#classic-doom-maps-mods
1 messages · Page 94 of 1
damn
well it works
but he's a huge motherfucker
jesus
how do I make him not so huge
ugh
this is tedium
erasing the blue shit
shit
idk where to go from here
- Redo the frames of Godzilla in SFM again
- Import the model to Blender so I don't have the cyan transparency crap.
god damn it. Even after cropping the images, he's still a big motherfucker.
I know it's godzilla he's supposed to be big but still.
@vocal crypt add to your actor, Scale 0.5
and in Slade, select all sprites, right click Modify Offsets, and select Monster from dropdown, and okay.
I did it I manage to add crosshair on classic Doom and made it to indicate when you hit something
Also it's moddable
My "Mod" is actually a port of Doom 3 BFG edition
It has A LOT of new stuff for all 3 games which are making them better and moddable than before
can you prove it doesnt work?
"made it to indicate when you hit something" I think the demons' groans are enough indication lol
It also show when you hit barrels or in general "hittable" objects
Good, it's a comfortable enough size.
yes I know the sprites are utter dogshit
I'm gon try to fix that up
'tis what happened when you used the cyan as a transparency
do Doom sprites need rotations for death frames
yes
but most of the time they die really quickly so it doesnt matter
eg the cyberdemon doesnt have any
@vocal crypt doom monsters dont use rotation sprites for their death animation
so, just do DINOJ0 if J is your death sprite. K, L, M, N, O, etc.
0 is for always-face-forward or always-face-camera rotation
so when a monster dies, it immediately faces every player looking it, as it animates death.
you've seen the decorate for cyberdemon, right? https://pastebin.com/Get0PYM0
look at the example above
it does make the death sound and it's dead
the last sprite, P, remains forever because of -1. you may want to remove A_BossDeath
What does A_BossDeath do
any A_* commands can be copy pasted to the end of this url https://zdoom.org/wiki/[here]
oh
maybe sprite is corrupted
not likely
prove it
I imported attack sprites in mostly same technique, they're not corrupted and they're visible in game
and
it's recognized as PNG and viewable in SLADE 3
show screenshot of your death code, and slade sprites
Death: GODZ K 10 GODZ L 10 A_Scream GODZ M 10 GODZ N 30 A_NoBlocking GODZ N -1 Stop }
ignore the out of order, the white background, and uncharacteristic death sprite, it's placeholders really.
show sprite list in slade
your sprite names have no rotation set
look at the sprite names for CYBR in Doom2.wad in Slade as reference
select all death GODZ sprites in Slade, right-click and Rename, and add "0"
ok
Why does that remind me of UAC Labs...
Is this gonna be some vaporwave level
yea
UAC Labs despite being made by one of the Columbine shooters is a good map
Yo!
I wonder if any of you guys have a Windows 7 compatible WAD to MAP converter.
There used to be some old DOS programs that done the trick.
dad
You did this?
Gonna say i like how it goes withthe actiom
@haughty flower yea
Is that using the Hexen method
Hexen method
How do doors work with it
I have no idea how
...wait they open sideways??
Huh
fuckle im confusle
Yeah, that is polyobjects for
How do door
In Doom in Hexen Format
Tutorials dont work
I can only manage Doom 2
Idk i forgot
any map boyos online?
i need to know if i can directly connect verties in doombuilder
cause i cant zoom in further
yes
Your Path of Destruction mod for Quake https://www.quakewiki.net/archives/doom/ IO Rerouting Station by SHADESMASTER - needs Darkplaces to work! http://www.m...
Rip i should swap
Anyone wanna playtest a map of mine?
around 15mins for first play I'd guess
vanilla, I recommend you play in Chocolate Doom. Has difficulty settings
definitive way to play would be UV
I'm looking for criticism and feedback
Ill try when i get home
@haughty flower i played your map and i think it is pretty good
i just think there's something small i noticed that you should look onto
placing switches in walls in open corners (and in open like areas) its usually not a great position imo because it can blend onto the wall when you try to move forward, switches on wall are easier to look at or see on closed corners, just a thought design wise, or if you putting a switch, make it stand out and not integrated on the wall if its on an open area like this
i know this is a small area but i didnt think looking there after a few seconds lol
idk maybe its me but everything else was alright and cool
i died twice on the revenants for not being prepared
played it on UV if you ask me
Wait so
Can i just edit my current wip wad in GZDoombuilder even tho i started it in Doombuilder 2?
