#classic-doom-maps-mods
1 messages Β· Page 59 of 1
Oh great, now my script editor isn't working.
It takes time to learn
Yeah
What am I doing wrong?
you can just use the color setter thing in a sector instead
I'm using ZDoom Doom 2 format
no help at all?
Maybe change open to enter
it's erroring on line 1?
Yes
the #include "zcommon.acs" line?
Yep.
I think I'm overdoing it.
it's pretty much done
all i need is to figure out how to color the blood red
How do I release the player from "prop_totallyfrozen" ?
Found the answer
wip
Hey that looks like Doom
no no no, thats super mario world

That's clearly a 2D cross section of Sonic Xtreme, duh
Looks toxic heh
Spoiler.
So i have finally started working on my payday inspired doom mod again, but i hit a stump for trying to get my enemies to reload (the jump commands simply arent working)
try inversing the conditions and see what happens
wat
make the conditions check for something that's the opposite
so if im intending it to jump when having 30 of item, make it 0
yeah something like that. A good process of debugging is to check it against other conditions
if it doesn't trigger at the number, then a different variable is wrong
oh in fact pretty much all my jump ifs ive been adding as of recent dont work
attempted to make armor dmg have a sound but my jump if didnt work either
no putting 0 still makes the enemy fire with infinite ammo
then there's a different check that's failing
set up an ACS script to print out what state the actor goes to when the jump is called
i wouldnt know how to do that other than a check if in correct state = print
you can check numbers
you lost me
The enemies have a number to check to reload, right?
im sorry?
How do the enemies know when to reload
inventory ammount
i mean, this seems pretty straight foward to me "A_JumpIfInventory("enemyammo",30,"reload")"
ive triple checked the wiki as well and i dont see any wrong
the wiki on this command that is
but since changing the number doesnt do anything i guess kevans says its not that
let's see your code anyways
what specific code
the decorate class
both
heres the crapload https://pastebin.com/VLuaD167
changed to 1 and it didnt change a thing
so the problem is, it's not even checking the jump to begin with
Hang on, let me find where I've ran into this
I think I see it
Change ACTOR enemyammo : ammo to ACTOR enemyammo : CustomInventory
@foggy escarp
nope
that also didnt fix it so
dunno
is my wad even saving
changed enemy speed and it changed so my wad is being written to. whatever mistake i made its something stupid that some more competent modders will laugh at
I think it's because you don't have a jump check in the fire loop
Oh no nvm
You want it to shoot several shots then go back to see
Not sure at this point
its gonna be some fucking stupid mistake like my messages printing names of items earlier
just gonna have to wait for whoever pulled me out of my last mess
who was that again? gutawer?
alright annoying me is back again. even asked somewhere else but got criticised for not keeping my text with consistant capitals or spaces. real helpful i know
that's dumb
but its helpfull !!!!
(anyone who picks on someone for not using consistant text in code is an ass im sorry)
i dont write things in doom for prettyness, i do it for function
well it's dumb because it's not case sensitive
i would know this
having a consistent style makes it easier for others to look at your code and help you tbh
i kinda wish the zdoom langs were case-sensitive but they aren't for some reason
yes its always a perk to have nice looking text but thats just not what im looking for right now
well yeah but inconsistent code can be hard to read which puts people off trying to help
doesnt make sense to me but if thats the case, ill make it all nice and pretty for those people with a chance that they might not find it either
Speed =/= speed!!
Anyone still experiencing a glitch in snapmap with wave events? In some instances enemies will spawn everywhere and in others only a few enemies will spawn and they appear to only use one spawn location.
yeah
the Wave Event seems to attempt to spawn the monsters always near the activator
theres a plenty modules that if you try stay in thight places before the event, the bug happens
one thing i wish it could be possible in modules is at least turn on/off the dynamic lights they have, this would allow more combinations of environment alongside the camera filters
I changed the location of the event activation to a more open area and it seems to be working a lot better. Thanks.
Yeah me too. Though you can use the player camera color filters to slightly alter the environments now.
i usually use the filters in the module node, the player camera one applies it globally and that is not always good
Well it looks like the bug can trigger at the beginning of any new wave. π
yup it does
the even seems to require the activator to always stay in the same module it is
i rmb that i was playing with a friend and he is who started the even, but then he died and started in the beginning of the map again
then wave changed and the monsters started to spawn in the wall that was closer to him in the module it was
I didn't notice it happening in the industrial mods as much as the newer ones.
is happens mostly in hell modules and white collar ones
the industrial also have it IIRC but it is like 2 mods only
Anyone have a few minutes to test a level?
