelda mod on moddb, I think
BTW good huge thing to remember, link is left handed
I've seen that one.
Yeah, the only article talls about learning acs lmao
Zavus.
There can only be one.
I chose this path.
Many like two have come before me...
I will be the one.
I am curious, though so I'm downloading that first one
Yeah, I actually hadn't seen it until just now when I googled zeldoom
I'll check it out too
So he couldn't offset sprites.
I can.
And since he probably just ripped the sprites from Zelda anyway, I won't feel any guilt for taking some.
"GZDoom"
fuckin' nipples
Groovy!
Let me know if you can get it running
Looks like he got most of the menu stuff done
Umm...
I think his ZELDOOM.wad is... Doom 2...
It's like a non-Zelda Doom thing
I don't get it
I don't recognize the maps, though
What do you mean his zeldoom is Doom 2
@vocal crypt he means the wad is doom 2 but edited
Easy piracy then
Wtf...
easy piracy
So, all of the potentially useful stuff is the menu bits
And... I don't feel right using another guy's logo
I don't even understand tho...
It's only 10 mb, doom 2 is like 14, what did he remove?
And yeah, the wad is about 14mb
This is why I'm making this project in a pk3
For now...
So all the levels and sprites, it's doom?
It's literally a renamed Doom 2 IWAD
I don't think anyone else cared.
They download, try to play, is nothing, delete, say nothing
Yeah, makes sense
The two music tracks are the Zelda title and overworld theme
Gonna use?
They don't loop better than mine.
Are they in OGG format?
They don't loop because they fade out at the end
And they're mp3
WAIT
THERE IS A CUSTOM MAP
Don't know the format, though
Also the guy's name is Aaron.
Why not use the original soundfont that you can find on Zopher's Domain? ZDoom supports that
A...
Huh...
That is a really good idea and I will look into it, thanks.
Also the custom map looks like it was him starting to make the Overworld
I've used several on NMAREPAL.wad (SPC)
That's all there is.
Just a big empty room, a zombie, and a sector
And a teleport destination
You got so excited for that map kek
The big empty room isn't even big enough to hold the whole Overworld
Wooooow
So, the throne is still mine for the taking.
Know what could be interesting? A sequel for your TC that's a Zelda 2 TC
I thought about doing A Link To The Past
Too complicated
Zelda 2 would be...
Weird.
Link to the Past might work in Quake...
Or Hexen 2
One project at a time, though
My opponents consist of a project unstarted and a project unfinished.
I need to follow that one project at a time time thing, on my mind I have a doom mod, 2 quake mods, and a half life TC
(I kinda wanna contact the Zelda: TC guys and see if they wanna partner up.)
I have like 2, but I'm mainly focused on The NIGHTMARE! Palace hope I didn't miss any spots on other sectors that needs to be colored
(totally just wanna bypass creating enemies and want to use theirs I think we could benefit from a partnership)
I'll name them here just because, there's
Evil Doom (evil dead doom mod)
Unnamed quake mod (very story focused, also slightly inspired by evil dead)
Unnamed Quake RPG (semi open world, like hexen 2 but with an elder scrolls-ish level up system)
And finally
The Thing half life TC (based on John Carpenter's The Thing)
I take it you like Evil Dead
Very much so
The quake thing tho isn't really evil dead related, it just has some aspects like the bad ending, and such
Was also thinking of having the occasional dutch angle for cutscenes
-sudden realization-
I don't know how to make going back and forth between maps work in a pk3
Why not just have everything be in one big map?
Organization, for one.
I couldn't keep track of one map with the entire overworld, 9 dungeons, and a fuckton of little secret rooms
Also, why not have the map be in a wad, that's in the pk3? Like beautiful doom
I know how to do that, but I don't know if the Teleport To Map functionality will work
Because the maps would be in different .wads
That's what it tells me to do on the wiki, anyway.
I'm thinking about shifting back to a WAD before I get too much farther ahead.
Just saying, I think having one big map would make a little more sense, besides, it's not like you're making skyrim.wad lol
Also, how would I change the music for dungeons?
You can't do that with ACS? like, when you move past a certain point, like a doorway or something?
I guess I could
I'm more comfortable with doing multiple maps, though
I will lose track of all the dungeon doors if they're in one map
One thing tho, is this going to be a 1:1 recreation of the zelda overworld?
More or less.
If so, it wouldn't really be that hard to keep track of stuff, you can just look up the Zelda map online 😛
I mean sector tags and crap.
The mapping is what I'm best at, though. Hence it being the focus.
I have some level of knowledge on ACS, though.
And DECORATE is easy.
I never say shit to people about coding, because I'm horrible at it lol
Now, maps are a whole different thing
XD jk
u implyin' somethin' u cheeky cunt
I bite my thumb at thee
boi don't make it gay
Will that make weapon coding any harder?
ZeldTerry.wad
shut up you
Ha.
If you get the magic SSG, you don't fight Ganon, you fight Somemong
Lmfao
If you complete the game 100% you get to play as Zelda
You can't do anything but get kidnapped
I might do a second quest, but not a direct recreation of the original.
