#classic-doom-maps-mods

1 messages ยท Page 76 of 1

elfin ruin
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Map smol, must get big.

forest wagon
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Is there actually a hard limit on map sizes at all?

light prism
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there is in vanilla

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otherwise its all limit removed and up to your system hardware

forest wagon
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Is there a reccomended max size for lines/sectors, would you say? I'm using the original Doom Builder for level design.

light prism
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why arent you using GZDB

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the only recommendation i would give is 'dont waste too many sectors on unnecessary detailing'

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especially if that detailing is within a game area and you could get snagged or stuck on it

forest wagon
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As part of the project, I'm doing it on my Pentium III laptop in Windows 98

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My first 'game dev' computer; I made maps for CS 1.6 like 15 years ago on it

light prism
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ah yeah

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so youre aiming for vanilla flair

forest wagon
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As I work in the game dev industry, its more a 'hey wouldnt this be cool to do, on my first dev pc with the knowledge that i have professionally'

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also because its an interesting talking point for my dev blog ๐Ÿ˜„

light prism
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why not go buy a 486 heh

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for the real experience

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and map using DeePSea

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that would force limitations

forest wagon
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Hah I thought about it, but it's also cool to come back to the pc that got me into my profession, you know?

light prism
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oop lunchtime

forest wagon
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Like shit, I didn't even know I still had it let alone that it worked until november, when I was clearing out the attic to get the xmas tree

light prism
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back soon

light prism
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whee

forest wagon
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@light prism just in case you were interested

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Only just started but ill be documenting it here

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(I need a better name)

light prism
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lol AGS

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ah man unreal 1's railcamera intro

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with the reflections and flares

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that was cutting edge back in the day

forest wagon
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Aye, I'm obvs about 6 weeks ahead of my blog, so that i dont ever go 'wops what do i do'

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I've already settled on doom engine and have started doing basic tests with doom builder, slade, xwe etc

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I'll be updating it 2 - 3 times a month

light prism
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yeah doom engine would be the easiest i imagine

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if doom builder actually runs under 98

forest wagon
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Aye it does!

light prism
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crazy shit

forest wagon
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Not II mind

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well the screenshots in my blog are from my 98 laptop

light prism
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really for the true experience you'd probably want to use DeepSea

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or even just DeeP

forest wagon
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ill stick to doom builder, im not natively a programmer so ill take a few easier routes ๐Ÿ˜„

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I'm a producer/project manager, my knowledge of programming is more limited to the requirements of my job role

light prism
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really if you wanted to take a cheap route you could make a roguelike standalone quite quickly

forest wagon
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I'm thinking a shortish Strife-inspired FP RPG

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I like the hub/dialogue systems in strife

light prism
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ah yeah

forest wagon
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As Gutawer told me though, I wont have access to ZScript so thats gonna be f u n

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as zdoom 2.1.1 is the latest version i can get working on 98

light prism
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heh

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i made a dialogue wheel style system :3

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i wouldnt count not using zscript as a disability, you can still do a fuckload with decorate and acs

forest wagon
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I'll come to you when i have custom enemy issues ๐Ÿ˜„

light prism
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@forest wagon - "Can only REALLY make first person games, will be a stretch to get anything else out of the engine"

forest wagon
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Aha, that tis but a piece of the narrative, my good man

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for i will go 'omg i did more research and found all these cool things, imma choose doom engine!'

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What is that game called?

light prism
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haven't thought of a name for it yet

forest wagon
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I've already blocked out the blog post in notes, so ill be adding these to it!

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oh thats yours

light prism
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its all mine baby

forest wagon
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Mind if I give you a notable mention in my next post then? ๐Ÿ˜„

light prism
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sure thing

past cradle
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I've been meaning to ask where the music is from in that

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because it sounds familiar

light prism
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its a cover i did of one of the doom2016 tracks

past cradle
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cool

light prism
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uac faction has a few covers

haughty flower
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Is anybody here knowledgeable of the horizon-portal feature of sector_setportal? For some reason, even with no texture on the floor, the line textures don't extend off downward to infinity.

unreal oyster
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it makes a lot of sense that you wouldn't be able to find a copy of Unreal Engine 1, it's an awesome engine but i don't think it was ever opened up like UE is now

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and the source code was, regrettably, never released, though Epic have expressed interest in doing that

light prism
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mmm that is a shame

unreal oyster
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it's weird because Epic have given the source code to people, just not publicly

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the 227 patch guys have source to fix things

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but i guess there's some licensing issues and the code would need cleanup for a public release

forest wagon
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Aye, I've looked everywhere for it

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Buut doom is where its at, eh? ๐Ÿ˜‰

light prism
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doom is where doom is at, yes

elfin ruin
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Didn't a developer tool come with Unreal when it was released?

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I have my Unreal discs still around, just need to fit a disk drive into my computer.

unreal oyster
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yes but that doesn't mean you can make a full game with it

elfin ruin
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It's also in a weird spot too since the source code is partially released to the public. There's several open source projects trying to figure out the remaining pieces.

forest wagon
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Does anyone know the software package and hardware Robert Prince used for the soundtrack to the original doom?

light prism
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not sure

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why?

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dont tell me you want to use those specifically too

prisma saddle
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I know what they used for Sprite editing, but that's about it.

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They used Deluxe paint 2 for sprite editing to be specific.

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Atleast I think it was Dpaint 2, might've been a later version.

unreal oyster
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Looks like he used Voyetra Sequencer Plus Gold

light prism
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wah shit

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sevveny bucks

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in oldy time money

dawn barn
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why are you looking that up?

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oh nvm

forest wagon
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@light prism No no, just curious more than anything; I haven't been able to find out.

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Ty ty

light prism
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i used to use text-based module editors back in the day

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cant imagine going back to that now

golden drum
light prism
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who left all this gravel inside

prisma saddle
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Who glued the gravel to the walls.

golden drum
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We'll see if I told you that it would spoil the ending

light prism
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someone help me test wormsdoom

elfin ruin
light prism
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im on the outside, i'm looking in

tender sorrel
timber bridge
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that's a good science

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glados is proud

forest wagon
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@elfin ruin oh cool, thats a nice glass effect. Is it using Sidedef with a semi-transparent mid texture?

forest wagon
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This looks awesome, its a dynamic weather system but it has yet to be released ๐Ÿ˜ฆ

unreal oyster
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Fairly sure Nash is redoing that in ZScript for his game so it's not quite been abandoned, though idk if/when it will ever come out for use in any old project

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He's said that separating it into a kit for use in any project now would be hard because it's integrated into his game's systems now

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Or something like that, I'm going off memory

forest wagon
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awww garsh, i cannae use zscript ๐Ÿ˜ฆ

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I was excited to see it using ACS

timber bridge
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damn that would be great if it was a mod

forest wagon
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I think its more a modding tool rather than a mod

timber bridge
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would make plutonia even more painfull if there's night, rain and other things

tender sorrel
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nyaa im a neko

forest wagon
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grabs chainsaw

golden drum
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Doom and animu grils. I approve af

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Deep down, we're all weaboos

forest wagon
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Speak for yourself ๐Ÿ˜‰

tender sorrel
elfin ruin
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@forest wagon Yes, I use SHAWN2 for windows if I'm using just the supplied Doom 2 textures for one area. Just ticking the opacity to 25% does wonders. I've done it twice in this map so far actually.

forest wagon
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Awesome, i dont use SHAWN but ill see if i can do something similar

timber bridge
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SHAWN2's got the shotgun

elfin ruin
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Imo, you're better off getting an actual window texture, but I'm just using Doom 2 textures and Gothictx for my map.

forest wagon
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makes sense

elfin ruin
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It works for my mapping techique which hasn't evolved much since 2000. Learning all of this new stuff is interesting to say the least.