Wow, quiet room today!
I'll try your map
Yay.
It's UDMF and includes textures I downloaded from whatever that site is with the doom textures
Very rough, not complete, barely any texture work (mostly startan)
Put more enthusiasm in your "yay"
Do you know how to computer
@severe seal Holy Startan, Batman
@red peak I'm trying to focus on gameplay before I detail π
Epitome of detail
indeed
Indeed!
So... I'm trying out the style of like... it's technically linear but it's really complicated and you have to double back a lot
Not sure if it's too hard, too easy, too close quarters, repetitive, etc.
Ammo is a wee bit tight
Yeah I was worried about that
Haha
How was the archvile placement?
I feel like there's enough room to move around and enough cover
It resurrected everyone and their mom
lol
The mancubus and the arachnotron, too
Yeah, it did that to me too
Well, I guess the most important question is - did you have fun?
This switch can be pressed from ground level
Also yes
although I did get lost a few times
Oh fuck, I'll have to back it into the wall more :/
Was it a lost that could be solved by not having startan everywhere? π
Oh fuck I can't believe you've done this
who what
Combining Ketchup with SmoothDoom maybe
Iirc thereβs an unofficial Ketchup patch that you can load with Smooth Doom
tfw you playtest your own maps and you forgot to tag a linedef/put and extra player start somewhere
O3O
Same here :/
I really need to kick my mod into gear but I guess since I'm working alone, I'm not really feeling much motivation
I have three projects: Maps of Inebriation, Hellbrary II and Maps of Chaos (Overkill maps, latter Hell in both games)
Hellbrary II is a successor to my first Hellbrary, but much larger in size.
Maps of Chaos can be found on ModDB and is pretty popular with the Brutal Doomers.
To the point that I'm making my own shitty edits of them
Also @lavish hollow what's that you're making?
So I inspired you to do your own DOOM/DOOM2 stock map derivatives?
Technically...uhh...
I can't believe I've been registered on DW forums since 2002
@red peak an Evil Dead mod, "Evil Doom". The gimmick is free dual wielding
I've seen too many gameplay mods with dual wielding
It's cool, but only makes sense with, say, pistols
Or smaller SMGs
PB really goes overboard with dual wielding
The only thing BD and PB are useful for me are assets for my RDND mod.
The idea is "free" dual wielding tho, you have several weapons (I've narrowed down 4 so far) and you can swap between each one in your left and right hand
Starting weapons = Chainsaw in your right hand, Double barrelled shotgun in your left hand
The need to reload the shotgun
Ash can reload the shotgun with his mouth or something
https://www.dropbox.com/s/qfdjz7snf6kkqc1/Infersol.zip?dl=1 Another wad done after 2 years. I could've gotten it done sooner if art didn't kept me distacted :V
You should post it on /r/DOOM and Doomworld/ZDoom forums
It's the same
https://forum.zdoom.org/viewtopic.php?f=43&t=45723 My RDND thread
Are you going to try and use every death animation under the sun?
As many as I possibly can and permitted to, yes. After Mike12's mod thing is done, I'll add what new stuff that is available.
You're going to use HDoom resources?
Some other under the cover project that is incomplete
Huh
So I've been playing Ancient Aliens....
It's pretty awesome. Beautiful. Occasionally ridiculously unfair. The little invisible aliens that shoot Arachnatron plasma sparkles are OP.
here's the second version of the intro i've made for an upcoming mod, share your thoughts https://youtu.be/Owo1v4Sef5M
Version 2 of the Doom 2 WAD "Facility" intro. What makes this version different from the previous version is addition of more details into the intro such as ...
@carmine badge Looking good. You gotta find another engine sound - it's too loud and it doesn't loop properly and it gets really obnoxious.
