#classic-doom-maps-mods

1 messages · Page 69 of 1

light prism
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probably just bits and pieces spread out over a couple weeks

ionic stratus
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Wow.

light prism
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@prisma saddle

exotic moss
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problem I am running into with my Brutal edit is the actors I am replacing not having headshot frames so headshots just don't register at all on tall actors

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bullets go through their head

light prism
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youll have to hook up headshots then

exotic moss
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I read there are two ways to do it...not a fan of simulating another head over top the existing actor that confuses me

light prism
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well thats the easy way

exotic moss
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but that is what Brutal does

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yeah

light prism
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spawn one headshot actor, have it a_warp

exotic moss
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what I plan on doing

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does the actor need a sprite?

light prism
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no

exotic moss
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or is it just decorate code?

light prism
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just use TNT1 A

exotic moss
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oh ok

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and the numbers and stuff?

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how does that figure out

light prism
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oh you dont know decorate?

exotic moss
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just learning

light prism
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ok hold on

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uhhh

exotic moss
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on the headshot part

light prism
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ill find the relevant code

exotic moss
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it is new to me

light prism
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its probably just a matter of looking at one of the other monsters and modifying its headshot spawned

exotic moss
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looking at some but making my own enemy is a bit different

light prism
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hitbox

exotic moss
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yeah

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this one actor is about the height of a BaronofHell

light prism
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oh shit

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heh

exotic moss
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hate copying stuff kinda want to learn it

light prism
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yeah this method is pretty hacky

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but i dont think theres too much other option

exotic moss
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k

light prism
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so he's spawning different headshot actors on each frame

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i guess the number is maybe the x offset? but that wouldnt make sense on mirrored sprites

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need to find where the headshot actors are defined

exotic moss
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makes sense

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hmm some code was messed up let me see

light prism
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"dyingguys" decorate file is 100kb

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3 times bigger than any other decorate file

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any of the other large ones

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where the hell are headshots

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oh head_sys

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oh no okay duh

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the number on headshot is the length of frames it exists for

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wow thats pretty poor, there would probs be a way to pass it an argument on spawn and just have one headshot actor rather than defining a huge file of them

exotic moss
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really?

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that would be nice

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because this one is off for sure and I know at least one other

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and I need to do tons of monsters

light prism
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well the thing is

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to retain accuracy you really do need to spawn it on each animation frame

exotic moss
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one mod I found doesn't quite work

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yeah

light prism
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and offset it according to the monsters sprite positioning and such

exotic moss
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that is the way it looks on Brutal

light prism
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luckily since most monsters are symmetrical you can just offset the height

exotic moss
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yeah these ones I have are wonky

light prism
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thats why you see ,44 at the end of the spawns, it is 44 high, around head height for human sprites

exotic moss
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slightly shorter

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or taller

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hmmm

light prism
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so thats the number you wanna change

prisma saddle
exotic moss
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44 what pixels?

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or the axis?

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couldn't I adjust the sprite height through decorate saw an option like that and that tweak it enough to adjust the headshot?

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made one actor normal size he was shrunken for some reason

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let me try that

light prism
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A_SpawnItem ("HeadshotTarget4", 0, 44,0)

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that is 44 'units' high relative to the base of the actor

exotic moss
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start of each frame ?

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what about A_Setscale?

light prism
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        POSS AAAA 5 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 44,0)
        TNT1 A 0 A_SpawnItem ("LegTarget10", 0, 0,0)
        Loop```
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looks like you can do it this way

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0 frame length and gets added to whatever is called

exotic moss
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then I put that in the other states as well?

light prism
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but yes, on every animation frame that they are alive and shootable you need one

exotic moss
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or does that go with those

light prism
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otherwise there will be gaps where you can't hit them

exotic moss
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ok right

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and I just adjust that number the different height they are

light prism
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you adjust the 44 value yes

exotic moss
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right ok thanks man

light prism
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the number at the end of the headshot actor is the length of time the headshot box exists

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the number after is the height

exotic moss
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my cops will now be head shootable 😉

light prism
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(the 0 before is x offset probably)

exotic moss
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going to test

light prism
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youre going to murder innocent police officers?

exotic moss
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no they are aliens

light prism
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oh then its okay

exotic moss
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reptilian scum

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haha

light prism
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because theyre different to us

exotic moss
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in my world

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works for the one now to do the hegiht for the baron type I will adjust this...using advanced maths

light prism
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just eyeball it

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no need to be a mathemagician

exotic moss
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why is is headshottarget20?

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one here says 8b

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oh for different types

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well this needs to be adjusted other one is gravy

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right on

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where do I perform the blow job?

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*admin: No soliciting blowjobs in map mod

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ok so that works

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thanks to MisterCat I am slightly less incompetent

haughty flower
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Any way to get DOOM II monsters in DOOM 1?

light prism
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if you port the sprites in sure

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but that would be highly illegal

inner zealot
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Easier to just like

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Use Doom II

light prism
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@inner zealot alive?

golden drum
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Ayyyy

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I hate having to choose between decent music and variety of monsters you know?

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The Doom 2 music is such trash

dusk flare
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I like Sandy's city...

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Or map 9 the pit

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The song and the level are cool imo

golden drum
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Same, but the other tracks are slow and boring

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Is it reasonable to map for doom_complete.pk3

dusk flare
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Hmm i like the jazzy or swing themed songs in the second map, the kinda cartoony themed one in map 3 and the first level is gud too

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The rest are kinda slower tuned but adapt to the atmosphere i guess?

rugged shore
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final doom tnt music is good

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also what's doom_complete.pk3

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never heard of that

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is that doom 1 and 2 + final in 1?

lavish hollow
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@golden drum it's not really reasonable to map for doom_complete or wadsmoosh imo

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since not everyone uses it

golden drum
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That's crappy. A map I'm making needs the doom 1 computer tectures

lavish hollow
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i mean you can still do it if you want

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but you'll get the same complaints from everyone who plays it about missing textures

golden drum
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Well I'm in too deep now

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Loading it with freedm has all the textures

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Idk

unreal oyster
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just use this if you need the D1 textures

golden drum
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Friggin right

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Are they fanmade or official

lavish hollow
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official, obvi

golden drum
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Nice

shadow bone
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To clarify: They're the official textures. The pack itself is fanmade and technically of questionable legality since it's redistributing unmodified Doom1 content. In practice, no one will care, but I just wanted to make the distinction.

lavish hollow
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i kinda figured

young mesa
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Hey Ive got a problem. I'm making a map and it looks like this.
The problem is, i don't want monsters outside hear gunshots from the inside. How do i do that ?

shadow bone
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Lines can have a "block sound" flag

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in the linedef properties

young mesa
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doens't work. monsters still wake up

haughty flower
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Door

shadow bone
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Make sure there's no other "holes" either

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Oh wait

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I just realized

haughty flower
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Give them the "Ambush players" flag

shadow bone
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You need two "blocks sound" linedefs

haughty flower
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So they'll only wake up if they see you

shadow bone
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For some reason

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deaf/ambush works too.

royal wave
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Yeah. they do this so monsters that are standing right next to the player, but with a block sound in between, don't unrealistically ignore sound

young mesa
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right next to the player
The map is really small...