@bleak bloom yea
@haughty flower thanks for playing it and for the feedback
how do I stop a lock down only if all the enemies are killed
@haughty flower in 2016? Yes.
If you're stuck, look around for imps hanging on walls doing nothing
But some areas do glitch occasionally, unfortunately, so no enemies are present but the lock-down stays
Oh it's SnapMap, sorry I'm slow today, didn't look at what channel I'm in lol
I don't really know since I've not done much on SnapMap
I don't either
thanks anyway
@haughty flower cool, you found all the secrets?
I only found the bfg secret if that counts as a secret
why the fuck is he flying
super imp
you probably have the wad open in Slade @candid charm
Slade's the editor you use to add custom midis, change the map's name, add new textures, yadda yadda yadda
guess you don't have it open in it then
try doing what the message tells you to
this is vanilla @light prism
actually it's funny because it's only like that in the editor
it's normal in-game
still kinda annoying
why not just delete it and re-add
My maps look like actual shit
In this video you see how to make classic Doom inside Doom 3 BFG Edition to look like a modern FPS (without reloading of course) Classic RBDoom 3 BFG: Moddb ...
Before you say anything keep in mind this is on BFG Edition and yeah I'm fully aware of other ports that can do the same thing and better than that
New textures unstead doom textures also I remade the Rebellion scene map because it's big for nothing! So I have to rework on it!
@lapis fern that is a lot of air momentum when you jump lol
Im not sure if this has been done before, but this is basically a thread where you can learn and share design tips for map editing; And generally talk about interesting architectural structures in Doom. For example: I typically like to combine the LITE3 texture with the suppo...
good replies
especially Roofi's, Deadwing's and Doom Marine's - these are the most helpful imo
simple and creative architecture will always win in both design and looks over overdetailed square arenas
no better combo than gray, brown, orange and blue
how about FIREBLU
https://youtu.be/yAoDeRXWXw4 very good episode if you wanna learn about Romero's level design, he goes very deep into it
Doom - Featuring JP LeBreton with guest John Romero Doom history enthusiast and Spacebase creator JP LeBreton joins id Software co-founder John Romero as the...
i just got an idea for a multi level wad
a wad that takes place entirely on a highway
mainly
Sounds interesting
this can be a custom midi https://www.youtube.com/watch?v=2fyo3i204A8
[Almost any of the midis I upload were not made by me nor was the original song, Please keep that in mind. All I do is convert them to mp3] Song:Night of Fir...
Like Going Down
Going Sideways
all the music is from initial d
Needs a bit more geometry than that, and gotta watch out for misaligned textures
?
The "computers"
If they are not going to be lowered or interact, preferably make them "hollow" as in delete them
And youll just have to put middle text on them
ill probably gonna put a switch
I want a knee deep in the dead like feel for my wad
How do I make music for my wads sound like the instruments in the original?
how relying are you guys on dynlights? and is sector scale lighting still inevitable despite dylights?
nah I'm only reliant on software lighting
theres no reason not to just use sector lighting
but if you plan on using both, its usually best to treat sector light as the 'ambient' level, with dynamic light as the sources
i like how dyns reflect their colors thats all. however there's an annoying factor in using them
in that heights dont block
in this screen all red green and white dyns look well together
but in an area like this ..
the dyns for the acid show up over the edge it looks bad
Where can I share my wad after I complete it?
update on my first wad
"computer" is supposed to be a switch revealing the secret behind it
havent done the rest of it
brown
brown fits well with gray
try a gray flat texture for the floor in the last picture like FLOOR0_3 or FLAT5_4
that current one is a pretty bad one and never fits anywhere
and for that small area with the computer switch you should try lowering the ceiling and changing the floor to FLAT14 (same flat as seen in the middle screenshot)
try making an outdoors area and adding some windows to show it
You can’t actually get into The outdoor area in the 2nd picture
make one that you can go to
Yeah I put it there for the imps
if a techbase level doesn't have an interesting outdoors area it is a bad level
I’m trying to go for a knee deep in the dead feel
What are some tips for making good ones
I’m thinking of having the other hallway lead to a segment that slowly merges into hell
Maybe you could pull a thing from Romero's page and use a different texture when you change height.
Or change height when using a different texture, whatever order of words you like
You know, I've always wanted to make a castle kind of lecel
But I think I probably should start with a techbase level instead
techbases are usually boring
most of the time
perhaps the most overused theme
another thing is how people usually only use brown or gray for techbases when they can be so colorful
or at least you could expand on more than just the techbase
@candid kelp ask your questions here
Perfect!