Also, the walls of the area seem to be higher than they need to be, and the skybox colors really nice, so maybe lower the outer walls so more of the skybox is visible
i'm not immensely fond of big long cinematic intros that keep the player trapped for over a minute myself
not a problem exclusive to your thing, of course, too many games nowadays do it since half-life originally tried it lol
Yeah good point... that whole thing could be done with the player walking through some hallways filled with dead bodies
more Bioshock, less Half-Life π
Good cutscenes take less than 30 seconds.
You just triggered Hideo Kojima so hard
Hell Blades opening cutscene was way too long.
"I'm on a boat"
That's pretty much it really.
Looking through Maps of Chaos in Doom Builder reveals how much stuff Glaice just dummied out
Ugh, I hate monster placement.
Dummied out?
There are parts he built where the players are supposed to start, but he went with the default spawns
Doesn't stop me from making use of them
eg. in E3M3, you start in front of the four starting doors, but turning around and opening the doors reveals the areas he made
Same with E2M5 and E3M4
@haughty flower I read it
What's that
Ancient Aliens just got ridiculous. A level with constant massive battles and not enough ammo, blaahhhhhh
The Doom 1 Maps of Chaos edits I'm working on are pretty much done
I take back what I said about it being done.
The "barrel" needs some work, it looks weird
if someone made a mod with every weapon rick ever used
epsecially last night's episode had some weird stuff
like the gun that implants a tiny clone of the shooter in the victim
That mod would be so weird lol
^
@safe timber needs foreshortening.
Also that hand needs a lot of work
As in a submerged research base
Submerge an existing research base
Without the water getting in.
Oh
I'm visualizing something more from the Half-Life mapset The Challenger Deep
looks fleshy
thank
Supposed to be a mouth with teeth?
I think so
Nom
yes
I want to make a gate open when all the monsters in an area have been killed
How do I do that
ACS, with ThingCount
get gzdoom builder instead, it's much better and has more formats
First off, you want to move to the latest version of your programs
ZDoom is discontinued
i use GZDoom
Okay
sorry, mixed them up
Thne you also want to get GZDoomBuilder-Bugfix
Regular Doom Builder is quite out of date
Also make sure you're running the latest GZDoom
yep ok
i prefer the gzdoom UDMF format but if you want to do support for older zdoom based ports (or zdoom itself) go for the zdoom format
does it work similar to Doom Builder?
alright good
blazing, what's udmf and how is it different from others
also, use Q to navigate in the visual mode in gzdoom builder
You choose a map format based on what you want to be compat with
DOOM2 format is the "vanilla" one
ZDoom (or Hexen) is a little more advanced
UDMF is the current top standard
Has the most possible features
Obviously, if you map in UDMF, you can't play your maps in any engine that doesn't support it
Such as source ports like PRBoom+
UDMF is an advanced format that comes with a lot of features, for an example you can place wall and floor textures on any surface, you can add 3D slopes, move the textures of the floor/ceilings (impossible in other formats) and there's more
Well, most of those things are possible in ZDoom/Hexen format, they just take a lot more work π
It depends on what you want to do
Are you wanting your maps to be playable like original Doom maps, in the original engine?
it's not cheating, just removing certain limitations of the old days
Or do you want to do more advanced things?
it just makes stuff easier for you to make, applying wall textures to floor/ceiling isn't cheating
if you want to make vanilla doom gameplay in UDMF then there's nothing restricting you from doing so, but you can create a lot more than just vanilla gameplay with it
you can create deep/swimmable water for an example
Sure, polyobjects
im in now, you've convinced me
Polyobjects
Keep in mind, Polyobjs are a bit of a bitch to get right
If you're just starting mapping, I'd stick with simplier things for now
yeah
A few rooms, vanilla-style doors, some key traps, etc
poly objects are really painful to work with
what do you mean by key traps
oh wait
traps activated by picking up a key
are we talking like, e1m3
Yeah
i thought you meant like, make them pick up a key to open a door, and they go through all that trouble and the door is a trap
That too
It's only a "dick move" if the player can't get themselves out of the situation
It's whatever you want to come up with
to be honest a lot of traps in general are dick moves and it really doesn't matter, what matters is that you can just get yourself out of the trap
the doom community is pretty much used to traps so don't worry about people bitching about you laying out a trap because that doesn't happen really
i wasnt gonna upload it lol
Then do whatever the hell you want π
Go full-on ztktx and make a bunch of big square rooms with 5,000 revenants and 1000 cyberdemons if you feel so inclined
anything i make is too shitty to be uploaded anywhere
Most things are.