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Speaking of which... I never imagined that in 18 years that the majority of the community would hate corners.

forest wagon
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In what sense?

elfin ruin
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No corners in rooms, rounding them off to be more circular.

forest wagon
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Thats interesting, i dont mind corners

unreal oyster
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i think they're talking about the community's gradual move towards non-orthogonal layouts rather than rooms being generally rectangular with 90 degree angles connecting things

elfin ruin
unreal oyster
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but, no, the community does not hate corners, you shouldn't be ashamed of using 90 degree corners occasionally

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it's a good idea to experiment with weirder shapes but you don't have to have a complete abscence of orthagonality

forest wagon
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Thats really cool

elfin ruin
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Anyone know a method to block Archviles from targetting the player and instead lock it to just reviving monsters?

light prism
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@elfin ruin put the archvile in a HOM pit

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it will only be able to target the player if he is very close, but also will only revive monsters close to it

elfin ruin
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Archvile is in an impassible, hitscan/projectile blocking box that doesn't block LoS so it can consistantly revive chaingunners. They're in towers that cover 360ยฐ of a room.

light prism
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the point is that reviving is not vertically limited

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if the towers are thin enough, the archvile cna be at he bottom on the outside

elfin ruin
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Gotcha. I'll try that.

flat storm
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is there anyway to draw a circle centered on a point? Like in Slade?

light prism
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using gzdb?

flat storm
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yes

light prism
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draw a square

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select its lines

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hit shift-C

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you'll see on the top bar there are some options

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(number of vertices, angle, reverse, etc)

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press enter to accept settings

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ps lines will curve in the direction of their facing, so you'll end up with a weird shape if they're not all facing the same way

flat storm
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ok. Thanks

hallow wraith
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I usually try to make maps 1 room at a time

vocal crypt
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I'm now thinking of some fortress style deathmatch map.

warped radish
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Is there a good reason we can't mod Doom similar to how we mod Doom 2?

lavish hollow
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@warped radish do you mean classic doom

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If so, then it's because doom 1 just has less stuff

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Doom 2 has a lot of doom 1's stuff, but more

warped radish
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Classic doom, sure. Like adding new weapons, monsters, HUDs, full scripting, etc.

lavish hollow
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If you're making a doom mod, you'll probably pick doom 2 because there's more things to replace/modify, therefore allowing more creativity

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But with doom 1, you have somewhat limited options

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(cuz of aforementioned less stuff)

warped radish
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Doom as in Doom 2016

lavish hollow
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oh

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That's what I meant by "classic doom" lmao

warped radish
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Yeah, d1 and d2 are essentially the same.

lavish hollow
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...what

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There's only 1 doom 2

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Oh lol

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Anyways

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It's mainly because doom 2016 has a lot of stuff hardcoded in

warped radish
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So. The answer is No, there is no good reason. Okay.

lavish hollow
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K

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Don't really know what you were expecting lol

warped radish
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Well, I waited 1.5 years to ask that question, because I figured things would change. I guess not.

lavish hollow
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It was pretty clear from the start that mod support was gonna be a pipe dream

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It would take waaay more than a year and a half for decent mod support

warped radish
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How clear is clear? Did the ad say "No mod support" in it? I don't recall seeing that. So, yeah.

lavish hollow
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I heard "no mod support" before the game even launched, from several different places

warped radish
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Okay.

light prism
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uhhh

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there are some textures that are in doom 1 but not 2

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and vice versa

unreal oyster
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@warped radish there are very good reasons, but they're a bit technical, and most of them involve doom '16's use of the megatexture system

lavish hollow
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@light prism he's talking about doom 2016

unreal oyster
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if you've ever done 3d modelling in any capacity, you'll know the concept of a UV map, which tells the renderer where to put textures on the model's faces, basically

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a megatexture is that mapping of a texture to a model, but for an entire level

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and it includes a lot of lighting and stuff which is useful to helping doom run well since it can spend less time on light calculations

light prism
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it is possible to modify quite a fair amount of parameters and such

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and also from what ive seen you can get custom textures and stuf fin

unreal oyster
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unfortunately, what it means is that you have to have a very, very powerful set of PCs to make that megatexture

light prism
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havent seen any custom models yet though

unreal oyster
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and i mean powerful, i remember john carmack saying that their farm for megatextures in 2013 was 300 cores or so

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so suffice to say, even your 1080 Ti that can run the game itself super well wouldn't be able to run the level creation process well

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it'd take a very, very long time

elfin frigate
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Got a little question for those with more experience, on average what would you say is the time it takes to make a mod that would be like, 4 or 5 weapons with their own sprites/behavior/etc

light prism
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completely subjective

lavish hollow
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That really depends on your knowledge of coding and will to make the mod

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Like, REALLY depends on it

elfin frigate
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Basic-mid

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Like Im wondering about hours spent rather than weeks total or whatever

light prism
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COMPLETELY subjective

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you could bash out in a day if you didnt care about quality of sprites

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or it could take months if you went uber detailed

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or longer if your behaviour was complex

elfin frigate
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i see

warped radish
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@unreal oyster Thanks.

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@elfin frigate Depends on how much detail you want to put into it. For example, I made a new powerup sphere for doom2, in the form of a single wad. But this wad has many many lumps. Over 20 lumps of decorate code, a LANGUAGE lump, SNDINFO for sounds and falloff volume settings, several GLDEF lumps for all my effects like rings, particles, glitter, and some scripting lumps, and sprites.

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Even for a monster, I created SuperCyberdemon.wad, and I go as far as even have effects for his feet to generate dust off the ground and shake the screen with Quake. I have DECALDEF for his missile scorch marks on walls, I even go as far to generate brightmap sprites for dark maps.

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At that rate, it would take an entire day just to do one weapon, if not more days.

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All the sounds like Pickup, Idle, Charge-up, Charge-down, Fire, Projectile Explosion, Expire, Cock (no ammo), Swap, etc.

