#classic-doom-maps-mods
1 messages · Page 70 of 1
Oh god no. Nothing that huge.
that's not to say that you can't incorporate an abstract layout with realistic visuals
it's just harder
I guess part of it is when I think about a map, abstract doesn't come to mind. heh.
is your mother a cartographer
No. ;P
heh
Hangars aren't really interesting.
Yeah, looking at it, I'm kinda wondering what I could do with it at this point.
you could build a base around the hangar heh
Well, the initial idea of the level was 'You start out in one of the bays as the whole 'Hell invades Mars' thing happens. Try to leave via the Transit station, only to find it's offline, then have to find a way into the maintenance tunnels to reach other parts of the base.
well that sounds reasonable
That sounds cool.
i think part of what you need to do is give the illusion of size
^
have sections of the hangar that are visible but inaccessible, doors that are locked or jammed, etc
even just being able to see the sky gives you some idea of scale
really what you want to do is funnel the player into a path (or series of branching/connecting paths)
and the best way to do that is to have movement and light in those areas
movement could be sector movement or monsters, light is up to your discretion
maybe have important doors with different light colors or just stick with a certain color that says 'go this way'
Makes sense.
Oh yeah, I recall in Duke Nukem 3D's build engine you could stick stuff on wall textures akin to decals. IE, for signs, decorations, etc. Does Doom allow for anything like that? Or do you just have to use a texture that has said decor built into it?
doom doesnt natively do that, but zdoom has ways of doing it yes
Decals and Flatsprites
flatsprites are basically like the duke ones
decals are their own system and are mostly used for bulletholes and other interactions (blood sliding down walls etc)
you can work around this by drawing a line def 1 unit away from a wall, and then using a mid texture
^
GZDoom Builder offers smaller units, but idk if that's a UDMF thing or not
and I don't recommend going smaller than 1 pixel. Tried to do 1/8th units and it doesn't play nice
yeah, you can do it that way too
for static stuff that is usually fine
however wall and flatsprites offer more versatility in that they are actors and can do anything an actor could
Gotcha. In this case it would mostly be for signage and the like.
like say, have fog that modifies its alpha up and down without scripting
yeah, for signs a linedef is fine
I guess I'd need to get some actual textures to fill that purpose though. I'm still just using the vanilla doom2.wad stuff.
true
really easy to make a texture pack
just make a zip file, rename it to .pk3, have a folder inside called 'textures', put stuff in there
Well, more like I'd need textures. I can't draw. ;P
Learn to vanilla first
Then strawberry next
Fair nuff.
And if you're feeling adventurous
yeah just put the 'exit' sign texture everywhere
Mint chocolate chip
make the entire map exit signs
...I want mint chocolate chip now. Damnit. x.x;
Same
plz take it to #opinion_of_icecream_flavours
oh wowsers, ctrl+shift-tab switches servers in discord
For me it's ctrl tab.
Aaah. Neat, I didn't know about the backward.
Dumb question. I know you guys said to stick to vanilla, but I wanted to grab at least one weak melee monster for punching purposes (Part of the map's flow would be starting with only melee, and having to actually find a gun. However, because I don't want to be an asshole, I wanted a monster that's feasible to take unarmed). I found a monster from a repository site, but...It's in wad format. How do I actually extract it so it can be in a pk3 file and remove the need for multiple wads?
open it in slade
and what we mean by vanilla
take baby steps
understand how the game works already before you take advantage of what it can do
Ah, gotcha and fair enough. But yeah. My idea was 'you start with your fists' so I grabbed a weak borderline punchingbag zombie to use.
you can literally put the wad inside the pk3, however that is considered a filthy unclean method
Yeah, unclean baaaaad. ;P
otherwise you get SLADE
Gotcha
export all the lumps into the corresponding pk3 folders
like S_START S_END range in a wad is sprites\ in a pk3
sounds in sounds\ etc
depending on what you are trying to combine, you may (more often than not) have to change some filenames or pointers to files in order to get stuff working properly
and you should also respect the license wording provided by the author
Course.
WARNING: Loading WAD files inside of a ZIP or a PK3 will cause memory issues to arise. ZDoom will unpack each WAD file and use more memory to access the contents. This effect quickly adds up, especially in larger mods (with the exception of map wads in the maps/ folder, provided they follow the format explicitly -- see below). The bigger the mod is, the more likely it may run out of memory during play and crashing ZDoom, or for memory corruption to occur. Thus, it is highly recommended to completely unpack the entire contents of any WADs inside, or part of the mod, into the sorted directories.
