#classic-doom-maps-mods

1 messages Β· Page 59 of 1

severe seal
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oh... oops

red peak
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Oh great, now my script editor isn't working.

vapid terrace
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I'm attempting to make a DOOM II map

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I'm pretty bad lol

royal wave
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It takes time to learn

vapid terrace
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Yeah

red peak
carmine badge
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you can just use the color setter thing in a sector instead

red peak
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I'm using ZDoom Doom 2 format

red peak
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And the color setter doesn't work

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Can't use arguments

red peak
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no help at all?

royal wave
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Maybe change open to enter

red peak
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Nope, didn't work.

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Apparently the error is in the first line.

royal wave
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it's erroring on line 1?

red peak
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Yes

royal wave
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the #include "zcommon.acs" line?

red peak
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Yep.

red peak
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it's pretty much done

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all i need is to figure out how to color the blood red

vast plaza
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How do I release the player from "prop_totallyfrozen" ?

vast plaza
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Found the answer

weak lodge
haughty flower
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Hey that looks like Doom

pearl sundial
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no no no, thats super mario world

haughty flower
royal wave
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That's clearly a 2D cross section of Sonic Xtreme, duh

umbral sail
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Looks toxic heh

haughty flower
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Spoiler.

foggy escarp
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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)

royal wave
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try inversing the conditions and see what happens

foggy escarp
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wat

royal wave
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make the conditions check for something that's the opposite

foggy escarp
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so if im intending it to jump when having 30 of item, make it 0

royal wave
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yeah something like that. A good process of debugging is to check it against other conditions

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if it doesn't trigger at the number, then a different variable is wrong

foggy escarp
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oh in fact pretty much all my jump ifs ive been adding as of recent dont work

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attempted to make armor dmg have a sound but my jump if didnt work either

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no putting 0 still makes the enemy fire with infinite ammo

royal wave
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then there's a different check that's failing

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set up an ACS script to print out what state the actor goes to when the jump is called

foggy escarp
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i wouldnt know how to do that other than a check if in correct state = print

royal wave
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you can check numbers

foggy escarp
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you lost me

royal wave
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The enemies have a number to check to reload, right?

foggy escarp
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im sorry?

royal wave
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How do the enemies know when to reload

foggy escarp
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inventory ammount

prisma saddle
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Maybe copy and paste the code in here?

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That might help find the issue.

foggy escarp
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i mean, this seems pretty straight foward to me "A_JumpIfInventory("enemyammo",30,"reload")"

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ive triple checked the wiki as well and i dont see any wrong

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the wiki on this command that is

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but since changing the number doesnt do anything i guess kevans says its not that

royal wave
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let's see your code anyways

foggy escarp
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what specific code

royal wave
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the decorate class

foggy escarp
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of what

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the enemy or the ammo

royal wave
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both

foggy escarp
royal wave
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I think I see the problem

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First ticks set to 0 don't run their actions

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iirc

foggy escarp
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changed to 1 and it didnt change a thing

royal wave
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so the problem is, it's not even checking the jump to begin with

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Hang on, let me find where I've ran into this

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I think I see it

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Change ACTOR enemyammo : ammo to ACTOR enemyammo : CustomInventory

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@foggy escarp

foggy escarp
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nope

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that also didnt fix it so

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dunno

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is my wad even saving

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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

royal wave
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I think it's because you don't have a jump check in the fire loop

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Oh no nvm

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You want it to shoot several shots then go back to see

foggy escarp
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putting it in fire also did not work

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(or missile in this case)

royal wave
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Not sure at this point

foggy escarp
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its gonna be some fucking stupid mistake like my messages printing names of items earlier

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just gonna have to wait for whoever pulled me out of my last mess

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who was that again? gutawer?

foggy escarp
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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

royal wave
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that's dumb

foggy escarp
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but its helpfull !!!!

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(anyone who picks on someone for not using consistant text in code is an ass im sorry)

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i dont write things in doom for prettyness, i do it for function

royal wave
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well it's dumb because it's not case sensitive

foggy escarp
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i would know this

unreal oyster
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having a consistent style makes it easier for others to look at your code and help you tbh

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i kinda wish the zdoom langs were case-sensitive but they aren't for some reason

foggy escarp
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yes its always a perk to have nice looking text but thats just not what im looking for right now

unreal oyster
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well yeah but inconsistent code can be hard to read which puts people off trying to help

foggy escarp
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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

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Speed =/= speed!!

shut prism
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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.

jolly summit
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yeah

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the Wave Event seems to attempt to spawn the monsters always near the activator

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theres a plenty modules that if you try stay in thight places before the event, the bug happens

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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

shut prism
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I changed the location of the event activation to a more open area and it seems to be working a lot better. Thanks.

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Yeah me too. Though you can use the player camera color filters to slightly alter the environments now.

jolly summit
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i usually use the filters in the module node, the player camera one applies it globally and that is not always good

shut prism
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Well it looks like the bug can trigger at the beginning of any new wave. πŸ˜•

jolly summit
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yup it does

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the even seems to require the activator to always stay in the same module it is

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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

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then wave changed and the monsters started to spawn in the wall that was closer to him in the module it was

shut prism
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I didn't notice it happening in the industrial mods as much as the newer ones.

jolly summit
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is happens mostly in hell modules and white collar ones

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the industrial also have it IIRC but it is like 2 mods only

severe seal
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Anyone have a few minutes to test a level?

severe seal
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Wow, quiet room today!

red peak
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I'll try your map

severe seal
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Yay.

