#classic-doom-maps-mods

1 messages · Page 70 of 1

prisma saddle
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Mainly thought you meant "I want to be able to shoot at toilets and windows and watch them explode"

ionic stratus
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Oh god no. Nothing that huge.

light prism
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that's not to say that you can't incorporate an abstract layout with realistic visuals

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it's just harder

ionic stratus
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I guess part of it is when I think about a map, abstract doesn't come to mind. heh.

light prism
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is your mother a cartographer

ionic stratus
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No. ;P

light prism
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heh

haughty flower
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Hangars aren't really interesting.

ionic stratus
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Yeah, looking at it, I'm kinda wondering what I could do with it at this point.

light prism
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you could build a base around the hangar heh

ionic stratus
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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.

light prism
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well that sounds reasonable

haughty flower
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That sounds cool.

light prism
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i think part of what you need to do is give the illusion of size

haughty flower
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^

light prism
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have sections of the hangar that are visible but inaccessible, doors that are locked or jammed, etc

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even just being able to see the sky gives you some idea of scale

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really what you want to do is funnel the player into a path (or series of branching/connecting paths)

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and the best way to do that is to have movement and light in those areas

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movement could be sector movement or monsters, light is up to your discretion

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maybe have important doors with different light colors or just stick with a certain color that says 'go this way'

ionic stratus
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Makes sense.

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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?

light prism
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doom doesnt natively do that, but zdoom has ways of doing it yes

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Decals and Flatsprites

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flatsprites are basically like the duke ones

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decals are their own system and are mostly used for bulletholes and other interactions (blood sliding down walls etc)

royal wave
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you can work around this by drawing a line def 1 unit away from a wall, and then using a mid texture

haughty flower
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^

royal wave
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GZDoom Builder offers smaller units, but idk if that's a UDMF thing or not

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and I don't recommend going smaller than 1 pixel. Tried to do 1/8th units and it doesn't play nice

light prism
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yeah, you can do it that way too

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for static stuff that is usually fine

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however wall and flatsprites offer more versatility in that they are actors and can do anything an actor could

ionic stratus
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Gotcha. In this case it would mostly be for signage and the like.

light prism
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like say, have fog that modifies its alpha up and down without scripting

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yeah, for signs a linedef is fine

ionic stratus
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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.

light prism
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true

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really easy to make a texture pack

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just make a zip file, rename it to .pk3, have a folder inside called 'textures', put stuff in there

ionic stratus
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Well, more like I'd need textures. I can't draw. ;P

royal wave
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Learn to vanilla first

lavish hollow
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Then strawberry next

ionic stratus
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Fair nuff.

lavish hollow
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And if you're feeling adventurous

light prism
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yeah just put the 'exit' sign texture everywhere

lavish hollow
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Mint chocolate chip

light prism
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make the entire map exit signs

ionic stratus
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...I want mint chocolate chip now. Damnit. x.x;

lavish hollow
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Same

light prism
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plz take it to #opinion_of_icecream_flavours

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oh wowsers, ctrl+shift-tab switches servers in discord

ionic stratus
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For me it's ctrl tab.

light prism
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rather

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ctrl and ctrl-shift, back and forward

ionic stratus
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Aaah. Neat, I didn't know about the backward.

ionic stratus
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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?

royal wave
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open it in slade

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and what we mean by vanilla

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take baby steps

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understand how the game works already before you take advantage of what it can do

ionic stratus
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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.

light prism
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you can literally put the wad inside the pk3, however that is considered a filthy unclean method

ionic stratus
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Yeah, unclean baaaaad. ;P

light prism
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otherwise you get SLADE

ionic stratus
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Gotcha

light prism
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export all the lumps into the corresponding pk3 folders

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like S_START S_END range in a wad is sprites\ in a pk3

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sounds in sounds\ etc

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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

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and you should also respect the license wording provided by the author

ionic stratus
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Course.

light prism
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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.

ionic stratus
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He didn't seem to include any kind of usage terms, but it's literally just a standalone wad with the monster resources.

light prism
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this warning has its bite significantly lessened when you consider that the amount of memory we are talking about is fucking tiny

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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

light prism
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wow those guys really are fodder

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hold up

ionic stratus
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?

lavish hollow
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he said hold up

haughty flower
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holds down

light prism
ionic stratus
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OH! I didn't need you to convert it or anything for me.