He didn't seem to include any kind of usage terms, but it's literally just a standalone wad with the monster resources.
this warning has its bite significantly lessened when you consider that the amount of memory we are talking about is fucking tiny
but it does make sense to not do it as a rule of thumb, as when you have 100 wad files in a pk3 the effect may be worsened
http://realm667.com/index.php/en/beastiary-mainmenu-136-69621/doom-style-mainmenu-105-73113?start=180#credits-6 It's the Zombie Fodder from this.
?
he said hold up
holds down
OH! I didn't need you to convert it or anything for me.
I'm messing around with slade now. Thanks though. 😉
well you can see that for an example
Gotcha.
Yeah, I see the same things in the wad I just opened. Are the lumps the things like sndinfo?
yeah
any file in wad is technically a 'lump'
the root directory of a pk3 (or outside of markers in a wad) is reserved for definition stuff, which there is plenty of
DECORATE being the file for the monster definition
SNDINFO for its sounds
i added the extensions so that it can load alongside any other file of the same name
zdoom will ignore the extensions, so its a good way to break up large sections of definition text
Wait, which extentions are we talking about?
in my pk3 I called it DECORATE.ZombieFodder
you can also do #include statements in decorate files
so a lot of people will have all their code related to one actor or group of actors in folders, and just have a base decorate in the root directory that includes them
I was gonna ask about that. I still need to fully understand a pk3's directory structure for Doom. I don't plan on adding a bajillion new monsters or anything to start out though. I literally just needed this one for punching.
just look at my one
So if I did eventually have multiple added monsters, I'd need a decorate.monstername for each one?
you can do extra stuff too, like you can put your sprites into subfolders under sprites
sprites\MyImp\Projectile
OH, you can do subfolders, thank god.
it ignores anything other than the base namespace
like its pretending its a wad file that just has everything between S_ markers
So if I wanted to, I could have each added monster's sounds/sprites in their own subfolders for each one.
as long as the root folders are named correctly, doesn't matter what any other folder inside is named
Oh, it'll just look through them all?
Alrighty.
in the case of text related assets it doesn't work yeah
But stuff like textures, sprites, sounds
in the base namespaces all subfolders are ignored,y es
because they are treated like wad namespaces
So things like sound/zombiefodder would work.
yes
it should, yes
well, sounds with an s.
also this doesn't matter, but Doom also ignores upper and lower case characters
in a wad file, they are not placed between any markers
they are placed under sounds\ for convenience in a pk3
Explains why you need a sndinfo lump when you do that
welllllll no
sndinfo lets you define a 'nice name' from a lump name
it is a bit of a strange antiquity though
I've never had a sound work correctly until I put it in the sndinfo
assuming it's not in the root directory
yes, because all calls require 'nice names'
root directory sounds should still require definition for a nicec name
if it's in the root, I just have to use its name
So, if I was using multiple creatures/weapons/etc, would it be cleaner to have individual decorate files for them in the decorate folder and use #include via a decorate file in the main folder?
Not in any hurry to do this, just want to make sure I understand the basics/what good practice is.
Yes it would be cleaner
Because I imagine having a massive lump of DECORATE.MONSTERNAMEX files would be messy as hell.
dont go crazy with it
And you're benefiting anyone who might potentially want to use assets you made
what i do is have an Actors folder
then subcategories, Player, Monsters, Projectiles, Effects, etc
then a single DECORATE in the root folder which #includes them all
like #include "Actors/Player/QueefMarine.txt"
That's kinda what I was getting at Cat. But use an Actors folder instead of Decorate?
So you just keep the decorate folder reserve for actual decorative stuff then, not actors?
you interpret too literally
DECORATE is the name of the system, it actually refers to ALL actor definitions
Right.
Zscript is its successor, and allows much more complex interactions and such
but decorate is enough to start with
and the two can be converted and linked regardless
Right.
do you know what a 'state machine' is?
Not quite.
well its basically an instance of code that runs serially through defined states
all actors in doom are state machines
like a monster starts in its 'spawn' state and if it has a frame in that state that calls A_Look, it will jump to the 'see' state if player is seen
decorations are generally just actors with a single infinite frame in their spawn state
So really, I can have the decorate files for actors anywhere as long as I #include them, right?