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It's UDMF and includes textures I downloaded from whatever that site is with the doom textures

lavish hollow
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Put more enthusiasm in your "yay"

red peak
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insert pony meme

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Fuck it's lost somewhere in my 2.6+ gigs of mods and maps

lavish hollow
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Do you know how to computer

red peak
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@severe seal Holy Startan, Batman

severe seal
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@red peak I'm trying to focus on gameplay before I detail πŸ˜„

red peak
severe seal
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indeed

hard elmBOT
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Indeed!

severe seal
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wtf vega!

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So you made it to the end then? πŸ˜„

red peak
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If the end is a startan wall yes

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Still a couple of monsters left over though

severe seal
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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

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Not sure if it's too hard, too easy, too close quarters, repetitive, etc.

red peak
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Ammo is a wee bit tight

severe seal
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Yeah I was worried about that

red peak
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By the end I had 8 shells and 9 bullets

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Damn archvile

severe seal
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Haha

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How was the archvile placement?

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I feel like there's enough room to move around and enough cover

red peak
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It resurrected everyone and their mom

severe seal
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lol

red peak
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The mancubus and the arachnotron, too

severe seal
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Yeah, it did that to me too

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Well, I guess the most important question is - did you have fun?

red peak
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Also yes

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although I did get lost a few times

severe seal
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Oh fuck, I'll have to back it into the wall more :/

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Was it a lost that could be solved by not having startan everywhere? πŸ˜„

lavish hollow
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Oh fuck I can't believe you've done this

severe seal
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who what

red peak
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Combining Ketchup with SmoothDoom maybe

unreal oyster
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doesn't ketchup fuck with smooth doom

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wait no

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i think it used to anyway

warped rampart
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Iirc there’s an unofficial Ketchup patch that you can load with Smooth Doom

red peak
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^

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Most visceral gibs this side of Hell

red peak
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tfw you playtest your own maps and you forgot to tag a linedef/put and extra player start somewhere

lavish hollow
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O3O

zinc egret
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I'm at a deadset block right now.

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No projects with development in over a month.

lavish hollow
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Same here :/

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I really need to kick my mod into gear but I guess since I'm working alone, I'm not really feeling much motivation

zinc egret
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I have three projects: Maps of Inebriation, Hellbrary II and Maps of Chaos (Overkill maps, latter Hell in both games)

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Hellbrary II is a successor to my first Hellbrary, but much larger in size.

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Maps of Chaos can be found on ModDB and is pretty popular with the Brutal Doomers.

red peak
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To the point that I'm making my own shitty edits of them

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Also @lavish hollow what's that you're making?

zinc egret
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So I inspired you to do your own DOOM/DOOM2 stock map derivatives?

red peak
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Technically...uhh...

zinc egret
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I can't believe I've been registered on DW forums since 2002

lavish hollow
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@red peak an Evil Dead mod, "Evil Doom". The gimmick is free dual wielding

zinc egret
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I've seen too many gameplay mods with dual wielding

red peak
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It's cool, but only makes sense with, say, pistols

zinc egret
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Or smaller SMGs

red peak
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PB really goes overboard with dual wielding

zinc egret
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The only thing BD and PB are useful for me are assets for my RDND mod.

lavish hollow
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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

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Starting weapons = Chainsaw in your right hand, Double barrelled shotgun in your left hand

zinc egret
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The need to reload the shotgun

red peak
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Ash can reload the shotgun with his mouth or something

inner fulcrum
lavish hollow
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One handed reloads are a thing ash does

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And it's cool

zinc egret
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You should post it on /r/DOOM and Doomworld/ZDoom forums

red peak
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Found a ZDoom thread, not sure if it's the same mod

lavish hollow
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It's the same

zinc egret
red peak
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Are you going to try and use every death animation under the sun?

zinc egret
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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.

red peak
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You're going to use HDoom resources?

zinc egret
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I don't use assets that are inconsistent

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Oh and this runs nicely with Droplets

red peak
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What has Mike12 done besides HDoom

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I search him and all I find is HDoom

zinc egret
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Some other under the cover project that is incomplete

red peak
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Huh

severe seal
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So I've been playing Ancient Aliens....

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It's pretty awesome. Beautiful. Occasionally ridiculously unfair. The little invisible aliens that shoot Arachnatron plasma sparkles are OP.

carmine badge
severe seal
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@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.

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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

unreal oyster
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i'm not immensely fond of big long cinematic intros that keep the player trapped for over a minute myself

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not a problem exclusive to your thing, of course, too many games nowadays do it since half-life originally tried it lol

severe seal
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Yeah good point... that whole thing could be done with the player walking through some hallways filled with dead bodies

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more Bioshock, less Half-Life πŸ˜„

haughty flower
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Good cutscenes take less than 30 seconds.

lavish hollow
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You just triggered Hideo Kojima so hard

prisma saddle
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Hell Blades opening cutscene was way too long.

severe seal
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"I'm on a boat"

prisma saddle
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That's pretty much it really.

red peak
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Looking through Maps of Chaos in Doom Builder reveals how much stuff Glaice just dummied out

red peak
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Ugh, I hate monster placement.

lavish hollow
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Dummied out?

red peak
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There are parts he built where the players are supposed to start, but he went with the default spawns

haughty flower
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People other than me know about tvtropes?

