#classic-doom-maps-mods
1 messages ยท Page 56 of 1
how
I need you to run the WAD and tell me if you see props
well deliver it to me and I can try.
Trees and such
@inner zealot
tell me a area where there is suppose to be trees
To the left of where you start
For me there is no trees anywhere, but for you there's trees in one place but not another...
I'm running ZDoom 2.8.1
Hm
One thing me and Jefe noticed was that even vanilla Doom props didn't show up
what level making program are you using?
Doom builder 2
I can't run GZDoom or GZDoom builder on this thing
It's not my choice to stick to the older stuff (this time)
So you've tried gzdoom builder?
seems like you need to pass the map making duties to someone else.
or upgrade a little
anyway
looking at it in GZDoom Builder
the trees do appear
on the left
I CAN move to another computer
I'm just lazy
I guess I don't have much of a choice if I want to continue smoothly, though
also, is there anything required to run alongside ZeldaDoom?
Not at all, everything's in it
also, how come when you go into the cave it goes to the next level?
I'd think you wouldn't want that
How so?
because we have different versions technically source ports all together running this wad
with yours showing
Jefe's not showing shit
mine showing it in some places but not others
I don't see how that could be the problem, have you looked at the coding?
I have, it looks normal
There isn't much other than some basic DECORATE
I noticed.
Also, Zav is running ZDoom which has been discontinued since January of 2016
*167
*17
jfc
or febuary
Yeah, I plan to move over to GZDoom to take advantage of certain features, anyway
Mainly the portal linedef
@vocal crypt you can edit messages
Writing another message takes the same effort as editing one
and moving to another computer should take the same effort as well.
Moving to a computer takes WAY more effort
I guess it wouldn't take too much
Like
A flash drive and a few minutes
I think it'd take maybe 10-15 minutes to move the project over to a computer and install all the GZDoom stuff
I'm playing Dark Souls right now, though
@inner zealot did you die in dark souls yet?
I did just start
I, oddly enough, killed the first boss first try without taking a hit
I've died while practicing parrying on the weak enemies
Ummm... have you beaten both?
Nope
Quake is a good game,
Wait, is this really the channel to discuss this?
Or general
Attempting to move over to GZDoom, now
gl
Groovy
Okay, I've moved most of the stuff over to a laptop that can run GZDoom
And...
Props, again, work fine for me
Even if they are a bit skinny
Here's a screenshot from ZDoom on the old setup and GZDoom on the new.
This doesn't help to uncomplicate things
Not at all
Maybe I'll try redownloading the wad, I noticed you sent a different one earlier
I can upload again
ok this is weird
Now my GZDoom shows those maze like row things of rocks or trees or whatever.
@inner zealot
well it did
wtf?
@vocal crypt Wait, what?
for one instance of running your map, the stuff showed up, now it isn't
and I was just adding the Famicom Disk System title song playing during the title on my "copy"
er
all of it
now it's just trees
This is... very confusing
It's updating right now
Groovy
Gnarly
My copy, though the only change is the title music.
That was enough to bring the file size up by 2 MB?
tfw there are people who actually care about wad filesize
I'm surprised, the song isn't even like 2 minutes long
there are people who care about wad filesize when winter's fury exists
I personally don't think it matters until it gets to be above 100MB
so winter's fury
tfw when people don't realize amount of content correlateas to size
1 2 6 m b
let's make a 55Gb wad, will prolly have 400% more content than Doom2016 
fine then
Lmao
No fucking idea
I was just going with it
I'm not ready for that, I can't even get props to show up on other people's game
Each episode is a TC of a random Zelda game
Episode 8: Four Swords or whatever tf it was called
You were right, thanks
i remember when i was watching a gzdoom builder tutorial and he said to press w to go into 3d mode
it was q
he didn't correct himself
i was so lost
Oh it supports long texture names
For shame. Like it's so hard to add an annotation in post
Also, was the tutorial good, at least?
i never finished the series but that video did teach me the basics of working gzdoom builder in 2d and 3d modes
I have a loose theory.
tell us bitch
Could it have something to do with all the non-prop things in the map?