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Oh and yeah putting to "block sound" linedef works too

blissful knoll
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imagine like

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screen share comes to discord chat servers

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and people can just stream their problems

pearl sundial
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that'd be greatt

golden drum
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yeet

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true af

hazy lantern
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You can already share your screen in video chats.

warped rampart
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I would like to see them implement video channels into servers, but that’s just me

ionic stratus
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Man, I just keep finding map packs that have problems with brutal doom.

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So Doom 2 The Way Id did has a map based on Commander Keen, and it has a single monster. The dopefish.

inner zealot
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Some are straight up unbeatable with BD

vocal crypt
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zombiemen got ripped in BD apparently

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not visually

ionic stratus
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Brutal Doom replaces the dopefish with...YOU GUESSED IT. HEADLESS ZOMBIE (which is actually easier in this case, lawl)

vocal crypt
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also, The Way Id did has a Doom 2?

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I thought they only had one for Ultimate Doom

ionic stratus
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There's a Doom 2 version, yes.

inner zealot
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Remember that time Brutal Doom had partial support for Chex Quest?

ionic stratus
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But yeah, it breaks Map 32 by having the wrong monster spawn on it.

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So yeah, I'm getting the impression it's just not ideal for any map packs that make changes to vanilla doom.

haughty flower
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Mark only play-tested v21 with Hell on Earth Starter Pack

ionic stratus
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Meanwhile, I went back to looking at one of my old map ideas and wonder if it would be feasible. Definitely not as a first set of maps since the scope of the idea was pretty ambitious.

haughty flower
exotic moss
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Brutal Doom v21 has a vanilla monster replacer.txt

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I am sure that could be used to fix issues like that

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not wanting to fuck with it too much too much to do

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but I definitly fixed issues like that with previous Brutal Doom versions and map packs easily enough

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I want an Ancient Aliens inspired 80's megawad

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using some ideas like that in my current projects but a whole mod like that would be cool with Retrowave being in style

warped rampart
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And meanwhile I’ve been working on ideas for a Ghost in the Shell Standalone Complex Online TC since the one on Steam is getting shut down next month

inner zealot
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That sounds kinda awesome, actually.

warped rampart
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The game itself is kinda cool, a little like Overwatch or TF2. I’ve played it and I liked it, but it’s a shame that it’s getting shut down next month, a lot of people are upset about it.

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So I figured it would be smart to sort of keep it alive by means of a Doom TC

vocal crypt
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sounds really ambigious

ionic stratus
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So, question. Is there a good getting started type tutorial for GZDoom Builder? IE, something that covers the basics of making rooms, stairs, elevators, doors, that kinda thing?

haughty flower
inner zealot
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Technically these are for Doom Builder, but they're very similar.

ionic stratus
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So from what I'm watching, rooms and sectors are different things. Rooms are more or less the basic geometry for the entirety of the room, whereas you use sectors to break things up if you have things like stairways or differing floor textures?

golden drum
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every room is a sector but not every sector is a room

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Sectors are basically like your floors and ceilings

ionic stratus
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Alright.

golden drum
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You can make a sector which is a room, but if you want a table in that room, that table will be another sector inside of your room sector

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also if you want a wall that changes textures partway up the wall, you'll need to make a thin sector to do that.

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what format are you using?

ionic stratus
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Define format?

inner zealot
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Map format

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Doom 2, Hexen, Strife, UDMF

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etc

ionic stratus
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Oh, UDMF I guess?

golden drum
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Vanilla and boom are good for starting off. It isn't harder to map for udmf, but taking in all the features in one go could be distracting, you know?

ionic stratus
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Could you explain? I figured UDMF was the most up to date format.

golden drum
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It is, but learning vanilla/boom, THEN learning udmf could be useful

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just because of the sheer number of features udmf has

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Also, tho it's the most up-to-date format, udmf wouldn't work in vanilla doom, crispy, chocolate, prboom+ etc etc

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udmf only works in gzdoom and I believe eternity and ege

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idk

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oops

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wouldn't

inner zealot
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Bugbait's right.

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If you want to dive into UDMF, go nuts. But I'd advise going with vanilla format

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Get the basics down first.

ionic stratus
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Wouldn't I be able to get the basics down in the UDMF format? Just because it has the extra features, it doesn't mean I have to use them...?

golden drum
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Well it's all person to person I guess, I'm just saying udmf actually clutters the menus with extra feature, so it may look intimidating. If I jumped into gzdoom udmf when I styarted, I prolly would've been a bit spooked

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I started with doom builder 2 though so it's not the same situation

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similar tho

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but yeah

inner zealot
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Near identical, even.

golden drum
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if you can hop right into udmf, do it

inner zealot
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At a first glance, at least.

golden drum
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just remember that all the craziness in the menus is just extra features

ionic stratus
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Right.

golden drum
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oh btw I'm pretty sure doom in hexen format was made obsolete by udmf

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not sure tho

inner zealot
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I'm pretty sure that's the case.

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As I understand it, UDMF was meant to standardize maps with advanced features.

haughty flower
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I jumped right into UDMF when I started

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Damn was it a bad decision

golden drum
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was afk

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Time to learn boom

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How different is boom from vanilla?

inner zealot
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Imagine vanilla Doom with less limits and less bugs

haughty flower
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Well a bit

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I guess, I didn't really try vanilla that much

golden drum
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So far I see the generalized effects

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nice

haughty flower
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The "Generalized Actions" thing is helpful

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Yep

golden drum
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generalized actions for linedefs

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neato

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anyway @ionic stratus A good rule of thumb is to start a map in vanilla and change the format as you require more features

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no need to make udmf if there are no udmf features, you know?

ionic stratus
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What would UDMF features include anyway?

inner zealot
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Slopes, 3D floors, fancy lighting, portal linedefs, stacked sectors

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You can re-align floor/ceiling textures

golden drum
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fog

inner zealot
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Use flats and textures interchangably.

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Just to name a few.

golden drum
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offsets for upper and lower textures are seperate

inner zealot
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Which is mega helpful

golden drum
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colored lights

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indeed

hard elmBOT
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Indeed!

golden drum
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lolwut

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indeed

inner zealot
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Yes, quite.

