#classic-doom-maps-mods

1 messages ยท Page 56 of 1

inner zealot
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Absolutely no progress.

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Ay, Megatron

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Help me out, pal.

vocal crypt
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how

inner zealot
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I need you to run the WAD and tell me if you see props

vocal crypt
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well deliver it to me and I can try.

lavish hollow
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Trees and such

vocal crypt
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@inner zealot

inner zealot
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They work for me and don't work for El Jefe

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And we're at a loss as to why

vocal crypt
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tell me a area where there is suppose to be trees

lavish hollow
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To the left of where you start

vocal crypt
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bottom one is what Jefe said

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@inner zealot

lavish hollow
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For me there is no trees anywhere, but for you there's trees in one place but not another...

vocal crypt
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maybe it depends on the GZDoom version

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g3.2pre-110-g60cb457 over here.

lavish hollow
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I have gzdoom 3.1.0

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Zavus is using zdoom tho

inner zealot
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I'm running ZDoom 2.8.1

vocal crypt
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Hm

inner zealot
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One thing me and Jefe noticed was that even vanilla Doom props didn't show up

vocal crypt
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what level making program are you using?

lavish hollow
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Doom builder 2

vocal crypt
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uh

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how come you's not using GZDoom Builder bugfix?

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to Zav

inner zealot
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I can't run GZDoom or GZDoom builder on this thing

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It's not my choice to stick to the older stuff (this time)

lavish hollow
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So you've tried gzdoom builder?

vocal crypt
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seems like you need to pass the map making duties to someone else.

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or upgrade a little

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anyway

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looking at it in GZDoom Builder

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the trees do appear

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on the left

inner zealot
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I CAN move to another computer

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I'm just lazy

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I guess I don't have much of a choice if I want to continue smoothly, though

vocal crypt
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also, is there anything required to run alongside ZeldaDoom?

inner zealot
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Not at all, everything's in it

vocal crypt
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also, how come when you go into the cave it goes to the next level?

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I'd think you wouldn't want that

inner zealot
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It's in progress

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You should be running in Doom 2, by the way

vocal crypt
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I am

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lettuce look in SLADE then

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though I think it might be a source port problem

inner zealot
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How so?

vocal crypt
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because we have different versions technically source ports all together running this wad

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with yours showing

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Jefe's not showing shit

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mine showing it in some places but not others

lavish hollow
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I don't see how that could be the problem, have you looked at the coding?

vocal crypt
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I have, it looks normal

inner zealot
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There isn't much other than some basic DECORATE

vocal crypt
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I noticed.

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Also, Zav is running ZDoom which has been discontinued since January of 2016

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*167

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*17

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jfc

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or febuary

inner zealot
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Yeah, I plan to move over to GZDoom to take advantage of certain features, anyway

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Mainly the portal linedef

lavish hollow
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@vocal crypt you can edit messages

vocal crypt
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I know

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I'm just lazy

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like Zav

lavish hollow
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Writing another message takes the same effort as editing one

vocal crypt
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and moving to another computer should take the same effort as well.

lavish hollow
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Moving to a computer takes WAY more effort

inner zealot
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I guess it wouldn't take too much

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Like

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A flash drive and a few minutes

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I think it'd take maybe 10-15 minutes to move the project over to a computer and install all the GZDoom stuff

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I'm playing Dark Souls right now, though

vocal crypt
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um

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can't you plop your GZdoom stuff on such flash drive

inner zealot
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Yes.

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But like, I'd still need to be at the other computer

lavish hollow
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@inner zealot did you die in dark souls yet?

inner zealot
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I did just start

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I, oddly enough, killed the first boss first try without taking a hit

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I've died while practicing parrying on the weak enemies

lavish hollow
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Sounds about right

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What should I play, quake or hexen 2?

inner zealot
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Ummm... have you beaten both?

lavish hollow
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Nope

inner zealot
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You ain't beaten Quake?

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Bruh, fix that

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Wait

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Which haven't you?

prisma saddle
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Quake is a good game,

inner zealot
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Wait, is this really the channel to discuss this?

prisma saddle
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No,

lavish hollow
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Or general

inner zealot
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Attempting to move over to GZDoom, now

pearl sundial
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gl

lavish hollow
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Groovy

inner zealot
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Okay, I've moved most of the stuff over to a laptop that can run GZDoom

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And...

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Props, again, work fine for me

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Even if they are a bit skinny

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Here's a screenshot from ZDoom on the old setup and GZDoom on the new.

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This doesn't help to uncomplicate things

lavish hollow
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Not at all

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Maybe I'll try redownloading the wad, I noticed you sent a different one earlier

inner zealot
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I can upload again

lavish hollow
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Plz daddy

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Make sure you send the same one that you're playing

inner zealot
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I haven't poked around in GZDoom Builder ye

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yet*

vocal crypt
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ok this is weird

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Now my GZDoom shows those maze like row things of rocks or trees or whatever.

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@inner zealot

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well it did

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wtf?

inner zealot
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@vocal crypt Wait, what?

vocal crypt
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for one instance of running your map, the stuff showed up, now it isn't

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and I was just adding the Famicom Disk System title song playing during the title on my "copy"

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er

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all of it

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now it's just trees

inner zealot
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This is... very confusing

lavish hollow
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Incredibly so

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Have you tried gzdoom builder yet? Maybe that could help

inner zealot
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It's updating right now

lavish hollow
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Groovy

inner zealot
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I think it's done, actually.

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Eh, no.

lavish hollow
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Gnarly

inner zealot
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Manual update it is

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Hey, it has an option for vanilla ACS

vocal crypt
inner zealot
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That was enough to bring the file size up by 2 MB?

vocal crypt
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I'm using a OGG

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for the title music

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besides

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who tf whines about filesize

inner zealot
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I was just curious.

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Where'd you find the ogg for it?

vocal crypt
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I converted it in Audacity

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It was originally a MP3

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now it's an OGG

unkempt wadi
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tfw there are people who actually care about wad filesize

lavish hollow
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I'm surprised, the song isn't even like 2 minutes long

unkempt wadi
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there are people who care about wad filesize when winter's fury exists

inner zealot
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I personally don't think it matters until it gets to be above 100MB

unkempt wadi
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so winter's fury

lavish hollow
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I think it matters when you're pushing 30 tbh

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BD falls victim to this

vocal crypt
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tfw when people don't realize amount of content correlateas to size

unkempt wadi
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1 2 6 m b

mellow lava
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let's make a 55Gb wad, will prolly have 400% more content than Doom2016 doomguy_god

lavish hollow
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Tfw yes we do

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@vocal crypt

vocal crypt
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fine then

lavish hollow
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Lmao

inner zealot
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Mega collab

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It's gonna have like ten unique 32 map episodes

vocal crypt
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ten 32 fucking episodes?