That's why you keep doing them until they get less shitty, then upload that
yeah i know that feeling, just do your best, play through a lot of wads, open the said wads you think look good and play good in the doom builder, look at the decorations and layout flow, try to do something like that and keep doing it until you think it's time to upload your wad on the internet
i remember remaking the same map 3 times in one of my first projects
I thought people liked cheese-proof traps
The idea of a trap is that it should present a reasonable attempt at killing the player.
That's the whole point
BUT
Simply killing the player is considered unfair
so trap should be carefully designed so the player feels like we're trying to kill them, but give them some way of saving themselves if they're clever or quick enough
how do i set up gzdoom builder
Like install the program?
yes
Generally download the latest version from here: https://devbuilds.drdteam.org/gzdbbf/
And simply extract into a folder that doesn't need admin rights (so not Program Files, for example)
Something like C:\Doom\GZDoomBuilder\ would work
Then just run Builder.exe, no other install required
Once the program is running, you'll want to go to the Tools menu > Game Configurations
Check or uncheck configurations depending on what you plan to use for new maps
And add the relevant IWAD as a resource for each format
So for example, you'd make sure GZDoom: Doom 2 (UDMF) has a checkmark, and then click "Add Resource" and point it to Doom2.wad
Then when you start a new map you can select that config and it'll be ready to go
i know im late to your question @supple lotus but the layout was more or less the same, what's different is that it looks 10 times better and is no longer tighter/smaller than an average wolfenstein 3d room, i added more secrets to it as well
i don't really know if i have the old version to compare it to the newer one but i'll send you a link to the newer version of the wad
11 maps complete so far
ngng.rar
ngng is the sound i make when taking a hard crap :p
i cant get past the first few rooms
@carmine badge hurt me plenty feels a bit too difficult to be hurt me plenty
but the design looks bloody awesome, dude.
there's no difficulty implemented at all though
i'm usually just able to beat stuff on hurt me plenty
Hurt Me Plenty is so easy lol
yeah, well I've never been good at first person shooters and I just started getting into doom a week ago.
I love the game, I'm just not good at it. at all.
I made this dumb GZDoom mod where you can only use the pistol: https://dl.dropboxusercontent.com/u/48519764/JMPistol.zip
try it
Let me see if I can kill the Cyberdemon with my pistol of doom.
what are the best tools for custom wads? whenever i look for softwarte it seems outdated, i alrwady have a level creator, doom editor. but i don't have a texture editor or sprite editor because xwe and wintex are outdated
yeah but you can't take image files and just import them into a wad
the best all-purpose wad editor is SLADE (http://slade.mancubus.net/) and the best specialised level editor is GZDB-BF (https://devbuilds.drdteam.org/gzdbbf/)
this "doom editor" is probably not as good as gzdbbf, just saying
but slade doesn't have a good sprite editor, all you can do is change the palettes
right, you'll need image editing software for that
@scenic cove most modern Wad compilers allow you to import pngs.
do you have to manually import sprites one by one for each frame?
and yeah, slade will allow you to import a png and convert it into a doom graphic really easily
nah, you can drag and drop multiple images
at least in slade, not used xwe much since it's outdated and has somewhat of a reputation for eating files
My recommendation for photo editing software is Photoshop.
but that cost money my dude
I'm having scaling issues with slade 3
I tried disableing scaling for high dpi screens in compatability settings, but it didn't work
This is what my screen looks like:
if you scale sprites in slade and put them in a wad, will the objects actually be bigger, or just let you have more detailed sprites?
I mean the ui
oops
Let me scale that down
that's what my screen looks like
the icons and menus are too small
I'm running at 4k, but tried it at 1080p with the same issue
I don't think slade is high-DPI aware, unfortunately
Could fire off a request/bug report to sir-juddington
the author
Yeah, slade text is really small
I'd normally be able to work through it, but the trigger menu for specials isn't appearing
I think it's supposed to be below the special menu
But maybe the tutorial I used was an older version and it's somwhere else now
Trigger menu?
Have you checked the other tabs after setting the line special you want?
By the way: http://slade.mancubus.net/index.php?page=contact
Check there for submitting bug reports
I can't find the trigger menu anywhere else
@carmine badge ...i just realised it goes straight to the game. oops.
still, map is kinda difficult. i guess it's meant to be difficult, right?