I haven't cleaned them up
So I have no idea what any of them may actually be doing
Uhhh... yes
I'm clearing them out now, they're annoying the shit out of me, anyway
GZDoom Builder is so much... nicer to use
elaborate
I'm afraid that theory didn't work for me.
Did you do it right
hang on
I don't understand why they STILL show for me and not you guys
Wait wait
I think it's got something to do with the skill level thing
click on a thing, and look at the checkbox with Skill # or something
yeah apparently it does
All set for skill 1, 2, and 3
All eight?
Why the fuck is there eight of them?
uh
I'm Too Young To Die
Hey Not Too Rough
Hurt Me Plenty
Ultra Violence
Nightmare?
IDK
but
Worth a try, I guess
make sure you send that copy over as well
It's on its way
Should I start changing the name before there's a bunch of different versions with the same name>
up to you lad.
I thought about putting together a separate WAD with all the FDS tracks
so, you're using the NES tracks?
I haven't really started to add any tracks at all
I meant when you get to that
a placeholder.
with the same lump btw
Apparently somewhere between the version you sent me and the one I have, I lost MAP02
So, thanks for sending me MAP02 back
Yeah, why?
In Hexen, there's no real transition
You just go to the map
Doom 2 has all the stuff it plays when you end a map
Any idea how to remedy this?
not yet
apparently it's something you gotta remove or somethin
oh wait
the nointermission flag
in GAMEINFO
no
map definitio
@inner zealot
Where ya' gettin' this info from?
Thanks, yet again
yw
Do what?
You can, there's not reason to
But yeah, we fixed the issue
So now I can actually start working again
Groovy, I'll do it now then
Uhh... take this one, instead
Take which one
What am I taking
I don't know, I'm confused
Join the club
What are you doing and why/
Hey everyone
Hello
I'm fulfilling a lifelong dream of building a Doom 2 map to release ๐
Sweet!
ew
It's not quite done yet but I will need people to test it. I think it might be too hard.
the doom community is pretty used to really hard maps, heh
the important thing is creative use of monsters over difficulty
people are happy to be challenged as long as it's fun
What was that one map that had you kill Cyberdemons with the environment?
Cyberdreams?
cyberdreams?
I guess it was Cyberdreams, then.
I'll check it out on youtube
swivel - post shots, i'm interested in seeing what you have to offer ๐
I remember another one where your goal was to find ammo so you could kill yourself
I just rebooted in OS X ๐ I have to go back to windows and install Discord there...
Then you'd advance
lol
Dual boot?
Yeah
I just got comfortable with editing workflow, so now I'm doing a lot of iteration.
I bit off a lot though... I doodled the level design while I was bored somewhere and it's pretty big and complicated!
Join the club, I'm remaking Zelda.
So you actually sketch stuff out beforehand? Graph paper?
best type of paper for sketching maps is plain
encourages you to work off the grid
well, to a certain extent
it's more that it means you end up drawing lines that aren't orthagonal
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.
Doom 2
I didn't start building the level for a while and I can't read or understand a bunch of the notes ๐
Ever made a map before?
I've dabbled. I've worked professionally as a game designer, but for social and mobile games, so it was all systems design.
sup guys, im new here and im a mapper as well so i'll ask you guys to give me some constructive criticism on my wip mappack (consists of 11 maps) http://www.moddb.com/mods/no-guts-no-glory/downloads/no-guts-no-glory-demo-v2 it has somewhat of coop support too
since it's a mappack there's no new content except a bunch of textures, you can play it with any mod you want
@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 ๐
@severe seal no problem, im always looking forward to do something in exchange
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)
@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.
I ran through the last room and skipped the Baron
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.
@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
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 ๐
Yeah okay if you don't expect anyone to get 100% then you succeeded ๐
Ammo is so sparse that it seems literally impossible to 100% these levels
I'm just not used to playing like that
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.
