#classic-doom-maps-mods
1 messages Β· Page 58 of 1
What do you guys think of this angle for Zelda Doom?
I discovered 3D floors so I was able to raise the entire "roof" of the map, which opens up things.
Maybe be able to switch from first person to the classic overhead view
Eh
You can tell the walls are 3D and that kinda bugs me
I would prefer a first person view and I think it'd make more sense
I think it'd be less bad in motion
Or worse
I'm not a huge fan of the sprite billboard being on any settings other than default
I still think you should stick with first person
ty
I like the red lighting.
@inner zealot you might want to fix the tilted camera
gotta make it faithful to the source material
I wonder how hard it'd be to fake GI in GZDooM
GI?
Global illumination, or bounce lighting.
Oh
@prisma saddle elaborate?
The bouncing of light around a scene,
i know that there's some work being done on QZDoom to allow models to be properly lit be dynlights
so parts of the model closer to the light source will light up more
It's possible to build GI for a map using the existing nodes structures and an extra lump, in theory
Not that any port currently uses such a thing, but I can imagine you can use NODES to subdivide hypothetical giareas, allowing the nodebuilder to clip lights in 2D first, then cast bounces to surfaces within that node, or maybe an even faster solution would involve the BLOCKMAP
The process looks like this in my head:
- Associate blocks with nodes
- Consider node lines "hints" to the GI builder to either block or attenuate GI
- Get the blocks in the current node
- Bounce lights with the most intensity within the block the light exists in
- Store GI data in some RLE format in the new lump, possibly keeping the same seg order as SEGS followed immediately by a list of floor/ceiling GI data for each sector 0->?
(Or maybe per-subsector would be better, idk)
I made a poopy stand-in
He doesn't really do anything
He doesn't really need to, though.
Also, I got bored
I was just gonna have the sword on the ground and have the message pop up above him
Nvm, that's way better lol
I can take screenshots at these angles now and I like it
This time in FreeDoom because... I like FreeDoom.
3D floors are good for not floor things, too.
I used them so I could use the water edge texture here
I do like Freedoom's gun sprites
The updated versions of the monsters don't look too bad, either
Hey, @warped rampart
Hi
Question
Answer
Should I continue to focus on expanding the Overworld map until it's finished, or should I go ahead and shift focus to other things. Items, enemies, etc. to populate what's already here?
What do you think is best?
I know I can continue on with the map easily, mapping ain't hard. Especially when you're straight up copying something like I am.
I say it's entirely up to you
I feel like it may be a bit more engaging to work out the enemies and stuff
Either way, it's still progress.
I just wanted some input
What would you rather see, a new enemy or a new map?
Hm. An enemy is kinda useless without a world to inhabit. And a world without inhabitants is boring.
For now, I'd like to see a few enemies
That's just the push I needed, thanks.
I would've said the same thing, enemies now
It's dangerous to go alone! Take a Super Shotgun.
Making a list of level ideas on paper is getting messy so im gonna switch to using a txt doc and Paint.net
My hands got too gray from all the pencil
@hallow wraith Do you have a few contenders to start building?
@hallow wraith Also I hope you're going to be drawing a level on paper before you start building rather than just writing down an idea in words
Im drawing it
Good π
what are the best mods for the game ?
furry.wad is the best mod :^)
^
b4nm.wad = 11/10
A ass rape adventure (?)
Tis but a meme, my good sir
why do you throw away your avatar so recklessly, Pyrime?
Because logo
Nope
fah\
Someone explain how this gives the user the power of flight
is that sarcasm or are you being legit?
I'm being serious
ok, misworded I think
It says on the wiki that this gives the user the power of flight
Are you asking us to help you?
ok.
In this context, the word "powerup" refers to the power itself, not to the PowerupGiver item that you pick up in order to get the power. For example in Doom, the radiation suit is a powerup giver and is not itself a powerup; instead it gives a power, in this case, protection from radiation, whimsically named the "iron feet" powerup by the programmers who made the game.
In the same way, the word "powerup" has traditionally been used for all kinds of artifacts in the game, but some of them are not actually true powerups nor powerup givers; for example in Doom, the soulsphere is actually a very powerful form of the health bonus item and the gained health is just normal health; however, the iron feet power that the radiation suit gives is a true powerup, because the effect lasts over a period of time and stays with the player until it is exhausted.
If a negative duration is given to a powerup subclass, it will be the amount of seconds the power stays active. If a powerup has the INVENTORY.HUBPOWER flag, it stays active when moving between levels within a hub. If a powerup has an Inventory.Icon property, this icon is displayed on the HUD while the power is active. (All standard HUDs will place it in the upper-right corner.)```
not exactly telling yas but
I would assume it basically like opening the console and typing fly, but with a power up
I tested that, and Iβm thinking that:
A) Iβm going to need to nerf the time, a minute is honestly a little long
B)Iβll also need to add a spawn state to it
Will I need to add in any flags to make the powerup give you the ability to fly, though? The only thing I'm seeing that signiifies this is the PowerFlight actor name.