Well yeah.
Oh well right.
I was going to say, certain files have to go in certain folders no matter what, like sprites/sounds and whatnot.
I made a map. Any comments?
well
it looks nice
but is quite cramped
and you are basically always under assault
which is fair enough i guess
or maybe you balanced it more on other skill levels, i played ultra violence
youre shitting me
No
That is Hurt me Plenty difficulty
"like it is supposed to be"
Ultraviolence is HMP with more stuff and probably unbalanced
if your UV placement is unbalanced you're doing it wrong
they're difficulty levels, not fairness levels
its already kinda unbalanced
too tight for monsters to not infight most of the time
doorway dancing in ambush areas
the arachnotron got killed entirely by a chaingunner
That usually happens
Door camping or arachnotrons dying to chaingunners?
I'm out of ideas, I need ideas. For snapmap.
How about
a square arena with mancubi
you kill the mancubi, the arena opens up
and you fight arachnotrons
Snapmap. Doom 4.
ohhh ideas for snapmap?
how about
select some prefabs and join them in various ways
is there a way in snapmap to read out the playerscoreboard?
i think if u could read out the score of the scoreboard for a individual player u could actual save player progression between gamesessions
when launching GZDoomBuilder what kind of game and script configuration should I choose I dont know what to choose
actually nvm found a amazing video guide
UDMF is too complex for beginners.
@unborn mica Ya should at least learn Boom first.
Boom: Doom 2 (Doom format)
But it is complex to learn.
it literally looks the same though
no matter which mode you choose
the handling of the editor is identical
There's also the problem of being too reliant on udmf features
It's good to learn vanilla which is univerally supported, then udmf
imho
what causes changing Mancubuses to break Dead Simple?
whatever you changed them to doesnt call A_BossDeath
which is the only way the map knows to lower the walls
thought I missed that
Dr.Bugbait: It's good to learn vanilla which is univerally supported, then udmf
where UDMF = Universal doom map format
though that term means very little considering how many dead ports there are
imo though doom's actions are annoying to use, since they incorporate their activation type and repeatability in the action
maybe by very new source ports
but prboom, crispy, choclate, etc don't support it
neither does doomsday which people still use for some reason
true tho
about the actions
imo its a bit of a weak argument that you should start on vanilla, even though I did
the editing process doesnt force anything on you, youre free to learn at your own pace
Indeed. In reality it's all person to person, but learning vanilla or boom first is a good way to familiarize yourself with doom mapping
obviously anybody who has experience already should map for udmf
Unless they want to attract speedrunners of/c
can anybody explain what BCS is?
I searched it up but can't find anything
I see
Radicool.
the tutorial I'm using for gzdoom builder isnt great at explaining how to make a basic door. Can I get some help?
What's going wrong? Doors are pretty straightforward
Simple version: A door is a lowered sector that raises into the ceiling. Take the sector you want to be your door, lower the ceiling to the level of the floor. You'll see missing "upper" textures, change those to the desired door texture. Change the linedef on each side to the appropriate door action. Set the activation to "player presses use"
which map format is that
Okay the issue you're running into is that's a linedef action and not a sector action @unborn mica
ooohhhh
oh duh
ok thanks
+head slap+
what
He didn't see it
i didnt notice it was sector properties and not line
Okay this is real simple
- Give the sector a tag
- Select the lines that you want to function as a door
- Give them the door action
only tag doors that are activated by switches or otherwise not by the door lines
(I'm trying to encourage good practice)
wasting tags is not good practice
thanks again ❤
Since when has anyone run out of tags
it's not about 'running out'
its about having tag sequences
anyway the point is
you dont need to tag any door or lift or any sector-affecting action when the line is part of the sector itself
or rather, when its back side is
the only time to tag is if its disconnected and activated some other way
or if its some crazy multi-sector door structure
@unborn mica - all door actions assume the backside of the line to be the door sector, no tags necessary
ok got it thanks love you
what map format are you using btw?
it better be udmf or else u gettin a swift beating
haha
its just the instructions may vary slightly based on format
like doom has its activation types as part of the line action
UDMF does not
and has them as separate flags
I think its udmf
oh ok
make sure you tick 'player presses use' and 'repeatable' then
press f2
to see map settings
the game config is udmf
yeah k
cool
got it thanks again lol
of which there should be one on each side f the door sector
with their front faces pointing away from it
@prisma saddle
sorry i cant really be effed setting up my voice chat
i just wanna lie in bed and map
im managing fine
what was i smoking while making this
not complete yet
because i'm also holding status for a Doom 2 megaWAD and also an upcoming mod to replace IB
IB?