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I'm messing around with slade now. Thanks though. 😉

light prism
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well you can see that for an example

ionic stratus
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Gotcha.

light prism
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note the filenames

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of the definition lumps

ionic stratus
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Yeah, I see the same things in the wad I just opened. Are the lumps the things like sndinfo?

light prism
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yeah

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any file in wad is technically a 'lump'

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the root directory of a pk3 (or outside of markers in a wad) is reserved for definition stuff, which there is plenty of

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DECORATE being the file for the monster definition

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SNDINFO for its sounds

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i added the extensions so that it can load alongside any other file of the same name

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zdoom will ignore the extensions, so its a good way to break up large sections of definition text

ionic stratus
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Wait, which extentions are we talking about?

light prism
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in my pk3 I called it DECORATE.ZombieFodder

ionic stratus
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OH! The .zombiefodder?

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I see.

light prism
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you can also do #include statements in decorate files

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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

ionic stratus
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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.

light prism
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just look at my one

ionic stratus
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So if I did eventually have multiple added monsters, I'd need a decorate.monstername for each one?

light prism
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you can do extra stuff too, like you can put your sprites into subfolders under sprites

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sprites\MyImp\Projectile

ionic stratus
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OH, you can do subfolders, thank god.

light prism
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it ignores anything other than the base namespace

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like its pretending its a wad file that just has everything between S_ markers

ionic stratus
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So if I wanted to, I could have each added monster's sounds/sprites in their own subfolders for each one.

royal wave
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as long as the root folders are named correctly, doesn't matter what any other folder inside is named

ionic stratus
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Oh, it'll just look through them all?

light prism
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just look at the link i posted above

ionic stratus
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Alrighty.

royal wave
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so you can have ZSCRIPT/ENEMIES/HELL/DEMONS for example

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err scratch that

light prism
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that would require an #include

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i think?

royal wave
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in the case of text related assets it doesn't work yeah

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But stuff like textures, sprites, sounds

light prism
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in the base namespaces all subfolders are ignored,y es

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because they are treated like wad namespaces

ionic stratus
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So things like sound/zombiefodder would work.

royal wave
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yes

light prism
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it should, yes

ionic stratus
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well, sounds with an s.

light prism
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oh

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sounds have no namespace actually

royal wave
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also this doesn't matter, but Doom also ignores upper and lower case characters

light prism
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in a wad file, they are not placed between any markers

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they are placed under sounds\ for convenience in a pk3

royal wave
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Explains why you need a sndinfo lump when you do that

light prism
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welllllll no

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sndinfo lets you define a 'nice name' from a lump name

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it is a bit of a strange antiquity though

royal wave
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I've never had a sound work correctly until I put it in the sndinfo

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assuming it's not in the root directory

light prism
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yes, because all calls require 'nice names'

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root directory sounds should still require definition for a nicec name

royal wave
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if it's in the root, I just have to use its name

ionic stratus
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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?

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Not in any hurry to do this, just want to make sure I understand the basics/what good practice is.

royal wave
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Yes it would be cleaner

ionic stratus
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Because I imagine having a massive lump of DECORATE.MONSTERNAMEX files would be messy as hell.

light prism
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dont go crazy with it

royal wave
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And you're benefiting anyone who might potentially want to use assets you made

light prism
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what i do is have an Actors folder

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then subcategories, Player, Monsters, Projectiles, Effects, etc

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then a single DECORATE in the root folder which #includes them all

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like #include "Actors/Player/QueefMarine.txt"

ionic stratus
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That's kinda what I was getting at Cat. But use an Actors folder instead of Decorate?

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So you just keep the decorate folder reserve for actual decorative stuff then, not actors?

light prism
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you interpret too literally

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DECORATE is the name of the system, it actually refers to ALL actor definitions

ionic stratus
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Right.

light prism
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Zscript is its successor, and allows much more complex interactions and such

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but decorate is enough to start with

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and the two can be converted and linked regardless

ionic stratus
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Right.

light prism
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do you know what a 'state machine' is?

ionic stratus
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Not quite.

light prism
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well its basically an instance of code that runs serially through defined states

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all actors in doom are state machines

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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

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decorations are generally just actors with a single infinite frame in their spawn state

ionic stratus
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So really, I can have the decorate files for actors anywhere as long as I #include them, right?

light prism
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yeah

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just make some semblance of structure heh

ionic stratus
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Well yeah.

light prism
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and dont put them in reserved namespaces that will try and parse them

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like sprites\

ionic stratus
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Oh well right.