How do I place Monsters and Monster Closets/Traps in a way so that the player doesn't avoid/or go around them too easy?
i'd say don't worry too much about that, everyone has their own playstyle and i feel that it's fine to let them not fight if they don't want to
what i'd say is create the layout in such a way that the player has to reenter areas that were populated earlier
that way if the player doesn't fight the monsters, they'll have to come back to a monster filled area
Im drawing the plan for my level on paper but im not too sure I like the room shapes
Some shapes look like they would be too odd and some look too bland
And the room shapes look like they wouldn't be the most playable or interesting
Im might be a little picky or OCDish on what i think looks or plays right
"shapes" in general are just that: Shapes. They're probably gonna look boring until you detail them and whatnot.
Consider breaking them up, maybe. Big rooms by themselves are rarely interesting. Add columns, nooks, raised/lowered sections, etc. Places for cover, lanes for the player to move along, killzones, etc
was there a very recent update to the game, like past 24 hours?
a small glitch in my snapmap keeps happening today and wasnt happening yesterday. i havent changed my map at all; confused now
How the fug do I make elevators that move up after the player gets them to come down
Doom in Hexen btw
@hallow wraith Start with general flow - how many rooms are there and how do they connect to each other? If they're all just squares that's fine for a first pass. It's very easy to go back and make them more complex later. You're trying to learn a process that works for you, not do everything right on the first pass.
@red peak I'm only familiar with Doom 2 linedefs but are you using Lift or Floor?
Lift.
It's just Lower to Nearest Floor
No Lower Raise at all
Anywhere in the Life category
*Lift
in GZDB Hexen/UDMF it's "Platform Lower Wait Raise"
@red peak
btw you should be using UDMF π
there is - UDMF-Convert https://github.com/CO2/UDMF-Convert
you can also press F2 in GZDB to change the format but i'm not sure how reliable that is
best to make a backup either way though
TBH I only used Hexen because I was using Chubzdoomer's tutorialsπ
hm, i thought he did UDMF stuff too?
@severe seal Is there a optimal process or order you do things in when making maps?
@hallow wraith Optimal is different for everyone... and I haven't done enough yet to know. I have a very visual creative imagination though, so I draw out a complex floor plan with pretty clear ideas for each room. I ended up changing some of the rooms a lot during implementation because of scale and gameplay issues, though.
@hallow wraith But the whole point of what I told you the other day is that what works best is going to be different for everyone. I think you're slowing yourself down by being too critical at every step.
@hallow wraith The general process used for AAA games, because of the high cost of each step, is to plan on paper, then do very very rudimentary implementation of the level with placeholder textures and simple geo, then playtest the shit out of it and keep tweaking it until it's fun, and THEN do an art pass. During the art pass, playtesting continues to make sure none of the art pass changes broke gameplay. Then do a final polish pass.
I just make up ideas as I go.
That's another way to do it
Some people just aren't comfortable doing that though, so structure is necessary to prevent things from getting frustrating
Im trying to find the process that works best for me
Been working on the monster beastiary for my mod, was curious if this kind of looked good
hopefully I can get this in by the next update in a few days
I literally just downloaded your mod earlier today because I finally got Wi-Fi π
Which mod is that?
Magitek Doom
neat, hope you enjoy it (:
I'm hoping to clear up a lot of things by putting more info in-game
I kind of want this to be a bit more of a "know how to use all your tools in the right situations" kind of mod so having a lot of information available to view if you want is probably a good idea
I think I have one suggestion: could you separate the weapons and the monsters into two separate files, like insanity's requiem, that way people can play with whatever monsters they want, as well as make the downloads less punishing to those with slow internet?
I kind of can't seperate them because of how Magitek Doom works. You basically need monsters made for the mod otherwise all the effects like freezing enemies or burning them, + all the custom deaths and pain states just don't work on vanilla monsters
the monsters are basically designed around the mod
Ah, that's ok then
yeah, theres too much custom stuff in the monsters sadly, especially with the headshot hitboxes and such
sorry that it was a little more of an inconvenience
i need some help
gonna post my problem
i made a fire code, that does a 4 round burst, with random spread
but if you tap the fire button once it's just accurate as fuck
when you hold the fire button the spread actually kicks in
the recoil*
whatever
so when i click once it just fires 4 too accurate shots, but otherwise it doesn't
when i put A_Refire down only the next burst gets the spread applied
but the first burst doesn't?
adjusted the code, same thing though
Swimmable water has kind of lost it's magic since I learned how to make it.
Also jesus christ I'm sick of hearing D_RUNNIN
@haughty flower Set the amount of bullets fired from 1 to -1
Doom interprets the first bullet fire to always be 100 percent accurate
setting it to -1 by passes that
oh
that's some weird api design
it's to maintain vanilla behavior
gzdoom right out of the box functions as doom is "meant to be"
not really, since it has texture filtering on by default π
but yeah, for the most part that's true, there are a few oddities though
i think the zdoom fist has higher range
I think Graf set the texture filtering by default so people wouldn't fire it up and immediately say "this looks just like ZDoom WTF I'll go back to that"
Wanted to visually set it apart
Kinda why I put it in quotes
yeah but it means people keep it on D:
then they can do that
I know why I haven't made much progress with my wad.... I don't had enough stamina or focus to do things longer than an hour before switching tasks or getting distracted so I jump between tasks doing random things
i usually listen to some songs and browse facebook/watch youtube videos while i map
Don't do that
Because I said so
especially when you're uninspired
wow you said so
alright
i will follow your advice
heh i saw that
shut the
UP
nothing afterwards ever happened
now
what was i about to say
hm
no fuckin idea lol
I have trouble focusing on one thing
Probably add
I do have that
Same
@hallow wraith maybe just set a timer for 45 minutes at a time and force yourself to pay attention for that time, then when the timer goes off, go run around the house for 15 minutes singing or some other random thing that takes physical energy...