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:0

red peak
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Doesn't stop me from making use of them

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eg. in E3M3, you start in front of the four starting doors, but turning around and opening the doors reveals the areas he made

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Same with E2M5 and E3M4

vocal crypt
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@haughty flower I read it

haughty flower
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Be my friend.

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XD

red peak
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It's an addiction

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Just a warning

haughty flower
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I have an idea for the quack mod.

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Croquette Launcher.

lavish hollow
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What's that

severe seal
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Ancient Aliens just got ridiculous. A level with constant massive battles and not enough ammo, blaahhhhhh

red peak
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The Doom 1 Maps of Chaos edits I'm working on are pretty much done

lavish hollow
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Sweet

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What do the edits do?

red peak
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Tack on extra parts onto the map

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Also sections with 3d floors and swimming

red peak
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I take back what I said about it being done.

safe timber
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I just made a sprite of ricks pistol in rick and morty

lavish hollow
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The "barrel" needs some work, it looks weird

safe timber
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kinda hard to give something that skinny a 3D look

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ill work on it though

severe seal
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if someone made a mod with every weapon rick ever used

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epsecially last night's episode had some weird stuff

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like the gun that implants a tiny clone of the shooter in the victim

lavish hollow
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That mod would be so weird lol

pearl sundial
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^

prisma saddle
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@safe timber needs foreshortening.

lavish hollow
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Also that hand needs a lot of work

red peak
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I want to make a map that's underwater

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But I don't feel like mapping today

light hazel
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Flood an existing map

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Ezpz

red peak
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As in a submerged research base

light hazel
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Submerge an existing research base

red peak
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Without the water getting in.

light hazel
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Oh

unreal oyster
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easy

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just copy bioshock

red peak
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I'm visualizing something more from the Half-Life mapset The Challenger Deep

haughty flower
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What do you guys think of this?

tawny badger
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looks fleshy

haughty flower
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thank

severe seal
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Supposed to be a mouth with teeth?

lavish hollow
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I think so

red peak
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Nom

haughty flower
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yes

red peak
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I want to make a gate open when all the monsters in an area have been killed

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How do I do that

shadow bone
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ACS, with ThingCount

supple lotus
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alright. ZDOOM format or DOOM2 format?

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i'm using DoomBuilder

carmine badge
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get gzdoom builder instead, it's much better and has more formats

shadow bone
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First off, you want to move to the latest version of your programs

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ZDoom is discontinued

supple lotus
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i use GZDoom

shadow bone
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Okay

supple lotus
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sorry, mixed them up

shadow bone
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Thne you also want to get GZDoomBuilder-Bugfix

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Regular Doom Builder is quite out of date

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Also make sure you're running the latest GZDoom

supple lotus
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yep ok

carmine badge
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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

supple lotus
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does it work similar to Doom Builder?

shadow bone
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Yes, same program

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Just updated

supple lotus
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alright good

shadow bone
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(well, mostly the same)

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Anywy

supple lotus
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blazing, what's udmf and how is it different from others

carmine badge
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also, use Q to navigate in the visual mode in gzdoom builder

shadow bone
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You choose a map format based on what you want to be compat with

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DOOM2 format is the "vanilla" one

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ZDoom (or Hexen) is a little more advanced

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UDMF is the current top standard

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Has the most possible features

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Obviously, if you map in UDMF, you can't play your maps in any engine that doesn't support it

warped rampart
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Such as source ports like PRBoom+

carmine badge
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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

shadow bone
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Well, most of those things are possible in ZDoom/Hexen format, they just take a lot more work πŸ˜‰

supple lotus
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isnt that cheating

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like, doom didnt support it originally so

carmine badge
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yeah but zdoom/hexen is a bit outdated and UDMF makes it easier

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also not really

shadow bone
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It depends on what you want to do

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Are you wanting your maps to be playable like original Doom maps, in the original engine?

torn timber
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it's not cheating, just removing certain limitations of the old days

shadow bone
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Or do you want to do more advanced things?

carmine badge
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it just makes stuff easier for you to make, applying wall textures to floor/ceiling isn't cheating

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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

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you can create deep/swimmable water for an example

supple lotus
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whoa

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yes please

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what about HORIZONTAL DOORS

shadow bone
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Sure, polyobjects

supple lotus
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im in now, you've convinced me

torn timber
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Polyobjects

supple lotus
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WHAT

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WHOAAA

shadow bone
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Keep in mind, Polyobjs are a bit of a bitch to get right

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If you're just starting mapping, I'd stick with simplier things for now

carmine badge
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yeah

shadow bone
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A few rooms, vanilla-style doors, some key traps, etc

carmine badge
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poly objects are really painful to work with

supple lotus
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key traps?