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I was going to say, certain files have to go in certain folders no matter what, like sprites/sounds and whatnot.

red peak
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I made a map. Any comments?

light prism
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well

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it looks nice

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but is quite cramped

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and you are basically always under assault

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which is fair enough i guess

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or maybe you balanced it more on other skill levels, i played ultra violence

red peak
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wait shit

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I forgot to add extra enemies for Ultraviolence.

light prism
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youre shitting me

red peak
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No

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That is Hurt me Plenty difficulty

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"like it is supposed to be"

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Ultraviolence is HMP with more stuff and probably unbalanced

unreal oyster
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if your UV placement is unbalanced you're doing it wrong

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they're difficulty levels, not fairness levels

red peak
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I said probably

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You could probably scrape by, but only if you want more challenge

light prism
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its already kinda unbalanced

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too tight for monsters to not infight most of the time

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doorway dancing in ambush areas

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the arachnotron got killed entirely by a chaingunner

livid hearth
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That usually happens

red peak
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Door camping or arachnotrons dying to chaingunners?

onyx lance
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I'm out of ideas, I need ideas. For snapmap.

livid hearth
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How about

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a square arena with mancubi

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you kill the mancubi, the arena opens up

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and you fight arachnotrons

onyx lance
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Snapmap. Doom 4.

light prism
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ohhh ideas for snapmap?

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how about

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select some prefabs and join them in various ways

ornate stag
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is there a way in snapmap to read out the playerscoreboard?

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i think if u could read out the score of the scoreboard for a individual player u could actual save player progression between gamesessions

light prism
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no idea

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doom 4 is a fickle mistress

unborn mica
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when launching GZDoomBuilder what kind of game and script configuration should I choose I dont know what to choose

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actually nvm found a amazing video guide

light prism
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i would go with UDMF

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but depends on what you want to make really

haughty flower
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UDMF is too complex for beginners.

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@unborn mica Ya should at least learn Boom first.

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Boom: Doom 2 (Doom format)

light prism
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uh

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it doesnt NEED to be complex though

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you can just map like normal

haughty flower
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But it is complex to learn.

golden drum
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I agree

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Mapping newbies would prolly be intimidated by udmf

light prism
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it literally looks the same though

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no matter which mode you choose

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the handling of the editor is identical

golden drum
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There's also the problem of being too reliant on udmf features

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It's good to learn vanilla which is univerally supported, then udmf

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imho

exotic moss
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what causes changing Mancubuses to break Dead Simple?

light prism
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whatever you changed them to doesnt call A_BossDeath

exotic moss
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rightright

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thanks

light prism
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which is the only way the map knows to lower the walls

exotic moss
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thought I missed that

light prism
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Dr.Bugbait: It's good to learn vanilla which is univerally supported, then udmf

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where UDMF = Universal doom map format

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though that term means very little considering how many dead ports there are

golden drum
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context

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it isn't

light prism
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imo though doom's actions are annoying to use, since they incorporate their activation type and repeatability in the action

golden drum
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maybe by very new source ports

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but prboom, crispy, choclate, etc don't support it

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neither does doomsday which people still use for some reason

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true tho

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about the actions

light prism
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imo its a bit of a weak argument that you should start on vanilla, even though I did

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the editing process doesnt force anything on you, youre free to learn at your own pace

golden drum
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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

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obviously anybody who has experience already should map for udmf

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Unless they want to attract speedrunners of/c

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can anybody explain what BCS is?

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I searched it up but can't find anything

light prism
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ACS with some extra C-like functionality

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like GDCC but different

golden drum
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I see

light prism
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sup dawgs

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home now :3

prisma saddle
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Radicool.

unborn mica
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the tutorial I'm using for gzdoom builder isnt great at explaining how to make a basic door. Can I get some help?

shadow bone
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What's going wrong? Doors are pretty straightforward

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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"

unborn mica
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thank oyu

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you

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I did this

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its not working what have I done

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im so dumb

light prism
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which map format is that

royal wave
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Okay the issue you're running into is that's a linedef action and not a sector action @unborn mica

unborn mica
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ooohhhh

light prism
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oh duh

unborn mica
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ok thanks

light prism
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+head slap+

unborn mica
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what

royal wave
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He didn't see it

light prism
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i didnt notice it was sector properties and not line

royal wave
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Okay this is real simple

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  1. Give the sector a tag
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  1. Select the lines that you want to function as a door
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  1. Give them the door action
unborn mica
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ok

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thank you and sorry

light prism
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only tag doors that are activated by switches or otherwise not by the door lines

royal wave
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(I'm trying to encourage good practice)

light prism
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wasting tags is not good practice

unborn mica
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thanks again ❤

royal wave
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Since when has anyone run out of tags

light prism
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it's not about 'running out'