Sometimes, if you just want to get it done, you do have to force yourself. But don't force yourself to do anything you don't genuinely want to do.
I don't have ADD so I dont really know what it's like, but I assume "it's hard to concentrate" means "it's REALLY REALLY hard to concentrate"
After some good feedback and more playtesting, I'm calling my map 99.99% done... and renaming it "Fork And Knife In The Road" π
Will look into how to do a real release tomorrow
@unreal oyster thanks for the feedback!
@unreal oyster I implemented most of the feedback you gave... added some additional windows so you can see the effects of switches, added some visual linkage between the switches and lower the exit barriers, fixed all the little naggy problems, made the fake wall secret more obvious, and probably more stuff I forgot.
Hi all. I'm now working on a map. Should I shitpost stream of thoughts regarding my new project here or in another place?
Tell us
So I spent a bunch of time on a map about a year ago that was a small spaceship docked to a bigger spaceship along an umbillical corridor. I put a bunch of work into it and then I discovered two things 1) realtime cameras attached to linedefs that allow me to make fake flying of spaceships and 2) I played that wad where you start and end each level in an elevator
Unfortunately by then I had already done a bunch of work and I scrapped the project rather than try to retrofit it to do both those things
So now I want to make my spaceship interior; save it as a standalone. Make my spaceship exterior, save it as a standalone. And then put together some maps where you start and end on said spaceship
and thats what Imma gonna do
Groovy
Im looking at DnD maps for room shape and layout ideas
purty
Alright. Well I played it.
Simple architecture, but still looks decent.
Ammo and health is quite strict, had to use infighting to clear out the 2 cacos and baron at the end.
No armor anywhere, meaning the 2 chaingunners and revenant are quite dangerous.
Found 1 secret (backpack and soulsphere)
All in all, looks good, plays okay if a little bit on the resource-starved side.
tomb oasis
by the way, I am trying to find the right function in doombuilder to make a door that lowers to the floor, delays, then raises ie a lift; anyone have any ideas?
nevermind, I found it it, its line function 602
function 62 defaults to lowering by 8, 602 allows you to define how low
I keot looking for the elevator function and then learned that moved both ceiling and floor
err function 206
intresting map, TootsyBowl
I was suppose to make a map in one week this week but its already halfway through the week and i havent gotten anything done
I only work on maps when I really feel like it, sometimes I just leave them for more than a week and then Im working on it again for a while
@hallow wraith just do something
I'm a little stuck. I made a map with a pool, and plan to make a cover open, revealing a key. How can I make that happen?
Well, you can't really do horizontally-moving sectors like that. I'd say a 3D model would be your best bet, and have it change its scale in one direction to shrink appropriately
heres what I do. I often have a big picture idea of what I want. So I make a box and its all startan.
Then I know I need to have a certain machine or thing in that room. So I make that. and its still all startan.
Then I know I need another room where that thing activates another thing so I make a door to that new room and I make a thing there
So I start thinking about how the hell am I gonna make this room look good, ive got this machine and it has textures, but everything else is startan
so piece by piece I think about the things that need to go into the various rooms ive now made, and I just focus on each one machine or thing
And then at the end i think about whats left and I think about what textures need to replace the startan walls
And usually by the time I get to that I think about what kind of crazy detailing can I put on these walls and it goes from there
startan all the way down
Here, have the first maps I ever made
I already posted this on the Brutal Doom discord, so hopefully it won't piss off El Jefe too much
@red peak did you just make them or is this a nostalgia thing? π
Results of messing with Doom Builder
Just now though?
Beginning of the month.
Why not.
Do they require any mods?
Just ZDoom.
cool I may check out later π
i've recreated 2fort in doom https://www.mediafire.com/file/7wa5ec6oozrtl6y/2fort.wad
basically the map is sort of like a 'template' map as in it doesn't have any details, weapons, ammo, health etc. the forts are startan textured and flats use either flat22 or f_sky1 textures. the only detailed object in the map is the bridge.
the reason i've released it without anything in particular is because other modders/mappers might want to try out something with the map - maybe modify it into ctf, deathmatch or whatever other gamemode is out there, give it a different look, etc. so, if anyone out there could make this map an actually playable map (whether ctf, dm or whatever) can freely use this template map with no restrictions from me. credit would be nice if possible.
Which 2Fort? TFC?
Does it have the sniper balcony?
Nice
i've used 3d slopes too so it's pretty authentic to me
the only thing i've removed from 2fort is the water tunnel feature
i left it to you guys, you could make something out of it
Yeah, I'll check it out later!
I'm a TFC addict so I'm curious to see how this compares
i love tfc too
Im having trouble with encounters.... i find that i have to keep making the room shaped differant and smaller to make them work because there is too much open space
Open spaces can work if you do them right
I find that most encounters and gameplay stuff require very specfic room shapes and sizes to work
@hallow wraith when you say it is or isn't working, what's your definition of that?