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Anyways.

golden drum
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indeed

hard elmBOT
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Indeed!

golden drum
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ah

inner zealot
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Can't make bridges like that in vanilla

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I'd actually send the map for you to poke around in, but I have no idea where it went

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And the aliasing is painful.

golden drum
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why is your weapon sprite stretched?

haughty flower
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The thing I always loved about (old school?) Doom was the fact that you can't make 3D floors with it, nowadays that manages to somehow make it still feel even more unique

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Triple A fps developers just pour 3d floors into everything and ehh that just seems lazy, at least to me

inner zealot
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It's not stretched.

golden drum
haughty flower
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It's the literal opposite of stretched ^

inner zealot
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Are you sure yours isn't squished?

haughty flower
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It's way too squished, yeah

inner zealot
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You seem to be using a wider aspect ratio than me.

golden drum
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off the doom wiki

inner zealot
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Err...

golden drum
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??

inner zealot
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Let me check again

golden drum
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are you in doomsday?

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Doomsday stretches the sprites

inner zealot
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It was taken in GZDoom

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That's an old screenshot, by the way

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I just took one on my current setup

golden drum
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I know

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ah

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Thought you were referring to the doom wiki one

inner zealot
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You... seem to be right.

haughty flower
inner zealot
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I am now confused

golden drum
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That's weird

inner zealot
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I'm opening SLADE to investigate further

golden drum
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Actually the doom engine is designed to stretch the image vertically

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by a factor 1.2

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I guess older gzdoom you had didn't?

haughty flower
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mfw I search for screenshots of the plasma rifle in Doom 2 and all the pics are from Brutal Doom's

golden drum
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lol

inner zealot
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It wasn't that old.

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Just a few months ago.

haughty flower
inner zealot
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When you should be working on your thing but you're easily distracted.

golden drum
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saaaame

ionic stratus
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Dumb question, how do you de-select stuff when you have multiple surfaces/walls/etc selected?

golden drum
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click them

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or press c to de-select all

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once you get used to it, it become second nature

ionic stratus
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C is what I wanted, thank you 😄

golden drum
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It'll be like playing an fps, except instead of mashing those wasds you'll be mashing shortcut keys

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@inner zealot is there a fullbright cheat or something ingame

inner zealot
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idbehold1

golden drum
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console command for gzdoom*

inner zealot
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It still works if you just type it

golden drum
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it doesn't weirdly enough

inner zealot
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I think there's a setting that does the same thing

ionic stratus
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So dumb question, what's the difference between sectors mode and make sectors mode?

inner zealot
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As far as I've figured, make sector mode just makes sectors, while sector mode can edit the properties of an already existing sector

golden drum
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sometimes you'll get a weird thing where closing off some linedefs doesn't make a sector, but just hitting it with a make sector fixes it

inner zealot
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That would've been helpful when I start recreating Hyrule

golden drum
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actually sometimes deleting a linedef inside of a sector sometimes deletes a whole sector too

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which make sector fixes

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What timezones are we in?

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I'm in atlantic time, so it's 9:14 pm

inner zealot
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EST, 8:14 PM

golden drum
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cool

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guessing you two are in the US

ionic stratus
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Yep

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Central for me.

golden drum
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so it's 7:18 pm for you right?

ionic stratus
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Yep

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Okay so I'm having some trouble with sectors. Like, let's say I want to make a raised section of floor in a room, I have to make a new sector in that room, right? Except...I ...Don't know how?

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Any time I try to right click to do drawing in vetices mode, I just go into the properties for the room

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And if I double left click to try drawing that way, it won't let me actually draw anything, just place individual vertices that aren't connected.

golden drum
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press L and try that mode

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right click to make lines

ionic stratus
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What if I want to make a line where one already exists? IE, if I'm trying to split a room in half? Same issue of "I select the linedef instead of drawing something."

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It's like I'm only allowed to draw on blank spaces, I can't draw anywhere I've already put something.

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if that makes any sense.

golden drum
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What I do is I zoom in real close to the grid spot I want and click just next to it

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but the better way to use the draw lines tool in the top left

ionic stratus
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OH. I see, you have to click that first.

inner zealot
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Don't draw in vertices mode.

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You can use it to split lines, though

ionic stratus
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Okay, another question, god I'm bad at this so far. Let's say I've accidentally made the floor meet the ceiling in a sector so I can no longer look at either to adjust height. ...Wat do

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...Oh wait, duh. I'm thinking like this isn't an editor and I can go inside stuff...nevermind.

golden drum
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Yeah lol

inner zealot
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Also, if you're in sector mode you can right click on it to change the floor/ceiling height

ionic stratus
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Oh yeah, I've noticed texture auto align seems to only handle horizontal alignment. Is there any way to do vertical alignment too?

inner zealot
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Manually

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I still think this is a neat angle

ionic stratus
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It is, yeah.

golden drum
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@ionic stratus wasn't there a specific reason you were mapping or no?

ionic stratus
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Possibly? I'm just messing around with it right now to see if I feel like doing anything with it.

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Also, oddity. I've made a working door, but it doesn't behave like most doom doors. I can open it with use, but I can't close it.

inner zealot
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Wrong linedef

ionic stratus
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Howso?

inner zealot
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Hang on a sec

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You used "Door Open", right?

royal wave
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Some doors can be set to stay open

ionic stratus
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It's not staying open though, that's the thing.

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And no, I used Door Generic.

inner zealot
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Oh, nevermind.

ionic stratus
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The door will close after the delay time passes, but it won't close if I press use on it a second time.

inner zealot
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OH

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Repeatable?

ionic stratus
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Yes.

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if I let it close, I can re-open it. I figured that part out.

inner zealot
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I just made a generic door and got the same result

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Weird

ionic stratus
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So it's not just me.

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So how does one make it behave like a standard doom door you can open and close with use then, I wonder. o.O

inner zealot
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Eh, play around with it. I'm sure you'll get it

ionic stratus
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Oh yeah, I noticed you can use the arrow key to do texture offsets. Is there any way you can scale them like that? I find using the menus kinda awkward

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....And now I have a new odd problem. Now the door won't open/close all the way. It just moves up/down a couple pixels. @.@

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Yeah, doors are starting to annoy me. >.<

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Well, figured it out. No tutorial bothered to mention it and I had to find some comments. Apparently the sides of your door need to be one sided and impassible. If they're doublesided they jam the door. What IS the doublesided tag for on linedefs anyway?

golden drum
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ayy

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Idk why doublesided is a tag

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I thought it was like if a linedef has a sector on both sides

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but I'm not sure

ionic stratus
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Whelp, I've made a few basic square rooms and a functioning door. Yay? >.>

vocal crypt
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too boxy.