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also, mega collab?

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between whom?

inner zealot
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No fucking idea

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I was just going with it

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I'm not ready for that, I can't even get props to show up on other people's game

lavish hollow
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Each episode is a TC of a random Zelda game

vocal crypt
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nah

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try different wad

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or hell

lavish hollow
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Episode 8: Four Swords or whatever tf it was called

vocal crypt
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release each wad as different game

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and then

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bundle them all

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in one pk3

lavish hollow
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Nah

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Nahhh

inner zealot
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Hey... umm...

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How the fuck do I enter 3D view?

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All the shortcuts are different

vocal crypt
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IIRC it's Q

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OH

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*Oh

inner zealot
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You were right, thanks

unkempt wadi
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i remember when i was watching a gzdoom builder tutorial and he said to press w to go into 3d mode

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it was q

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he didn't correct himself

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i was so lost

inner zealot
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Oh it supports long texture names

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For shame. Like it's so hard to add an annotation in post

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Also, was the tutorial good, at least?

unkempt wadi
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i never finished the series but that video did teach me the basics of working gzdoom builder in 2d and 3d modes

inner zealot
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I have a loose theory.

vocal crypt
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tell us bitch

inner zealot
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Could it have something to do with all the non-prop things in the map?

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I haven't cleaned them up

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So I have no idea what any of them may actually be doing

vocal crypt
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what non prop things?

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are they the missing stuff?

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not textures

inner zealot
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I mean things

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Like, actual "things"

vocal crypt
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the ones that don't show properly in GZDoom?

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Builder*

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@inner zealot

inner zealot
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Uhhh... yes

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I'm clearing them out now, they're annoying the shit out of me, anyway

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GZDoom Builder is so much... nicer to use

vocal crypt
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elaborate

inner zealot
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Like

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Cleaner

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More pleasing to look at and navigate

vocal crypt
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I'm afraid that theory didn't work for me.

lavish hollow
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Did you do it right

vocal crypt
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hang on

inner zealot
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I don't understand why they STILL show for me and not you guys

vocal crypt
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Wait wait

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I think it's got something to do with the skill level thing

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click on a thing, and look at the checkbox with Skill # or something

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yeah apparently it does

inner zealot
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All set for skill 1, 2, and 3

vocal crypt
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set it for all the skills

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lad?

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@inner zealot

inner zealot
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All eight?

vocal crypt
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yeh

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then send that copy over.

inner zealot
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Why the fuck is there eight of them?

vocal crypt
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uh

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I'm Too Young To Die

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Hey Not Too Rough

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Hurt Me Plenty

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Ultra Violence

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Nightmare?

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IDK

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but

inner zealot
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Worth a try, I guess

vocal crypt
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make sure you send that copy over as well

inner zealot
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It's on its way

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Should I start changing the name before there's a bunch of different versions with the same name>

vocal crypt
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up to you lad.

inner zealot
vocal crypt
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yep

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stuffs showing up

inner zealot
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Thank fuck

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Now I can continue

vocal crypt
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tho seriously

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use my title song modification

inner zealot
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I thought about putting together a separate WAD with all the FDS tracks

vocal crypt
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so, you're using the NES tracks?

inner zealot
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I haven't really started to add any tracks at all

vocal crypt
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I meant when you get to that

inner zealot
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Yeah

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For now, though. Since you went through the effort, I'm keeping your change

vocal crypt
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a placeholder.

inner zealot
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And it's really not that hard to just

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Well

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Drag and drop a new one

vocal crypt
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with the same lump btw

inner zealot
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Apparently somewhere between the version you sent me and the one I have, I lost MAP02

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So, thanks for sending me MAP02 back

vocal crypt
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huh

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that wasn't a "wdym" huh that was a "interesting" huh

inner zealot
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So.

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You know the "Teleport To Map" linedef

vocal crypt
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Yeah, why?

inner zealot
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In Hexen, there's no real transition

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You just go to the map

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Doom 2 has all the stuff it plays when you end a map

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Any idea how to remedy this?

vocal crypt
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not yet

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apparently it's something you gotta remove or somethin

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oh wait

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the nointermission flag

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in GAMEINFO

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no

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map definitio

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@inner zealot

inner zealot
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Where ya' gettin' this info from?

vocal crypt
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Zdoom Wiki

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ctrl+f (google chrome) for nointermission

inner zealot
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Thanks, yet again

vocal crypt
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yw

inner zealot
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Oh, my god you can offset flats on the floor and ceiling

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Am I dead?

lavish hollow
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I guess so

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Should I wait to redownload or do it now?

inner zealot
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Do what?

lavish hollow
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Redownload the wad

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That megatron uploaded

inner zealot
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You can, there's not reason to

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But yeah, we fixed the issue

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So now I can actually start working again

lavish hollow
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Groovy, I'll do it now then

inner zealot
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Uhh... take this one, instead

lavish hollow
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Take which one

inner zealot
lavish hollow
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What am I taking

inner zealot
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I don't know, I'm confused

lavish hollow
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Join the club

inner zealot
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What are you doing and why/

severe seal
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Hey everyone

inner zealot
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Hello

severe seal
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I'm fulfilling a lifelong dream of building a Doom 2 map to release ๐Ÿ˜„

lavish hollow
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Sweet!

inner zealot
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Right on, man.

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Get on in here and show us the goods.

vocal crypt
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ew

severe seal
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It's not quite done yet but I will need people to test it. I think it might be too hard.

unreal oyster
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the doom community is pretty used to really hard maps, heh

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the important thing is creative use of monsters over difficulty

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people are happy to be challenged as long as it's fun

severe seal
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Well I keep dying

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in my own level

inner zealot
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What was that one map that had you kill Cyberdemons with the environment?

vocal crypt
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Cyberdreams?

unreal oyster
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cyberdreams?

inner zealot
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I guess it was Cyberdreams, then.

severe seal
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I'll check it out on youtube

unreal oyster
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swivel - post shots, i'm interested in seeing what you have to offer ๐Ÿ˜„

inner zealot
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I remember another one where your goal was to find ammo so you could kill yourself

severe seal
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I just rebooted in OS X ๐Ÿ˜„ I have to go back to windows and install Discord there...

inner zealot
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Then you'd advance

severe seal
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lol

inner zealot
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Dual boot?

severe seal
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Yeah

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I just got comfortable with editing workflow, so now I'm doing a lot of iteration.