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its about having tag sequences

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anyway the point is

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you dont need to tag any door or lift or any sector-affecting action when the line is part of the sector itself

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or rather, when its back side is

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the only time to tag is if its disconnected and activated some other way

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or if its some crazy multi-sector door structure

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@unborn mica - all door actions assume the backside of the line to be the door sector, no tags necessary

unborn mica
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ok got it thanks love you

light prism
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what map format are you using btw?

haughty flower
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it better be udmf or else u gettin a swift beating

light prism
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haha

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its just the instructions may vary slightly based on format

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like doom has its activation types as part of the line action

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UDMF does not

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and has them as separate flags

unborn mica
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I think its udmf

light prism
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oh ok

unborn mica
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how do I check

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lol

light prism
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make sure you tick 'player presses use' and 'repeatable' then

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press f2

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to see map settings

unborn mica
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the game config is udmf

light prism
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yeah k

unborn mica
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cool

light prism
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tick player presses use and repeatable

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on the door line action line

unborn mica
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got it thanks again lol

light prism
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of which there should be one on each side f the door sector

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with their front faces pointing away from it

light prism
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@prisma saddle

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sorry i cant really be effed setting up my voice chat

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i just wanna lie in bed and map

lavish hollow
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map or nap

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I would think sitting up and mapping would be easier

light prism
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im managing fine

prisma saddle
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No worries.

frosty magnet
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not complete yet

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because i'm also holding status for a Doom 2 megaWAD and also an upcoming mod to replace IB

haughty flower
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IB?

lavish hollow
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His BD mod

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You wouldn't like it at all

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Mainly cuz you hate BD 😅

haughty flower
prisma saddle
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@frosty magnet not a fan of alot of the changes you did.

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It just kinda makes the layout alot more, cluttered.

frosty magnet
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@prisma saddle Yeah I didn't like it much either

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kinda why i was gonna go back onto my weird Doom 2 megaWAD idea

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@haughty flower Oh I see we're on the same book about BD too

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GG

haughty flower
prisma saddle
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I do get the idea of redoing the levels of the original DooM mods, but sometimes the changes made can be described as, agregious.

haughty flower
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You make a mod for a mod that you don't like? I wonder what the changes were doomguy_thonk

prisma saddle
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@haughty flower Mainly just adding boxes and such.

haughty flower
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Was expecting it to have terrytraps or smth

prisma saddle
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There's just sorta a bit too much going on in my opinion.

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Something logical and lived in doesn't mean cluttered and hard to navigate.

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More logic, less clutter,

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Moving around in cluttered maps in DooM is pretty annoying.

lavish hollow
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I actually really liked his maps tbh

haughty flower
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Where can I download it?

lavish hollow
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I'm all for remaking doom and making it seem more "real", the levels seem so fake tbh

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@haughty flower scroll up

haughty flower
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Doom didn't try being realistic with its level design tho

lavish hollow
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I know

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I never said it did

light prism
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@prisma saddle

lavish hollow
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It's just what I like

frosty magnet
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Maps 1-4 are done but need feedback

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Map 5 is a clusterfuck

haughty flower
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Is any advanced sourceport needed for it

frosty magnet
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nope

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boom compatible

light prism
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does it take place underground

haughty flower
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Aight

frosty magnet
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@light prism the idea actually came from the Descent reboot called Descent Underground

haughty flower
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How many maps are you aiming to make?

frosty magnet
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The whole fucking set

haughty flower
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Nice

frosty magnet
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The style is gonna be like Descent

haughty flower
frosty magnet
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somewhat tight corridors, extremely close and long engagements, and either lots or a shit less of space

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about map 5

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I was like, let's recreate that one iconic area from the lazarus labs and also add in a fuck ton of custom textures

lavish hollow
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Should be great with gutawer's weird zero gravity mod

frosty magnet
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the very first area in Map 01 is oh dear

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inspired by Descent 3 Mercenary

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Specifically Level 01

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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

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Map 03 is inspired by Doom 2 Map 03 and also Descent 2 The ENemy Within

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04 is just a focus remake

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feedback is always welcomed

light prism
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yeah these all look like highly based off the doom2 map flow

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though there are new areas and diversions

frosty magnet
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the map i posted recently or the weird wip wad i posted above?

light prism
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the underground one

frosty magnet
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oh yee

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thanx

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rate from 1 to 10

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XD

light prism
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uhmmm 6.5

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points off for unoriginality