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
yes, I don't
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
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
i dont really know then, weird
i play with gzdoom too so its not really a problem
maybe its how you make use of the ammo i give you, i dont really know
I'm also at the point where there's an arch-vile and I only have shotgun and chaingun
well I try to kill stuff
instead of just running through the level
i 100% pretty much every level
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
I haven't found any other weapons anyway ๐ฆ I saw the rocket launcher on level 2 but got the blue key and beat the level without it
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)
ahhh yeah I don't use chainsaw much hmmm
Just finished sacrificial grounds with no secrets ๐ฆ
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
yeah, I've found a few
it's hard to look out for secrets when you're running away from barons and revenants though!
sacrifical grounds doesn't have much valuable secrets, there's only a berserk pack, second chainsaw/armor and a rocket launcher
the upcoming map will be very challenging, after that you'll have an easier map that'll help you "recover"
recover as in it will provide less challenging monsters and will have a lot of ammo/health packs around
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
Fence inside floor!
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
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
Subtle custom scripting here ๐ A few "kill everyone for the doors to open" rooms...
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
oh yeah btw please don't use moddb if you want me to download your maps -_-
it's slow as shit
^
use dropbox, because it won't literally give me a 40kb/s connection
(and - i've checked, my internet's fine.)
@carmine badge I love these rooms with monster beds and bookshelves ๐
@severe seal i didn't implement support for software doom yet, so expect some trouble rendering skyboxes
@vocal crypton GZDoom Hexen format
@carmine badge I think I'm using gpu acceleration
@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
@carmine badge you should stop using Hexen format, there's no reason to
use UDMF instead
^
If you need help switching over, I can send you a tool that can convert your map into UDMF without having to remake everything
@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
UDMF unorganized?
who tf complains about that?
if you're using gzdoom builder, what are you talking about?
It's literally the same as hexen, but with everything allowed
and then some
also, when did GZDoom Builder convert formats?
yeah last I checked you can't tell it to open a map in a different format, nor any sort of conversion method
They should make that a bit more obvious
goes back to DB2 even
if it's one criticism i have against doom builder, is the editor is not intuitive
potentially even DB1
it's intuitive in some places, in some other places it's very much not though yeah
In terms of UI design, I've always believed that you never leave a feature behind a key
There are certain things you can get away with like that, as some editors tend to adopt universal rules
Like space being pan
oh it has a menu option too heh
where
edit->map options
.....space is pan?
Yeah hold space
what does pan do? Is that a camera control?
pans the map
in 2D view
most people just automatically use scroll since it adjusts it based on mouse location\
but holding space will make it drag the map around without zooming
pretty sure i wont need 70% of what these tabs offer me, especially the comment part
you should update your GZDB
the original version died, you should be using this one ^ now
last time i've heard gzdoom builder won't allow me to build raising individual stairs so no thanks
i can tell because you're actually missing a UDMF tab ๐
wait what, are you still on DB2 lol
wtf blazing
its gzdoom builder, the fuck are you talking about?
but you just said "no thanks"...?
is it DB2 or GZDB?
gzdoom builder jesus christ
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
well you're quite far behind, because this is how the "edit sector" box looks in the new versions http://i.imgur.com/RrzTn9r.png
I think telling you that your editor is out of date is pretty useful
oh nice, they added the water as a checkbox thing?
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
an ignorant one huh.
water has always been a checkbox
not really, i just dont see the reason why i should update it
that method of doing water is old and outdated anyway
reason is pretty simple, bugfixes
is that the logic you use for Windows?
i didnt encounter a single bug yet, if we put some crashes aside
right, but why wouldn't you update just in case?
prevents you from running into bugs in the future
also i have windows 10 so i dont see your point megatron
the program even has an auto updater ffs lmao
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
told you it was ignorance
there are cool new features that you can't do in your version, but they're all in UDMF lol
for an example?
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
so i dont have to put the color thing in order to color a sector?