Its not challenging enough
ah
yeah, that'll happen
there are ways to make it more challenging besides making the room smaller
I think for levels to work there has be a specific shape, size and flow to everthing
true
yeah the AI of the enemies do not work in large rooms
since they're programmed to take any shot if the player is visible
you can easily modify the enemies though
you can make encounters harder in many ways though... you can put enemies on platforms around the arena so the player has to find cover, you can separate areas with height differences so there are clusters of monsters, you can cluster monsters that can't do friendly damage to each other, etc.
all of the enemies new to Doom 2 besides the Pain Elemental are good for forcing the player to move around in large areas
Im still trying to understand what makes a good level.... im trying to analyze better
Can you post a screenshot of what you've got so far?
Also - how much time do you spend between building and playtesting? ie what's your iteration cycle time?
I haven't made the full level.... im just making parts of it to see if they would work before i make it because i don't have good order
That's fine, just post something so we can look at it π
I will... let me make it more presentable

@hallow wraith the point is to get feedback, don't worry about whether or not it's "presentable" π
@red peak Some good stuff in those levels... some fun visual stuff going on there
@red peak Not sure about how fun the big winding open cavern is where the player only has berserk and a pistol... I kinda of just ran around in a panic before I found my way back to the level start and just let monsters come down the hall one by one so I could pick them off
I love it when rooms start to come together the way i pictured them in my mind when i started
But then I look at the brown startan all over the other rooms
The only slopes I like are 45 degree for interiors. Never tried much exteriors
UDMF made slopes really easy to perform
I really like the doom engine as it currently is
Saves all the effort of art and programming to just focus on level design
@royal wave Eh, I'd prefer my map to not be GzDoom exclusive.
ZDoom and Zand can do slopes
but if you're talking boom compatibility, you can kiss slopes good bye
From what I've heard some people have potato pcs that can't run GzDoom.
oh well Β―_(γ)_/Β―
I dunno what to say to those people other than "this wad was designed for gzdoom"
another thing I'm liking to do is using only doom2 textures to prevent going nuts with addon texture packs
@red peak Use Eternity slope actions. If you use them only in places that the player will never access, vanilla doesn't give a damn and it'll render fine in EE, ZDoom, GZDoom, and I believe Zand
that terminal took a bunch of texture finangling to get just right, but at the end of the day looks fantastic
i could probably make a good looking castle... but not one that plays too well
^
mostly everyone can make a good looking one
but not one that is linear or something
depends on your definition of 'good'
if you want to get the details right (to make it look like a real castle) it's a lot of work

started working on my maps again
Is it okay for a wad to have mutiple drafts? because ive been trying to do it all in one go
Sure
A WAD is like a lot of things, it goes through various changes in both current aspects and earlier aspects before itβs considered complete or ready for the public
Im trying to learn ways to fix my mistakes in level making
@hallow wraith nobody gets it right the first time
@hallow wraith try to build a room, test it, get it 80% good, then move on to the next one
@hallow wraith don't try to build multiple rooms at once unless you intent for the gameplay in the two to be connected (IE player runs back and forth between them while fighting)
*intend
Got it
I think at my fastest speed I should be able to make a map every 1 - 2 months.... I don't think i could be any faster
@hallow wraith don't worry about speed of finishing maps... focus on your iteration time - the time between creating something basically playable, playing it and figuring out what you need to do to make it better, and doing that
@hallow wraith IE make a room with the most basic shapes and don't worry about textures, place the things, play it and see how it feels, make changes, repeat until it feels good then move to the next area
and of course when you connect areas together you'll need to go back and make sure that it still plays well
I can't seem to make a circular ish staircase
you know
that spins around into another room going down?
er.
@severe seal I just have to use basic shapes?
@hallow wraith basic as in the bare minimum for whatever your concept is. like, don't start doing fancy insets, lighting and shadows (unless it's vital to gameplay), detail work, etc.
@hallow wraith basically, the more detail you add, the more work it is to change stuff later because you have to move/change/adjust/rotate EVERYTHING at once
Do you have to @ him every time? Lmao
He's not always online π
And I end up answering questions like eighteen hours later
But you're answering his questions minutes after he sends them
Ive been trying print screen all these tips
Just keep an evernote or a google doc and copy/paste them π
I don't have those... ive been using Pngs for visual stuff and Txt docs for writing
And rich text documents
gmail account is free, google docs is free with that
But I like all my notes offline
You can save GDocs for offline
I don't use cloud stuff
You can also download them as PDFs
Im old fashioned and the internet where I live isn't the best for cloud stuff
That is true, honestly
Ive been saving everything offline..... webpages, videos, pictures
old fashioned? you're a decade younger than me π
pdfs
What decade I act from is an engima... it seems to go all over the place
My mind is chaotic
I like that old fashioned rock and roll
but do you really?
But yeah i save everything offline.... because My internet is bad and I like having things offline
fair enough
I need to be more focused
post a screenshot of one of your levels! or upload the level!
Im gonna make a level and not restart this time and show it
wtf?
GZDoom Builder resetted apparentyl?