@frosty magnet not a fan of alot of the changes you did.
It just kinda makes the layout alot more, cluttered.
@prisma saddle Yeah I didn't like it much either
kinda why i was gonna go back onto my weird Doom 2 megaWAD idea
@haughty flower Oh I see we're on the same book about BD too
GG

I do get the idea of redoing the levels of the original DooM mods, but sometimes the changes made can be described as, agregious.
You make a mod for a mod that you don't like? I wonder what the changes were 
@haughty flower Mainly just adding boxes and such.
Was expecting it to have terrytraps or smth
There's just sorta a bit too much going on in my opinion.
Something logical and lived in doesn't mean cluttered and hard to navigate.
More logic, less clutter,
Moving around in cluttered maps in DooM is pretty annoying.
I actually really liked his maps tbh
Where can I download it?
I'm all for remaking doom and making it seem more "real", the levels seem so fake tbh
@haughty flower scroll up
Doom didn't try being realistic with its level design tho
It's just what I like
here's a giant WIP megaWAD that I'm making currently
Maps 1-4 are done but need feedback
Map 5 is a clusterfuck
Is any advanced sourceport needed for it
does it take place underground
Aight
@light prism the idea actually came from the Descent reboot called Descent Underground
How many maps are you aiming to make?
The whole fucking set
Nice
The style is gonna be like Descent

somewhat tight corridors, extremely close and long engagements, and either lots or a shit less of space
about map 5
I was like, let's recreate that one iconic area from the lazarus labs and also add in a fuck ton of custom textures
Should be great with gutawer's weird zero gravity mod
the very first area in Map 01 is oh dear
inspired by Descent 3 Mercenary
Specifically Level 01
Map 02 is just a giant remake of Undergrounds. The yellow key area, I need input for that. I seriously don't know if making the player retreat back and camp while killing imps and shotgunners is a good idea or not
Map 03 is inspired by Doom 2 Map 03 and also Descent 2 The ENemy Within
04 is just a focus remake
feedback is always welcomed
speaking of which, here's my very first map
yeah these all look like highly based off the doom2 map flow
though there are new areas and diversions
the map i posted recently or the weird wip wad i posted above?
the underground one
http://www.mediafire.com/file/9vyslxa39hdabzy here's my first wad
My second one is just a joke wad that's meant to be impossible
@light prism Thanks, hopefully the other maps don't fall into the same direction XD
Roomsies being, we do one room (ish) and then swap the wad.
We don't texture it because it'd take too long.
ish is right...
STARTAN is clearly the best texture
My sense of map flow certainly isn't as good as Cats though;
Yes...
oh that would be a nice competition
go pick a partner and swap maps every 8 hours lmao
I'm down.
I did add some other things though, like um,
The armour at the bottom of the sewer thing.
I need to start getting a grip on GZDoom builder
Doom Builder 2 served me too well
I certainly need to practice doing some maps on my own.
^
GZ Doom Builder isn't that different, in terms of use
If you have a strong grasp of Doom Builder 2, GZDoom Builder shouldn't take more than a couple minutes to get used to
oh yay
hihi

@ionic stratus Progress is slow as always.
The project isn't dead, I'm just lazy as all fuck.
Wait, why did I defensive...
Eh, whatever
oh zavus did you check my update
Point is, I'll exhibit long periods of silence which may or may not result in progress.
I haven't yet
+runs into bedroom crying and slams dooor+
Because I haven't been on my computer at all
It's not that I'm ignoring your stuff
I just haven't been on the thing
I'm rearranging at the moment
Kinda
rearrange your spine
@light prism
@light prism Tried putting in ladders but couldn't figure out how to get them to work.
Oops wrong map
Probably going to call it for now.
yeah we can continue tomorrow
@rugged shore
Depends on how you're doing the skybox.
Classic Doom style?
Or an actual skybox?
classic doom style
Then you want to put the texture as F_SKY1
That's a special texture that tells the engine "replace me with the skybox"
The choice of the texture projected as the sky is set in a MAPINFO map definition with the sky1 and, optionally, sky2 properties.