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good mapping skills though

haughty flower
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My second one is just a joke wad that's meant to be impossible

frosty magnet
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@light prism Thanks, hopefully the other maps don't fall into the same direction XD

light prism
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oh yeah i played this one

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its good

frosty magnet
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oh shit

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thats a really good first map

prisma saddle
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I struggled getting the teleport working I do admit.

light prism
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oh i forgot to do that

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got called to dinner

frosty magnet
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gotta love that "3 DEEEE PLATFORMING"

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also dat STARTAN texture

light prism
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its not a texturing contest

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we're doing roomsies layouts

prisma saddle
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Roomsies being, we do one room (ish) and then swap the wad.

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We don't texture it because it'd take too long.

light prism
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ish is right...

inner zealot
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STARTAN is clearly the best texture

prisma saddle
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My sense of map flow certainly isn't as good as Cats though;

light prism
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is this literally all you added

prisma saddle
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Yes...

frosty magnet
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oh that would be a nice competition

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go pick a partner and swap maps every 8 hours lmao

inner zealot
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I'm down.

prisma saddle
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I did add some other things though, like um,

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The armour at the bottom of the sewer thing.

frosty magnet
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I need to start getting a grip on GZDoom builder

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Doom Builder 2 served me too well

prisma saddle
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I certainly need to practice doing some maps on my own.

frosty magnet
#

^

inner zealot
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GZ Doom Builder isn't that different, in terms of use

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If you have a strong grasp of Doom Builder 2, GZDoom Builder shouldn't take more than a couple minutes to get used to

frosty magnet
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oh yay

ionic stratus
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Hey @Zavus, how goes your thing?

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Oh he left. 😦

light prism
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hihi

haughty flower
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@inner zealot

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No he didn't

light prism
#

@prisma saddle

haughty flower
inner zealot
#

@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

light prism
#

oh zavus did you check my update

inner zealot
#

Point is, I'll exhibit long periods of silence which may or may not result in progress.

#

I haven't yet

light prism
#

+runs into bedroom crying and slams dooor+

inner zealot
#

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

light prism
#

rearrange your spine

prisma saddle
light prism
#

@prisma saddle

prisma saddle
#

Oops wrong map

#

Probably going to call it for now.

light prism
#

yeah we can continue tomorrow

shadow bone
#

@rugged shore

#

Depends on how you're doing the skybox.

#

Classic Doom style?

#

Or an actual skybox?

rugged shore
#

classic doom style

shadow bone
#

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.

rugged shore
#

oh

shadow bone
#

Depends on which IWAD you're using. I think there's 3 or 4 different skys in each.

rugged shore
#

i use doom2

shadow bone
#

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

rugged shore
#

how can i make my own custom sky then

#

like how can i make that pic

#

a skybox for this wad

shadow bone
#

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.

rugged shore
#

i don't get how to use mapinfo

#

and where is it

lavish hollow
#

make a txt file called mapinfo

rugged shore
#

anywhere?

#

wait i'm gonna look for it by myself lmao

#

ffs

#

i don't get it

shadow bone
#

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)

rugged shore
#

i am using wad

#

and i am using gzdoom

shadow bone
#

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"

rugged shore
#

ahh

#

makes sense

#

also how am i going to put the mapinfo file in the wad

#

by using slade?

shadow bone
#

Yes

rugged shore
#

ah

#

also i have a weird question

#

it's about the music

#

where should i get these midis for wads

shadow bone
#

Anywhere really. The internet is full of midi dumps

rugged shore
#

ah

#

should i remove this

#

since i'm not planning to do any of those map skip secrets

shadow bone
#

your map definitions should only have the things you plan on using or changing

ripe lava
#

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

lavish hollow
#

someine correct me if i'm wrong but i think if you put the damage in brackets, it'll be that number

#

ex: [6]

unreal oyster
#

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

ripe lava
#

awesome thanks, ill try that

light prism
#

don't direct damage values also completely ignore armor

ripe lava
#

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

light prism
#

not sure if it works in the property, it definitely works if used in a call with a damage parameter

#

like A_FireBullets

ripe lava
#

hmmm, most of my attacks are projectile based, a few melee attacks but mostly projectile

#

nvm, figured it out

prisma saddle
light prism
#

ill have a look when im home

unborn mica
#

how do you flip the pegs?