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I bit off a lot though... I doodled the level design while I was bored somewhere and it's pretty big and complicated!

inner zealot
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Join the club, I'm remaking Zelda.

severe seal
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Wow

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That's more ambitious

inner zealot
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So you actually sketch stuff out beforehand? Graph paper?

unreal oyster
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best type of paper for sketching maps is plain

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encourages you to work off the grid

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well, to a certain extent

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it's more that it means you end up drawing lines that aren't orthagonal

severe seal
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Not graph paper... it's kind of funny actually, my dad is in a community band that has an annual two-day festival and I help him record it. So I basically sit in one place all day and hit record and stop and make sure nothing explodes. So I got bored and drew the level on the back of a CD order form.

inner zealot
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Heh

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Which game?

severe seal
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Doom 2

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I didn't start building the level for a while and I can't read or understand a bunch of the notes ๐Ÿ˜„

inner zealot
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Ever made a map before?

severe seal
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I've dabbled. I've worked professionally as a game designer, but for social and mobile games, so it was all systems design.

carmine badge
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since it's a mappack there's no new content except a bunch of textures, you can play it with any mod you want

severe seal
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@carmine badge I'll play it when I finish my breakfast but you have to promise to help test the map I'm working on later ๐Ÿ˜ƒ

carmine badge
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@severe seal no problem, im always looking forward to do something in exchange

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oh also i didnt mention i've also done a deathrun map for doom, its a short one but the traps arent easy to dodge https://www.mediafire.com/?016ga4hxkp9qj6j it has support for up to 8 players and needs at least 2 in order to be played (unless you wanna look around the map)

severe seal
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@carmine badge Just finished the first level. I usually try to kill everything but I gave up once I realized I was up against four transparent revenants with nothing but a shotgun and a chaingun with barely any ammo.

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I ran through the last room and skipped the Baron

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Overall - it looks good, it's a bit too dark in places IMO, and it's VERY hard. In some places, the difficulty strikes me as 'unfair hair' - such as the surprise where you end up with chaingunners directly to your left and right. That took me from 100% to 17% in about three seconds! The area with the revenants is terrible for fighting them in, so the only option is really to run.

carmine badge
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@severe seal the revenant thing was a trap to scare people off and they werent there to fight you but rather to scatter off players and i wanted my levels to have a lot of unexpected ambushes so don't be surprised when something like that pops up often

severe seal
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I really like this huge open area in level ... 3? With the giant colunm of shotgun guys. I ran out of ammo and I had to chainsaw up it ๐Ÿ˜„

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Yeah okay if you don't expect anyone to get 100% then you succeeded ๐Ÿ˜ƒ

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Ammo is so sparse that it seems literally impossible to 100% these levels

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I'm just not used to playing like that

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The levels definitely get the adrenaline pumping! My advice would be just to judge the difference between surprising the player and killing them instantly. I just finished Plutonia and while there are a lot of surprises, there's nearly always enough time for the player go to "OH SHIT!" and run. The first few levels actually have the most deathtraps, like dropping the player into a tiny room with an arch-vile... but even then there are little columns to hide behind.

carmine badge
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dunno, i've had a playtester complain there was too much ammo and now this, you guys are fucking weird lol
maybe the problem is that he had knowledge of secrets and you dont

severe seal
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yes, I don't

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I've been playtesting my own level pretending not to know about the secrets and taking different routes, just to make sure it's beatable and there's enough ammo no matter how someone approaches it

carmine badge
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i've been doing that too and i rarely came into situations where i didn't have enough ammo, kinda weird that you run out of it
are you playing vanilla or with mods? if with mods then there might be a problem

severe seal
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vanilla

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gzdoom though, though that shouldn't matter

carmine badge
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i dont really know then, weird

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i play with gzdoom too so its not really a problem

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maybe its how you make use of the ammo i give you, i dont really know

severe seal
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I'm also at the point where there's an arch-vile and I only have shotgun and chaingun

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well I try to kill stuff

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instead of just running through the level

carmine badge
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i 100% pretty much every level

severe seal
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wtf how

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are you using all the secrets?

carmine badge
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when i try to play without secrets i try not to kill every single thing i encounter, only when necessary (for an example if i can go past a baron/hell knight without wasting ammo on him and without getting hurt then i don't have to kill it), i also keep an eye for ammo and health and try to save up pickups (for an example if there's a healthpack that restores 25 health and im almost full on health, then i'll keep the healthpack in mind when i need it, same goes for ammo) and i try to minimize usage of weapons which are powerful but dont have enouh ammo so i rely on basic weapons like shotgun and chaingun most of the time

severe seal
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I haven't found any other weapons anyway ๐Ÿ˜ฆ I saw the rocket launcher on level 2 but got the blue key and beat the level without it

carmine badge
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plus if im in a small room with a bunch of monsters i like to rely on chainsaw more than ssg (especially on low hp monsters like zombiemen and imps)

severe seal
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ahhh yeah I don't use chainsaw much hmmm

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Just finished sacrificial grounds with no secrets ๐Ÿ˜ฆ

carmine badge
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in my levels i've kind of designed them to force the players to look out for secrets (not in all maps) and i use a lot of ways to give them out - you know, the misaligned texture kind of giveaways but there's more

severe seal
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yeah, I've found a few

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it's hard to look out for secrets when you're running away from barons and revenants though!

carmine badge
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sacrifical grounds doesn't have much valuable secrets, there's only a berserk pack, second chainsaw/armor and a rocket launcher

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the upcoming map will be very challenging, after that you'll have an easier map that'll help you "recover"

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recover as in it will provide less challenging monsters and will have a lot of ammo/health packs around

severe seal
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Weird, you've got a fence that seems to be in the 'wrong place' - looks odd. On the staircase in the door down and to the right of where the player starts

carmine badge
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what do you mean by the wrong place

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send me a screenshot

severe seal
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I really like this room where the pillars in front of the doors raise up before the player gets the key, like you're telegraphing in advance that there will be a trap

unreal oyster
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ah, midtex clipping errors heh

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which format is this in?

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it's an easy fix

carmine badge
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yeah that's how i used to do fences before, i didnt have any textures for fences so i've just cut off the bar textures and called it a fence

vocal crypt
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@carmine badge

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whats the map format

severe seal
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Subtle custom scripting here ๐Ÿ˜ƒ A few "kill everyone for the doors to open" rooms...