Depends on which IWAD you're using. I think there's 3 or 4 different skys in each.
i use doom2
As noted above, you can use MAPINFO to specify which sky texture should be used.
Or ChangeSky in ACS
I think the actual textures (not the placeholder) are simply called sky1, sky2, etc
Obviously you could include your own custom skies if you like
how can i make my own custom sky then
like how can i make that pic
a skybox for this wad
use MAPINFO. There's a sky property you can set per-map.
Or just name your replacement graphic the same as the one you want to replace.
make a txt file called mapinfo
Are you using .pk3 or .wad?
Nevermind it's really the same
You're going to put a new "lump" (file) in the root of the wad/pk3 and call it MAPINFO
And read the MAPINFO page on the ZDoom wiki
(I assume you're using GZDoom)
Look at the bottom of this page for an example of how a MAPINFO map defintion should look
your MAPINFO is a plain text lump outside of any of your wad "markers"
ahh
makes sense
also how am i going to put the mapinfo file in the wad
by using slade?
Yes
ah
also i have a weird question
it's about the music
where should i get these midis for wads
Anywhere really. The internet is full of midi dumps
ah
should i remove this
since i'm not planning to do any of those map skip secrets
your map definitions should only have the things you plan on using or changing
just real quick, how would i make weapons/projectiles do exact damage? EX: all classes have exactly 10hp, i want a weapon to do exactly 1 damage when it hits, rn it looks like the engine is adding random ammounts of damage onto the hit, i tried using damage factor or w/e and i couldnt get it to work
someine correct me if i'm wrong but i think if you put the damage in brackets, it'll be that number
ex: [6]
normal brackets, but you've got the right idea
if it's in brackets, gzdoom treats it as an expression and allows you to write your own custom damage formulas
unless you're in zscript, in which case that system got renamed to DamageFunction
awesome thanks, ill try that
don't direct damage values also completely ignore armor
SC_GetNumber: Bad numeric constant "(1)".
alright, that makes me run into this issue, im running in zandronum 3.0 and the actual code looks like this Damage(1)
im not concerned with armor, im not really using it
not sure if it works in the property, it definitely works if used in a call with a damage parameter
like A_FireBullets
hmmm, most of my attacks are projectile based, a few melee attacks but mostly projectile
nvm, figured it out
I did a WAD
ill have a look when im home
sectors don't have those pegs, if you're referring to the pegs on lines, you hover over them and press F
uhh
those flag boxes should not show the 'box'
that means one of those lines does NOT have the flags enabled
either that or you have an extra line collected
select the one that definitely has the flags enabled
what he means is that while you have the door action on both sides, only one of the lines has the identification flags to make it work on both sides
deselct everything
ctrl-shift-C (copies all its properties)
HOVER the other door line
ctrl-shift-V (paste properties)
so it should work
nope didnt work
if those sectors to the left and right of the door have their ceilings lowered to the floor, then no, the door wont work as intended
rip
if they are meant to just be walls, delete them entirely
then why are they sectors
then delete the sectors - sectors serving as walls simply make things more difficult
got it
doors always raise to the lowest adjacent ceiling
so if the lowest adjacent ceiling is on the floor, it doesn't move
well technically it TRIES to move
it should make the door opening sound
actually it succeeds in moving - moving up by 0 units
broken?
looks correct
the pegs went back
oh flip em in linedef mode
got it thanks
btw 'peg' has a different definition in doom
nah, TMC, it wouldn't make the noise like that, at least not in zdoom
oh?
i've just tested it
still doesnt open lul
looks correct, line doesnt need a tag number though
shouldnt stop it from opening, is just unnecessary
ensure the ceiling heights around it are higher than it
actually switch to sector mode and show me the sector properties of the door
You don't need to give the lines a tag
yes, i mentioned that
o
however that shouldnt stop the door from working

you mean in 'effects' on the sector?
that... shouldnt have worked
considering there are no 'door effects'
sector effects are lighting/light phases, damage, and pushing/wind
regardless, having an effect in the door sector shouldnt prevent it from opening via line actions
Updates to the thingamagigs.
i hope it refines imps
like they drop into a funnel and come out on a conveyor belt wearing the top hat and monocle and holding a teacup
made a e1m8, any thoughts?