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jk

ionic stratus
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;P

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But yeah, I decided for a first map I'd try doing something like E1M1 under the logic of "What if it was designed more like an actual hangar?" Something tells me I'm not the first person to think this though. ;P

golden drum
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I think you could make something decent out of it

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actually

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nvm i wouldn't know where to go with this

ionic stratus
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The idea of trying to use sectors to 'build' actual shuttles makes me shudder though. ;P

golden drum
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lol

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good luck

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This is the point where you go udmf and throw in some models

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lol

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jk jk

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You might be able to make some shuttles

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can't promise they'd look good tho

ionic stratus
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But yeah, I guess that brings about the next question. How to avoid having every room look like a box Heh.

vocal crypt
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you don't make squares

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that's how

haughty flower
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^

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interesting, i cant make drpgs scripts runaway in gzdoom v2.1.1, hmmmmmm

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but they runaway in 3.2.1

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just ran in nuts3.wad and gzdoom 3.2.1 crashes scripts hard but 2.1.1 plays fine, i dont know what to think lol

ionic stratus
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I keep running into weird issues.

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Now my Player 1 start is "stuck." Even if I move it in the editor, it acts like I didn't move it.

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I even tried deleting it, and somehow instead of a no player 1 start error like I should be getting, I spawn where it last was.

ionic stratus
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So this is PROBABLY something I shouldn't be messing with yet, but I'm messing around with 3D floors. Following a tutorial (says make a dummy sector, set one of the linedefs to a 3D floor, set its sector tag to 1, and then make the sector you want to be a 3D floor a tag of 1 as well.)

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But it's still acting like a non 3D floor.

royal wave
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Can you show me a screenshot?

ionic stratus
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It's still behaving like an old 2D floor though, there's no bottom to it that I can raise/lower.

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Is the process different for UDMF format maps or something?

inner zealot
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3D floors are actually pretty simples

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simple*

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I can throw together a quick example if you want

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Doing it anyway

light prism
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the sector you want to have the 3d floor appear in should be tagged

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this is called the dummy sector

ionic stratus
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The whole sector needs to be tagged? I thought you just tagged the linedef.

light prism
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the sector outside the gamefield yes

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er no

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the sector outside is called the control sector (it 'controls' what appears in the dummy)

#

and that one should be untagged (unless it is tagged for other reasons)

ionic stratus
#

Wait, I thought the sector outside is the dummy.

light prism
#

nah its around the other way

#

the dummy is the game map sector

#

the control is the outside sector

#

but thats just terminology and not really important

ionic stratus
#

Okay. So I have the outside sector's linedef pointing to my actual sector.

light prism
#

the control has the line action #160

#

with the dummy sector tag referred, yes

ionic stratus
#

Yeah, that's exactly what I did.

light prism
#

ok, now

#

the control sectors floor and ceiling are techincally inverted

#

the floor of the control is the 'ceiling' on the underside

#

while the ceiling is the 'floor' above

#

so you need to adjust the control sectors heights to match what you want

#

say your dummy sector is f0 c128

#

your control sector could be like, 64-96

ionic stratus
#

Yeah, NOTHING happens when I do that.

light prism
#

sigh.. here

ionic stratus
#

I posted some screenshots of how I have the sectors set up. Is something wrong there?

#

Note what I called the dummy is the control in that scenario.

#

(The tutorial I saw called the outside sector the dummy)

inner zealot
light prism
#

wait wait

#

are you just looking in gzdb to see if its doing anything?

#

you might have gl elements disabled

#

which will mean 3d floors dont show

#

go into visual mode and press [tab]

ionic stratus
#

....Ooooooh.

#

That was EXACTLY it.

light prism
#

ok good job

#

$24.99 plz

ionic stratus
#

;P

#

I was like 'Dude, this example doesn't have it working eith-Oh.'

light prism
#

think of it like this

#

the 'control' is controlling the 'dummy', making the dummy dance

ionic stratus
#

Makes sense though. I just wasn't aware it was a thing. Now I am. XD

#

But yeah, I'm just doing some basic map dickery as I learn the basics. Making rooms, doors, etc.

#

And looking at examples of where people make these complex intricate ceilings and crying because I just have otacons and rectangle rooms. T_T

light prism
#

making complex intricate stuff is for later

#

make enjoyable layouts first

#

no point in being able to map pretty if its all just bland corridors with nothing interesting happening

ionic stratus
#

True.

inner zealot
#

That applies even when you are a bad ass at mapping

ionic stratus
#

But yeah, I'm trying to build a hangar themed map. And I mean like, an actual hangar, not E1M1. ;P

light prism
#

oh ok

inner zealot
#

Gameplay first, fluff later.

light prism
#

i just got home from 10hour shift

ionic stratus
#

With actual landing bays, observation decks, a control tower, waiting area, etc etc.

light prism
#

so im gonna shit and shower

#

and smoke a joint

#

back soon

ionic stratus
#

Funny enough I found a solution to my shuttlecraft problem and found a prefab voxel prefab. ;3

light prism
#

nice

#

you want it to land in the hangar?

ionic stratus
#

Nah, it's just a decorative item.

#

Just something to sit in the hangar bays so they actually, y'know, feel hangar-y.

light prism
#

oh okay

#

you know how to use voxels?

ionic stratus
#

Well, I found a prefab I was able to import.

light prism
#

but you got it working in-game alright?

ionic stratus
#

Yeah.

light prism
#

cool

royal wave
#

Okay really really simple

#

tag a sector

#

draw a dummy sector

ionic stratus
#

@royal wave Little late.

light prism
#

kev lol

#

fer srs

#

scroll your ass down 😛

ionic stratus
#

@royal wave The problem was I had the wrong rendering mode enabled.

royal wave
#

No you're going to learn this, not copy and paste

light prism
#

what?

royal wave
#

copy and pasting is the worst way to learn

light prism
#

he got 3d floors working from scratch, he just had advanced mode disabled

royal wave
#
Well, I found a prefab I was able to import.```
light prism
#

so they weren't showing in visual mode

#

nonoono that is a voxel for something else

ionic stratus
#

@royal wave That's for something else.

prisma saddle
#

I probably use the "Make door" function a bit too often.

royal wave
#

okay you can stop pining me

#

I'm right here

light prism
#

pines after kevan

ionic stratus
#

Thanks though.

prisma saddle
#

I do like how convinient it is to just, select a sector and have a door instantly though.

light prism
#

i have never used 'make door' or stairs or anything

#

i always do it manually

ionic stratus
#

Doors were fun. I found out about the whole 'need to make the sides one sided' thing by dumb luck.

light prism
#

you mean the sides face outwards?

ionic stratus
#

yeah.

light prism
#

you wouldnt be able to pass through a door if the lines were one sided 😛

ionic stratus
#

If they're doublesided the door jams.

light prism
#

what.