Make it more Doom-y
No, legen is perfec
Legen of Terry
Link
He protec
But he also
Atac
Or Hissy.
Legen of Terry: A Lincc 2 The Thicc
"No, bro. It's good, I swear."
"Seems legit"
loads
"DO YOU SUCK DICK DO YOU SUCK DICK DO YOU SUCK DICK DO YOU SUC-computer EXPLODES"
I think we just masked our shitposting as brainstorming.
Definitely
Someone will look at this, and do it
We're not shitposters
We're inspiring a generation
"I'm not a monster, I'm just... Ahead of the curve"
-Terry fgt, 2017
Yes kids, fgt means fergeant
But daddy said it means a queer-o-sexual!
Well your dad's a real FGT
I need to stop
I feel like you're ALMOST in trouble.
Quick, counteract it with Evil Doom progress.
Edgar Allen-NO I CAN'T JOKE RIGHT NOW
Uhmmm, I haven't really made too much progress other than the chainsaw, which I've already uploaded
Are you up past bed time, or something?
I'm up a whole hour later than you
I've been cracking up to "A Lincc 2 The Thicc" since you said it, by the way.
Thank you, it's going down in my best meymeh book
A lincc 2 the thicc is what should load if you load zeldoom with hdoom tbh
Please don't give me ideas.
Send a screenshot of it from GZDoom, please.
Where?
Anywhere, really
I just wanna see it it OpenGL at a better resolution
Hell, not even a better resolution. Just in OpenGL
ooo
Oh... Hmm...
Troubleshooting will need to be done, because they work fine for me in ZDoom
What
i mean it works
You can use slade for hexen
just that all the textures are inverted colored
Yeah, hexen has a different palette than doom
Any ideas, Jefe?
Jesus I am dumb lol
What did you do?
I thought you didn't put tree sprites in the folder, but I hadn't scrolled down
😓🔫
I can't help but notice that the error sprites aren't in your screenshot
Several of them should be visible where you stand
Some stairs
Upon inspection, yeah. It's fucked
What's wrong?
Well the map itself looks fantastic, just the missing props is bad
BMPs work in Discord, right?
Bitmaps.
So I was right
Bumps
Ugh... WinXP is backfiring
I think I did.
Is it supposed to be A -1?
Stop THONKing
What spawn state do you think they should be?
You try it, they don't work for you.
It works for you tho? Screenshot?
Literally every screenshot I've sent
Ah, weird
Uhh...
Wouldn't the errors pop up for you even if the other props didn't?
Also, which Doom are you testing in?
Yes, but I just tried it in Doom 2 and it still worked
Hey, from where you start
Go straight left and look in the river
There's supposed to be a pillar from Doom 1 there
In Doom 1 you're gonna have to go to MAP01 manually, of course
No pillar, no trees, just an open little area
There's supposed to be a pillar in the lake because of thing id fuckups
So it's not just my props that don't show, it's all props.
Yup
Try running a normal Doom map with my thing loaded
What are you using to make the maps? Maybe that could be the problem?
Also, really weird, I noticed while playing E1M1, the enemies seemed to move faster
Huh, then that's not the problem
I wonder if anyone else has this problem.
Well nvm on fast monsters, I think I just don't play vanilla doom enough lol
But yeah, try sending the wad to others
Sadly no, I guess not
I guess we're not figuring that problem out right now, then.
Yup, sorry
Eh. I need to take a break, anyway
Yeah, well I'm probably gonna go ahead and go to sleep tbh
Goodnight
I'm trying to compile vanilla-Hexen compatible ACS with Slade. Zdoom handles it fine, but Doomsday doesn't read any scripts and Chocolate Hexen crashes on map load. Any ideas?
I didn't think anything but Zdoom supported ACS
hexen invented ACS
Hexen.exe supports it, Eternity Engine does, ZDoom does, there are other ports
Ah, well I never knew that
I'm just thinking that you could probably make a decent limited implementation of "Brutal Doom" (or at least some kind of enhanced gore system) and run it with Chocolate Hexen.
Would involve "porting" all of Doom's monsters/weapons/textures/sounds to Hexen, but it's conceivably possible 😄
I don't understand you at all, caligari
"I frown upon recommending brutal doom"
"I don't really like brutal doom but I keep my opinions to myself"
"BRUTAL HEXEN, GUYS"
brutalise everything
Sorry for getting offtopic lol
It's just the general reference point for many things, whether I personally like to play it or not
I don't enjoy BD
¯_(ツ)_/¯
I never actually tried bd by itself, went straight to pb. Im guessing they arent very different though
The only one I ever tried was v19 Sperglord Edition (or whatever that one was called)
lol what a name
Yup
gonna have to google that one
You've only tried one version?
Only one I ever played at length. I fire up new vanilla BD editions when they come out to see if there's anything changed enough to keep my interest longer than map01.
Spoiler: Usually not.
Hey @inner zealot have you worked on zeldoom at all?
A little bit, yes.
Got a bit more of the Overworld done, partially fixed MAP02, and added some more textures
what about the title