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Huh, when I came back up to the level starting point there was some hall of mirror going on in the sky above the chiangunner @carmine badge

unreal oyster
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oh yeah btw please don't use moddb if you want me to download your maps -_-

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it's slow as shit

vocal crypt
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^

unreal oyster
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use dropbox, because it won't literally give me a 40kb/s connection

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(and - i've checked, my internet's fine.)

severe seal
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@carmine badge I love these rooms with monster beds and bookshelves ๐Ÿ˜„

carmine badge
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@severe seal i didn't implement support for software doom yet, so expect some trouble rendering skyboxes
@vocal crypton GZDoom Hexen format

severe seal
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@carmine badge I think I'm using gpu acceleration

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@carmine badge Just finished Familiar? - I feel like I only saw a third of the level, but I don't know... really fun though. Well balanced, I felt challenged but not hopeless, and I really like the visuals, the feeling of going further and further underground

unreal oyster
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@carmine badge you should stop using Hexen format, there's no reason to

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use UDMF instead

royal wave
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^

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If you need help switching over, I can send you a tool that can convert your map into UDMF without having to remake everything

carmine badge
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@unreal oyster i dont like the udmf format, its way too confusing and unorganized, the hexen format fits me just fine and there's no gameplay difference between said formats
@royal wave gzdoom builder converts formats just fine

royal wave
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UDMF unorganized?

vocal crypt
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who tf complains about that?

royal wave
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if you're using gzdoom builder, what are you talking about?

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It's literally the same as hexen, but with everything allowed

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and then some

vocal crypt
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also, when did GZDoom Builder convert formats?

royal wave
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yeah last I checked you can't tell it to open a map in a different format, nor any sort of conversion method

unreal oyster
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you can press F2 to convert formats

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it's been a feature for a very long time

royal wave
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They should make that a bit more obvious

unreal oyster
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goes back to DB2 even

royal wave
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if it's one criticism i have against doom builder, is the editor is not intuitive

unreal oyster
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potentially even DB1

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it's intuitive in some places, in some other places it's very much not though yeah

royal wave
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In terms of UI design, I've always believed that you never leave a feature behind a key

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There are certain things you can get away with like that, as some editors tend to adopt universal rules

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Like space being pan

unreal oyster
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oh it has a menu option too heh

royal wave
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where

unreal oyster
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edit->map options

severe seal
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.....space is pan?

royal wave
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Yeah hold space

vocal crypt
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what does pan do? Is that a camera control?

royal wave
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pans the map

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in 2D view

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most people just automatically use scroll since it adjusts it based on mouse location\

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but holding space will make it drag the map around without zooming

carmine badge
vocal crypt
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so by organization you mean clutter

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"clutter"

unreal oyster
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you should update your GZDB

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the original version died, you should be using this one ^ now

carmine badge
#

last time i've heard gzdoom builder won't allow me to build raising individual stairs so no thanks

unreal oyster
#

i can tell because you're actually missing a UDMF tab ๐Ÿ˜‰

#

wait what, are you still on DB2 lol

vocal crypt
#

wtf blazing

carmine badge
#

its gzdoom builder, the fuck are you talking about?

unreal oyster
#

but you just said "no thanks"...?

vocal crypt
#

is it DB2 or GZDB?

carmine badge
#

gzdoom builder jesus christ

unreal oyster
#

so update it then, you're on the old (dead) version

#

lol

carmine badge
#

well it's still making my maps and that's all i pretty much need

#

now with that aside i didnt really ask you to advise me on what version of doom builders i should be using but to give me some constructive criticism on my maps

unreal oyster
severe seal
#

I think telling you that your editor is out of date is pretty useful

unreal oyster
#

note the new "colors" tab

#

they also reduced clutter in the main properties tab

vocal crypt
#

oh nice, they added the water as a checkbox thing?

carmine badge
#

it does everything i need and want, so if i encounter an issue or maybe if my version of gzdb doesnt do what i want then i'll update it

vocal crypt
#

an ignorant one huh.

unreal oyster
#

water has always been a checkbox

carmine badge
#

not really, i just dont see the reason why i should update it

unreal oyster
#

that method of doing water is old and outdated anyway

#

reason is pretty simple, bugfixes

vocal crypt
#

is that the logic you use for Windows?

carmine badge
#

i didnt encounter a single bug yet, if we put some crashes aside

unreal oyster
#

right, but why wouldn't you update just in case?

#

prevents you from running into bugs in the future

carmine badge
#

also i have windows 10 so i dont see your point megatron

unreal oyster
#

the program even has an auto updater ffs lmao

carmine badge
#

i dont see why i should? if theres some cool new feature that didnt come with my version of gzdb or is impossible to do in it then i'll update but that's yet to be seen

vocal crypt
#

told you it was ignorance

unreal oyster
#

there are cool new features that you can't do in your version, but they're all in UDMF lol

carmine badge
#

for an example?

unreal oyster
#

doom 64 style sector lighting

#

allows you to set the floor color, ceiling color, lower wall color, upper wall color and thing color for any sector individually

carmine badge
#

so i dont have to put the color thing in order to color a sector?

unreal oyster
#

no, but you haven't had to do that in UDMF for ages anyway

#

this is more of an extension to the old colored lighting system

#

which colors all the walls the same, the floor, the ceiling and the things

royal wave
#

the great thing about UDMF is it's limited only to the engine that supports it

#

so when you use it, you don't have to worry about "The next big thing"

#

When builder updates or a source port updates, you don't have to change anything

unreal oyster
#

yeah, it's basically the ultimate format because it's infinitely extendable

#

unlike Doom and Hexen which are restricted by design

carmine badge
#

alright thats what i wanted to hear

unreal oyster
#

though, i won't write off doom format

#

i think doom format is the best choice for beginners

royal wave
#

I'd agree there. Learn your tools first before you bite off more than you can chew

unreal oyster
#

fact i'm making a Boom map right now heh

royal wave
#

you disgust me

unreal oyster
#

๐Ÿ˜›

#

i like it. Boom mapping is fast

severe seal
#

I'm making a vanilla doom 2 map ๐Ÿคท

vocal crypt
#

I'm terrible at maps

royal wave
#

I'm going to vomit

vocal crypt
#

not my fault my mapping sucks donkey ass balls

unreal oyster
#

swivel - would it actually run in vanilla doom, though? heh

severe seal
#

I hope?

carmine badge
#

im mapping for like a whole year so if thats beginner level then how long would an average level mapper map for doom

severe seal
#

I don't think I'm doing anything fancy...

royal wave
#

depends on the project and how fast they can make things

severe seal
#

My goal was to build with the limitations of doom 2 because I like those limitations

unreal oyster
#

if you press this button it will put GZDB into a mode which can analyse the map and see if it's vanilla compatible

royal wave
#

anectdote, my current project is a few years old and only has recently taken shape with what it's going to be

unreal oyster
#

it will show you the map in different shades of tan

#

if you have any point on the map which is red, it won't be completely vanilla compatible

severe seal
#

TAN ALL THE WAY! ๐Ÿ˜„

unreal oyster
#

because it will cause a visplane overflow

#

right, then

#

try each one of these

#

if any one of them fails, it'll cause an overflow in vanilla

#

also you'll wanna do the same thing with the "open doors" checkbox enabled

#

not that it matters, it's a boom map lol

royal wave
#

dear lord that looks like infected cauliflower

unreal oyster
#

the pink areas are "SERIOUS VISPLANE OVERFLOW" areas lmao

severe seal
#

I don't have that option :/

unreal oyster
#

hmm

vocal crypt
#

what is overflow?