Alright...i want to import a picture because i want to change a sprite of a monster: how i can make the picture big as the monster but yet mantain it in a good quality?
Is that possible?
I use slide 3 if that helps
I think you mean Slade 3
you need to use another software I guess, to change the ratio of the image
Default techbase, add startan textures
There is a small presence of red on doom tech textures now that i see
Withouth counting blood or switches
Well mostly episode 1 was the best techbase map design that ive seen of classic wads
Im trying to do a techbase map and making it interesting seems more difficult than i thought
ehh, most of E1 is hallways and corridors
I liked the lightning atmosphere that was present on e1
Yeah it is cliche
But I figured it's an easy start
Since I'm utter ass at level design
just do it
Ok...basically slade send to me a message error saying "Error: IWAD saving disabled"
How i can resolve this?
you can't modify the original wad files lol
you need to make a new one to replace the sprites or add new stuff
you should look up some tutorials, it's not that easy to do
Ohh thats why! I made a new one but ive just wanted to see if the modified sprite worked thats why i did it in the original one rather than the new one!
Oki!
Thanks!
:D
Modifying the IWADs is terrible idea
Then i wont! But i want to ask another thing if i dont annoy you guys
Ive heard that you can basically "create" new entities and monster with a txt file (that the wiki called DECORATE)
But how i can see the monster in action?, did i need to put it in the same folder of a custom wad?
why does this keep happening when i try to copy and paste the stairs
it breaks the rest of the room
press M
and then select the sector
@candid charm
M brings out the Make Sector tool
it's of good use to bring sectors back when that happens
thanks
better pics of my wad
this is the actual brightness
theres a pair of night vision googles in the secret activated with the switch in the 3rd room
window textures look weird in that second screenshot @candid charm
use the Lower Unpeg and Upper Unpeg function
L and U on your keyboard as shortcut by default I think
heres the overhead view
lower and upper unpegging fix the misalignment issue
@haughty flower i made the outside area kind of the boss battle
yeah thats a pentagram
cute
It’ll fit because the other section of the map is literally going down into hell
without a circle around it, isnt it just a star
Yeh needs a circle
How do I edit the existing monsters in the game (rather than importing new ones. Cant I jus replace the pngs of the built in monsters?
Dunno
Are those middle textures?
no
how do i put plugins into doom builder
what do you guys use for stair fencing?
7% done
It's already seamless. What you're seeing is tiling, which is mostly unavoidable at these low texture resolutions
right. got any different/higher resolution ones?
I do not. Keep in mind though, that the tiling resolution is what matters. If you double the res but it still tiles to 64 mapunits, there won't be any improvement
What you could do is take the texture in an image editor, tile it a few times, and manually fix the "seams" you see on there. BUT that runs the risk of making it not tile properly on walls / offsets that assume the original texture dimensions
i dont see the problem
there's no problem, just want it cleaner ☺
hey map makers, i just want y'all to know i appreciate everything you do by adding to the community
i also commend it because any time i pull up doombuilder i can't do anything because i'm as creative as a rock
so good work 👍
Yup what Ashley said
How do I clear the actor inventory on map startup? I want to start with fists only on my map but ClearInventory() does not seem to work when I have it up.
Ashley your profile name 😂
what just happened
Do players still develop for snap-map?
doesnt look like it last time i checked
same featured maps every time i load
i mean bearing in mind snapmap is a piece of shit its not surprising
Surprisingly some people would disagree with you
those people are wrong
who is snapmap? 🙊 hahaha
I mean SnapMap... kinda... works?... It's just kinda garbage in comparison to community-made map editors for classic doom and something like forge for Halo
Although people have still made some really good stuff in SnapMap
yet some people would disagree and think its as good as an actual SDK
I honestly can't take anyone serious who does argue that though
I just write some people off as actual memes if they argue SnapMap is good or intuitive
welllll its not unintuitive... its too simple to fuck that up
the gamerule stuff is pretty intuitive for the most part
just not the boring prefabs
What the map looks like with the textures I've made also for doors I'm trying to make
what's your guys' favorite doom mod?
mines a toss up between demonsteele, hnd, and trailblazer
Trailblazer is good
Guncaster is cool
Hideous destructor and lithium gotta be my favorite ones
I need to check more map mods
Heart of the Baron,,Rekker Ashes 2063, Hxrtc, and Interstellar enforcer
But hellcore im gonna say i like it so much
Maps; That Deus Ex Map, Maps o. Chaos,MMDCXIV
i was trying to do this and came across this thread
is there a smarter/less hacky way to do this in zscript
cant seem to find any zscript references for polyobjects or specifically for line collisions from actors
if a one-sided polyobject could be made noclip, then it could act as a render boundary
@unreal oyster any insights here?