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@unreal oyster Do you know if there are plans to improve that process? Not necessarily to stop using megatextures, but something to solve the problem of a person not having easy access to 300 cores, I guess.

unreal oyster
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I don't know, sorry

warped radish
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Okay.

light prism
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how would you even do that

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if you have access to a render farm, great, but even then it would still take fucking ages

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especially compared to bsp node building

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though a comparison is ridiculous

warped radish
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I have no idea. ๐Ÿ˜ƒ I think we've gone too far ahead in tech, that there is no solution. It's better to stay low with lower tech., to keep the process simple, and more compatible with players around the globe that still use older/slower PCs.

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This is exactly why Quake1 is still popular. Those players don't want to waste money on a new PC, just like people don't want to waste their money on a new car, or the next iPhone, etc.

light prism
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but.. you dont need a new pc to play quake 2...

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or 3... or 4...

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quake1 is popular because of its gameplay

warped radish
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gameplay is only good if you have good FPS though.

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I'm talking about people that are still on older Pentium computers. I like the idea of supporting those.

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And people on low-end laptops.

light prism
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i sure hope nobody is still on an i586

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they must be in a third world country at that state, how do they even have internet

lavish hollow
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gameplay is only good if you have good FPS though.
ehh, I don't really agree

warped radish
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Yes, third world.

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El Jefe, that's one of the first thing pro players would do is setup their tweak config to lower all the settings to gain more FPS. Important for an FPS like Quake.

light prism
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if youre some pro e-sports nugget then tweak your shit all the way

warped radish
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๐Ÿ˜ƒ

lavish hollow
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@warped radish But saying it's "only good if fps is good" implies that fps is the only factor in judging gameplay

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And I think that's a really bad way to judge gameplay

warped radish
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Well, yes, the gameplay is good, but difficult to experience it with lower FPS, right?

lavish hollow
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Of course

warped radish
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I mean. You know what I mean.

lavish hollow
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But you can't judge gameplay based solely on fps

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I kinda get what you mean

warped radish
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Right.

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My bad for poorly phrasing it.

lavish hollow
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It's cool ๐Ÿ‘Œ

haughty flower
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hello hello, i need some help regarding having dynamic max player health

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currently i have an acs script that checks for SoulCount, which i already have changed several times, divides it by 2, and makes it the max player health

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except it doesn't work even though i call it everytime a soul is picked up

haughty flower
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oh shit it works, nevermind

covert galleon
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Lmao not sure

haughty flower
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it's just that i forgot to make the soulcount a custominventory iirc

covert galleon
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Your welcome

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JK

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I only make maps

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not scripts

oak kindle
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hey does anybody have any tips on how to get motivated enough to make maps?

timber bridge
red peak
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lie down and think of a situation

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go to your editor of choice and build the situation

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experiment with editor functions

hallow wraith
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Ive started like 12 maps

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Most of them are just one room ideas

haughty flower
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hello guys. do you know if there is a single wad for master levels for doom 2 or i have to do it myself?

hallow wraith
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there is a single wad

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@haughty flower mstrlvl2.wad has all the master levels in it i think

haughty flower
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@hallow wraith i'll try it out

zinc egret
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It seems SLADE chokes on very large audio files..

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Say MP3 or OGG files that are longer than 20 minutes.

zinc egret
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That or the file size associated with it. And SLADE downright refusing to open the WAD file after it's over 300 MB

light prism
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having 20 minute long audio... why

zinc egret
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Music? Trying to use Aubrey Hodges' extended tracks?

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My next alternative is try using the base OGG (likely quality 10?) and compressing them to a lower quality

past cradle
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20 minute ogg seems fine

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20 minute mp3 is doomguy_dead

zinc egret
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Maybe using PK3 format as container might work

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SLADE gave me an error trying to read the WAD file and now it opens?

knotty plaza
red peak
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Very empty

knotty plaza
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yeah

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it's meant to be the spawn point

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the marble icon is a door

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leading to a boss room

knotty plaza
prisma saddle
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The room just, seems too square.

hallow wraith
red peak
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When in doubt, fill corridor with swarms of cacodemons

knotty plaza
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yes

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@hallow wraith I think at the end of the corridor, have a large dining room with former sargeants or imps at the seats.

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maybe a hell knight too

hallow wraith
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Ok ... im still learning how to make my level play and look interesting.... ive played alot of great wads in past and im still learning how to make my wads feel like those

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ill try the dining table thing that sounds cool

red peak
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I tried the table concept for one of my first levels

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The folks at Doomworld didn't like it because the table got in the way of fighting

knotty plaza
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tables should only be used, in my opinion, in large rooms or in small rooms with no enemies in.

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which is why I said the room should be large

hallow wraith
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it is gonna be large room

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im trying to finish my map before feburary

flat storm
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I just put a simple 3d floor into my map, and now gzdoom flickers like crazy in game. Is this because I'm on an intel HD graphics card?

light prism
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seems more likely you're trying to overlap that 3d floor on an existing surface

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and the flickering is z-fighting of which surface wants to display

flat storm
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it flickers everything on the whole screen, no matter where I stand

light prism
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oh.. maybe youre inside the 3d floor?

flat storm
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I'm just trying to do gallows like in Gothic

light prism
#

what method did you use

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vavoom style?

flat storm
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a control sector pointing to the sector I want. I'm not sure if that's different

light prism
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yes but what are the specific parameters of the line action

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like type = solid alpha = 255 etc

flat storm
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yes, that was it

light prism
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are you sure its tagged to the right secto0r

flat storm
#

I think so

light prism
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DO YOU SEE THE 3D FLOOR?

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oops caps

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brb break

flat storm
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yes

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red sector in the the middle of the platform is the 3d floor

light prism
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hmmm odd

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have you tested with other zdoom ports

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zdoom/gzdoom/zandronum

flat storm
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just gzdoom

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I think it might be an intel driver thing, even with the doom 2 iwad the menu flickers like crazy

light prism
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possibly yeah

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have you tried other resolutions or changing other graphic details

flat storm
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I did just try it in regular Zdoom and it doesn;t give me that issue

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so I'm assuming its an intel driver issue

hallow wraith
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i seem to have issues placing monsters in a way that they don't see the player automaticly? any advice?

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also one the revenants i placed on the turret tower doesn't seem to be a threat

light prism
#

the only reasons that could happen are a) you have the monster set to 'dormant', b) the sector the monster is in is either disconnected or dereferenced from its surrounding sectors or c) there are visibility blocking lines between the monster and the player

hallow wraith
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maybe its the support beams

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or the brick structures blocking its view

light prism
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does it wake up when you shoot?