*apparently?
like went to default settings
Groovy
no, not Groovy
everything it highlights lags it tf
and my pasting key has been changed apparently.
Redownload?
I need some inspiration help
On my spaceship, which has a bed and a bathroom, also has a kitchen. The entirety of the kitchen is upon a desk alcove in a room. What are the objects in the kitchen?
Mr Coffee
Mr Fusion
Do people generally not like sector furniture?
what do you mean?
Sector furniture (couches, chairs, tables, beds, etc made from sectors) are generally somewhat non-grata.
If you're designing a vanilla-compat map, then realism should usually take a backseat to gameplay, and sector furnishings tend to just create clutter. Interesting abstracted spaces are generally preferred.
If you are going for realism, then using an advanced sourceport is recommended as you can make use of voxels, 3D floors, and 3D models to create actually-convincing furniture.
ah
That said, it can be done
The key is making sure the player won't get hung up on the geometry
So if you're doing a dorm with beds for example, then make the beds of a height that the player can just walk over them if necessary, instead of getting stuck between.
Same with a chapel and church pews. Either make them low enough to walk over, or make them impassible so the player can only move in the large aisles instead of getting stuck behind/between pews
Yeah, I've seen good use of beds, thrones, and bookshelves
There are bookshelf textures, so those don't count
But you can make them as actual "bookshelves" like in a library, not just textured walls around the perimeter
Exactly
I've seen that done in a fun context where you could go between them for cover but you could also run across the tops
Will gzdoom ever get improved voxel performance?
probably not, voxels get converted to models so gzdoom can display them and that isn't particularly good for performance
since you need 12 tris for one voxel
not one voxel model, one voxel
For me if I have more than 10 voxel things on screen, it'll almost halve the fps
sounds like a disease
"What's wrong?" "I got the fps!"
becuase I read halve as "have" π
Im drawing the layout of my map
Good!!!
Ive made a few rooms but i haven't textured them yet or changed height
@hallow wraith that's fine, that's a start
Is it just me or is the level design in TNT Evilution kind of.... boring
One of the reasons I don't play final doom, lol
p2p?
IMO Plutonia is really really good, and the only times I don't like it is when it seems unfairly difficult
don't find the secret 32th level then.
TNT is just like... mix and match between the following elements: Big square rooms, tiny hallway mazes, and chaingunner ambushes
Plutonia is faaaar better than TNT yeah
TNT isn't held in high regard by the majority of the community, lol
@vocal crypt I found the 32nd level in Plutonia... it's silly
it's a 1994/5 wad sold commercially
right
it's just amazing that TNT is a whole team and it's lame and plutonia is two guys in four months and it's amazing
I said amazing twice
redundantmaster
heh well there is a reason why dario casali got hired by valve after Plutonia's release π
yes π
the blinking Arch-Vile that can only be killed from two specific spots on the level in the plutonia version of Dead Simple... that blew me away
I god-moded Hunted though. Fuck that level.
my problem with Hunted isn't the archvile spam, but the monotexturing and overall lack of any interesting features in the map
you get lost because you have nothing to relate your position to
Yeah exactly
You HAVE to automap, but you don't want to because you're never save
*safe
Plutonia 2 MAP11 sorta fixes this but it's still a frustrating maze - the landmarks are there, but they aren't good enough imo
what landmark
IMO just in general in an FPS, small maze = okay. Large maze = just say no.
unless top down
meant more like camera stuff in GZDoom but ok
oh is that a thing people do?
isn't there a mod that's got a camera angle like a sidescroller?
I've seen mods with third person mode but it looks terrible
You can turn on chasecam at any time, can't you?
Oh really?
I meant more angled from the side but ok
That's still third person, technically
Do you really know the muffin man?
Who lives on dreary avenue?

(It's a trick question, he really lives in dreary LANE HAHAHA)
sneak peek
Nice
Uhhhh... Great?
But like
Just look at it.
There's so much you can do with this
I'm thinking a maze where all the dead ends lead back to the entrance
Or maybe a semi-functioning TARDIS.
Something like The Stanley Parable, huh?
So are you gonna use this for Zelda doom?
Actually, yes.
There's one specific screen of the game that won't work otherwise
It just loops back into it self forever.
Also, any big progress with zelda doom?
My previous week was consumed by a theatre job
Because money is a powerful motivator
Theatre job?
Yeah, I'm a stage hand for a play
Were you the phantom of the opera?!
Was, at least.
No. I move boxes and props for the actors and beat up a guy in one scene
What was the name of the stage play?
American Apartheid. It's about racism in 1906
But kinda back on topic
I've been making slow progress with learning DECORATE for weapons.
I'm partially done with the sword, but it's very unimpressive at the moment
I wonder if there's racism in hyrule π€
Xenophobia, at least
I just realized you could use the linedef portals to recreate the effect of the three-path maze levels in SMB2/The Lost Levels. Play a 'womp womp' sound every time the player takes the wrong path and the whole thing starts over. π
Why are these not used more often?
This is kind of a big feature
GZDoom Builder didn't even recognize the linedef (leading to confusion and frustration)
That may just be my version, though. I haven't checked.
Not used more often probably because it's a really tough feature to use without just confusing and irritating the player.
Oh, they work in software, too.