severe seal
#

I thought I had the newest version but perhaps not

unreal oyster
#

make sure you have the mode enabled first

vocal crypt
#

too much for vanilla doom 2?

unreal oyster
#

you have to open visplane explorer mode first then that option will become accessible

#

and, yeah, Megatron

severe seal
#

oh huh

unreal oyster
#

vanilla has a render limit on certain things

severe seal
#

lol it crashed

unreal oyster
#

visplanes, drawsegs, solidsegs and openings

#

if any of them reach a certain amount, it crashes

#

part of making a fully vanilla map is making sure that doesn't happen, heh

severe seal
#

I think I just clicked Open Doors before it was done calculating

#

Clicking open doors seems to break some areas of the map :/

unreal oyster
#

hmm

#

no red areas since it's entirely vanilla compatible, heh

vocal crypt
#

why does it remind me of Dust2

severe seal
#

so how do I know WHY the red areas are red?

vocal crypt
#

it's the sand color prob

#

also, he just explained it lmao

royal wave
#

I do not seem to have a visplane button, is that exclusive to vanilla formats?

unreal oyster
#

yea, it is

#

and no, mega, i didn't explain that lol

royal wave
#

Also i might be crazy

#

but going to test giving every linedef block sound

unreal oyster
#

basically, if you have overflows, reduce the detail level

#

or

#

create pillars to block view

severe seal
#

yes but the question is....... from where?

unreal oyster
#

visplane overflows basically happen when the player can see too much

#

from where the cones of red appear to come out from

severe seal
#

ohhhhhhhhhhh

#

Some of these areas they won't be able to get to if the relevant doors are open anyway, I think

unreal oyster
#

you can see that huge cone there

#

that's because it's a window from a pretty highly detailed area into a pretty highly detailed area

severe seal
#

right

unreal oyster
#

course, my map's for boom, so i'm leaving the window there - boom doesn't have a limit

severe seal
#

Thing is, there's a door towards the north and another in the east, and there's no way the player can open both and then run to the spot where the problem is

unreal oyster
#

that's probably fine then

severe seal
#

oh interesting, disabling doors gives me a few red dots

#

I didn't think my starting area was that complicated ๐Ÿ˜ฆ

unreal oyster
#

chocorenderlimits is a source port which allows you to play through your level and identify points where it overflows

severe seal
#

oh cool

unreal oyster
#

you can see the pln counter there

severe seal
#

hmmm

unreal oyster
#

which is visplanes

#

afaik

severe seal
#

cool

unreal oyster
#

it's a really useful tool for vanilla mapping

severe seal
#

can anyone here test my WIP and stream so I can watch you play?

#

that didn't sound creepyp did it? ๐Ÿ˜„

royal wave
unreal oyster
#

idk

#

what nodebuilder are you using?

zinc egret
#

I use the heat map colors instead

royal wave
#

whatever one builder uses

unreal oyster
#

probably ZDBSP then

zinc egret
#

That and I map Boom stuff minimum, tho some of my works do work in vanilla

unreal oyster
#

you can change it in the format configuration, try changing the nodebuilder and see what happens

zinc egret
#

I have a thing for ZenNode

royal wave
#

I do not see that option anywhere

#

nvm found it

unreal oyster
#

i think ZDBSP is generally regarded as the best for UDMF, but if it's giving you issues you can try switching it

royal wave
#

What's the difference between no reject and zero reject? >.>

#

Oh no it's not giving my any issues what so ever

#

Just through the nodes viewer, that's what shows up

unreal oyster
#

no reject means that no reject lump is made, zero reject means that a zero-byte reject lump is made

#

it makes no difference to ZDoom

royal wave
#

lmao

unreal oyster
#

but in some ports (anything not zdoom-based, PrBoom+ nor Eternity) your map won't load without a REJECT lump

royal wave
#

it's infinitely thin too

unreal oyster
#

so a zero-byte one fixes that

#

also wat even

#

i guess nodebuilders just hate your map lol

royal wave
#

It runs fine though

unreal oyster
#

yeah, i'm pretty sure zdoom rebuilds nodes at startup lol

royal wave
#

One of these days I'll be finished with it

#

and then after maybe work on a more psychological horror map

#

or work on my gameplay mutator

#

but psychological horror sounds more fun to make. Like those creepypastas

shadow bone
#

I really want to do a good psychological horror game/mod/map

#

But having never been able to actually conceptualize such a thing properly, I'm forced to conclude that I'm not nearly fucked enough in the head to pull it off.

vocal crypt
#

^

#

if not fucked in the head, too lazy

#

if not too lazy, don't have the skill

shadow bone
#

I certainly have the skill/knowhow for it. Laziness is a major problem. Most though, I want to do horror, but I can't think of how to properly convey horrific things, or even what kind of horrific things to do.

lavish hollow
#

Make sure to use lots of strobe lighting, the scariest thing you can have in a map is the constant threat of seizures

royal wave
#

It's not a matter of knowing what is and isn't fucked up, it's being willing to make yourself uncomfortable

#

Cali if you're willing, we could collaborate on something in the future

severe seal
#

lol

royal wave
#

Making good psychological horror isn't a matter of knowing what everyone else finds scary. It's knowing you're own fears, insecurities, and expectations, and conveying them in a different medium

#

And by fears and insecurities, not talking clowns or heights. Talking more challenging someone's mortality, sanity, and the concept of being.

lavish hollow
#

And addiction to cookies

shadow bone
#

I wouldn't mind doing a collab in the future.

vocal crypt
#

something presents....

#

a r/doom production.....

#

INSERT TITLE HERE

shadow bone
#

Maybe we could pull Nash in, he and I hashed out some survival horror stuff a few years ago.