Is it possible for monsters to telefrag each other?
nice
https://www.youtube.com/watch?v=bHlJBom3ZxU&feature=youtu.be what do people think? π for average,
for dank,
for shit
@red peak on first glance that map gave me flashbacks from Go 2 It
Is there a site that displays all of the different textures and sprite sheets from the official Doom and Doom 2 wads?
Like just a big long list with their names and such?
@knotty plaza The stuttering of the stream makes it unwatchable
Sometimes I run into this issue where there's a HOM on the floor. How do I fix this and prevent from happening?
anyone know how to change the sky in gzdoom bluider?
FSKY1 is what you're after unless you're referring to something else
Changing map skies requires a WAD editor like SLADE I think.
This isn't really a mapmaking issue, it's more of a map info issue,
Unless you mean something completely different.
ok
{
sky1 = "TEXTURE"
}```
@inner fulcrum Did you figure out the HOM? you sure it's not a height difference with no lower texture?
I still haven't figured it out. I've dealt with that for about 2 years or so :/
that's not a HOM, it looks like a GLNode error to me
the only "fix" is to fuck around with the vertices
add vertices/sectors, move existing vertices around, stuff like that
Ah alright. Thank you, man π
does using a different nodebuilder help?
basically, i'm having trouble with gzdoom builder.
i'm also a fucking noobie with this so bear with me here.
in doom builder 2, i add pasic decorations just fine with decorate that you can use to make a little image into a decoration for a map.
but in gzdoom builder 2.
it gives me some fuck-all error about "unable to find sprite lump 'xxxxA' forgot to include required resources?"
and it's fucking dumb.
but in doombuilder 2, it's all good and i have no errors.
can anyone with basic information on decorate help me out here and explain to my dumbass self why i cannot code a simple deocration?
also sorry about this big chunk of text i just really had to remember some things.
did you add the lumps to the resources?
https://forum.zdoom.org/viewtopic.php?f=43&t=57158 I just released the update for Magitek Doom
if anyone is interested, got a few new things and a ton of good changes and fixes
Hey let's not spam the same link all over please
sorry I've seen it done a few times here without anyone saying anything about it
sorta JUST assumed lol
I know its a thing not to do now, thanks for letting me know (:
Yeah, I couldn't name any specific times, but I can account that there have been several people who send the same link in different channels
yeah definitely have seen it at least 3 times
thanks, I hope you enjoy the new stuff. I hope none of the changes annoy people. I think most are very good ones
plus having a last weapon used key and having a fix for prev/next weapon is really nice to have lol
Nice
I need to get my but in gear and finish my doom mod :P
Well this one has been a few years in the making with several revisions
only now have I made something actually coherant
I kinda get that. This project has been in the work for like 2 or 3 years as well and the first year is practically gone for the most part due to how many changes it has gone through since
What kinda mod are you working on?
<3
the tutorial was really neat, I liked the theme of it lol
in the main part of the game I would assume now
mhm
it looks really good honestly like, the lighting job is very nice
<3
I base this a lot on things I personally find unnerving
lol nice RE music in the pool room
Yeah needed something a lot of people would instantly identify as safe
little confused as to where to go next though. I get lost extremely easily lol
kind of stuck with the medical room and armory as my only options seemingly atm
there's a switch in medical that you can press to open sector b
which one? theres like 5 in there
oh I see it nvm lol
there was another one behind that wall
I just finished it
I really like it a lot so far lol
the glitched out pinkies are really cool looking and I really enjoyed the spooky atmosphere
and having to use glowsticks at certain points I thought would be good for battles so i could see properly
the moments where I was low on glowsticks and had to use just the flashlight were pretty tense
I think its pretty dope!