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verticality will never block sight

hallow wraith
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it wakes up

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it just doesnt seem to fire missles much

light prism
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it should still fire missiles but if he is high up they will just slam against the ground

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depending on the size of his platform

hallow wraith
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the brick structures are to hide the imps until you turn the corner

light prism
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that is not high at all

hallow wraith
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does it need to be higher?

light prism
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errr no

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are you sure he's not intersecting any of the walls

hallow wraith
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nope he moves around

light prism
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well then he's just a shit revenant

hallow wraith
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maybe the basement area needs to be bigger and ill put 4 revenants instead of 1

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ill make the ledge bigger

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i think its the support beams... i made the ledge bigger and now have 4 revenants and they are firing alot now

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im slowly figuring out this monster stuff

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it doesn't look castle basementy enough yet

light prism
#

needs more princesses in dungeons

hallow wraith
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i want to make it shaped better

light prism
#

thats what she said

flat storm
#

welp the eagles are getting butt raped. Back to mapping. ๐Ÿ˜ฆ

light prism
#

on stage?!?!

flat storm
#

stage, lincoln financial field, what's the difference?

light prism
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eagles, THE eagles, whats the difference

flat storm
#

hehehehe

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and actually it looks like they're putting their shit together

light prism
#

gross

muted wing
#

Goddamnit. A_FireProjectile does not work in a zscript method anymore

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as of 3.2.5

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any ideas for a work around?

muted wing
#

nevermind, fixed

red peak
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I've made a crusher setup that simulates a water pump and crushes a keen, which in turn opens a door via tag 666

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It doesn't work, however

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Can anyone help?

tender sorrel
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can keen be crushed considering he hangs from ceiling?

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if all else fails, add a barrel there somewhere

light prism
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that special will only work on map32

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unless you set it up in MAPINFO

red peak
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If I kill the Keen myself, the door opens

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Wonder why the crusher killing it doesn't work

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It also appears to be immune to barrels

vast shore
#

Hi

knotty plaza
#

Texture "SHCGA0", 114, 83
{
Offset -104, -85
Patch "CHGGA0", 0, 0
{
Blend "#808080"
}
}

Texture "SHCGB0", 114, 81
{
Offset 0, -83
Patch "CHGGB0", 0, 0
{
Blend "#808080"
}
}

Texture "SGUNA0", 54, 16
{
Offset 25, 18
Patch "MGUNA0", 0, 0
{
Blend "#808080"
}
}

#

is there anything wrong with this code?

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wait nvm

#

I figured it out

knotty plaza
#

my god I was being stupid af

light prism
#

like most modding issues

vocal crypt
#

I'm doing a gay idea\

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the monsters have 1HP

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all of em

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but so do you

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Really I'm just bored

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so I'm doing it for shits and giggles.

vocal crypt
#

fuck how do you change the player's starting health

#

nevermind

#

ah finally

#

you die in one shot

#

enemies die in one shot.

#

Now I should have a flashy minigun to mow monsters down in custom levels.

light prism
#

no

#

make it melee only

vocal crypt
#

hmm

#

anyway so the player can't get weapons?

#

So they can't get a shotgun from level 1 of Doom 2

#

maybe I should increase their damage as well, the enemies

light prism
#

player has 1hp max

#

increase their damage

#

wat

vocal crypt
#

no

#

the monsters

#

ugh

#

sorry

#

How do I make the player not get items

#

since apparently getting health packs increases it to normal.

#

Unless I should keep that

#

but make weapons unobtainable.

light prism
#

-PICKUP

#

on the player

vocal crypt
#

in the brackets, or before the brackets?

light prism
#

inside the actor definition but not inside the state definitions

#

in the same place where you have the properties like health and such

vocal crypt
#

Nice

#

should I also include a Chainsaw.

#

ooh

#

maybe I should make an invasion map with the 1HP thing.

#

and melee only.

light prism
#

bear in mind that with -PICKUP your player will literally not be able to pick up anything ever

#

so if you want to have a weapon you'll need him to start with it

vocal crypt
#

Did that

#

starts with fist and a chainsaw.

#

anyway.

#

hmmm.

#

I do need a theme for the map tho

#

can't have hitscans because that'd be a major PITA.

light prism
#

applesauce factory

vocal crypt
#

then I'd need to grab some textures

#

also, IDK what a factory looks like

#

eh

light prism
#

well it has walls and a floor usually

#

ceiling is optional but preferred due to health and safety regulations

vocal crypt
#

should the players start outside and then enter it?

light prism
#

if they have protection

vocal crypt
#

should it be with hell textures or nah

light prism
#

hell factory

#

yes

vocal crypt
#

a hellish Applesauce Factory

#

gg

#

lol

#

actually thinking about it

#

the players should be defending the factory

#

eh

#

mostly because invasion

#

I'd expect a hell factory to be unregulated....hell.

light prism
#

no

#

are you dense

#

beaureacrats are evil

#

therefore they go to hell when they die

#

so a hell factory would be incredibly well organized and efficient

vocal crypt
#

okay

muted wing
#

bureaucrats
incredibly well organized and efficient

Pick one

light prism
#

fair enough

timber bridge
#

yea but the people getting tortured aren't the one giving orders

vocal crypt
#

oh fuq

#

that One Punch mod

#

woops

#

not one punch

#

the 1 health thing

#

with nuts.wad

#

okay for some reason imp fireballs can't hurt each other

#

or maybe they can

#

it's just there's so many imps it's hard to see

#

I could do some weird Arcade Doom thing.

light prism
#

no, imp fireballs wont hurt other imps

#

@timber bridge - Depends, I have read fiction where it is possible to rise up the ranks in hell

timber bridge
#

yea but i'm talking biblical stuff

#

the canon lore in this anime

light prism
#

oh right non-fiction hell

cerulean frigate
#

Does anyone here know much about Python?

#

I'm trying to get a script to run

#

And it's giving me errors

light prism
#

ive written a few

#

whats up

haughty flower
#

Hi

cerulean frigate
#

I'm using one in Maya

#

It's a script to convert meshes to voxels

#

It tells me to load up the .mll file first into the plugin manager

#

Then to run the .py file in the script manager

#

When i try running the .mll file, i get this error message

#

// Error: file: C:/Program Files/Autodesk/Maya2014/scripts/others/pluginWin.mel line 658: The specified module could not be found.
(VoxelMesh)

#

And i think because of that, i can't run the .py file correctly

#

@light prism Any idea what this might mean?

light prism
#

mmmm

#

the voxelmesh module is not installed

#

python does dependencies a bit annoying

#

you need to install it manually

cerulean frigate
#

Alright

#

The video i saw just loaded up the two files without any problems

#

And i am using the correct versions for Maya

light prism
#

hmm i cant even find VoxelMesh as a python package

cerulean frigate
#

This is the script

#

When i run the .py file it loads the interface for it, but trying to use it gives another error

#

Error: AttributeError: file <maya console> line 128: 'module' object has no attribute 'voxelMesh'

#

Which i assume is because the .mll didn't load first hand

#

I know next to nothing about python

#

Am i supposed to install a separate file for the plugin to work when Maya loads it up?