#

Never went anywhere though

royal wave
#

I'd like to work with Nash yeah

vocal crypt
#

Kevin Nash, you say?

royal wave
#

no

shadow bone
#

Nash Muhandes (spelling)

royal wave
#

Nash is a really gifted programmer who spends his free time working on doom mods

shadow bone
#

Veteran ZDoomer extraordinare

#

Not to mention audio guru

#

Has his own studio and in a couple bands

royal wave
#

Audio is very important

shadow bone
#

I've gotta tap him soon for an album I'll be mixing in the next couple weeks

royal wave
#

How do people collab on doom projects anyways, do we like make a github repository or something?

shadow bone
#

Repository, forum PM's, maybe a private Discord, google hangouts, whatever

royal wave
#

thought as much. Just my experience with doom mapping, there's no way to test a map without constantly repackaging all materials

shadow bone
#

Repackaging isn't really necessary, I've found. GZdoom and Slade load directories just fine.

royal wave
#

wait you can do that

shadow bone
#

yup

royal wave
#

Why am I last to figure these things out

shadow bone
#

lol

royal wave
#

well I know builder lets you load textures from directories

#

but what about decorate?

shadow bone
#

Dunno about that

#

I'd be using Slade since I'm on Linux

#

ยฏ_(ใƒ„)_/ยฏ

royal wave
#

external acs?

shadow bone
#

I guess check if GZDoomBuilder can load all resources from a directory, or just textures. The maps need to be in .wad files, but I think the rest can be in a directory.

#

If not, I'm sure the devs would be willing to add it

royal wave
#

yeah that's why I have concerns over how people do collaborate

#

especially maps.

#

Maps aren't built like code

#

unless that's more witchcraft I'm missing

shadow bone
#

Which I find weird, because UDMF is text-format, but apparently still can't be loaded directly.

royal wave
#

Maybe I can propose that as a feature

shadow bone
#

I think it's been [no]'d before... Lemme check

royal wave
#

requesting a more raw format to make it easier on repository collabs?

#

also that's a builder feature I'd be asking for

shadow bone
#

Here, as of 2015 it was a no

royal wave
#

But i mean for GZDoom Builder

#

not zdoom support :P

unreal oyster
#

the thing is, in the doom community "collab" doesn't really ever mean "two people worked together on this"

#

it mostly means "some guy made a bit of this, then got bored and another guy finished it with permission"

#

lol

#

so no, it's not witchcraft you're missing ๐Ÿ˜›

vocal crypt
#

ok

#

I'll just ask one of you to finish my mod ๐Ÿ˜›

#

๐Ÿ˜›

#

๐Ÿ˜› ception

unreal oyster
#

well, no, it's generally the other way round lol

#

i.e. someone expresses interest in finishing a dead project

lavish hollow
#

Speaking of horror, I plan to include a survival horror mode in my mod, so maybe it could work well with your horror map :D

royal wave
#

Well I'm talking active collab, as in multiple people are working on it at the same time

#

Like JOM, but a lot more focused on actually working together

vocal crypt
#

so, one person does sprites, one person does writing and ideas, one person does mapping, one does coding?

hazy lantern
#

I'm curious how big the game will be after the update.

vocal crypt
#

something like htat?

hazy lantern
#

My XB1 is currently busy with downloading RE6 & the DOOM update.

vocal crypt
#

ew

#

consoles

royal wave
#

More or less @vocal crypt

pearl sundial
#

the only console i have is

#

a nintendo switch

royal wave
#

I'm thinking of tackling it like something you'd find on github where everyone contributes to everything

#

also hence my concerns for most non image related assets

shadow bone
#

IMO the biggest issue would be just letting someone know "I'm working on this map". Images, code, audio, etc, can all be easily handled via commits/pull requests since they're more granular.

royal wave
#

also the issue with editing maps comes in

#

can't have two people working on a map at the same time

shadow bone
#

that's kinda the point ๐Ÿ˜› Agree for one person to work on a map at a time

#

With a small team it shouldn't be too difficult to maintain a "checkout" file or something

#

Easy at-a-glance so everyone can see "Oh, caligari's working on Map01, better leave that alone until he checks it in"

royal wave
#

I nominate Nash

#

Well actually we shouldn't let one person work on the map

shadow bone
#

?

vocal crypt
#

maps*?

royal wave
#

Well if it's going to be a horror map, everything must be treated with the same fidelity

#

meaning textures, enemies, sounds, and map design

#

Map theory is very important in something that's meant to mape the player "feel"

shadow bone
#

True, but that can still be accomplished with multiple people working in passes. Quality assurance and all that

#

It's not like we'd have ztkx on the project or something ๐Ÿ˜„

royal wave
#

who's that

shadow bone
#

"Ztktx is famous for his ridiculously bad maps with couple of square rooms and thousands of monsters. Almost all of his maps are nearly unbeatable. He, of course, did all this for the lulz, but we kept believing that he'd improve. This community project started after said challenge, which I was sure zktkx would not accept."

royal wave
#

uhm... alright

#

Is this something we want to do though?

shadow bone
#

I'd be down for it, sure

royal wave
#

I'll let you handle talking to Nash, as I'm just a skrub

shadow bone
#

lol, okay. I'll PM him.

royal wave
#

Well I say that because he's just more liekly to listen to you than me, not as a doubt of one's quality

#

If you get any word on it, we can make that discord and what not

shadow bone
#

Sure. I'll DM you if/when I hear back

royal wave
#

kk

shadow bone
#

Heh, looking back over my PM's it looks like it was almost exactly three years ago

#

Strange how these things go in cycles

royal wave
#

The last time you talked to him?

shadow bone
#

Yeah

royal wave
#

hmm

#

Thinking pretty hard what the theme could be

#

Pyroscourge has been a huge inspiration for my current map, but that one is more action horror than just horror

#

theming a psychological horror is a bit difficult

shadow bone
#

I've always been partial to Silent Hill

royal wave
#

I've never actually played them

#

I've watched lets plays

#

So I do get where you're coming from

shadow bone
#

Frictional Games has done well in their particular style of story-driven first-person horror. Penumbra, Amnesia, Soma.

#

When you say "theme" what specifically are you referring to, though?

royal wave
#

The issue I have with those is the lack of the ability to fight back

shadow bone
#

Yeah

royal wave
#

the horror of an enemy is lost when you know how to handle one

#

being able to fight back helps delay it

#

by theme, you've seen how mine is sort of tech gone bad related?

#

data corruptions and junk

shadow bone
#

Referring to Pyroscourge? Can't say I've seen it, actually.

royal wave
#

So far he's made my favorite doom horror mod ever

#

things rarely scare me, so that's an accomplishment

shadow bone
#

Ah, SUPER Natural, right?

royal wave
#

Yeah

shadow bone
#

Haven't played it but I've seen the thead.

royal wave
#

play it. it's good

shadow bone
#

Will do, for sure

royal wave
#

albeit, it's another "can't fight back"

#

but it rarely forces you into situations like that

shadow bone
#

So like you mentioned, that's the "data corruptions" and "tech gone bad" theming, whereas Silent Hill is often more "sexual body-horror"

royal wave
#

yeah stuff like that

#

the psychological conflicts of coping with the loss of someone

#

mine's more touching on the "Is this real" end of psychological

shadow bone
#

gotcha

#

A little while back I was toying with the idea of horror based on classic Doom tropes.