#

now you've lost me

#

the FRONT SIDE has to be facing outwards to work

#

otherwise the player can't use the door

ionic stratus
#

Yeah, when I say sides, mean like...Doorframe.

light prism
#

like the inside edges where the DOORTRAK texture usually sits?

ionic stratus
#

Yeah.

light prism
#

uh

#

im not sure what youre getting at

#

they can technically be one or two sided lines, as long as if there's a ceiling behind the line, it is higher than the dropped ceiling of the door

#

because a door will open but only to the height of the next highest ceiling

ionic stratus
#

Hang on, maybe it'll be easier if I just show you a screenshot.

light prism
#

so if it's 'jamming' its probs because there are other sectors with similar heights attached to them

#

or you have somehow misreferenced a sector or something

ionic stratus
#

So this is my door setup. The selected linedefs are the ones I had to make one sided to make the door work.

light prism
#

yeah because there are sectors on both sides

#

i bet their ceiling height is at the floor, like the door, right?

ionic stratus
#

Probably. They were basically there to make an actual doorframe or it would look, y'know...bad. ;P

light prism
#

but you could just delete those sectors entirely

#

if you want walls there

#

rather than having ceiling-to-floor 'walls'

#

because the door searches the sectors it is physically connected to, finds those sectors, and goes 'oh ok i dont even need to move because the closest ceiling is the same as my existing ceiling height'

ionic stratus
#

I see. I guess I'm wondering how I'd make the same thing visually using your method though. o.O

light prism
#

show me the 3d mode view

ionic stratus
#

One sec

light prism
#

technically it does still move, it just moves 0

ionic stratus
#

don't mind the textures, they're bad because I haven't done anything major with em yet. ;P

light prism
#

yeahhh those are walls

#

just go into sector mode (S)

#

hover over the sectors to the left and right of the door

#

and hit 'delete'

#

youll have to re-paste the texture but it should look identical

#

except there aren't unnecessary sectors

ionic stratus
#

Actually it turned out fine. Thanks for the tip. 😃

light prism
#

basically if an area is completely unreachable and basically exists to create a wall, its unnecessary

#

all outer sector edges are walls

#

you can see the difference, one sided lines are white, double sided are grey

ionic stratus
#

Oh yeah, is there any way to mirror a copy pasted selection? I'd ideally be using this bay multiple times after I get it finished since the hangar would have multiple bays.

#

I know you can rotate a selection or stretch it, but stretching doesn't seem like the best way to mirror it.

light prism
#

yes

#

you see the tabs on the very right edge of the screen?

#

if you copy/paste, while the paste area is still selected, you can hover over the top right edge

#

it will show paste properties

#

'Flipping' is at the bottom

#

there may or may not be hotkeys, idk

#

oh there are keybinds under tools->preferences

#

but they are not bound to anything by default

ionic stratus
#

Gotcha.

light prism
#

i suggest alt-left and alt-up

#

not as political stances

ionic stratus
#

;P

light prism
#

there's a cute little trick you can do with doors if you open the east door

#

as well as an example of how to use polyobjects and a few transfer things

ionic stratus
#

Neat stuff there. 😮

ionic stratus
#

So another question, if I have to add backsides to existing walls at some point, is there any way I can just copy over the properties of the front?

#

Or do I have to just select all the linedefs in question and add a backside?

light prism
#

just draw a sector behind the wall to make it twosided

#

i mean theres no point in a back side unless there's some physical area that you can actually inhabit

ionic stratus
#

Well, here's why I ask.

#

Oh, blah, dual monitor capture. hang on

#

See the tag 1 area? That's going to eventually be a control/observation tower, and would need to be able to see the other parts of the map from the outside. Like the hangar bay on the south side.

#

MUCH better. Good thing monitor 2 doesn't have anything compromising on it. ;P

light prism
#

yes

#

the problem is you cant really 'see' through the void

#

i mean you can but you get various visual glitches depending on what version of doom you are running

ionic stratus
#

Yeah, so I'd need to make a sector around all of it, right?

light prism
#

all the black area is null space

#

yeah, you need to physically model what it looks like from the outside

ionic stratus
#

I figured that much.

light prism
#

keeping a 'void' area of 1-sided lines as the walls between the insided and out

#

then you can use sectors between them as windows or doors

ionic stratus
#

I figured I'd have to make a new sector surrounding all of it to be the outside area.

#

You're saying that's not what to do?

light prism
#

see?

#

consider all negative space as solid

#

only where a sector exists can there be heights

ionic stratus
#

I think I get it.

light prism
#

the windows between the outside and inside are just sectors/'rooms' with their floor/ceiling heights set to make them appear as windows

ionic stratus
#

Oooooh. Okay, now I get it. I was thinking too literally about how to do it I think.

light prism
#

have you done mapping for other games before?

ionic stratus
#

Only a bit for Serious sam waaaaaay back in the day.

light prism
#

oh okay, that would have been brush-based

#

this is more like the inverse of that

#

(not really but go with it)

#

in a brush-based system you place solids in the void

#

in a 2.5d system you draw sectors that act as encapsulating areas (rooms)

#

of course they dont need to be 'rooms'

#

all a sector is at the base level is a shape that actors can exist inside

#

and it has a floor height and a ceiling height

#

and obviously a lot of mapping is finding pleasing ways to arrange heights

ionic stratus
#

So how to things like elevators work? I'm trying to find tutorials and they're going into scripting...I didn't think they needed that? o.O

light prism
#

they dont really

#

unless you want complex lookin' ones

#

hold on ill make you some examples

ionic stratus
#

Oh wait, I think I just wasn't looking at the right actions.

light prism
#

basically theyre just like doors but different heh

#

most actions you can activate either change the height of a floor or ceiling in some way, or the light level

ionic stratus
#

Yeah, i got it working.

golden drum
#

Weirdly enough, splinter cell versus mode mapping has the same sort of making-empty-space method that doom mapping has

#

where level geometry makes rooms instead of solid objects

light prism
#

well a lot of games do

golden drum
#

and that's true 3d

light prism
#

its more evolved into the 'cell' technique though

#

where they use prefabs with simple mesh collisions on a cell grid

#

but void space is still considered as space in those games, similar to brush-based games

#

like if you can escape the level geometry you can jump off and fall into negative nothingness

golden drum
#

ye most games do that

light prism
#

in doom you cant even do that, you can noclip outside the boundaries but you are still counted as part of the nearest sector, thats why your height is equivalent to the sector you are closest to existing in

#

the void is literally void

#

i mean in vanilla if you saw into the void it would NOT draw, resulting in HOMS where it just redrew the previous frame in the empty space

ionic stratus
#

Okay, so now I got a weird visual issue. I suspect I goofed somewhere on my 3d floor or something because the textures for the lift area are like...Vibrating?

light prism
#

oh you probably have a 3d floor overlapping an actual floor

ionic stratus
#

If that makes any sense?

light prism
#

'flickering' is probably more correct

#

'z-fighting' is the technical term

#

when two surfaces are trying to draw in the same position

golden drum
#

You doing udmf already

#

?

ionic stratus
#

Bingo to both.