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isn't that a dick move

carmine badge
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what do you mean by key traps

supple lotus
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oh wait

torn timber
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traps activated by picking up a key

supple lotus
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are we talking like, e1m3

shadow bone
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Yeah

supple lotus
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ok

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that isnt a dick move

shadow bone
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Sure it is

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Do it anyway

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πŸ˜›

supple lotus
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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

shadow bone
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That too

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It's only a "dick move" if the player can't get themselves out of the situation

torn timber
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It's whatever you want to come up with

carmine badge
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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

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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

supple lotus
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i wasnt gonna upload it lol

shadow bone
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Then do whatever the hell you want πŸ˜„

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Go full-on ztktx and make a bunch of big square rooms with 5,000 revenants and 1000 cyberdemons if you feel so inclined

supple lotus
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anything i make is too shitty to be uploaded anywhere

shadow bone
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Most things are.

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That's why you keep doing them until they get less shitty, then upload that

carmine badge
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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

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i remember remaking the same map 3 times in one of my first projects

supple lotus
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whoa

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and how did it change?

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did the layout stay the same?

red peak
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I thought people liked cheese-proof traps

shadow bone
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The idea of a trap is that it should present a reasonable attempt at killing the player.

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That's the whole point

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BUT

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Simply killing the player is considered unfair

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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

supple lotus
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how do i set up gzdoom builder

shadow bone
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Like install the program?

supple lotus
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yes

shadow bone
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And simply extract into a folder that doesn't need admin rights (so not Program Files, for example)

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Something like C:\Doom\GZDoomBuilder\ would work

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Then just run Builder.exe, no other install required

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Once the program is running, you'll want to go to the Tools menu > Game Configurations

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Check or uncheck configurations depending on what you plan to use for new maps

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And add the relevant IWAD as a resource for each format

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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

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Then when you start a new map you can select that config and it'll be ready to go

supple lotus
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i am disgusted

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the GZDOOM and GZDOOM Builder people use 7zip

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blasphemy

shadow bone
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gasp

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BANNED

supple lotus
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yes

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ban them

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winrar ftw

carmine badge
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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

supple lotus
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can i see the map? is it out?

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i'd like to see the evolution :)

carmine badge
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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

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11 maps complete so far

supple lotus
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ngng.rar

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ngng is the sound i make when taking a hard crap :p

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i cant get past the first few rooms

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@carmine badge hurt me plenty feels a bit too difficult to be hurt me plenty

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but the design looks bloody awesome, dude.

carmine badge
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there's no difficulty implemented at all though

supple lotus
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i'm usually just able to beat stuff on hurt me plenty

lavish hollow
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Hurt Me Plenty is so easy lol

supple lotus
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yeah, well I've never been good at first person shooters and I just started getting into doom a week ago.

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I love the game, I'm just not good at it. at all.

haughty flower
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try it

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Let me see if I can kill the Cyberdemon with my pistol of doom.

scenic cove
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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

prisma saddle
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Photoshop.

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Or MS paint.

scenic cove
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yeah but you can't take image files and just import them into a wad

unreal oyster
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this "doom editor" is probably not as good as gzdbbf, just saying

scenic cove
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but slade doesn't have a good sprite editor, all you can do is change the palettes

unreal oyster
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right, you'll need image editing software for that

prisma saddle
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@scenic cove most modern Wad compilers allow you to import pngs.

scenic cove
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do you have to manually import sprites one by one for each frame?

unreal oyster
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and yeah, slade will allow you to import a png and convert it into a doom graphic really easily

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nah, you can drag and drop multiple images

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at least in slade, not used xwe much since it's outdated and has somewhat of a reputation for eating files

prisma saddle
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My recommendation for photo editing software is Photoshop.

scenic cove
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but that cost money my dude

unreal oyster
scenic cove
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i've always used pixlr instead of paint.net but i guess i'll try it

next reef
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I'm having scaling issues with slade 3

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I tried disableing scaling for high dpi screens in compatability settings, but it didn't work

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This is what my screen looks like:

scenic cove
#

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?

next reef
#

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

shadow bone
#

I don't think slade is high-DPI aware, unfortunately

#

Could fire off a request/bug report to sir-juddington

#

the author

lavish hollow
#

Yeah, slade text is really small

next reef
#

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

shadow bone
#

Trigger menu?

#

Have you checked the other tabs after setting the line special you want?

#

Check there for submitting bug reports

next reef
#

I can't find the trigger menu anywhere else

supple lotus
#

@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?

carmine badge
#

what

#

if you mean my wad is supposed to be difficult, then yeah, it is

red peak
#

Is it possible for monsters to telefrag each other?

gritty sun
#

No.

#

They'll just walk over the line trigger as though it didn't exist.

red peak
#

God, setting up teleporting monsters is such a pain.

#

Also here's a WIP

knotty plaza
#

nice

knotty plaza
severe seal
#

@red peak on first glance that map gave me flashbacks from Go 2 It

sand temple
#

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?

severe seal
#

@knotty plaza The stuttering of the stream makes it unwatchable

knotty plaza
#

ah, I didn't check the actual video. I'll post a screenshot of the map.

red peak
#

looks nice

#

I'll be more than willing to test it

inner fulcrum
haughty flower
inner fulcrum
#

FSKY1 is what you're after unless you're referring to something else

haughty flower
#

i know that

#

but i mean like how do i change it

prisma saddle
#

Changing map skies requires a WAD editor like SLADE I think.

haughty flower
#

really?