#

As in something other then what came with the file

light prism
#

yes, that is what a dependency is generally, a library external to the code itself

#

python comes with a program called 'pip' which connects to a database to find and install relevant versions of things you ask for

#

so you'd go to pythons dir and type like 'pip install voxelmesh'

cerulean frigate
#

And if it's not there, i have to track it down and install it?

light prism
#

you need to at least know what the name of the package is

#

i did a google for voxelmesh and cant find anything relevant so far

#

sorry eating

cerulean frigate
#

No problem

#

And this is all that came with the download

light prism
#

mmm im not sure about MLL's, seems to be a maya thing

cerulean frigate
#

This is hard for me to figure out

#

I have no experience handling scripts like this

cerulean frigate
#

Can the .py file be the package i need to install?

light prism
#

no

#

if you open it you'll see at the top it probably says #import voxelmesh (as something)

#

at the top

#

that .py file is assumedly what maya uses to er.. convert meshes to voxels or vice versa, or whatever its for

cerulean frigate
#

Yeah it says "import maya.cmds as cmds

@package voxelMesher

Mesh voxelization UI class" at the top in the script editor

light prism
#

well err

#

find your python directory

#

there'll be pip in a subfolder

#

and do pip install voxelmesher

#

in commandline

cerulean frigate
#

Ok i just installed Python

#

Can't figure out where it installed

#

Does it make a difference if i installed Python 2 or 3?

#

Ok i found it in the script editor sub folder, but it auto closes when i try to open it

light prism
#

you need to open a command prompt there

#

do shift-right click in the window and 'open command line window'

#

then do pip install voxelizer

#

im just assuming thats what its called

cerulean frigate
#

All i got with shift right click was Windows PowerShell

#

I tried to use that command in it

#

Didn't work

#

This is the right place?

light prism
#

yeah

#

just go there in a command prompt then

cerulean frigate
#

"Retrying (Retry(total=0, connect=None, read=None, redirect=None)) after connection broken by 'ProtocolError('Connection aborted.', error(10013, 'An attempt was made to access a socket in a way forbidden by its access permissions'))': /simple/voxelmesher/"

light prism
#

well thats a whole nother can of worms

#

sounds like your router or possibly pc/firewall or antivirus is blocking the port it uses

cerulean frigate
#

"Could not find a version that satisfies the requirement voxelizer (from versions: ) No matching distribution found for voxelizer"

#

I get that ^ even when the firewall is disabled

#

But it did get rid of the above error

light prism
#

well im pretty much out of ideas then

#

you need to find out the exact name or version of the module

cerulean frigate
#

Is there a place in the script i can look that says what it is?

light prism
#

you already said

#

VoxelMesher

#

but it might be like

#

spelled differently or have hyphenation or something

cerulean frigate
#

I thought it was voxelMesh

#

But that didn't work either

#

It's what the error message said it was looking for

light prism
#

hmmmm

#

googling has shown other people having the same issue

#

no answer yet though

cerulean frigate
#

I can try asking around some more

#

Thanks for all the help

#

The fix always ends up being something stupidly simple

light prism
#

or translated from chinese

cerulean frigate
#

That too

forest wagon
#

Just updated my project blog - going with doom builder!

light prism
#

congrat-shoe-lations

forest wagon
#

I'm ofc further along than the blog implies but still, fun to document the story

tender sorrel
#

baa

forest wagon
#

Are you making a waifu based doom mod?

tender sorrel
#

Ive already made it, I keep making updates to it nowdays

#

it lacks rare armors

#

so I'm focusing on those at the moment, this being one of em

light prism
#

can i voice act tailor girl

lavish hollow
#

yeah have this British dude voice your female character

#

who I would think is French or something

prisma saddle
#

Mistercat sounds more like a Kiwilander than a brit.

lavish hollow
#

(Joke)

prisma saddle
#

And I just sound like a moron who can't speak good.

lavish hollow
#

You can't speak at all

#

Last voice chat we had you were just like "NGYAYAFJDKE"

#

I recorded it and played it backwards and it was the Pokemon theme song

golden drum
#

you just gonna take that, mistercat?

FIGHT FIGHT FIGHT FIGHT

light prism
#

take what

lavish hollow
#

I called you British

tender sorrel
#

well if i ever make a pop team epic suit ill call you

timber bridge
#

๐Ÿฟ ๐Ÿ‡ซ๐Ÿ‡ท

forest wagon
#

Nowt wrong with being a brit m8

timber bridge
#

yea

#

nothing wrong with being in a country

tender sorrel
timber bridge
#

kerrets

slow galleon
warped radish
#

Terminal, show screenshot of grid view in doombuilder?

light prism
#

one of the secrets is that its a terrywad

quasi parrot
#

i managed to lock myself out of the blue key room

slow galleon
lavish hollow
#

Green

slow galleon
#

it is my first ((serious)) wad/map?, so there might be issues with the level design

light prism
#

that reminds me of 'the tallest' from zim

slow galleon
#

lol

light prism
#

"I put the fires out!" "You made them worse!" "Worse... or better?"

warped radish
#

@slow galleon I would remove some of the blue bottles, and re-positioning slightly so they are not a straight line and appear more sporadic.

The 3 barrels is nice, but slightly too close to eachother. Sprites overlapping. Spread them apart by a few units.

The green trap door can close while player still stands in doorway. If play backs up, he is locked out forever.

The soulsphere room is flagged as a secret, however you have arrows pointing to that room and it's the only room for the player to travel next to, to proceed.

The keen doll is too high. Lower a chunk of the ceiling there.

Using torches to indicate color of locked doors is different. Most players may not like that, as they are more familiar with the standard key/skull textures.

The red key room has no difficulty. Blue room (before hand) was impossible to beat, because trapped in small room with 2 revs.

With enough dancing around, the 2 viles will eventually die. But I'm thinking maybe only 1 vile is needed to achieve the same goal of being challenging.

The yellow key door doesn't look like a door. Players have to scrub the wall to find it.

The exit door doesn't look like an exist door, and I was able to exit without finding/entering the yellow key.

#

Otherwise, the map looks good. Nice design and texturing.

slow galleon
#

@warped radish
The yellow key door doesn't look like a door. Players have to scrub the wall to find it.
it was supposed to be a secret room

The keen doll is too high. Lower a chunk of the ceiling there.
i'll probably just remove it

The soulsphere room is flagged as a secret, however you have arrows pointing to that room and it's the only room for the player to travel next to, to proceed.
made it that way, so i could kind of throw you off, and make you think there wouldn't be a secret in that room. i also wanted people to be able to find their way out, but struggle during the panic with the revs.