#

That was the issue, thanks Cat.

golden drum
#

Ayy @light prism I have a sector which is a switch potruding from a raised platform, whcih is set up to lower the platform and the switchs sector to the lowest floor. Problem is, when I use it, the switchs sector goes down a little bit, but the platform goes down all the way, leaving behind a pillar with many switches on it

#

Omfg that loosk like a riddle

#

I'm mapping in vanilla btw

#

Anyway what's up with that and how can I fix it?

light prism
#

ok

#

to directly control the exact level you want the platform to stop

golden drum
light prism
#

join it to a control sector outside the map

#

oh you want the switch texture to not be a pole?

golden drum
#

Well

light prism
#

you dont mind the pole part, you just dont want it to be a switch texture repeating allt he way down?

golden drum
#

the sector the switch is on the and platform has the same tag

#

I want them both to go down

light prism
#

ohhhhh

golden drum
#

but the pole just stops

light prism
#

mmmm in vanilla not entirely sure

#

probably you can do something with controls off the side

#

hold on, ill experiment

ionic stratus
#

Hrm, may have run into a new dilemma due to 3D floors.

light prism
#

got it

golden drum
#

oh sick

#

what causes it?

light prism
#

because the action is 'lower to lowest floor' the nearest floor it finds when it starts is the platform at its high point

#

thats why it stops well short

#

the solution is in the wad

golden drum
#

one sec

light prism
#

the action doesnt recognize the movement of the other floor after it has been told to move

#

lower to lowest floor just passes it the lowest floor height at that moment

#

sector movement is pretty rigid - you cant cancel or interrupt it, you have to wait it out before passing new commands

#

@ionic stratus what is your issue

ionic stratus
#

Lemme grab a shot real quick.

light prism
#

there are other ways around sector movement issues, there is Sector_SetLink in ACS, but that doesnt work under vanilla so meh

ionic stratus
#

So basically, the middle is a lift that takes you up to the top of the 3D floor that's meant to be the control tower. Unfortunately, it's looking at a nearby 3D floor as the nearest floor I suspect, and thus won't come down to ground level.

golden drum
#

I think I know why my lift screwed up

light prism
#

i believe that the lift will ignore 3d floors entirely

ionic stratus
#

The two tags are for 3D floors. Tag 1 is most of it, tag 2 was needed because the corridor to the lift goes under the floor.

#

Although I guess I could just redo the whole thing so the lift is on the easternmost edge.

#

That would remove the 3D floor requirement entirely.

light prism
#

you can create a link off-map

#

using controls

ionic stratus
#

A link? You mean like, to define the bottom of the lift?

light prism
#

like that example in my examples wad

#

with the door and the switch that lets it open higher

#

the sector can be 'tricked' to another height if it is sneakily connected to another sector that is at your desired height

#

so for your example, draw two tiny squares outside the map area somewhere

#

then select your lift sector and then one of the off-map sectors

#

and hit J

#

that will JOIN them

ionic stratus
#

Do they have to be squares? Or do triangles work? For some reason I like using triangles for this purpose. >.>

light prism
#

yes, triangles work

ionic stratus
#

Alright, one sec.

light prism
#

make sure you select your lift sector first

#

because joining uses the properties of the first sector

#

(you can see selection order as the red number)

prisma saddle
#

Do shapes with more than 4 sides work?

ionic stratus
#

Okay, so once I join my platform (since that's the actual editor term) and this outside control sector, what next?

light prism
#

semantics

#

any shape works, as long as it has at minimum three sides (to form a sector)

#

ok, so the contrrol sector has ANOTHER sector next to it

#

with its floor height set at the desired level of the lift

ionic stratus
#

Assuming the lift is at the top, it needs to be at the bottom height?

light prism
#

yes

#

btw ceiling height will be irrelevant in this case

ionic stratus
#

Alrighty.

light prism
#

the sector is never seen and is merely being used for values

ionic stratus
#

What height should the first one be at?

#

The top position?

light prism
#

thats up to your setup

#

if youre on top of your 3d floor, and the lift is at that point, then yes, that is top

#

and the control for floor should be set at the floor height under that 3d floor

ionic stratus
#

Okay, so the first one I made and joined, that should be set to the top of the lift's height?

light prism
#

the first one you joined is now the same sector as the lift

#

any change you make to it will be seen

#

because they are the same sector

ionic stratus
#

Ah, okay

light prism
#

that is why it is a 'control'

#

wait, is the lift itself a 3d floor?

ionic stratus
#

no.

light prism
#

ok good

ionic stratus
#

The area around it is.

light prism
#

that is another can of worms

ionic stratus
#

Although I just noticed the first control and the lift are not at the same height.

#

But since they're joined, moving one moves both.

light prism
#

they should damn well better be at the same height

#

and have the same light level and texture

ionic stratus
#

How do I de-join?

light prism
#

press M to make sector mode

#

click joined sectors

#

btw if joining contiguous areas, shift-J will join and remove all two sided lines between areas

ionic stratus
#

Aaaaah. I see.

#

Neat.

light prism
#

making a single unbroken shape outline

ionic stratus
#

Neat. 😮

#

I was wondering about that.

light prism
#

it wont get rid of vertices where lines were drawn from though

ionic stratus
#

Okay, joined at the proper height.

#

So what do I do with the second one?

light prism
#

the second control should be set to the height of the top of the 3d floor

#

ie its ceiling height

ionic stratus
#

So the second control will be higher up than the first?

light prism
#

wait wait

ionic stratus
#

Actually wait...Now I'm confused.

light prism
#

sorry the lift STARTS at the second floor right?

ionic stratus
#

Yeah. Lift starts at the top, goes down.

light prism
#

ok, the second control should be floor height

ionic stratus
#

The 3D floor is the second floor.

light prism
#

base floor height

#

or give it like an +8 lip or something

ionic stratus
#

Okay, that's what I thought. XD

light prism
#

then give the sector lines repeatable+player walks over+PlayerPressesUse+Platform Lower->Wait->Raise

#

so that he can lower it by walking over, and get back up by pressing use

#

unless its a one way trip

ionic stratus
#

Nah, two way.