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
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
yeah, it's basically the ultimate format because it's infinitely extendable
unlike Doom and Hexen which are restricted by design
alright thats what i wanted to hear
though, i won't write off doom format
i think doom format is the best choice for beginners
I'd agree there. Learn your tools first before you bite off more than you can chew
fact i'm making a Boom map right now heh
you disgust me
I'm making a vanilla doom 2 map ๐คท
I'm terrible at maps
I'm going to vomit
not my fault my mapping sucks donkey ass balls
swivel - would it actually run in vanilla doom, though? heh
I hope?
im mapping for like a whole year so if thats beginner level then how long would an average level mapper map for doom
I don't think I'm doing anything fancy...
depends on the project and how fast they can make things
My goal was to build with the limitations of doom 2 because I like those limitations
if you press this button it will put GZDB into a mode which can analyse the map and see if it's vanilla compatible
anectdote, my current project is a few years old and only has recently taken shape with what it's going to be
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
TAN ALL THE WAY! ๐
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
my current map is, uh, not so vanilla friendly http://i.imgur.com/zJDbOXX.png
not that it matters, it's a boom map lol
dear lord that looks like infected cauliflower
the pink areas are "SERIOUS VISPLANE OVERFLOW" areas lmao
I don't have that option :/
hmm
what is overflow?
I thought I had the newest version but perhaps not
make sure you have the mode enabled first
too much for vanilla doom 2?
you have to open visplane explorer mode first then that option will become accessible
and, yeah, Megatron
oh huh
vanilla has a render limit on certain things
lol it crashed
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
I think I just clicked Open Doors before it was done calculating
Clicking open doors seems to break some areas of the map :/
hmm
this is what maps like BTSX look like with it https://i.imgur.com/ywR9GsT.png
no red areas since it's entirely vanilla compatible, heh
why does it remind me of Dust2
so how do I know WHY the red areas are red?
I do not seem to have a visplane button, is that exclusive to vanilla formats?
basically, if you have overflows, reduce the detail level
or
create pillars to block view
yes but the question is....... from where?
visplane overflows basically happen when the player can see too much
from where the cones of red appear to come out from
ohhhhhhhhhhh
Some of these areas they won't be able to get to if the relevant doors are open anyway, I think
for example, here
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
right
so i could remove the window and... http://i.imgur.com/TCIwDPC.png
course, my map's for boom, so i'm leaving the window there - boom doesn't have a limit
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
that's probably fine then
i would also advise you to check out https://www.chocolate-doom.org/wiki/index.php/Chocorenderlimits
oh interesting, disabling doors gives me a few red dots
I didn't think my starting area was that complicated ๐ฆ
chocorenderlimits is a source port which allows you to play through your level and identify points where it overflows
oh cool
hmmm
cool
it's a really useful tool for vanilla mapping
can anyone here test my WIP and stream so I can watch you play?
that didn't sound creepyp did it? ๐
I still wonder what causes this, as it doesn't actually have any impact on the map when played
I use the heat map colors instead
whatever one builder uses
probably ZDBSP then
That and I map Boom stuff minimum, tho some of my works do work in vanilla
you can change it in the format configuration, try changing the nodebuilder and see what happens
I have a thing for ZenNode
i think ZDBSP is generally regarded as the best for UDMF, but if it's giving you issues you can try switching it
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
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
but in some ports (anything not zdoom-based, PrBoom+ nor Eternity) your map won't load without a REJECT lump
it's infinitely thin too
so a zero-byte one fixes that
also wat even
i guess nodebuilders just hate your map lol
It runs fine though
yeah, i'm pretty sure zdoom rebuilds nodes at startup lol
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
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.
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.
Make sure to use lots of strobe lighting, the scariest thing you can have in a map is the constant threat of seizures
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
lol
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.
And addiction to cookies
I wouldn't mind doing a collab in the future.
Maybe we could pull Nash in, he and I hashed out some survival horror stuff a few years ago.
Never went anywhere though
I'd like to work with Nash yeah
Kevin Nash, you say?
no
Nash Muhandes (spelling)
Nash is a really gifted programmer who spends his free time working on doom mods
Veteran ZDoomer extraordinare
Not to mention audio guru
Has his own studio and in a couple bands
Audio is very important
I've gotta tap him soon for an album I'll be mixing in the next couple weeks
How do people collab on doom projects anyways, do we like make a github repository or something?