It could be used for a really cool Lovecraftian themed mod
It may be difficult to pull off, but when you pull it off successfully, it's never gonna be not awesome
I don't know if I've already asked, but what plans do you have after Zelda Doom?
Maybe a map pack?
I thought about moving on to recreate Metroid, but taking more liberties with the design (to better utilize the 3D space)
But after a quick test, I realized that it would be very fucking annoying.
You must really love NES games
Well, I only experimented with 3D floors, I should look into those floor/ceiling floors.
They're really easy to find maps of
And usually very well documented
This makes them ideal for recreation.
Idk if a platformer would really work well in doom, especially in first person
That's where the liberties would kick in
Rather than being flat like the original, I'd have it expand a bit
Give more focus to the shooting rather than platforming (without removing it)
But all of that isn't related to this project and is out of my skill level at the moment
(Though, I also considered doing Metroid in either Hexen II or Half Life)
(The only reason I'm considering Half Life is because no one plays Hexen II)
Me too.
Just needs to be less.. Confusing
That's probably just cuz I'm not exactly a pro at hexen tho
I haven't even played the original hexen for more than 10 minutes, hexen 2 was really my first foray into hexen
@shadow bone how's tranquility doing?
@haughty flower I won't lie, I'm about this close to ditching the whole thing. I tried to add a shotgun and the whole mess fell apart at the seams
How?
Mostly the way I had my various "gun parts" set up.
Unfortunately, fixing them has been causing more problems
There's a crash when firing a bullet and I can't figure out what it is
No, GZDoom
Unfortunately this is a niche project without a lot of interested parties, I'm using ZScript which even fewer people in the community understand, and there's a metric fuckton of code to debug, which no one wants to do, even me
So I can't seem to get the help I need, unfortunately.
and I'm completely out of ideas how to fix it
Throw a hammer at it
so I'm pretty close to just dtiching the whole damn thing
It works for AKs
ZScript?
GZDoom's new scripting language to replace ACS/Decorate
It's the new Doom mod code
ZScript doesn't replace ACS, it replaces DECORATE
and gets rid of the need to do awful DECORATE+ACS hacks
and, nah, it's a real coding language
Didn't it help with that mod that gave monsters the DN3D style of shadows?
well, this is GZDoom, the original Doom doesn't have this at all
Tbf, original doom is open source
yeah though i believe Eternity are also working on a scripting VM
IIRC
Original Doom (more specifically the idtech 1 engine) was open-sourced in 1997.
Didn't they start the id tech engine stuff with Quake 1?
Well, calling them suxh
Such*
They back-named them sometime around Doom3 I think
Ah, it was after Rage that they named them such
I see.
id planned to regain the momentum withΒ id Tech 5,[1]Β until they were bought byΒ ZeniMax MediaΒ which intends to keep the id Tech engines exclusively for id's sister studios.
How sad.
I have always loved id for how they supported modding and stuff.
Bethesda don't deserve any of their child companies
why is it that Bethesda get Arkane, id and Machine Games, 3 studios way better than their parent
Money
Also Oblivion and Morrowind. That whole franchise has been stupidly successful
E3 2018 - Skyrim for Toasters
yes
very succesful
with a small team of devs
not much expenditure on wage
my fucking mother plays skyrim
that's how many people play their games
my little brother has access to my whole steam library and all he wants to play is fallout
I actually know of no one in real who plays Elder Scrolls.
Everyone plays CS, though.
everyone I know plays either LoL or just games on console
but they always say "oh yeah I play Skyrim sometimes"
I feel this conversation is straying from mods and map development
but yeah
it's impressive they have so many people playing a triple-A priced game, that's exclusively singleplayer
That sentence seems to suggest that triple A games are obligated to have multiplayer.
are you challenging id
it's just that society would suggest that multiplayer is a big desire
Just kidding.
no lol I love DOOM
as a SINGLEPLAYER GAME
WHOAHHHHH
I'm not even joking I think their multiplayer is a pile of junk
Well, it could be fun, but it lacks stuff that makes the singleplayer fun.
No music for one.
I'd love some Co-op
SnapMap.
that isn't just CoD zombie map clones
Good music in there.
DOOM has good music
snapmap just uses it
wait so am I calling it DOOM properly
DOOM in caps for the 2016 game
and Doom for the classic
@hard elm how do you pronounce DOOM
I have no idea. That is whhy I am asking you.
Hell, I went out of my way and got the collector's edition.
Never done that for any other game.
I played it to death
and it's still kicking
I beat the whole game on nightmare
not ultra-nightmare
I'm not that good
I can get as far as the second level on ultra nightmare
do we not get barons in snapmap?
I know what the spoiler is
shame but understandable
considering they're scripted events
can you display health counters?
Yes.
do we know what 2016 doomguy looks like
cool
My eyes have seen better.
Now he is the demons
Bethesda is the BEST at singleplayer
ha? Hahaha! hAHAHAHAHHHHHAAAAHAHA
whatssofunny
Well, DOOM kinda falls under that statement
And that was made by ID
What's funny is that as of late, Bethesda has been making their games worse and worse imo
Not to mention how Fallout 4 contradicts all lore.