The red key room has no difficulty. Blue room (before hand) was impossible to beat, because trapped in small room with 2 revs.
i thought it would have been overkill for the red room, and the blue key room wasn't even a thing when i made the red key room. so that probably has something to do with the balancing

With enough dancing around, the 2 viles will eventually die. But I'm thinking maybe only 1 vile is needed to achieve the same goal of being challenging.
the challenge was supposed to drive you to find the yellow key. (thats what i was thinking)

The 3 barrels is nice, but slightly too close to eachother. Sprites overlapping. Spread them apart by a few units.
will do, and thank you.

thank you for your insight, and thank you for playing! :)

haughty flower
#

@tender sorrel omg hentai doom?

oak kindle
#

doesn't that already exist

lavish hollow
#

Yes

knotty plaza
#

the question is why does it exist?

quasi parrot
#

Is there any resources or guides that are easily accessible for what to do and what not to do with mapping, or how to use certain door types and things like that

light prism
#

probably

#

but if you have any specific questions you can just ask them here too

quasi parrot
#

Alright, i figure i can get most things down through simple testing around and from what i can remember from a years ago, but ill definitely have some issues

warped radish
quasi parrot
#

@warped radish oh cool, thanks

warped radish
#

Yup

#

There's also some guides called "What NOT to do in Wads", "How id Software did it", "Traits/features you DON'T like seeing in levels". Or at least, that's what I remember them being called, but I can't seem the find them. But I remember reading cool things from the "How id Software did it" guide. Everytime I google that name, I end up finding a mapwad instead of a guide.

quasi parrot
#

Man my hallways always turn out more narrow than i expect

light prism
#

256 minimum dawg

quasi parrot
#

that seems a bit large doesnt it

light prism
#

that is four doomguys wide

#

well

#

four and a bit

#

thats enough for you to comfortably dodge around things and pass enemies

#

i mean, for comparison

#

this is 128px wide/high

#

(maybe not in the preview but in game)

warped radish
#

Vienna, I personally do 192. 128 is the norm though, and I did 128 for many years before, following what the original maps did.

quasi parrot
#

i made a lot of changes and i think im near 192 for most now

#

feels pretty good

light prism
#

the original maps were pretty tight in places

#

episode 1 had a good variety of closed corridors and open areas

slow galleon
#

so, i made another map, feel free to try it out, and give me your feedback on it!

-runs best on zdoom

-doom 2

-may experence skybox issues on gzdoom

this is my first time messing with a skybox, so if it is aweful i am sorry.

warped radish
#

Someone else will have to. I only review maps once a year.

light prism
#

hi

#

i will try

warped radish
#

Nice, Mistercat.

light prism
#

this is an okay wad

slow galleon
#

darnt you got me

prisma saddle
#

I don't know how I feel about the first revenant.

light prism
#

its very linear though

tender sorrel
timber bridge
#

oof

warped rampart
#

So, are A_Raise and A_Lower required when I'm making a weapon?

#

I want to have custom raise/lower animations

warped radish
#

Note the Goto Ready+8 you would use that in any places you normally have Goto Ready. You need that +8 or however many frames your animation will be.

#

Uh, that weaponup sound is commented out because there is already Weapon.UpSound "weapons/Up" setting for the weapon itself.

#

and uh, having weapondown sound may conflict (i guess not if you had a custom animation for a_lower) with Weapon.UpSound of other weapons you're switching too.

warped rampart
#

So, if I'm reading the example correctly (which I'm probably not), the Select state has kind of an instantaneous A_Raise?

warped radish
#

Yes, it's my understanding that is needed. It's okay though since it's a blank sprite with 0 tics. The "Ready" state has your custom a_raise animation.

#

The GGNU frames.

#

Once those frames are played, the Ready state continues to loop on the GGNG frame.

warped rampart
#

Can sprites from another state (i.e. GGNU) also be used in the Ready state, or will I need separate sprites for those?

warped radish
#

Sure. If I understand correctly, you don't need separate sprites.

warped rampart
#

Ah, gotcha.

#

Sorry for asking so many questions, I saw Beautiful Doom use custom select animations and kinda flipped because I didn't know that was a thing. I'm wanting to put it in a mod I'm working on

warped radish
#

Like, that GGNG A sprite could've been GGNU I.

#

Just comes down to how you want to organize and name your sprites for the different states your weapon will have. G for gun. U for up. F for fire. etc.

#

let's say you have a custom a_lower animation (for your Deselect state). you may just re-use the GGNU sprites, in reverse order. heh

#

It's fine. After 5 years in, I have enough material and knowledge now to answer these questions.

light prism
#

'sprites from another state' is irrelevant, you can call whatever sprites you want whereever you want

#

sprites do not 'belong' to a state

warped radish
#

^

warped rampart
#

In my head, it made sense that if I tried to use a sprite from the Fire state in the Ready state, it would cause errors, for some reason :P

light prism
#

it will look funny probably, that would be the only error

warped radish
#

in the past, I've used the doom2 rocket launcher missile sprites MISL A,B,C in my own stuff, just for testing. lol

vocal crypt
#

fuuuu

#

don't know where to take my one health mod

#

other than an AK47 gunning down enemies raking up a score.

vocal crypt
#

augh

#

ripping my hairs mentally over intermission music

light prism
#

what is love

half adder
#

Hey does anyone know how to make a rolling/sliding projectile in ZDoom? I can't really seem to figure it out. I need to avoid floor hugger cause I want this projectile to be able to slide off platforms without immediately jolting down. But projectiles that don't bounce just explode upon floor contact. And bouncing doesn't exactly seem to fix it either?

warped rampart
light prism
#

@half adder - those are HUGGERS

#

+FLOORHUGGER in this case

half adder
#

I need to avoid floor hugger cause I want this projectile to be able to slide off platforms without immediately jolting down

light prism
#

oh, without

#

ok uhhh

half adder
#

ive tried a lot and im starting to think it's maybe impossible in this engine? Either way, it's gonna require a hacky method possibly

light prism
#

im pretty sure there is a combination of bounceflags that will allow for this

half adder
#

I came up with one hacky method that calls A_Recoil each frame, and this does work almost as I want it to, but problems come up with Monsters shooting the projectile. Players shoot it perfectly, but monsters seem to shoot in in a static direction almost

#

Is there a bounceflag that ignores floor bounces?

#

cause that's more or less just what I need

light prism
#

you can just modify the BounceFactor

half adder
#

I need the projectile to not ever call Death upon touching floor

#

I tried something like that

light prism
#

it will depend on the bounce type too

half adder
#

but I remember it using up all the bounces and exploding on the floor anyways

#

I was using Hexen mostly

light prism
#

hexen will do that, yes

#

try 'classic'

half adder
#

I'll give classic a shot

light prism
#

you can also make bounce states

#

so if you want it to explode on walls just have a Bounce.Wall: goto Death

#

needs the +USEBOUNCESTATE flag

#

so i would say classic bouncer with usebouncestate, with a bouncefactor of 0, and the above wall method

half adder
#

yeah I'm already doing usebouncestate

#

Your method seems to work! It just somehow never dawned on me to use Classic BounceType

#

thank you very much Mister Cat (:

light prism
toxic terrace
#

Two thumbs up says the president.

lavish hollow
#

Actually his mouth is closed

#

He can't say anything

#

Plus he's already giving two thumbs up, why would he feel the need to say as such

#

Does he intend for the thumbs to be added up

#

Four thumbs, dare he?

timber bridge
#

and by the way the FBI memo was released

vocal crypt
#

How do you replace the intermission music

#

When I try it I just get the normal D2 one.

warped radish
#

name your music lump as D_DM2INT

warped radish
#

@vocal crypt

vocal crypt
#

Alright

vocal crypt
#

didn't work

warped radish
#

make sure you load your wad.