#

So the sector lines of both controls should have that?

light prism
#

oh sorry no

#

only the shape that exists in the map space

#

like.. the actual lift

ionic stratus
#

Oh it has that.

light prism
#

kkk

ionic stratus
#

Oh wait, just had a derp moment myself. The two controls should be physically joined, shouldn't they. XD

golden drum
#

Well I feel retarded

#

I was confused af with the lowest floor part because I thought it meant lower floor on the map, not lowest adjacent floor

light prism
#

ah yeah

#

in order for it to recognize it as the nearest floor level

#

they need to be connected

#

by 'connected' i mean 'share a two-sided line'

#

its not enough to be joined at the vertice

golden drum
#

Well What I'm using now is a tiny 1px * 1px hole in the switch set to the desired height

light prism
#

well you dont even need that if you look at my example

#

but if that suits you, fine

#

using controls is far more useful though

golden drum
#

Oh yeah

#

one sec

ionic stratus
#

Hrm, lift's not moving at all

golden drum
#

oh I see what you did there. I never though of using merge geometry

#

thx bro

#

you are a legend

light prism
#

@ionic stratus - here's an example in reverse

ionic stratus
#

Lemme have a look, thanks. 😄

#

Oh wait, I think I see the problem. Lemme try something here.

#

...Nope. Apparently that wasn't it. Better take another look. x.x;

#

I'm pretty sure I have this set up right, so I'm not sure what's wrong. I'm going to feel stupid if it's something I overlooked. x.x;

light prism
#

you can send me if you like

ionic stratus
#

Sure. Gimme a sec.

light prism
#

ohhhhhh

#

the line is facing the wrong way

#

it needs to be facing 'toward' where the player will be standing

#

press f to flip line facing in linedef mode (L)

#

another thing though

#

why is that 3d floor necessary

#

there is no space underneath it

#

you could raise the underside to create walkable space underneath, that is the whole point of 3d floors

#

in this case you could just have a regular floor that is high up

#

@ionic stratus

#

like this

ionic stratus
#

That would work?

light prism
#

raise the control floor height

#

it represents the underside of the 3d floor

ionic stratus
#

Okay I'm still a tad confused. Yo're saying I don't need 3D floors at all?

#

Also wow, forgot to face the lines out...Yep, it was something simple.

light prism
#

not for an area where there isn't non-contiguous vertical space

#

as long as you only require one floor height and one ceiling height for an area

#

3d floors simply break that vertical space up

#

like a 'brush' would in most other game engines

ionic stratus
#

Well, the corridor does run underneath the room, so I need the one at tag 2, right?

light prism
#

yeah, but not for the entire bit

#

square

#

thing

ionic stratus
#

Right. Makes sense.

#

Now that you explain it like that.

light prism
#

overuse of 3d floors can lead to frame droppage, so its best to only use them when necessary

ionic stratus
#

Right. I'll keep that in mind. Still learning and all. 😉

#

That said I appreciate the help. 😃

#

Honestly once I get the layout done, I'm kinda dreading textures. those are a whole nother beast in terms of making them look good.

light prism
#

you can spend ages texturing

ionic stratus
#

And then lighting...@.@

golden drum
#

Believe me, good lighting can make a world of difference

light prism
golden drum
#

↑ That ↑

ionic stratus
#

...I don't even wanna know how many sectors of lighting that is. T_T

#

Is that from your 10tex map?

light prism
#

no

#

^^^ see map name

ionic stratus
#

Jesus fuck that sector count... @.@

#

I've got a long road ahead of me, don't I... x.x;

light prism
#

for that map i have used gradient brightness transfers

#

which you can see in editing_examples.wad

golden drum
light prism
#

are you trying to break vanilla?

golden drum
#

Nope that's an actual map meant for actual gameplay

unreal oyster
#

retro, you don't need to use that many sectors or zdoom lighting tricks if you don't want to, some of the prettiest stuff is made with low sector counts, such as BTSX

light prism
#

of course

#

it depends what kind of aesthetic you're going for

#

stark contrast has its place

#

and dynamic lights never existed in vanilla

ionic stratus
#

Well, what I'd like to do with this map once it's fleshed out is try to find a balance between Doom 3's atmosphere and Doom 1 and 2 being, well...Y'know.

#

Good. ;P

#

I mean, I don't think Doom 3 is terrible but it really was a huge departure from the old days.

light prism
#

so steampunk without being too dark

ionic stratus
#

But the atmosphere and whatnot was damn good. I can't deny that about it.

light prism
#

lol so broken

golden drum
#

Well I'm gonna call it a day

#

cya

light prism
#

baibai

ionic stratus
#

Interesting, and.,..Quite broken yes.

#

I can easily get stuck on it and clip through it

#

Seems you could use this to make a train/tram if you sealed it off while it moved though...

#

Oh christ looking at it, I have no idea how this voodoo works.

light prism
#

yeah

#

do you know what a polyobject is?

ionic stratus
#

Nope!

#

But I'm going to assume crazy voodoo.

light prism
#

oh. have you played hexen?

ionic stratus
#

Yep

light prism
#

you know like the swinging doors and moving walls and stuff

#

those are polyobjects

ionic stratus
#

Also portal much? >.>

#

Aaaaah.

light prism
#

yeah, that is the second part

#

so the tram is an outline shape which is a polyobject, but the polyobjects lines are made of portals

#

a polyportal

#

a normal polyobject is just solid lines

#

but this one is a portal into the interior of the tram

#

which you can see mapped out next to it on the left

ionic stratus
#

Crazy.

#

Anyway, sleep. z.z

haughty flower
ionic stratus
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dumb question. Cat mentioned last night there was a way to remove excess vertices when merging sectors together, but it doesn't work on vertices made by drawing lines. is there a way to do that with line drawn sectors/rooms? Example, I'm doing point to point drawing to ensure a shape is perfect, but the final shape doesn'tg NEED all those vertices to maintain its shape.

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Or do I just have to manually delete the excess ones?

ionic stratus
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Anyone mind giving an opinion on a layout? I should note room shapes/sizes and crap are definitely not final (I really need to learn how to make non rectangle rooms. I know people say 'Just don't make them' but...It's kinda hard to come up with believable room shapes that aren't something crazy like a triangle/parallelogram when you're going for semi realism)

haughty flower
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Send pics

ionic stratus
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Sure. Got a basic layout pic made. It's meant to be a small spaceport/hangar.

haughty flower
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Ohhh cool

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It looks cool bro

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I try to make as less corridors as possible

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Because from what I've seen, people don't usually long corridors

ionic stratus
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Corridors will likely get trimmed down somewhat, yeah.