Repository, forum PM's, maybe a private Discord, google hangouts, whatever
thought as much. Just my experience with doom mapping, there's no way to test a map without constantly repackaging all materials
Repackaging isn't really necessary, I've found. GZdoom and Slade load directories just fine.
wait you can do that
yup
Why am I last to figure these things out
lol
external acs?
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
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
Which I find weird, because UDMF is text-format, but apparently still can't be loaded directly.
Maybe I can propose that as a feature
I think it's been [no]'d before... Lemme check
requesting a more raw format to make it easier on repository collabs?
also that's a builder feature I'd be asking for
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 ๐
well, no, it's generally the other way round lol
i.e. someone expresses interest in finishing a dead project
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
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
so, one person does sprites, one person does writing and ideas, one person does mapping, one does coding?
I'm curious how big the game will be after the update.
something like htat?
My XB1 is currently busy with downloading RE6 & the DOOM update.
More or less @vocal crypt
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
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.
also the issue with editing maps comes in
can't have two people working on a map at the same time
that's kinda the point ๐ 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"
?
maps*?
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"
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 ๐
who's that
"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."
I'd be down for it, sure
I'll let you handle talking to Nash, as I'm just a skrub
lol, okay. I'll PM him.
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
Sure. I'll DM you if/when I hear back
kk
Heh, looking back over my PM's it looks like it was almost exactly three years ago
Strange how these things go in cycles
The last time you talked to him?
Yeah
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
I've always been partial to Silent Hill
I've never actually played them
I've watched lets plays
So I do get where you're coming from
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?
The issue I have with those is the lack of the ability to fight back
Yeah
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
Referring to Pyroscourge? Can't say I've seen it, actually.
So far he's made my favorite doom horror mod ever
things rarely scare me, so that's an accomplishment
Ah, SUPER Natural, right?
Yeah
Haven't played it but I've seen the thead.
play it. it's good
Will do, for sure
albeit, it's another "can't fight back"
but it rarely forces you into situations like that
So like you mentioned, that's the "data corruptions" and "tech gone bad" theming, whereas Silent Hill is often more "sexual body-horror"
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
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
that'd be cool and would work well as a start
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...
you can hide it behind an ACS function
No scripting, just vanilla
Vanilla? No I don't think so
you're not going crazy, doors are the only thing that can be keylocked in <Boom
you could do mini-doors hiding switches for platforms and stuff
My ceiling is too tall for that not to look stupid... I'll have to move them
Going to make the discord room @shadow bone
What are ya'll talkin' about?
map and game theory
Fun
@inner zealot ZELDOOM
What about it?
werez the gunz
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
Groovy
Well, last night I did get the hub system set up, so, that
Sweet
Oh, you know how the skill level was the problem with the props?
Apparently you can just turn off the skill menu
That's cool, I didn't know that
And I hadn't planned on incorporating them, anyway
Oh, do you think I should make a titlemap based on the Zelda title screen
Yeah, that'd be sweet
That was fast
I would, but I'm trying not to be distracted
Well you're on discord so you've already failed ๐
Shut the fuck up.
be nice
I don't mean it in a genuinely aggressive tone.
you did a great job at conveying that
It's kinda hard to convey a tone of voice through text, though. So I'll chill out.
how about "shut the fuck up :D"
Not sure if base or hell
Or the :V face
emoticons exist
The predecessor to emojis
So now that several people are here... anyone want to test a level? Just a single level?
+1 Respect to kevansevans
because it holds a different context of what the image actually is
I'll just leave this here.
Mediafire is starting to use anti-adblocker techniques
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.
Stfu
See? That's basically how we say "hello" to each other
I thought it was "your mom"
I think it's "Say hi to your mother for me"
How exactly do 3D floors work, again?
You gotta use dummy sectors, or something
here's a preview of doom slayer hands on doom weapon sprites i've done some time ago, how do you like it guys
if anyone wants to download these sprites and use them ingame here you go
Looks good
Well done
Just got feedback from someone on Reddit about my first map... going to make some changes and then re-post it ๐
Do you need to post this in every chat
no you don't lad.