I definitely look forward to seeing it completed
I kinda wish more maps used dynamic lights like this, they look soooo pretty
I love using dynamic light effects in my mod, it just adds to the look of things
but yeah good stuff @royal wave
im kinda okay with linear areas. I was kinda thanking it was actually cause I thought at first I wouldnt be able to navigate through a dark place like that
oh yeah that'd definitely help
and then I realized a realistc place wouldn't be mazes
so now it's more of a literal shelf area
oh yeah I see
So getting lost in there is still difficult
that makes more sense than just a bunch of big ole boxes
this mod is promising for sure
Really appreciate it
no probs, I like to give feedback and see what other people create (:
its really fun making and playing other creations in doom
im just happy I found this place so I could do so lol
Would you like to take a look at it's current state? It's been getting a lot of improvements
I'd have to look at it another time cause im gonna go to bed soon
Ah alright
Sure, hit me up when you get the chance
Also if you get the chance I'd appreciate if you could take a look at my mod as well sometime
Yeah. I can do so tommorow
its only a gameplay mod though. But maybe one day I'll try to make a specific mapset for it
I've never attempted doing mapping before though
that'd be fun
so probably not for a while
it's a learning curve on it's own
I would imagine definitely
but seeing stuff like what you did and what some other people have done kind of inspire me to attempt it
you can make some truly cool looking or visually appealing areas in doom
anywho! I'll see ya around
Nighty!
hmm?
I think they're asking if it's for TNT
I never heard of anyone using TNT as an iwad
i've seen it, look at Revilution
I was actually just looking at it the other day https://www.doomworld.com/idgames/levels/doom2/megawads/tntr
yeah i thought it was TNT bc like the red lighted metal pillars iirc were a texture in TNT
Oh no, it's DOOM2
I don't think it requires TNT though, does it?
The wiki didn't mention it if it does
ah
I hand make all my custom textures. There's like maybe 4 in there that don't beling to me
it does, they changed it late into development
rad
Advanced engine needed: No. For Demos use TNT.wad
for demos to sync up with revilution, you need tnt as the iwad, that should be proof enough π
Ahh
Missed that
I never bother with demos. Are they worth getting set up when running custom stuff?
if you use zdoom, they aren't even worth trying
zdoom demos don't sync up between versions anyway
ZDoom should have it's own demos
Oh okay
Demos still work when you load mods and stuff, right?
the problem with zdoom and demos is that they don't care about maintaining 100% demo compatibility
zdoom and its child ports are happy to break demos for new features
which imo, is fine
if you want demos, Eternity exists and can play vanilla demos properly
I'm guessing Chocolate DooM and DooMsday can do it too?
DoOmSdAy
not sure about doomsday, but choco absolutely
i'd imagine not on doomsday but idk
PrBoom+ is really "the demo port" for most people
since it can accurately record demos on boom maps
how do i make the animated texture thing where the texture rotates around something?
it just kind of moves against the wall.
What do you mean?
Which map?
i can't say.
but like.
i can't pinpoint which map, they're on alot.
sometimes you'll see the entrails kinda doing the same thing.
against the wall they're kinda moving alot like on a treadmil.
how to squareroot 100 in acs/decorate/zscript ?
sqrt(100) is just 10 so just type 10 lol
thx

squirt π―
everytime i add "replaces Pistol" into my code it does jack diddly dick.
can someone help me?
Do you have the player's starting weapons defined?
i'm doing this on classic map01.
Hello
howdy;.
@haughty flower The ZDoom Wiki is your friend https://zdoom.org/wiki/Classes:DoomPlayer
I am messing around with GZDoombuilder and I am getting some pretty good results
Need some custom textures but still
same.
Did not know
i learned the hard way.
i got most of the map stuff down so i'm working on learning the actual code.
ok
Let me show what I am working on
Not done yet
Basically making levels for a project
Going to eventually yeah
changing**
I am using the defualt Doom graphics as place holder
Now with proper UV mapping!
cool.
That is what I am making the maps for
@haughty flower you can edit messages
I know that feeling @lavish hollow
wait so what does that program there do?
@royal quail thank you for relating, I thought I was the only one
Ok so you can view .WADs on the web. With full collision and such
oh cool.
Doors work, Switches work
can you change graphics?
that would be alot easier than opening slade 3, closing gzdoom builder, adding a graphic, and reopening gzdoombuilder.
If you wanted to could connect levels together in a multiplayer environment via portals
nice.
i don't really try to make story type maps or excessive levels.
i just try to make deathmatch stuff because my friends and i usually play in my 4th period.
I am planning on making a "next gen MUD".
MUD?
Multi User Dungeon
oh.
i don't really learn all the terms.
It is seperate from doom
hm.