#

i have Slade

prisma saddle
#

This isn't really a mapmaking issue, it's more of a map info issue,

#

Unless you mean something completely different.

haughty flower
#

ok

royal wave
#
{
    sky1 = "TEXTURE"
}```
red peak
#

Ah, I was looking for advice on this too

#

Just a text file named MAPINFO?

red peak
#

It worked

#

Thanks

royal wave
#

There's other flags you can assign as well

severe seal
#

@inner fulcrum Did you figure out the HOM? you sure it's not a height difference with no lower texture?

inner fulcrum
#

I still haven't figured it out. I've dealt with that for about 2 years or so :/

unreal oyster
#

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

inner fulcrum
#

Ah alright. Thank you, man πŸ˜ƒ

neat oyster
#

does using a different nodebuilder help?

haughty flower
#

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.

royal wave
#

did you add the lumps to the resources?

haughty flower
#

yes.

#

xxxxA1 is a thing in my wad.

half adder
#

if anyone is interested, got a few new things and a ton of good changes and fixes

royal wave
#

Hey let's not spam the same link all over please

half adder
#

sorry I've seen it done a few times here without anyone saying anything about it

#

sorta JUST assumed lol

royal wave
#

Has it happened before? That shouldn't be the case

#

We'll keep a better eye out then

half adder
#

I know its a thing not to do now, thanks for letting me know (:

lavish hollow
#

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

half adder
#

yeah definitely have seen it at least 3 times

lavish hollow
#

I'd say around 2-3

#

Anyways looking forward to playing your mod

half adder
#

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

lavish hollow
#

Nice

royal wave
#

I need to get my but in gear and finish my doom mod :P

half adder
#

takes a lot of work lol

#

i dont blame if you havent finished it yet

royal wave
#

Well this one has been a few years in the making with several revisions

#

only now have I made something actually coherant

half adder
#

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?

royal wave
#

Horror

#

want to try a demo? less you know the better

half adder
#

downloading it right now, gonna check it out

#

i like the lil radio in the lounge lol

royal wave
#

<3

half adder
#

the tutorial was really neat, I liked the theme of it lol

#

in the main part of the game I would assume now

royal wave
#

mhm

half adder
#

it looks really good honestly like, the lighting job is very nice

royal wave
#

<3

half adder
#

it has a cool atmosphere so far too

#

im also really enjoying the glowstick mechanic

royal wave
#

I base this a lot on things I personally find unnerving

half adder
#

lol nice RE music in the pool room

royal wave
#

Yeah needed something a lot of people would instantly identify as safe

half adder
#

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

royal wave
#

there's a switch in medical that you can press to open sector b

half adder
#

which one? theres like 5 in there

#

oh I see it nvm lol

#

there was another one behind that wall

royal wave
#

yeah that's been changed

#

I'm willing to share the current project through DM

half adder
#

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

royal wave
#

<3

#

the warehouse area got an overhaul though

#

didn't like how linear it is

half adder
#

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

royal wave
#

Well I was at first having a really difficult time

#

so I made the trail of potions

half adder
#

oh yeah that'd definitely help

royal wave
#

and then I realized a realistc place wouldn't be mazes

#

so now it's more of a literal shelf area

half adder
#

i seeeeee

#

how far off do you think you are from completing this project?

royal wave
#

Dunno

half adder
#

oh yeah I see

royal wave
#

So getting lost in there is still difficult

half adder
#

that makes more sense than just a bunch of big ole boxes

#

this mod is promising for sure

royal wave
#

Really appreciate it

half adder
#

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

royal wave
#

Would you like to take a look at it's current state? It's been getting a lot of improvements

half adder
#

I'd have to look at it another time cause im gonna go to bed soon

royal wave
#

Ah alright

half adder
#

but yeah sometime this week for sure!

#

Id love to see more

royal wave
#

Sure, hit me up when you get the chance

half adder
#

Also if you get the chance I'd appreciate if you could take a look at my mod as well sometime

royal wave
#

Yeah. I can do so tommorow

half adder
#

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

royal wave
#

that'd be fun

half adder
#

so probably not for a while

royal wave
#

it's a learning curve on it's own

half adder
#

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

royal wave
#

Nighty!

weak lodge
#

rad kevan

#

TNT wad?

royal wave
#

hmm?

lavish hollow
#

I think they're asking if it's for TNT

royal wave
#

I never heard of anyone using TNT as an iwad

unreal oyster
#

i've seen it, look at Revilution

royal wave
#

hmmm

#

First I've heard of it tbh

sand temple
weak lodge
#

yeah i thought it was TNT bc like the red lighted metal pillars iirc were a texture in TNT

royal wave
#

Oh no, it's DOOM2

sand temple
#

I don't think it requires TNT though, does it?