#179862926809759744 or #281555576134303744 would seem like the only two places it'd fit
and even then you only post in one of those
Hmmmm I assumed this was the best place since it's map-mod-dev
I assumed looking-to-play was for MP?
@severe seal - they weren't talking to you, they were telling another guy off
the messages are deleted
you'll know when we're letting you know you dun goofed
I dunno man it's confusing around here, apparently the standard greeting is 'shut the fuck up' ๐
Ah
and we've been telling people not to use that as a way of greeting people several times over
Wow lol
Crypto got banned? Sorry just got here.
nope
nah, shaders don't have access to enough data to do a source-like flashlight
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
I'm guessing QZDoom has neither
it has fragment shaders
that's what a postprocessing shader is
"fragment shader" is basically a fancy term for "can move around pixels on the screen"
"vertex shader" has access to vertex data and can move a vertex' position
but importantly here it can simulate the cone shape you'd want
Alright
oh yeah btw - qzdoom just got merged into gzdoom actually
at least in git builds
so gzdoom has postprocessing too
Cool
Didn't they merge in 3.0?
yes, but qzdoom never died
so it gained more new features which have just gotten merged
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.
https://gfycat.com/LivelyInconsequentialAnglerfish lil example of the shield bash
Poof! And he's gone!
Are any of the TC's worth playing?
Which ones?
there's a looooot of good TCs
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
it really just depends on your taste when it comes to mods in general
there's a pretty broad spectrum, I'd say there's something out there for anyone
well, I'll put it this way - I don't give credit for something being a lot of work ๐ It has to be fun.
Golden Souls is probably one of my favorites
yeah dude lol
Return of the triad really matches the spirit of Rise of the triad
That's awesome
its pretty neat, I love shit like that
it has very charming level design too
i need some quick help
whenever i add Weapon.AmmoUse to this code
it doesn't work anymore
it just doesn't want to even select the weapon
but if i use A_GiveInventory and A_TakeInventory, when the player has no more shells the weapon just infinitely fires
I think that if you add Weapon.AmmoType2 to the code then you need Weapon.AmmoUse2 as well
if you dont wanna use the secondary ammo type then just do Weapon.AmmoUse2 0
@haughty flower
oh that's a thing
even after adding Weapon.AmmoUse2 it doesn't seem to summon the gun
it doesn't seem to summon the gun
Well then that's more fucked up than I expected
DM me that code bb
I'll try to fix it
Oh wait
WAit
@toxic dirge hooray for Undertale avatar in Doom chat ๐
shhh...
Anybody working on any projects.
@severe seal I suggest you ask for feedback on the doomworld forums
They'll give you some really good feedback, since a lot of them are veteran mappers
@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
Nah, you'll be fine, people post their beta maps there all the time
Best to get feedback before releasing than to release unfinished
@haughty flower Oh it's a Doom 2 map, not SnapMap
Btw, if you do release it on doomworld, note that it's for "limit-removing" ports
That's the term which means it's a vanilla map with potential visplane overflow errors
Why not just make maps for the new Doom?
Because it's a lot less fun to make maps for
Mapping tools are far less versatile and more tedious
Not really. SnapMap is pretty complicated to use sometimes.
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.
Well then thats just your problem. Ive had a blast playing peoples maps.
Fair enough ๐
XD
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.
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.
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.)
Maybe.
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
^^
Right, that too
Well. Im just happy I dont have to play Call Of Duty.
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
Also quakeC has issues in that it's a compiled language
True
I've heard that the quake community has a problem with "source hoarding"
Where modders don't release source code, creating a situation where only the "elite" know how to do impressive shit
GZdoom completely blocks out that possibility because Zscript/DECORATE is compiled at startup
So you have to release source
Nice
Same reason everybody learned HTML and Javascript
@unreal oyster Think you could give some feedback?
On my level I mean
Nah, I'm just about to go to sleep sorry
Heh

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