#

Like starting off with an E1-style run-and-gun, but then it gradually devolves into a survival-horror game

royal wave
#

that'd be cool and would work well as a start

severe seal
#

Okay, am I going crazy or.... are the only keyed options available Door actions? I could swear there are floors that lower that require keys...

royal wave
#

you can hide it behind an ACS function

severe seal
#

No scripting, just vanilla

royal wave
#

Vanilla? No I don't think so

unreal oyster
#

you're not going crazy, doors are the only thing that can be keylocked in <Boom

severe seal
#

blaaahhhh

#

thanks

shadow bone
#

you could do mini-doors hiding switches for platforms and stuff

severe seal
#

My ceiling is too tall for that not to look stupid... I'll have to move them

royal wave
#

Going to make the discord room @shadow bone

shadow bone
#

okay

#

DM me the invite

inner zealot
#

What are ya'll talkin' about?

royal wave
#

map and game theory

inner zealot
#

Fun

lavish hollow
#

@inner zealot ZELDOOM

inner zealot
#

What about it?

lavish hollow
#

werez the gunz

inner zealot
#

I'm focusing on the map right now. I didn't make any progress last night outside of fixing the prop issue and some texture cleanup

lavish hollow
#

Groovy

inner zealot
#

Well, last night I did get the hub system set up, so, that

lavish hollow
#

Sweet

inner zealot
#

Oh, you know how the skill level was the problem with the props?

#

Apparently you can just turn off the skill menu

lavish hollow
#

That's cool, I didn't know that

inner zealot
#

And I hadn't planned on incorporating them, anyway

#

Oh, do you think I should make a titlemap based on the Zelda title screen

lavish hollow
#

Yeah, that'd be sweet

vocal crypt
#

show your current version then Zav?

#

@inner zealot

inner zealot
#

In a bit, sure

#

Just gonna finish this screen and maybe edit some MAPINFO stuff

severe seal
#

Wooo my first level is ready for testing!

inner zealot
#

That was fast

severe seal
#

...what was fast?

#

I started this weeks ago

#

Anyone available to test?

inner zealot
#

I would, but I'm trying not to be distracted

severe seal
#

Well you're on discord so you've already failed ๐Ÿ˜„

inner zealot
#

Shut the fuck up.

royal wave
#

be nice

inner zealot
#

I don't mean it in a genuinely aggressive tone.

royal wave
#

you did a great job at conveying that

severe seal
#

๐Ÿ˜ƒ

#

hahaha

inner zealot
#

It's kinda hard to convey a tone of voice through text, though. So I'll chill out.

royal wave
#

how about "shut the fuck up :D"

zinc egret
#

Not sure if base or hell

royal wave
#

or

#

Shut the front door you lint licker

severe seal
#

Yes with the smiley face it makes more sense

#

That's what they're for!

zinc egret
#

Or the :V face

royal wave
#

emoticons exist

inner zealot
#

"emoticons"

#

Ain't heard that word in a looooong time

zinc egret
#

The predecessor to emojis

severe seal
#

So now that several people are here... anyone want to test a level? Just a single level?

inner zealot
#

+1 Respect to kevansevans

royal wave
#

because it holds a different context of what the image actually is

severe seal
zinc egret
#

Mediafire is starting to use anti-adblocker techniques

inner zealot
#

How so?

#

@lavish hollow I know I said I was just gonna finish one screen, but I'm actually gonna go ahead and close up this gap in the map, so. Give me a bit longer.

lavish hollow
#

Stfu

inner zealot
#

See? That's basically how we say "hello" to each other

royal wave
#

Ah yes I forgot. The universal phrase for hello.

#

"Go fuck yourself"

vocal crypt
#

I thought it was "your mom"

severe seal
#

I think it's "Say hi to your mother for me"

inner zealot
#

How exactly do 3D floors work, again?

lavish hollow
#

You gotta use dummy sectors, or something

inner zealot
carmine badge
#

here's a preview of doom slayer hands on doom weapon sprites i've done some time ago, how do you like it guys

severe seal
#

Looks good

plush sapphire
#

Well done

severe seal
#

Just got feedback from someone on Reddit about my first map... going to make some changes and then re-post it ๐Ÿ˜ƒ

severe seal
#

Mah map! CASTLE.WAD, "done" ish, ready for more feedback.

warped rampart
#

Do you need to post this in every chat

royal wave
#

Please don't

#

that's spam

vocal crypt
#

no you don't lad.

royal wave
#

and even then you only post in one of those

severe seal
#

Hmmmm I assumed this was the best place since it's map-mod-dev

#

I assumed looking-to-play was for MP?

unreal oyster
#

@severe seal - they weren't talking to you, they were telling another guy off

#

the messages are deleted

severe seal
#

Oh lol

#

I was like "Oh noes! I fucked up!"

royal wave
#

you'll know when we're letting you know you dun goofed

severe seal
#

I dunno man it's confusing around here, apparently the standard greeting is 'shut the fuck up' ๐Ÿ˜„

lavish hollow
#

No no

#

That's just for crypto

severe seal
#

Ah

royal wave
#

and we've been telling people not to use that as a way of greeting people several times over

lavish hollow
#

Wow lol

haughty flower
#

Crypto got banned? Sorry just got here.

unreal oyster
#

nope

royal wave
#

@unreal oyster

#

Is something like that possible with shaders?

unreal oyster
#

nah, shaders don't have access to enough data to do a source-like flashlight

royal wave
#

darn

#

can it pull information from somwhere?

unreal oyster
#

you can pass uniforms to it through ZScript

#

but you'd need a vertex shader to simulate the cone shape

#

and post processing shaders are fragment shaders

#

you need both types together for lighting like that

royal wave
#

I'm guessing QZDoom has neither

unreal oyster
#

it has fragment shaders

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that's what a postprocessing shader is

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"fragment shader" is basically a fancy term for "can move around pixels on the screen"

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"vertex shader" has access to vertex data and can move a vertex' position

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but importantly here it can simulate the cone shape you'd want

royal wave
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Alright

unreal oyster
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oh yeah btw - qzdoom just got merged into gzdoom actually

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at least in git builds

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so gzdoom has postprocessing too

royal wave
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Cool

lavish hollow
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Didn't they merge in 3.0?

unreal oyster
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yes, but qzdoom never died

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so it gained more new features which have just gotten merged

half adder
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so I'm sitting up here atm working on some Magitek Doom and my latest addition has been focusing more on the Rune Sword which is basically the spell blade/counter weapon. I always wanted this thing to have a pretty intricate kit for it's moveset and man I feel like the latest additions are the type of shit that's really fun. So in general there's 4 buttons used for combat in this mod for any given weapon, Primary Fire, Alt Fire, Melee and Reload. Reload and Melee are pretty much static across most weapons except Melee Weapons and Magic Weapons.