#

The wiki didn't mention it if it does

weak lodge
#

ah

royal wave
#

I hand make all my custom textures. There's like maybe 4 in there that don't beling to me

unreal oyster
#

it does, they changed it late into development

weak lodge
#

rad

lavish hollow
#

Oh no, dear god no, it's DOOM 2

#

OH NO

unreal oyster
#

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 πŸ˜›

sand temple
#

Ahh

#

Missed that

#

I never bother with demos. Are they worth getting set up when running custom stuff?

unreal oyster
#

if you use zdoom, they aren't even worth trying

#

zdoom demos don't sync up between versions anyway

royal wave
#

ZDoom should have it's own demos

sand temple
#

Oh okay

lavish hollow
#

Demos still work when you load mods and stuff, right?

unreal oyster
#

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

prisma saddle
#

I'm guessing Chocolate DooM and DooMsday can do it too?

lavish hollow
#

DoOmSdAy

unreal oyster
#

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

haughty flower
#

how do i make the animated texture thing where the texture rotates around something?

#

it just kind of moves against the wall.

lavish hollow
#

What do you mean?

haughty flower
#

like.

#

how the spines move against the walls in doom2.

#

doom 2*

shadow bone
#

Which map?

haughty flower
#

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.

red peak
#

You mean scrolling textures?

#

Like the pillars of guts in E3M3?

trim falcon
#

how to squareroot 100 in acs/decorate/zscript ?

unreal oyster
#

sqrt(100) is just 10 so just type 10 lol

trim falcon
#

thx

severe seal
sand temple
#

squirt πŸ’―

haughty flower
#

everytime i add "replaces Pistol" into my code it does jack diddly dick.

#

can someone help me?

warped rampart
#

Do you have the player's starting weapons defined?

haughty flower
#

i'm doing this on classic map01.

royal quail
#

Hello

haughty flower
#

howdy;.

warped rampart
haughty flower
#

nuh UH!

#

k that didn't help.

royal quail
#

I am messing around with GZDoombuilder and I am getting some pretty good results

#

Need some custom textures but still

haughty flower
#

nice.

#

gzdoom builder is so much better than the original.

royal quail
#

IKR

#

I tried using slade 3 but it kept crashing on me 😦

haughty flower
#

don't use slade3 for map editing.

#

please.

royal quail
#

ok

#

I am new to doom mapping

#

so yeah

haughty flower
#

same.

royal quail
#

Did not know

haughty flower
#

i learned the hard way.

#

i got most of the map stuff down so i'm working on learning the actual code.

royal quail
#

ok

#

Let me show what I am working on

#

Not done yet

#

Basically making levels for a project

haughty flower
#

nice.

#

you chaing graphics?

#

chainging*

royal quail
#

Going to eventually yeah

haughty flower
#

changing**

royal quail
#

I am using the defualt Doom graphics as place holder

haughty flower
#

cool.

royal quail
#

That is what I am making the maps for

lavish hollow
#

@haughty flower you can edit messages

haughty flower
#

i know.

#

i've been on discord long enough but i'm too lazy.

royal quail
#

I know that feeling @lavish hollow

haughty flower
#

wait so what does that program there do?

lavish hollow
#

@royal quail thank you for relating, I thought I was the only one

royal quail
#

Ok so you can view .WADs on the web. With full collision and such

haughty flower
#

oh cool.

royal quail
#

Doors work, Switches work

haughty flower
#

can you change graphics?

royal quail
#

yep

#

You can do that in GZDoombuilder

#

It accepts .wads

haughty flower
#

that would be alot easier than opening slade 3, closing gzdoom builder, adding a graphic, and reopening gzdoombuilder.

royal quail
#

If you wanted to could connect levels together in a multiplayer environment via portals

haughty flower
#

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.

royal quail
#

I am planning on making a "next gen MUD".

haughty flower
#

MUD?

royal quail
#

Multi User Dungeon

haughty flower
#

oh.

royal quail
#

or Multi User Domain

#

Depends on the context

haughty flower
#

i don't really learn all the terms.

royal quail
#

It is seperate from doom

haughty flower
#

hm.

royal quail
#

anyway

#

back to work

lavish hollow
#

That sounds cool

royal quail
#

Thanks @lavish hollow πŸ˜ƒ

lavish hollow
#

πŸ‘Œ

haughty flower
#

is it a good idea to use source filmmaker to make posters of my sprites?

shadow bone
#

You can do whatever the hell you want, I don't think anyone's gonna care how you produced the end product

haughty flower
#

the people who download it expecting something different might.

shadow bone
#

I mean, what do you mean by "make posters of your sprites"?

#

Like, posters to print out on paper?

vocal crypt
#

like MK style sprites?

lavish hollow
#

I think he means make a scene in SFM using his sprites, then use a screenshot of it as a "poster"

haughty flower
#

no.

#

megatron is right.

#

but without taking pictures of real humans.

lavish hollow
#

That doesn't answer the question lmao

vocal crypt
#

so, digitalization?

haughty flower
#

ye.

vocal crypt
#

and applying Doom shading?

haughty flower
#

maybe.

#

applying the doom palette counts, right?

lavish hollow
#

He asked "what do you mean by make a poster out of your sprites?"

haughty flower
#

and using the arms.

shadow bone
#

If you produce results that fit your artstyle, then I can't see why using SFM would be a problem.

haughty flower
#

and the clonestamp tool.

vocal crypt
#

he's worried about the marketed audience he's making

haughty flower
#

which is the BEST TOOL EVER.

shadow bone
#

And why would SFM affect that?