#

what wads are you loading, and show a screenshot of your slade or xwe

tender sorrel
#

so much inventory feature

light prism
#

i saw this lady last night at the event i was workin who reminded me of la tailor girl

timber bridge
#

inb4 it was actually that girl

light prism
#

well she was short, stocky but voluptuous, and had long red hair

#

so pretty accurate yes

timber bridge
#

shortstacks ๐Ÿ‘Œ

light prism
#

she even had the hotpants / halter top going on

#

which in retrospect was probably not a great move for that body type in real life

shadow bone
#

Tangential because that reminded me of a terrible outfit choice I saw recently (Yes, I know this is off-topic but hopefully doesn't derail too badly)

#

So imagine the bustiest girl you know, wearing a turtleneck.

light prism
#

what a waste

shadow bone
#

Then imagine her wearing a low-cut tshirt over that turtleneck

#

Then imagine her pushing her be-sweatered boobs out of the low-cut tshirt

#

Like, completely out

light prism
#

what a waste of a good shirt

shadow bone
#

It was so weird

#

Like, not even attractive

#

Just WIERD

light prism
#

well, thats subjective, not particularly attracted to insanely massive honkers myself

unkempt wadi
#

that sounds like the exact kind of outfit i would design for a character and i'm taking it

light prism
#

make her wear a thong over jean shorts with fishnets and gumboots

unkempt wadi
#

question: was it a short or long sleeved t-shirt

#

this is important because only one of those could ever look good

ember smelt
#

hey yo

#

anyone here use SLADE

prisma saddle
#

Yup, plenty.

ember smelt
#

alright im in need of help

#

how can i change my titlescreen image

unkempt wadi
#

in the mapinfo lump

GameInfo
{
TitlePage = "[yourimage]"
}
ember smelt
#

thanks

#

my wad is going

#

perfect

light prism
#

hot

slow galleon
#

it looks good

vocal crypt
#

I'm stuck with no direction for my one health mod

#

I was thinking of some ArcadeDoom thing, but I think that's been done before

#

Could do classes with a different type of weapon

#

only one tho

vocal crypt
#

fuq

#

can't seem to find anything on replacing music during the text screens in Doom 2.

light prism
#

yeah, do a mario style thing

#

where you have an ability while you have max health

#

rather

#

have it so you can have 2 health max

vocal crypt
#

a life system thing?

light prism
#

yeah

vocal crypt
#

inb4 having more than one gun is an ability

light prism
#

iunno, destroyable blocks is what mario did

#

so why not something related to level geometry

vocal crypt
#

destroyable barrels?

#

then again

#

that'd break levels like Barrels O Fun

light prism
#

like being able to jump

#

to reach alternate paths or something

#

breakable walls

#

or is this purely meant for gameplay mod and not mapset

vocal crypt
#

gameplay mod

#

I can't do mapping

#

And I'm trying to figure out the music thing for those text screens

#

rather, the name of the song file

light prism
#

D_DM2INT?

vocal crypt
#

no, that's Intermission IIRC

#

I'm talking about the text screens that happen before a level, like level 7 of Doom 2

light prism
#

ah man

#

i kinda wanna do the vinesauce map compo

#

but i feel really uninspired atm

hexed sky
#

I'm already on it

#

I'm doing a silent hill inspired map

light prism
#

brown bricks

#

thats pretty doom

hexed sky
#

minecrap

prisma saddle
#

I might make a blob dinosaur themed slaughter map.

light prism
#

i might make a dooky

#

so uninspired right now

timber bridge
#

doom scp? doomguy_thonk

light prism
#

screw that

timber bridge
#

careful that screw could lead to an XK end of the world class scenario

#

or some [REDACTED] shit

light prism
#

theres not much more that can be done with an scp game

#

all the well known ones are in containment breach

#

all the weird ones have no apparent gameplay value

#

like how do you meaningfully include half a cat in your game

#

or the fact that I am a toaster

#

and all the memetics and shit

#

even containment breach could only do so much with memetics

#

'look at something, die after a while'

flat storm
#

is there anywhere else to download OBLIGE besides sourceforge? still dont trust that place

light prism
#

you... dont trust... sourceforge

#

why not

flat storm
#

the malware business a few years back

light prism
#

oh

vocal crypt
#

ugh...still no direction with that one health mod.

#

Might actually go with classes with a different weapon

#

different orientation

#

like one class is melee, one is guns, another is explosives.

#

Dunno

#

throwing shit at a wall and see if it sticks

light prism
#

have you tried eating glue

vocal crypt
#

no, that'll kill me.

#

fuq

#

the classes all say marine on the selection

light prism
#

owned

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Player.DisplayName is what you want

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in the class actor

vocal crypt
#

ah

#

ty

dusk terrace
warped radish
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Isn't there a scale parameter?

vocal crypt
#

^ something like that?

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What's the sprite anyway?

light prism
#

you can make actors smaller with the scale parameter in their decorate

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however this is hud

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so you need to define the sprite under the TEXTURES lump

#

and use xscale and yscale there

vocal crypt
#

is there a way to make certain items spawn when playing a class? Ex. only want an AK47 to spawn for X class, but not for Y class.

gritty sun
#

In doom builder you can set it that way as long as you have the map in a udmf format.

split obsidian
#

Hey, I'm looking to start working with GZDoom Builder and would like some starter tips

#

Anyone got any advice, like places to start, resources, etc?

#

Like which game configuration do i use. Should I be using UDMF or something else?

light prism
#

use udmf

#

it has the most customisability

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hotkeys, (S)ector mode, (L)ine, (T)hing, (M)ake sector (converts a closed line shape to a new sector)

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Ctrl-(D)raw

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shift-(C)urve (curves a selected line)

split obsidian
#

Ok.
And how about custom weapons?