#

how do you flip the pegs on a sector in gzdoom builder?

unreal oyster
#

sectors don't have those pegs, if you're referring to the pegs on lines, you hover over them and press F

unborn mica
#

ok thanks lol

light prism
#

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

unborn mica
#

confused

#

wait

#

so just uncheck one of the flags

#

then recheck?

light prism
#

select the one that definitely has the flags enabled

unreal oyster
#

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

light prism
#

rather, first DESELECT everything

#

HOVER over the line that has the flags

unborn mica
#

deselct everything

light prism
#

ctrl-shift-C (copies all its properties)

#

HOVER the other door line

#

ctrl-shift-V (paste properties)

unborn mica
#

oooooohhhhh

#

fixed it I think

light prism
#

yeah

#

the greyed out tick means that all current selections have it ticked

unborn mica
#

so it should work

light prism
#

a box means 'mixed values in selection'

#

uhhh that depends

unborn mica
#

nope didnt work

light prism
#

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

unborn mica
#

rip

light prism
#

if they are meant to just be walls, delete them entirely

unborn mica
#

what

#

they are meant to be walls

light prism
#

then why are they sectors

unborn mica
#

should I get rid of them and make it just a door

#

actually

unreal oyster
#

then delete the sectors - sectors serving as walls simply make things more difficult

unborn mica
#

got it

unreal oyster
#

doors always raise to the lowest adjacent ceiling

#

so if the lowest adjacent ceiling is on the floor, it doesn't move

light prism
#

well technically it TRIES to move

#

it should make the door opening sound

#

actually it succeeds in moving - moving up by 0 units

unborn mica
light prism
#

looks correct

unborn mica
#

the pegs went back

light prism
#

oh flip em in linedef mode

unborn mica
#

got it thanks

light prism
#

btw 'peg' has a different definition in doom

unreal oyster
#

nah, TMC, it wouldn't make the noise like that, at least not in zdoom

light prism
#

oh?

unreal oyster
#

i've just tested it

light prism
#

weird

#

im pretty sure in vanilla it would

unreal oyster
#

it would

#

just tested that as well

unborn mica
#

still doesnt open lul

light prism
#

bring up the door special and lets have another look

#

(screenshot)

unborn mica
light prism
#

looks correct, line doesnt need a tag number though

#

shouldnt stop it from opening, is just unnecessary

unborn mica
#

it still wont opennnn goddamn why is this hard

#

I feel dumb lel

light prism
#

ensure the ceiling heights around it are higher than it

#

actually switch to sector mode and show me the sector properties of the door

haughty flower
#

You don't need to give the lines a tag

light prism
#

yes, i mentioned that

haughty flower
#

o

unborn mica
light prism
#

however that shouldnt stop the door from working

unborn mica
#

nvm

#

fixed

#

I accidently had an action on the sector

#

for no reason

haughty flower
light prism
#

eh?

#

was it a movement action?

unborn mica
#

yup

#

it was a door thing

#

78

#

that was the number

light prism
#

you mean in 'effects' on the sector?

unborn mica
#

yes

#

thank you

light prism
#

that... shouldnt have worked

#

considering there are no 'door effects'

#

sector effects are lighting/light phases, damage, and pushing/wind

unreal oyster
#

and stuff like secrets in vanilla

#

though UDMF has a special field for that

light prism
#

regardless, having an effect in the door sector shouldnt prevent it from opening via line actions

prisma saddle
light prism
#

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

prisma saddle
#

No sadly, it just refines imps into a bloody pulp.

#

With a shotgun.

weak lodge
haughty flower
#

@weak lodge does it replace the e1m8 map slot for Doom 1?

weak lodge
#

yeah

haughty flower
#

Any advanced sourceport needed?

weak lodge
#

nope

haughty flower
#

Oh shit awesome job

#

I like it

light prism
#

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 😦

frosty magnet
#

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

light prism
#

A rock.

frosty magnet
#

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

haughty flower
#

Boom is less limited but still manages to feel like vanilla Doom

frosty magnet
#

Makes a little bit of sense

#

actually no that does make sense lmao

haughty flower
#

Yup

#

There are some awesome tricks Boom can do

#

And like with every other format, you just need to learn its tricks

frosty magnet
#

like 3d bridges?