Now Rune Sword has a really cool reload function which is guarding with a magic shield. So basically upon taking any hit with this shield which blocks damage from the front, it charges your weapon during the guard. Originally you could only hit reload again to send back a magic sword beam. But I added in the ability to use any of the buttons you would normally use. So if you fire during this period of time while its charged, it does a magic explosion slash. Or if you alt fire it does a slash then a fully invincible retreat. And if you melee it'll do a shield bash which dashes forward and stuns enemies.

I been playing around with it and it seems to work as well as I hoped and rewards parrying since these attacks are slightly better than the basic attacks while also being totally new moves which means more utility for this one weapon.

severe seal
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Poof! And he's gone!

lavish hollow
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3/10 needs more glitter sparkles

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(Jk it looks great)

severe seal
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Are any of the TC's worth playing?

lavish hollow
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Which ones?

half adder
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there's a looooot of good TCs

severe seal
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I was looking at the cacowards... or whatever it's called... there was an egyptian themed TC that they raved about but when I played it, it was awful

half adder
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it really just depends on your taste when it comes to mods in general

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there's a pretty broad spectrum, I'd say there's something out there for anyone

severe seal
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well, I'll put it this way - I don't give credit for something being a lot of work ๐Ÿ˜„ It has to be fun.

half adder
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Golden Souls is probably one of my favorites

severe seal
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Watching launch trailer, what the fuck? ๐Ÿ˜„

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Doom in the world of Mario 64?

half adder
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yeah dude lol

lavish hollow
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Return of the triad really matches the spirit of Rise of the triad

severe seal
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That's awesome

half adder
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its pretty neat, I love shit like that

severe seal
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brb, hopefully my chicken is 165 degrees now so I can eat it

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and not die

half adder
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it has very charming level design too

severe seal
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I need a new meat thermometer

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I'll check out that TC, it looks like fun

haughty flower
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whenever i add Weapon.AmmoUse to this code

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it doesn't work anymore

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it just doesn't want to even select the weapon

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but if i use A_GiveInventory and A_TakeInventory, when the player has no more shells the weapon just infinitely fires

toxic dirge
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I think that if you add Weapon.AmmoType2 to the code then you need Weapon.AmmoUse2 as well

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if you dont wanna use the secondary ammo type then just do Weapon.AmmoUse2 0

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@haughty flower

haughty flower
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oh that's a thing

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even after adding Weapon.AmmoUse2 it doesn't seem to summon the gun

toxic dirge
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it doesn't seem to summon the gun

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Well then that's more fucked up than I expected

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DM me that code bb

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I'll try to fix it

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Oh wait

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WAit

severe seal
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@toxic dirge hooray for Undertale avatar in Doom chat ๐Ÿ˜„

toxic dirge
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shhh...

haughty flower
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don't trashtalk my friends having undertale avatars >:(

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(i know you're kidding)

severe seal
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I am a huge fan of Undertale

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I hum the music all the time

haughty flower
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oh

severe seal
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lol

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JUST SAYING

haughty flower
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Anybody working on any projects.

severe seal
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I'm finishing up a level. Want to playtest it? ๐Ÿ˜ƒ

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@haughty flower ^^

unreal oyster
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@severe seal I suggest you ask for feedback on the doomworld forums

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They'll give you some really good feedback, since a lot of them are veteran mappers

severe seal
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@unreal oyster Thanks! I wasn't sure about whether or not I should wait to post it there once it was really done and tested

unreal oyster
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Nah, you'll be fine, people post their beta maps there all the time

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Best to get feedback before releasing than to release unfinished

haughty flower
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Sure.

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Ill test it. Later.

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Pm me the code.

severe seal
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@haughty flower Oh it's a Doom 2 map, not SnapMap

unreal oyster
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Btw, if you do release it on doomworld, note that it's for "limit-removing" ports

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That's the term which means it's a vanilla map with potential visplane overflow errors

haughty flower
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Why not just make maps for the new Doom?

severe seal
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Because it's a lot less fun to make maps for

unreal oyster
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Mapping tools are far less versatile and more tedious

haughty flower
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Not really. SnapMap is pretty complicated to use sometimes.

severe seal
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Complicated to use isn't the same as versatile

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You're mistaking 'hard' for 'good'

haughty flower
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It IS good though. Use custom geo and yoy can make some amazing things.

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you

severe seal
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I couldn't find anything really fun when I was playing with snapmap and looking for maps. There were some impressive maps in the sense that a lot of work was put into them, but that doesn't necessarily translate into fun.

haughty flower
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Well then thats just your problem. Ive had a blast playing peoples maps.

severe seal
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Fair enough ๐Ÿ˜„

haughty flower
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XD

severe seal
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Anyway, making Doom 2 maps is a lot of fun, and you can do a lot very quickly. Plus I like the different kind of challenge it offers since you can have a lot more stuff at any given time.

haughty flower
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Dooms modding community is amazing. If only they could give the new Doom tools like the old one had the game would be a massive hit.

severe seal
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Maybe with the next one. SnapMap is a cool idea but by not releasing with an SDK they've really limited the ability to mod the game. (Of course, building a game with a public API in mind is not easy.)

haughty flower
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Maybe.

unreal oyster
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I'm not sure if that's true, myself - many people mod/map Doom not because of how powerful it is (because it really isn't that powerful unless we're talking about GZDoom), but because of the simplicity of the editing process

lavish hollow
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^^

severe seal
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Right, that too

haughty flower
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Well. Im just happy I dont have to play Call Of Duty.

lavish hollow
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For example, Quake has WAY less mods than doom, because Quake uses QuakeC, which while you can do a lot more with, it's much harder due to using C

unreal oyster
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Also quakeC has issues in that it's a compiled language

lavish hollow
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True

unreal oyster
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I've heard that the quake community has a problem with "source hoarding"

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Where modders don't release source code, creating a situation where only the "elite" know how to do impressive shit

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GZdoom completely blocks out that possibility because Zscript/DECORATE is compiled at startup

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So you have to release source

severe seal
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Nice

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Same reason everybody learned HTML and Javascript

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@unreal oyster Think you could give some feedback?

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On my level I mean

unreal oyster
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Nah, I'm just about to go to sleep sorry

severe seal
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Oh allright

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I saw you gave someone the gift of a new asshole in the other channel

unreal oyster
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Heh

severe seal
unreal oyster
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I'm busy tomorrow, but remind me on Monday and I'll try to get around to it

severe seal
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heh, okay

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I'll try to remember