@weak lodge does it replace the e1m8 map slot for Doom 1?
yeah
nope
ah man
i think my gpu died
fan is spinning but it wont output anything
yeah it wont do shit
oh well.. no hardware acceleration til i get a new pc 😦
For map 05
I decided that I should remove the lazarus inspired area
*of my wad thingy
any good ideas of what to have there as a replacement?
Map is a bit of a mix with Doom 2's Map 05 : The Waste Tunnels and also a mix of a military HQ
A rock.
oh
railroad
with a rock blockading it
not a bad idea actually
ok really dumb question
but
is there any big difference between Doom 2 format and Boom format
because I don't see any other than extra features
Boom is less limited but still manages to feel like vanilla Doom
Yup
There are some awesome tricks Boom can do
And like with every other format, you just need to learn its tricks
Doom isn't 3D tho
One wad that abuses every single Boom trick is "Going Down"
Check it out at least on the editor
texture pack for joo
I'm catholic, can I still use
joo gaiz
You fucking sexist, women can't download your texture pack?
please take it to #sjw_paradise
Please take it to #themissesdog
gotta love texture packs :3
I got seriously bamboozled
B A M B O O Z L E D I T E L L Y O U
need some help
here's the issue
for me
these sectors and linedefs dont exist
and i removed the textures
but on startup
there were no errors so ¯_(ツ)_/¯
any ideas for solutions?
You're saying these textures aren't actually in the wad?
yes
i just removed them as of 5 hours ago
also removed the PNAMES and the TEXTURE1 file along with them
and I put in new textures and generated a new PNAMES and TEXTURE1 lump
Shit I think I have an idea but I'm not in my PC rn
oh my god, if you do have a solution, then you are a godsend
Did you replace the textures tho?
Yeah
from the map
i think i did
along with the sectors that had them
a bigger issue is that, in the WAD I just posted (in map 05), there is no sector 510
and it says there's an error with a missing texture there
Yeah I can't help you rn
RIP
what
Scroll up a lil bit
TLDR: I removed old textures and the respectable PNAMES and TEXTURE1 lump and replaced it with a new one
do you not know how to find and remove these textures?
whlie also deleting the old sectors with those textures
but those textures are still being used on the map, that is the point of the error
I'm sure there's a tool in GZDoom Builder that automatically detects unused textures
just find and remove the usage
wait the bigger problem is
yes, there is a find and replace mode, and error checking modes
in the screenshot
it says there's a sector 510
there isn't after i deleted it
and it says there's an error there
wtf lmao
yes
Then there's a sector 510 but you don't know that
you didn't like, delete the vertices

as long as you deleted the sector in sector mode
press f4
This tool here helps you find unused textures around the map
And some other stuff
lmao im using doom builder 2 but eh
checked the whole thing
nothing about a sector 510
also tried to search for the sector via finding it by tag
Why Doom Builder 2 tho?
nothing also
fix those other problems
use make sector mode (M) to fix unclosed sectors
get rid of all the other errors before you worry about this
on it
Cattex,wad?
Oh wait
Found it
I mean, El Jefe's bathroom does look like that, so.
aight i fixed the errors
*somewhat
welp
no more errors regarding a nonexistent sector 510
XD
@light prism thanks :3
OK there we go
sorry if i upload too much XD
but yeah
it got fixed :3

BTW, need feedback: how's the monster placement and also the weapon/ammo/health placement?
*for maps 1 -> 4
5 is a WIP and I'm probably gonna do something heavy to it
Purposefully terrible map based on discussion in another Doom-related discord.. It can be beat.
reference to mock2?
i have a problem in gzdoom builder
ok so i test a map
i choose doom 2 to load it
and it takes like a minute to load for some reason
and it loads tnt for some reason
help
like i try to test my map and it's not responding
and it took like 3 minutes to load that map
and even tho it says that it's starting up doom 2
it starts up this
i never had that problem in doom builder 2
Whole lotta brown.
@rugged shore Check your loading options for odd things. Maybe you set the wrong iwad or something.
okay
@red peak whole lotta woman

i think i'll go back to doom builder 2 because it's easier for me
well time to die for saying that

go back to DeeP
GZDB-BF is exactly the same as Doom Builder 2. You probably have your configuration files set up wrong.
another dumb question by me
does it really matter if I don't add the "multiplayer" tag onto the player deathmatch start (along with the player 2, 3, and 4 start)?
or does it matter and it has to do something with bots?