Actually haven't heard of that one but I really wouldn't be surprised
This is a review of Fallout 3, featuring retrospectives on the series as a whole, analysis of gameplay and storytelling mechanics, discussion of the games' i...
Full disclosure: I really enjoyed Fallout 3, but all the points in the video are still valid.
It's a great video if you half an hour and a half to spare (or you are folding laundry, doing dishes, etc.)
I disagreed with a lot of points, and the guy who made that vid is like.. Really unlikable tbh, he has made a lot of videos that'll make you question his retardation levels
I love his videos
He has a really weird sense of humor, which I can understand is probably polarizing
But I polarize to the 'love it' side of things
To each their own, lol
You just gotta appreciate his willingness to dress up in a terrible Sonic cosplay just to talk about how weird Sonic lore is
Haven't seen that, sounds great
But then he makes a video about pewdiepie being a nazi, and makes another about anti feminists
The one about pewdiepie isn't actually about him being a nazi, if you watch the whole thing
Also the anti feminists are terrible and deserve it
Uhhh bro, I'm kinda anti feminist lol
Happy to discuss it somewhere else
Time to break out the popcorn again.
tldr most of the anti-feminist stuff on youtube is based on a fundamental misunderstanding of feminist arguments AND a selective consumption of only a few exceptionally aggressive people, IE taking the worst examples and extrapolating it to everyone.
plus, a lot of them claim to be all about facts and reason, while selectively using only SOME facts and ignoring others, misusing and misquoting data, or making reasonable-sounding arguments that make sense in a vaccuum but are fragile when exposed to outside data
I've never seen this, like, ever
friend of mine from high school sent me a Sargon video once saying I should watch it to understand something or other and it was just Sargon making stuff up about biology and using it to justify his sexism
hbomberguy quotes studies in his videos
like, lots of them... he does more research than any of the youtubers he's criticising
Why is this in the mapping channel
I don't know
I mean I do know
But sorry π
Because hbomberguy does videos with really insightful game design analysis.... AND videos about other stuff that is totally unrelated
In other news, I'm about halfway throug back to saturn X, and it's a lot of fn.
er, fun
Just checked and I just finished level 12... damn level took me 45 minutes
Kewl
Fallout 3 was decent, but could be better.
The story is messed up, slight lore contradictions.
Timeframe is screwed.
Fallout 4 is decent, but it throws the lore out of the window.
Water seems too light and too blue for the time of day the skybox indicates
ok
Unless it's not water and it's actually one of those limited edition Mountain Dew flavors they have at Taco Bell sometimes
no, its water but il change it
Not sure what else to say without playing it π
can someone help me with this? its in the SBARINFO lump:
drawnumber 2147483647, HUDFONT_DOOM, untranslated, LightweightArmor, drawshadow, 82, -10;
it tells me that LightweightArmor is not an inventory item, but i dont know what else to put
i just found it on zdoom wiki and it looks like there's no easy way to do it for my mod
Have a new WAD.
Good work @prisma saddle
Just need to learn how to polish ideas and you'll be making something cool in no time!
WIP in progress
:o
@red peak kmp on that map please, looks good so far
Been doing a detail pass.
Trying to fake bounce lighting by using low brightness dynamic lights.
Sorta wish it was a bit easier to make the sectors peak a bit more.,
looks nice so far
That looks pretty good.
Noice
all the fuggin sprites i've made for a mod
nice greanade launcher ;d
@prisma saddle Playing your level... when the door to the shotgun opened up I said aloud "Oh, thank you." π
I haven't mapped in a few days due to lack of ideas at the moment
You spelled wad wrong
Wait, did I?
Definitely
...it was a joke
Oh.
I'm such a cunt
I can never get the hang of map-making :I
I have no ideas for map making
I've got ideas, just I lack the know-how to implement them xD
@red peak howβs that map coming along
time and practice
I should prob. start small, too
I don't think or come up with ideas the way everyone else does
wippity wippity
So yes, it's admittedly an edit to Glaice's Maps of Chaos
An edit of an edit
For my own amusement
Why is GZDoombuilder giving me so many error lately
Did you update?
I didn't for that exact reason.
Kept crashing
Does anyone else like grids?
π± π
You say that like it's impressive.
It auto updates
No.
I'm playing around with UDMF features and I made simple grid textures
Apparently there is a grid map in Reelism
Hey, I'm new to this kind of stuff but I'm trying to make my fire decorate play a sound when the player is near it, however It doesn't play.
Actor FirePitsOfHell 1276
{
height 32
radius 32
+NOCLIP
+NOBLOCKMAP
+LOOKALLAROUND
+CLIENTSIDEONLY
Renderstyle Translucent
Scale 1.5
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Playsound("MUSIC/redfire")
F1RE ABCDEFGH 2 bright
F2RE ABCDEFGH 2 bright
Loop
}
}
There's the code, and the sound is located in a folder called "MUSIC" in the root, and the filename is "redfire"
you need to define the sound in SNDINFO probably
should be something like fire/idle MUSIC/redfire
change fire/idle to whatever
ideally it should be a name that represents what the sound "means"
and then you play that name instead of the file's name
Thanks, I'll play around for a while π
Have you read the article on ZDoom wiki
Anyone know if you can mod Doom on consoles?
No
Darn, well thanks for saying
Would be cool to do stuff like Demonsteele on console, and especially try out the craziness that is NUTS on there.