#

I am very new to this so maybe custom weapons should be saved for later, but I am just wondering so I have the knowledge when I implement them

#

I've heard that SLADE is better at implementing weapons than GZDoom Builder. Is this true, and if so should I use Slade for weapon coding and GZDB for everything else?

light prism
#

yeah thats not really part of gzdb

#

slade is a lump management tool primarily, that has a map editor built in

#

gzdb is a map editor that has a script editor (for ACS)

#

you dont NEED a lump management tool however, you can literally just open notepad and save to a correct file/directory structure

#

doesnt even need to be zipped, you can literally just drag/drop a project folder onto g/zdoom.exe

split obsidian
#

Ah. Would using Slade make things easier (or at least a bit more comprehensible) or should I just stick with notepad

light prism
#

it does make some things ostensibly easier

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like aligning offsets on sprites

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however with practise you can do that without it too

split obsidian
#

Ok, thanks
I'll likely use it for now, at least to get a handle of it.
But anyway, thanks, and If I need any more help I'll come back here

split obsidian
#

Stairs are a bit of a pain to make, what with the sides of every elevated platform being untextured.
Is there a more efficent way to prevent this untexturing other than choosing a texture individually for each stair or no

light prism
#

go into 3d mode and just select em all and paste

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ctrl-c and ctrl-v work

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shift-ctrl-c/v will copy/paste ALL info from one line to another (line action, parameters, all other properties)

#

shift-middle mouse will paste to all contiguous lines with the same texture

split obsidian
#

ok

light prism
#

btw in 3d mode:

#

t to toggle things, tab to toggle 'advanced effects' (gzdoom stuff, 3d floors, models, lighting, slopes, etc)

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h to toggle hilighting of selection

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b fullbright

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g toggle gravity

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mousewheel changes sector heights, holding ctrl-mousewheel changes surface brightness (any surface type in UDMF)

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however doing it to a floor will affect the entire sector brightness

light prism
#

makin arachnotron-ish legs

prisma saddle
#

Neato.

tender sorrel
#

roomba cat minion

timber bridge
#

he will clean all evil

light prism
#

heh

slow galleon
light prism
#

show me what you got

slow galleon
#

runs on doom 2

#

changemap map03

light prism
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oh i was just quoting rick and morty

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but ill take a look when im home

slow galleon
#

oh

#

ew

light prism
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@slow galleon - remove the chaingunners

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or add some cover

vocal crypt
#

yeah, starting area seems a bit loaded for starting out with a SSG.

slow galleon
#

i'm making them shotgunners

#

other than that

#

anything else?

light prism
#

uh

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theres just too many enemies at too many vectors

#

you have the whole spectrum covered really

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meat shields, projectiles and hitscans

#

what i would do is uh

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delay the monster closets

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or make them regular doors

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or give the player a chaingun

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because with ssg you're lucky to take out one shotgunner at a time while trying to avoid all the other shit

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and theyre completely surrounding you with no cover

slow galleon
#

wait

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so you haven't even gotten past the start?

light prism
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nope

slow galleon
#

how?

light prism
#

im sorry did you not read my criticism

#

the first room is too busy and doesnt offer you any cover or chance to stunlock enemies

#

scroll up for the rest

slow galleon
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i can do it

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my friend can do it

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it's not that hard

#

i don't even know why i am complaining about this, it's not like you're obligated to play my map.

#

thank you for your input

unreal oyster
#

Not to be rude but you won't exactly make other people want to playtest your map by having that attitude about simple criticism

#

You being able to get past a challenge is a given and it means absolutely nothing since you made the map

#

Everybody who makes a map is better at that map than people who are new to playing it

#

And apart from that, that leaves your friend, which is a sample size of 1, so, not anything to draw conclusions on difficulty about

slow galleon
#

@unreal oyster i just felt like he dropped the entire thing, not even wanting to try it after he saw there was a slight extremity in the challenge, not even giving the rest of the map a chance. not only that, he has a history of calling my maps "terry wads" without even playing them, so feelings are already not very sympathetic with this person in particular. it's not that i can't take criticism, it's that it is done by someone i already have an undesirable past with, and the fact he gave me a sarcastic remark after asking him a simple question didn't make feel better. if it sounded like my remarks (quoted),
wait so you haven't even gotten past the start?
were loaded, i am sorry. i do appreciate the feedback.

#

i switched the chaingunners with shotgunners, it's in the most recent upload. if anyone is interested.

light prism
#

the point is that the map starts you off in the center of a circular room with hitscanners lining all the walls, and you only have a super shotgun

#

even if it was JUST those enemies there is no way for you to not take at least some damage

#

but instead, as soon as you try moving around, all the doors open and you have barons, demons, imps all thrown at you at once

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from all sides

#

look at chillax, it has thousands of monsters thrown at you at once, but you have room to dodge, manuever and take cover on those maps

#

there is NO cover on your map

#

and the odds of being able to succesfully manuever between the released hordes is pretty much down to the PRNG

#

its not like I didnt try, I played it a good 10 times or so

#

i would say its a pretty much unspoken rule that you dont completely surround a player with hitscanners

slow galleon
#

alright, so i got rid of two shotgunners in each cage, then replaced the leftover shotgunners with imps, now the 6 imps that were on the ground are 3 shotgunners and three chaingunners

vocal crypt
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still lacking cover tho

slow galleon
#

the post is cover-ish. i mean, i intended for the place to open, and kind want to keep it open.

#

should i swap out the chaingunners with former humans?

vocal crypt
#

IMO yes, otherwise they'd rip your ass a new one.

slow galleon
#

okie dokie, will do

vocal crypt
#

seems it's still a bit loaded at the beginning, with the player having an SSG. Maybe you can do timed traps or ambushes

#

or when the current enemies are killed such traps/ambushes are opened

vocal crypt
#

Hmm...should health stuff be ways to swap out weapons?

#

or something?

slow galleon
#

what do you mean?

vocal crypt
#

A mod of mine

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Nearly everything has one health

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And different classes

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Mod I'm making rn that is

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"making"

slow galleon
#

oh

#

sounds cool

icy compass
#

well i modded the universal gibs mod and got it working with the Chex Quest Quadrilogy 100%.

and I fixed the problem with it giving massive neon red blood blood splatter

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gotta video if any1 wants to see how i modded it in action

vocal crypt
#

Seems like a palette problem

icy compass
#

and it was a palette problem. pretty ez to fix honestly. as it wont really a zscript problem. just had to alter 1 photo from white to black and it fixed the problem

#

to getit working for Chex Quest Quadrilogy tho I had to remove a few sprites then i changed the palette to quite a few from red to green and then had to alter a tad of zscript with a new hex code

knotty plaza
#

ACTOR ItemCrate : CustomInventory 6666
{
Inventory.PickupMessage "You obtained a weapon!"
Inventory.PickupSound "misc/p_pkup"
Translation "112:127=174:191"
+COUNTITEM
states
{
Spawn:
AMMO A -1
stop
Pickup:
TNT1 A 0 A_JumpIfInventory("Boss1Thing",1,"Boss1")
TNT1 A 0 A_JumpIfInventory("Boss2Thing",1,"Boss2")
TNT1 A 0 A_JumpIfInventory("Boss3Thing",1,"Boss3")
stop
Boss1:
TNT1 A 0 A_GiveInventory("BossPowers2",1)
stop
Boss2:
TNT1 A 0 A_GiveInventory("CyberPower2",1)
stop
Boss3:
TNT1 A 0 A_GiveInventory("SpiderPower2",1)
stop
}
}

#

this should give each specific class the weapon they need

#

because they're holding a custom inventory item

#

but it doesn't give any weapons

#

anyone know what's wrong with it?

#

and, it doesn't even pick up