#

I'm missing something here

vocal crypt
#

the look of the sprites\

haughty flower
#

doom's sprites look like they came from a low resolution camera.

#

which they did.

lavish hollow
#

Then that'd certainly mislead people

shadow bone
#

Okay, but if the sprites look how he wants them, then who cares?

haughty flower
#

so they look natural.

#

but my sprites started high resolution.

shadow bone
#

You could do it in Blender, 3DS Max, Maya, SFM, whatever

#

Do they look how you want? That's all that matters

haughty flower
#

i can't tell.

shadow bone
#

It's like asking if you should use GIMP or Photosop to draw in

lavish hollow
#

He asked if it would be misleading though

shadow bone
#

WHY THJE FUCK WOULD IT BE MISLEADING

haughty flower
#

i don't klnow if that looks good.

lavish hollow
#

Because the sprites could look different in SFM?

haughty flower
#

ye.

lavish hollow
#

Effects, lighting, etc?

shadow bone
#

It's your sprite, does it look how you want it?

vocal crypt
#

he's worried it might look unnatural

haughty flower
#

megatron gets it.

lavish hollow
#

He's not MAKING the sprite on SFM lol

haughty flower
#

i barely understood my own point.

shadow bone
#

That's not SFM's problem. That's the artist's problem

vocal crypt
#

like taking a regular "rip" of a AK47 from COD and spriting it Doom style and using it as a sprite for a gun

haughty flower
#

ye ye.

shadow bone
#

Using SFM vs Blender is not going to change the end product.

#

All that matters is how well you use the tool

haughty flower
#

the only light going onto my sprites is from like way above so they don;t look dark.

#

like i

prisma saddle
#

The thing about digitised sprites is you'll still have to correct them

haughty flower
#

'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.

shadow bone
#

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

haughty flower
#

and p.s., the clonestamp tool is like the greatest tool to ever come to light.

lavish hollow
#

The barrel of the pistol is too.. Shiny? I mean, it looks completely white, idk if that's the point or not

prisma saddle
#

It's up to the artist, not the tool.

vocal crypt
#

and p.s we get that, enough flauntering about clonestamp

haughty flower
#

i mean seriosuly.

#

it's still really good for the arms.

prisma saddle
#

You could theoretically make great art using your own flesh.

haughty flower
#

i have no good camera.

lavish hollow
#

You can still do it

prisma saddle
#

Of blood.

#

That too.

haughty flower
#

yeah.

#

i downloaded this set of gore and if i ever jump to monsters i might use it.

lavish hollow
#

Hell, having a bad camera could HELP, the picture is already low res'd for you

haughty flower
#

HA!

vocal crypt
#

also, don't think most sprites use a camera

haughty flower
#

doom's do.

vocal crypt
#

and digitalize such pictur-

#

that's DOOM

#

not a mod

#

eh

haughty flower
#

some use completely custom sprites with fucking talented people.

#

but i'm not one with connections like seargent mark.

lavish hollow
#

Speaking of him, he's using his own arms in BD now, for arm sprites

haughty flower
#

nice.

prisma saddle
#

SGT Mark mainly combines sprites.

#

Sorta like a collage.

lavish hollow
#

Uhhh, you sure?

prisma saddle
#

Pretty sure he still does.

lavish hollow
#

I never see combinations, only either the regular sprite, or the same sprite but edited

#

Not combined with other stuff

prisma saddle
#

He samples quite a few old DOOM sprites.

lavish hollow
#

Any examples?

prisma saddle
#

And other people's sprites sometimes.

vocal crypt
#

"samples" in the old days

prisma saddle
#

Pretty sure the new pistol is Sampled from some early alpha DOOM sprites.

lavish hollow
#

Do you mean the original, or 2016?

prisma saddle
#

Original.

haughty flower
#

i'm sorry for being such a fucking newbie to decorate but am i able to have 2 decorate files?

lavish hollow
#

Yes

#

They can't have the same name afaik

haughty flower
#

thank god.

#

well, in that case, i just coded a shotgun.

#

this is why i was skeptical of m sprites.

lavish hollow
#

Looks like a big pencil

vocal crypt
#

tf kind of pencil is silver?

haughty flower
#

pen.

lavish hollow
#

Pencil but with like... Metal on it

haughty flower
#

this is the base model.

#

that is coming up.

#

soon.

lavish hollow
#

That's one weird stock

haughty flower
#

ye i told you.

#

it was the closest to the original i had.

lavish hollow
#

It seriously looks like it's upside down

#

Flip it and it'd look fine

haughty flower
#

i'm good.

#

it's already imported.

haughty flower
#

i could have just used the csgo nova for my shotgun lol.