#

*for boom

haughty flower
#

Doom isn't 3D tho

light prism
#

well

#

midtex bridges

#

with some reference trickery

frosty magnet
#

no i mean arent there boom compatible maps with 3d bridges

#

oh

#

well then

haughty flower
#

One wad that abuses every single Boom trick is "Going Down"

#

Check it out at least on the editor

frosty magnet
#

oh shit thats one of the many wads i replay too much

#

well then

#

XD

haughty flower
#

Nice

#

I love GD a little way too much

light prism
lavish hollow
#

I'm catholic, can I still use

light prism
#

joo gaiz

lavish hollow
#

You fucking sexist, women can't download your texture pack?

light prism
#

please take it to #sjw_paradise

lavish hollow
#

Please take it to #themissesdog

frosty magnet
#

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

frosty magnet
#

need some help

#

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?

haughty flower
#

You're saying these textures aren't actually in the wad?

frosty magnet
#

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

haughty flower
#

Shit I think I have an idea but I'm not in my PC rn

frosty magnet
#

oh my god, if you do have a solution, then you are a godsend

haughty flower
#

Did you replace the textures tho?

frosty magnet
#

wdym

#

like fill in what it said what was missing?

haughty flower
#

Yeah

frosty magnet
#

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

haughty flower
#

Yeah I can't help you rn

frosty magnet
#

RIP

haughty flower
#

@light prism can you

#

help

#

him

frosty magnet
#

thanks though

#

:3

light prism
#

what

frosty magnet
#

check the file above

#

also the screenshot :3

haughty flower
#

Scroll up a lil bit

frosty magnet
#

TLDR: I removed old textures and the respectable PNAMES and TEXTURE1 lump and replaced it with a new one

light prism
#

do you not know how to find and remove these textures?

frosty magnet
#

whlie also deleting the old sectors with those textures

light prism
#

but those textures are still being used on the map, that is the point of the error

haughty flower
#

I'm sure there's a tool in GZDoom Builder that automatically detects unused textures

light prism
#

just find and remove the usage

frosty magnet
#

wait the bigger problem is

light prism
#

yes, there is a find and replace mode, and error checking modes

frosty magnet
#

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

light prism
#

how did you delete it

#

sector mode, press del?

frosty magnet
#

yes

haughty flower
#

Then there's a sector 510 but you don't know that

light prism
#

you didn't like, delete the vertices

haughty flower
frosty magnet
#

fuck

#

???

light prism
#

as long as you deleted the sector in sector mode

frosty magnet
#

this is where that sector used to be

#

before i deleted it

light prism
#

press f4

haughty flower
#

And some other stuff

frosty magnet
#

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

haughty flower
#

Why Doom Builder 2 tho?

frosty magnet
#

nothing also

light prism
#

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

frosty magnet
#

on it

light prism
#

play this with cattex.wad

prisma saddle
#

Cattex,wad?

#

Oh wait

#

Found it

#

I mean, El Jefe's bathroom does look like that, so.

frosty magnet
#

aight i fixed the errors

#

*somewhat

#

welp

#

no more errors regarding a nonexistent sector 510

#

XD

#

@light prism thanks :3

#

sorry if i upload too much XD

#

but yeah

#

it got fixed :3

haughty flower
frosty magnet
#

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

elfin ruin
#

Purposefully terrible map based on discussion in another Doom-related discord.. It can be beat.

haughty flower
rugged shore
#

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

rugged shore
#

help

#

and it took like 3 minutes to load that map

#

and even tho it says that it's starting up doom 2

#

i never had that problem in doom builder 2

red peak
#

@rugged shore Check your loading options for odd things. Maybe you set the wrong iwad or something.

rugged shore
#

okay

lavish hollow
#

@red peak whole lotta woman

umbral sail
rugged shore
#

i think i'll go back to doom builder 2 because it's easier for me

#

well time to die for saying that

light prism
#

go back to DeeP

shadow bone
#

GZDB-BF is exactly the same as Doom Builder 2. You probably have your configuration files set up wrong.

frosty magnet
#

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?

golden drum
#

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

light prism
#

leave multiplayer tag on

#

otherwise in a multiplayer game the actor will be ignored

golden drum
#

ayy @frosty magnet Is the arrow room in map03 unfinished or am I just retarded and can't figure out how to go

frosty magnet
#

@light prism Will do, thanks!

#

Is it the room with the giant pillars

golden drum
#

uhhhh

#

one sec

frosty magnet
#

*also IDK but for me, I prefer my door track textures unpegged

#

its just personal preference but thanks for the heads up XD

golden drum
#

There are some pillars. It almost looks like a weird metal church with no chairs

frosty magnet
#

oh yeah

golden drum
#

and there's an arrow shaped floor that lowers when you walk to it

frosty magnet
#

actually

#

could u screenshot it?