Really doubt a console would be able to handle a mod like that
maybe if you got linux on your console and compiled GZDoom
but consoles aren't exactly as powerful as they lead you on to be
No computer is powerful enough to run NUTS
Can a console run Guncaster tho π€
Gzdoom on Commadore 64 when
Well...
Commodore VIC 20
The Commodore Vic 20 is a machine released in 1980 as the Vic-1001 and formally as the Vic20 in 1981. It's power compared to even the Commodore 64 is small, ...
GZdoom
I can't even use newer versions of OpenGL
that's cool and all but can it run doom?
Use QZDoom
Another ACS test map thing of mine.
ACS?
Ye
hell yeahhh boy
ill try it out
yeah thats actually really fuckin' sweet
reminds me of those water sections in HL2
Scripting magic
yeah that sums it up well
@thick grove just scripting stuff
ahem
I've got a thing cooked up, but there's a few problems:
- It's an edit of the Doom IWAD maps.
- It's an edit of someone else's work on top of that.
So I wonder if it's fine to share it.
It's Glaice's edited E1 maps, with further edits by me.
i mean if you give credit, it should be fine
MoC?
By "edit", I mean extra bits tacked onto the beginning and end of each map.
and episode 1 was shareware i believe
@lavish hollow Yes.
That should be fine, then, as long as you credit
Should I remove the unedited maps?
Nvm, I might edit the other Doom 1 maps in the future
Kewl
Enjoi
Remember, Doom 1 iwad, KDITD
Also credit given to Glaice that I didn't put in the zip
And Id
I would recommend Brutal Doom, but since Glaice hates it now, I recommend Beautiful Doom or something
Lmao
smooth doom bby
lol
So, any comments?
lol where'd that come from
where'd what
I think this is inadvertantly becoming a map-dev texturepack
The door texture needs a bit of work, though
I officially love UDMF now
Fuckin' bridges
BRRRRIIIDGEE
jeff bridges
Hideous demonic growths make convenient elevators.
Stairs
Woo! My first level is up on /idgames
@inner zealot Any variation of ZDoom required. ZDoom: Doom in Doom format.
Halfway through with E2 already.
I'm playing around with GZDB, creating a level in UDMF format... what are some of the more interesting special actions?
I heard that there were super easy slopes
Slopes, schmopes. You can edit vertex heights directly!
Also, Doom64 style lighting (spearate colors/glows for top/bottom/walls)
Also real portals for both walls and sectors
Vertexes can only be changed if it's attached to a triangle sector mind you
I'm having a weird issue where some behavior of a sector seems to change if I change the texture on one of its linedefs :/
How so?
I'm raising the floor of the sector, and there's an outer-facing lower texture that only shows up when the floor is raised... when I set that lower texture to something, the floor doesn't raise.
I may also be wrong about what's happening
can you show me a screenshot?
So... I just got it working and I'm not sure what was wrong before :/
Haha
I'm trying out the level design pattern where rooms are complex and the relationships between them are constantly changing as doors open and close, walls raise, lifts appear, etc.
Sounds neat
Yup, just made a slope, super easy
Though when I chose the wrong option between front and back the results were hilariously terrible
an easier method is using the vertex method
if you split your sector into two triangles, you can raise the vertexes evenly
this keeps the slope and allows you to use the line for a different action
WIP - lots of startan, using some custom textures from elsewhere. GZDoom stuff - slopes, some fancy teleporter stuff.
can i just say (haven't played the map, so don't take this as criticism, more as a warning) to avoid heavy use of slopes to provide flooring for the player
zdoom slope physics are really annoying to deal with and so it's generally best to be conservative with your use of them
Yeah, I discovered pretty quickly that weird stuff can happen. I blocked off the one slope I'm using to monsters.
I haven't actually used slopes. What's the funky behavior with'em?
It just feels weird. The player seems to accelerate incorrectly. It's easy to walk up on the very edge of it, and monsters can walk up the edge too.
imagine classic doom friction but now with slopes
slopes allow you to move vertically & horizontally at the same time and it really fucks with friction
It might be best to use slopes more for looks, where the player can't get to them (or on the ceiling)
I kinda get what you mean. I figured it would be a weird jumpy type of glitching.
So it feels like you're walking on banana peels?
Aw, there goes my dream of fighting on rolling sand dunes.
Ah, yes, Sam.
I haven't played TSE in ages. You reminded me.
Haven't beat the game before.
Sam 2 is more Silly Sam.
haha
Once the game gets up to speed though it's really fun.
it just looks like the gameplay is "100 dudes are coming at you, kite them forever"
damn skeletons
Skeletons are the worst
There are parts of Serious Sam 1 & 2 that really remind me of Doom, but most of it is just simply not like that.
serious sam is interested in throwing tons of enemies at you, and it does what it sets out to do well, heh
you won't get twisting level design like you get in doom, you get big rooms and lots of enemies to fight
But it's no Doom.
Sam takes Doom's simple gameplay and simplifies it even further.
But the platforming is horribad
Sam is so damn slow, and there's no air control
you guys are really not selling this π
Well, if you like shooting 100s of things and Doom slaughtermaps have gotten stale, play Serious Sam.