No clue but imo you're prolly better off leaving it on
oh ye also I'm playing your map and none of your door traks are unpegged.
also you've got a lighting error in map02
strobing room with a lit up sector that is your table and chair in there
ayy @frosty magnet Is the arrow room in map03 unfinished or am I just retarded and can't figure out how to go
*also IDK but for me, I prefer my door track textures unpegged
its just personal preference but thanks for the heads up XD
There are some pillars. It almost looks like a weird metal church with no chairs
oh yeah
and there's an arrow shaped floor that lowers when you walk to it
actually
could u screenshot it?
OH
that area nvm
@golden drum Just think of the area as Wormhole from TNT Evilution (somewhat)
thank god, my internet sucks so bad
yeah just pretend its wormhole
and spoiler, but you'll find a shit ton of computers and the red key is hidden behind a bunch of boxes
@golden drum Thanks for the feedback btw
will fix map 02 😛
You know, I like this group
might use it a lot for when I need help with mapping
Same
came up with this thing for Map 05
Also for Map 05, I extended the pipeline with a few more secrets and what not
Oh better idea
A broken railway with a rock in front of one end and the other end with a goddamn flood that leads you to the sewers
Keeping Doom 2 map themes while also integrating some other ideas
ay
a few days plus how much before?
Kinda good with DECORATE 2.0 and below, and also ACS
oh um
i forgot lmao
but welp its back online
the mapset was made because compared to anything else
I loved Boom compatible maps more than zdoom and gzdoom compatible
so do you actually have 30 maps or...>?
nope i got 25 more maps to make 😐
make it 27 if i want to recreate the wolfenstein levels
lol
I feel like we should all make a megawad. "all" being the people in this channel
and also do you know a good source port on the play store?
for Doom?
ye
not at all sadly
sad
the only one i could think of is the one on amazon
which is Doom Touch
They're coming out with Delta Touch as a beta, I think
The map-mod-dev master levels
I would be down to make a Zan3.0 compatible mapset, not a GZDoom 2.2.0+ compatible mapset
EH
lmao
kk
Ye I think we should use a format with not too many restrictions
but keep acs-heavy stuff to a low
or atleast no acs things that really stick out, like scripted puzzles
then there will be alot of puzzles mixed in with next to no puzzles
Damn, means i gotta start using GZDoom Builder now XD
lol
I'm down nonetheless though
bruh gzdoom builder is legit
oh yeah
kk make sure to download chex quest
O
we gotta wait for the others to respond lmao, hopefully they'd also be down
ikr
That would be lit af
also A name change is in order as well
and this
Very WIP. Only the first map is done, but it still needs changes
lol
completely out of order
Alrighty one sec
VERY WIP
And this
Also a name change is in order
That's the order I intended
use mouselook
vanilla compatible
checking it out rn
R I P
lol
turns out I somehow flipped the linedef the switch was on
one sec
Might convert it to boom tbh
cThere
actually this WAD I'm making will prolly only be like 8 maps
so really I could just fix up these maps for zandronum format and have them be ppart of the megawad
i didnt sadly
first time running i dont usually look for secrets cuz i always get familiarized with the map before giving it another run on a harder difficulty or for secrets
Kk
same usually
I think checking every nook and cranny in a map when you don't have to often takes away from the enjoyability of the map
Know what I mean?
how the fuck do I do that platforming
just realized the one I was supposed to jump at was really the one right in front of me lol I couldn't see it
lol
just beat map01
Map02 has basically nothing atm
Same. It's some unused music that romero released
it sounds like, a mashup of e2m1, e1m1 and some others I don't remember
It's an earlier version of e2m1
you see, e2m1's music is a heavily modified version of the instrumental to AC/DC's Big Gun
That midi is sort-of the mid-way point between big gun and e2m1
Yeah I was wondering about that. Does the old format of mapinfo work with more ports than the new mapinfo format?
well going down uses the old mapinfo format and it works perfectly on the latest version of GZDoom
well idk you should probably go with zmapinfo
What other modern ports do people use
or does nobody really use eternity and edge and what not
idk I barely ever hear about Eternity and Edge
gzdoom is the only actively maintained port other than zandro really
and zandro is just a multiplayer version of that
I see
imo there's no real reason to bother with other ports
unless your pc just plain doesnt run gzdoom
(or if you have been masterbanned from the zandro servers)
Well even then, software-rendered it can be ran with a potato
you kiddles today dont even know what a potato is
A very modern potato that is