#

should i use the new doom shotgun for the super shotgun?

lavish hollow
#

You mean with Necronixxus' sprites, right?

haughty flower
#

no

#

with the sfm port.

lavish hollow
#

So rips from screenshots?

haughty flower
#

ye.

lavish hollow
#

God no

#

Rips are generally pretty bad

haughty flower
#

😦

#

come on, my pistol wasn't so bad.

red peak
#

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

lavish hollow
#

2.5 was a major improvement because of the sprites

red peak
#

Yep

#

Power Overwhelming is now probably the best looking gun in the game

lavish hollow
#

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

haughty flower
#

mmmmmm...

#

i don't know, i'm pretty lazy.

#

that was a rip.

lavish hollow
#

If you're lazy, why are you making a mod

haughty flower
#

because drawing takes time compared to the code.

lavish hollow
#

If you're gonna do something, do it in the best way you can

haughty flower
#

this IS the best way./

#

i can't pixel art very well.

#

and i don't like using other sprites.

lavish hollow
#

100% false in every way "best way" my ass lol

haughty flower
#

this is MY best way.

#

for ME.

lavish hollow
#

You can't just use other's sprites and edit them?

haughty flower
#

no.

#

it makes me feel bad either way.

lavish hollow
#

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

haughty flower
#

i know, but i still feel bad.

lavish hollow
#

That makes no sense, but ok

haughty flower
#

i'm the type of guy to say sorry even if i didn't do it.

lavish hollow
#

Using someone else's sprites isn't a bad thing

#

You make it sound like it is, lol

haughty flower
#

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.

lavish hollow
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I still do not recommend using rips, that pistol was decent but that shotgun was honestly really bad

haughty flower
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well the shotgun is being reconsidered as we speak.

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sounds way too professional.

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the nova shotgun from csgo is a model i forgot i had sooo...

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probably tomorrow though.

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you just gotta give it time man.

lavish hollow
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Time doesn't make rips look better lol

haughty flower
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i'm talking about time until i make the nova the shotgun.

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i'm gonna make the most top quality rips i can.

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i CAN.

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KAH-AH-NAH.

lavish hollow
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Is that some weird snake language

haughty flower
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nah dude it's can but sounded out terribly.

lavish hollow
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Did you just try to cast a spell at me

haughty flower
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ye. a spell to make you wait until tomorrow.

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hopefully it works.

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i promis to make the nova better.

safe timber
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Played a fantastic recreation of aerowalk yesterday

red peak
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I'm a little short on ideas, any suggestions?

tawny badger
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Put a cyberdemon in it

haughty flower
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put 100,000 cyberdemons in it.

vocal crypt
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no

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Archviles

haughty flower
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100,000 of each enemy.

red peak
tawny badger
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zombie labor with knights as overseers?

red peak
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Yep

haughty flower
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Needs more zombies

lavish hollow
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Needs more child labor

shadow bone
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smol zombs

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scale 0.5

neat oyster
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why the zombie laborers have guns tho

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put em on segways or summat

unkempt wadi
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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.

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okay yea i'm not dealing damage while this happens

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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

inner zealot
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DECORATE and ACS can be a bit picky.

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Even for relatively simple things

haughty flower
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i have no fucking idea how to make a fun, linear, and cohearant deathmatch map

lavish hollow
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I'll make a tutorial for you

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1: Make a fun, linear and coherent DM map
2:
3: Profit

haughty flower
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  1. make something
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2

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3

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4

lavish hollow
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You forgot the colons

haughty flower
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:::::::::::::

elfin ruin
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How do yall get around the lost of motivation for mapping?

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Like.. mid-project.

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Can't find any drive to work on a map.

haughty flower
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take breaks.

lavish hollow
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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

keen stirrup
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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

keen stirrup
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(or a way to randomize the order in which the bosseye targets those.. targets

severe seal
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@haughty flower have a design already sketched out and force yourself to execute on it

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Also what's a linear deathmatch map? Is that a thing?

haughty flower
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you're way too late.

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i've been done with it.

severe seal
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glad I could inspire you πŸ˜„

elfin ruin
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Linear deathmatch maps mean there's apparent paths to the killing floor.

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The paths providing a 'safe' spot for respawn.

severe seal
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Ohhh got it

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Thanks

storm lava
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Finally got back into ZDMN with Dude after both of us have been busy with school/work.

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Weedwhacker is all ready to go, just needs sounds and animations.

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Also got specific fire animations going for the 3rd person model.

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Also, does anyone know if any GZDoom devs are on here so I can ask them a question?

lavish hollow
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I don't believe so

storm lava
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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.

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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.

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Would be nice to select a single sector and be able to edit that sector alone.

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If the editor had that then this would make using the editor x10 better.

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Unless I'm just doing something wrong.

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If anyone could help me with a workaround that would be great, feels extremely wrong mapping as is.

storm lava
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Now I'm stuck.

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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.

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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.

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Would make this editor so much easier to work with.

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If anyone has a fix for this that isn't hacky then please mention me because I'm at a loss.

lavish hollow
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I think that's a separate team that made GZDoom Builder, don't quote me on that, tho

unreal oyster
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That's correct, and it's also not a team, it's one guy maintaining gzdbbf

storm lava
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He isn't on here?

royal wave
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He hangs at the ZDoom server

severe seal
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@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

storm lava
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That wouldn't work for the wall I'm pushing back though.

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Maybe someone on the server can mention this to him in the hopes he can make it a thing?

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Being able to edit sectors individually.