That sounds cool
Thanks @lavish hollow π
π
is it a good idea to use source filmmaker to make posters of my sprites?
You can do whatever the hell you want, I don't think anyone's gonna care how you produced the end product
the people who download it expecting something different might.
I mean, what do you mean by "make posters of your sprites"?
Like, posters to print out on paper?
like MK style sprites?
I think he means make a scene in SFM using his sprites, then use a screenshot of it as a "poster"
That doesn't answer the question lmao
so, digitalization?
ye.
and applying Doom shading?
He asked "what do you mean by make a poster out of your sprites?"
and using the arms.
If you produce results that fit your artstyle, then I can't see why using SFM would be a problem.
and the clonestamp tool.
he's worried about the marketed audience he's making
which is the BEST TOOL EVER.
the look of the sprites\
Then that'd certainly mislead people
Okay, but if the sprites look how he wants them, then who cares?
You could do it in Blender, 3DS Max, Maya, SFM, whatever
Do they look how you want? That's all that matters
i can't tell.
It's like asking if you should use GIMP or Photosop to draw in
He asked if it would be misleading though
WHY THJE FUCK WOULD IT BE MISLEADING
Because the sprites could look different in SFM?
ye.
Effects, lighting, etc?
It's your sprite, does it look how you want it?
he's worried it might look unnatural
megatron gets it.
He's not MAKING the sprite on SFM lol
i barely understood my own point.
That's not SFM's problem. That's the artist's problem
like taking a regular "rip" of a AK47 from COD and spriting it Doom style and using it as a sprite for a gun
ye ye.
Using SFM vs Blender is not going to change the end product.
All that matters is how well you use the tool
the only light going onto my sprites is from like way above so they don;t look dark.
like i
The thing about digitised sprites is you'll still have to correct them
'm currently working on remaking the shotgun.
and although the pistol may look decent, this shotgun i'm using comes from a COMPLETELY different model set.
and i don't know if they'll fit together.
Well, using SFM isn't going to change that. It's up to you to make it look right.
You could use MS paint and it wouldn't matter
and p.s., the clonestamp tool is like the greatest tool to ever come to light.
The barrel of the pistol is too.. Shiny? I mean, it looks completely white, idk if that's the point or not
It's up to the artist, not the tool.
and p.s we get that, enough flauntering about clonestamp
You could theoretically make great art using your own flesh.
i have no good camera.
You can still do it
yeah.
i downloaded this set of gore and if i ever jump to monsters i might use it.
Hell, having a bad camera could HELP, the picture is already low res'd for you
HA!
also, don't think most sprites use a camera
doom's do.
some use completely custom sprites with fucking talented people.
but i'm not one with connections like seargent mark.
Speaking of him, he's using his own arms in BD now, for arm sprites
nice.
Uhhh, you sure?
Pretty sure he still does.
I never see combinations, only either the regular sprite, or the same sprite but edited
Not combined with other stuff
He samples quite a few old DOOM sprites.
Any examples?
And other people's sprites sometimes.
"samples" in the old days
Pretty sure the new pistol is Sampled from some early alpha DOOM sprites.
Do you mean the original, or 2016?
i'm sorry for being such a fucking newbie to decorate but am i able to have 2 decorate files?
thank god.
well, in that case, i just coded a shotgun.
this is why i was skeptical of m sprites.
Looks like a big pencil
tf kind of pencil is silver?
pen.
Pencil but with like... Metal on it
That's one weird stock
i could have just used the csgo nova for my shotgun lol.
should i use the new doom shotgun for the super shotgun?
You mean with Necronixxus' sprites, right?
So rips from screenshots?
ye.
Russian Overkill used lots of rips and tbh they look really shit
In 2.5 a lot of sprites were redrawn
Looks like Doom Nukem's style
2.5 was a major improvement because of the sprites
Exactly lol
If you're gonna make a custom weapons mod, it's ideal to either make your own sprites, or use other pre-existing sprites and edit them
With credits and permission, of course
If you're lazy, why are you making a mod
because drawing takes time compared to the code.
If you're gonna do something, do it in the best way you can
this IS the best way./
i can't pixel art very well.
and i don't like using other sprites.
100% false in every way "best way" my ass lol
You can't just use other's sprites and edit them?