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None of the rooms actually have anything in them yet. I'm just doing layout to start.

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I'm also trying to figure what I can do to make things less flat. The only areas with any major elevation changes right now are the stairwells that lead to each hangar bay's observation deck.

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But I don't want to have elevation changes just for the sake of having them because in terms of a building design, it wouldn't make as much sense, y'know?

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But yeah, the whole idea of the map design is based off E1M1's hangar except with the thought of "What if it was more designed like an actual hangar/spaceport?" So in other words nothing like E1M1 actually ;P

haughty flower
ionic stratus
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If this actually goes anywhere (heh, we'll see, right?) it would be the first level in a set, so it's not meant to be gigantic or anything.

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I also didn't want to make an overly linear map. I'm actually not a fan of point a to point b design and like maps that don't require you to check out every inch to complete them, but can still reward you for doing so.

ionic stratus
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@exotic moss Well thank you 😃

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Now admittedly how to make the map more interesting/fun will be the challenge. Although there's a second half to it that should be more interesting.

exotic moss
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I have just started messing with the map editor too

golden drum
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@ionic stratus what's the grid size on that pic

ionic stratus
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@golden drum One sec.

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10% to fit it to screen.

ionic stratus
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Why do you ask? 😮

haughty flower
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Oh no, it's actually the texture pack I'm using, jeez thought for a sec I had fucked it up somehow because I was checking it later.

ionic stratus
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I need to look into how one uses texture packs and properly makes a pk3 and such at some point, I suspect.

haughty flower
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here's a hint: just forget the TEXTURE1 lump and just use the patches as individual textures

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after converting them to png

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saves time and effort

ionic stratus
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Huh?

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You lost me.

haughty flower
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patches are the individual lumps that are used in textures

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if you use them as textures themselves and ignore the shitty ass TEXTURE1 lump, then you can just slap shit into your mod's TEXTURES folder or TX_ namespace and call it good

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like any time-saving lazy person like me would do

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that's only for UDMF ^

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and it's buggy af

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we prOS gotta use P_START and P_END

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and F_START and F_END.

ionic stratus
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Texturing is going to be fun, from what I can tell. Is it usually preferred to make your walls fit the textures if it's a repeating one, or is scaling them okay?

haughty flower
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boom format gay

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hexen format gay
original doom format gay

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"udmf gay" I saw that

ionic stratus
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Or like, should I just be making my walls a multiple of 64 pixels or something to ensure they fit?

haughty flower
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udmf only straight format

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only flats have got to be 64x64.

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max texture size is around 256x(something)

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I think.

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unless you're a cool kid like me
then you just slap uneven ratio flats into the F_ namespace or FLATS folder

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keep in mind,
only cavemen use boom, chocolate doom, etc

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and make the wad GZDoom-only compatible and have no one play them because UDMF wads usually turn out generic and bad

royal wave
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i mean

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who cares?

haughty flower
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eugh why does everybody hate udmf-based wads

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lol I'm jk

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I don't

royal wave
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I never seen anyone complain a wad was GZDoom exclusive since most people use it anyways

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or you know

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aren't that much of a bitch to just download it to play a mod

haughty flower
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but tbh I rarely see any UDMF wads, and something even more rare is a good UDMF wad.

ionic stratus
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But yeah, textures . Do people usually scale them to make them fit, or make the walls the right length to fit them?

royal wave
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I made some half decent ones that use UDMF

haughty flower
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real men fit the walls to the textures, not the textures to the walls

royal wave
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Gonna be using it for the TC I'm making

haughty flower
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but they gotta be divisible by 8, that's just a rule of god terry himself

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if a wad's gonna use UDMF I usually expect it to be a terry lol

shadow bone
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What even are you talking about

haughty flower
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benis business

shadow bone
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UDMF is just a map format and it makes mapping with advanced features easier.

haughty flower
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best map format since canned fried diet bread

ionic stratus
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So try to stick to multiples of 8, huh?

royal wave
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or use UDMF and have no regards for any texture size

ionic stratus
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I mean, I know you can scale textures but.

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Though, god, the more I look at advanced maps, the more I'm like 'How will I ever get that good. D:'

haughty flower
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Only reason I use boom is for compatibility reasons tbh.

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And maybe, just maybe, because I like it.

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here's a hint: make a shit ton of sectors

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but not CHADBASE ammounts

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"Greetings, mortal. Are you ready to suck dick"

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go make your dick suck itself

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lol what

ionic stratus
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I guess the biggest challenges I'm seeing are #1-How to make more interesting rooms when I'm not aiming to go totally abstract like classic doom levels do, and when/how to add elevation changes when a map's theme doesn't really have a lot of viability for it.

haughty flower
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Lifts

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Use lift linedefs so players can pull down plaforms like their pants, add buttons, maybe have a pit that the player needs to fall down, maybe make a staircase, idk

ionic stratus
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I see. I'm trying to go for the more semi realistic map design Duke 3D embraced, versus abstract like Doom used, even though apparently realistic maps aren't considered popular in Doom for gameplay reasons.

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Other maps might be easier to do elevation changes on, the first one I have is a sort of hangar/spaceport though. So yeah.

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Only spots where I see elevation changes/lifts working are control tower access and the observation decks for the hangar bays.

haughty flower
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Dunno man, I guess you shouldn't aim for realism.

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go abstract as fuck

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let yourself flow free

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do not leave your cheeks vulnerable to the horrors of scrumpulous "realistic" mapping

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see how it turned out with Brutal Dum Black Edition

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well just ignore all the brutaldoom sub-mods

prisma saddle
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If you're planning on doing realistic and detailed map design, don't detail with sectors.

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Also, get ready to do alot of scripting.

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And spriting, and maybe some 3D model and voxel stuff.

haughty flower
light prism
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sup stinkers

haughty flower
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Sup

light prism
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just got home from work

ionic stratus
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Sup Cat. And well, like, I don't want hyper realism. I just want more of a 'It actually has a layout something like this thing would actually have'

light prism
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work all weekend 😦

prisma saddle
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Ah,

light prism
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@ionic stratus - you'll find that's what they initially planned in the Doom Bible too, but ditched it for abstract level layouts due to it basically being more fun

ionic stratus
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Like that initial pic I showed Mammoth of a basic layout for my Hangar "redo." And yeah, I read about that Cat.