#

OH

#

that area nvm

#

@golden drum Just think of the area as Wormhole from TNT Evilution (somewhat)

golden drum
#

thank god, my internet sucks so bad

frosty magnet
#

X

#

D

golden drum
#

and I cancel the upload

#

oh well

#

but yeah

#

Hmmm

#

Okay, so I'm retarded

frosty magnet
#

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

golden drum
#

Same

frosty magnet
#

came up with this thing for Map 05

#

Also for Map 05, I extended the pipeline with a few more secrets and what not

golden drum
#

ayyy

#

was AFK

frosty magnet
#

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

golden drum
#

ay

golden drum
#

You should have a dehacked patch lump

#

or a mapinfo

frosty magnet
#

I feel like i should indeed

#

especially for Map 30

golden drum
#

wait wut

#

how long have you been working on this

frosty magnet
#

a few days

#

took a year hiatus with school and also my Doom mod

#

and back

golden drum
#

a few days plus how much before?

frosty magnet
#

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

golden drum
#

so do you actually have 30 maps or...>?

frosty magnet
#

nope i got 25 more maps to make 😐

#

make it 27 if i want to recreate the wolfenstein levels

golden drum
#

lol

frosty magnet
#

*plus i can run boom compatible maps on my iPad :3

#

WHY NOT LMAO

golden drum
#

I feel like we should all make a megawad. "all" being the people in this channel

frosty magnet
#

*yes i also do have an android too and i have doom touch on it

#

YES

golden drum
#

and also do you know a good source port on the play store?

frosty magnet
#

for Doom?

golden drum
#

ye

frosty magnet
#

not at all sadly

golden drum
#

sad

frosty magnet
#

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

golden drum
#

The map-mod-dev master levels

frosty magnet
#

I would be down to make a Zan3.0 compatible mapset, not a GZDoom 2.2.0+ compatible mapset

#

EH

#

lmao

golden drum
#

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

frosty magnet
#

Damn, means i gotta start using GZDoom Builder now XD

golden drum
#

lol

frosty magnet
#

I'm down nonetheless though

golden drum
#

bruh gzdoom builder is legit

frosty magnet
#

oh yeah

golden drum
#

kk make sure to download chex quest

frosty magnet
#

really depends if im busy af though lmao

#

*alraedy did

golden drum
#

dude

#

udmf fancy chex quest maps

#

anyway

frosty magnet
#

O

golden drum
#

yee'

#

32 maps

#

sooo

#

hmm

frosty magnet
#

we gotta wait for the others to respond lmao, hopefully they'd also be down

golden drum
#

ikr

#

That would be lit af

#

also A name change is in order as well

#

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

frosty magnet
#

checking it out rn

golden drum
#

wait wut

#

just tested

#

somehow I broke the switch

#

in map01

#

welp

#

I'm retarded

frosty magnet
#

R I P

golden drum
#

lol

#

turns out I somehow flipped the linedef the switch was on

#

one sec

#

Might convert it to boom tbh

#

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

frosty magnet
#

Map is nice

#

the beginning is perfect IMO

golden drum
#

thx m9

#

Did you find any secrets or no

frosty magnet
#

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

golden drum
#

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?

haughty flower
#

how the fuck do I do that platforming

golden drum
#

Uhhh

#

run off the ledge really fast?

#

or jump

#

jumping isn't that cheaty here

haughty flower
#

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

golden drum
#

lol

haughty flower
#

just beat map01

golden drum
#

Map02 has basically nothing atm

haughty flower
#

yeah ic

#

that midi

#

on map02, I like it

golden drum
#

Same. It's some unused music that romero released

haughty flower
#

it sounds like, a mashup of e2m1, e1m1 and some others I don't remember

golden drum
#

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

haughty flower
#

pretty sure you don't need both zmapinfo and mapinfo

golden drum
#

Yeah I was wondering about that. Does the old format of mapinfo work with more ports than the new mapinfo format?

haughty flower
#

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

golden drum
#

What other modern ports do people use

#

or does nobody really use eternity and edge and what not

haughty flower
#

idk I barely ever hear about Eternity and Edge

light prism
#

gzdoom is the only actively maintained port other than zandro really

#

and zandro is just a multiplayer version of that

golden drum
#

I see

light prism
#

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)

golden drum
#

Well even then, software-rendered it can be ran with a potato

light prism
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you kiddles today dont even know what a potato is

golden drum
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A very modern potato that is

light prism
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my first pc was an IBM 8086 XT

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that shit would NOT run doom