Editing is easy, I can't draw for shit but I can edit
And you can ask permission from the author, as well as credit them
Then there's no reason to feel bad
i know, but i still feel bad.
That makes no sense, but ok
i'm the type of guy to say sorry even if i didn't do it.
besides, i'm already too far into this.
i'm on the super shotgun.
i'm using a KF2 model because the new doom model doesn't glow a silvery color when the light is on it.
I still do not recommend using rips, that pistol was decent but that shotgun was honestly really bad
well the shotgun is being reconsidered as we speak.
sounds way too professional.
the nova shotgun from csgo is a model i forgot i had sooo...
probably tomorrow though.
you just gotta give it time man.
Time doesn't make rips look better lol
i'm talking about time until i make the nova the shotgun.
i'm gonna make the most top quality rips i can.
i CAN.
KAH-AH-NAH.
Is that some weird snake language
nah dude it's can but sounded out terribly.
Did you just try to cast a spell at me
ye. a spell to make you wait until tomorrow.
hopefully it works.
i promis to make the nova better.
Put a cyberdemon in it
put 100,000 cyberdemons in it.
100,000 of each enemy.
Nvm, I got ideas.π
zombie labor with knights as overseers?
Yep
Needs more zombies
Needs more child labor
hey guys i'm trying to get a melee alt-fire to work with my shotgun. despite having the same decorate code as another melee but with different animations, after the a_custompunch the shotgun just disappears. can't fire, can't melee, can't even switch weapons. doomguy makes a face like i'm holding the fire button but i haven't determined if i'm actually dealing damage in this state. any ideas? i'll throw the decorate up on a pastebin in a few, gonna check a thing first.
okay yea i'm not dealing damage while this happens
oh i fixed it and of course it was a stupid fix, i just moved the state to a different part of the actor and it worked
i have no fucking idea how to make a fun, linear, and cohearant deathmatch map
I'll make a tutorial for you
1: Make a fun, linear and coherent DM map
2:
3: Profit
You forgot the colons
:::::::::::::
How do yall get around the lost of motivation for mapping?
Like.. mid-project.
Can't find any drive to work on a map.
take breaks.
I don't map, but I've been making a mod for a while, and I'd say don't take breaks. If you're anything like me, you'll forget about it and make little to no progress for months
hey there guys, it's me again, right now i trying to make bosstargets randomly spawn at the start of a level. i.e 50% there will be a bosstarget location next to the start using the randomspawner replaces method
(or a way to randomize the order in which the bosseye targets those.. targets
@haughty flower have a design already sketched out and force yourself to execute on it
Also what's a linear deathmatch map? Is that a thing?
glad I could inspire you π
Linear deathmatch maps mean there's apparent paths to the killing floor.
The paths providing a 'safe' spot for respawn.
Finally got back into ZDMN with Dude after both of us have been busy with school/work.
Weedwhacker is all ready to go, just needs sounds and animations.
Also got specific fire animations going for the 3rd person model.
Also, does anyone know if any GZDoom devs are on here so I can ask them a question?
I don't believe so
I'm hoping that the GZDoom guys will eventually edit the level creation system to where people can edit single quadrants without messing with anything around it, this is the single biggest problem I have with the current editor as I'll go to edit one linedef of a quadrant and it will pull anything touching it.
I'm scared to create any new areas as once they go down they attatch to anything around them which makes editing existing areas difficult.
Would be nice to select a single sector and be able to edit that sector alone.
If the editor had that then this would make using the editor x10 better.
Unless I'm just doing something wrong.
If anyone could help me with a workaround that would be great, feels extremely wrong mapping as is.
Now I'm stuck.
The scaling is wrong here so I need to move this wall over to make the space smaller, however, when doing so it also distorts and seriously ruins every side around it.
Would be nice of the GZDoom team to make a feature where you can select one sector and edit that area alone so I could easily pull in the sides I need without taking everything with it.
Would make this editor so much easier to work with.
If anyone has a fix for this that isn't hacky then please mention me because I'm at a loss.
I think that's a separate team that made GZDoom Builder, don't quote me on that, tho
That's correct, and it's also not a team, it's one guy maintaining gzdbbf
He isn't on here?
He hangs at the ZDoom server
@storm lava Make extra vertices around the areas that are being distorted, then move the lines you need to move and reposition the extra vertices