I'll look into it for a bit when I wake up tomorrow but my hunch is to say there's nothing much that can be done here, polyobjects really aren't exposed much to ZScript
can you create/destroy lines in zscript?
ah
The doom map format doesn't really allow that
from the looks of that forum post, it looks like an extra flag to polyobjs could work, injected as a conditional into the mobj code he references
Yeah, but I don't think graf would ever consider adding it for this use case
yeah, a single case is probably not enough
even when it can vastly improve fps :/
i suppose you could circumvent it in a very hacky way
fwiw I'm not even entirely sure polyobjects do stop rendering behind them, lol, I can't find any source on that
have all moving/movable actors as +NOCLIP
they do
check the link i posted
i mean wad
i tested it with a highly split up area
Can't, I'm in bed :P
from any one side, fps halves with no poly
with poly, consistent 200fps
they don't if they're 2-sided
since yknow, it has to be able to render past the sides 😛
But yeah even if this works it wouldn't be added for this, hacks are never added on purpose :P
the entire game is built on hacks 😦
Graf has already rejected distance based culling for reasons I can't understand lol
probably thinking about it from the wrong perspective
cant argue with results :/
but still yeah, definitely a gross hack
the concept could work
ie simulating onesided lines in a radius around the camera
Anyway, I'm going to sleep, I'll have a look around tomorrow but no promises lol
@crimson mulch I know I'm like a week and a half late but I'm making a map that pretty closely resembles the feel of a DOOM 2016 level
I can send it to you when it's in the playtest phase if you'd like
Is there a map editor compatible with mac OS?
Somebody wanna test my map?
the route for your iwad might not be set properly
how can i fix it
@haughty flower
the holy mother of shotguns
and i just realised the unchanged wall textures are visible on the side
shit
problem solved
@candid charm Press F6, depending the map format you are doing for your current maps, there will be this, click Add Resource, or if there is one, click resource options, and set the route
ah alright
btw, is it possible to make slopes in doom builder
Yeah but I don't because it's too complex for my tiny monkey brain
ill have to do it manually then
putting a block for each "pixel and making it higher
what map format you are doing
Zdoom (Doom in Hexen format)
doom 2
I can map wall textures to floors yo
ah alright
bear in mind not reaching visplane overflow
when doing "slopes"
unless you are playing your map on gzdoom, or limit removing port, then you are fine
Due to the fact that Zdoom allows wall textures on floors I could make a room comprised of nothing but fireblu
yes you can
This my friends, is how you achieve maximum cool
but you know, there is a mod that uses zscript to turn everything into FIREBLU
when im bored in doom builder i just make a gigantic room and just run until im in the hyperzone
The what
what do you think of this layout
tried looking at a timer thing
and Wonder if I could make it where after the time is up a floor raises.
@haughty flower Yes I did!
@vocal crypt - what does IDE have to do with what i was talking about
I dunno what it is but any time I try to make a doom map I end up making an unnecessary spawn room with far too many pointless details
and then never finish anything else in the map because i run out of ideas
looks nice because it's art of level!
yeah maybe it'd be nicer if i could actually finish it though
thanks tho
A few ideas circulate in my head continuously
one being a cool teleporter spawn room
another being the weird hexagon floor tile effect
lemme see if i can find an example somewhere
this kinda thing
with the missing floor tiles
it looks cool to me
also another consistent thing to me when I think of making a map is give the player a shotgun somewhat early
because maps without shotguns are fucking garbage
nobody likes the pistol
the fact that if you play E1M1 on an easier difficulty or don't look for secrets you don't get a shotgun is insulting
yeah it looks cool
the hexagoblin
he's collecting them
but what will he do once he has all 6 infinity tiles
idk
Mr Slayer I don't feel so good...
I shouldn’t look at this chat because then I’ll just get unmotivated with my map
i stalk this channel because hopefully i'll eventually have motivation or any ideas for making a map
but it's dead pretty often
Well, I'm not exactly a creative guy in terms of doing maps or something
¯_(ツ)_/¯
I look at this chat and just wanna make my own map when i really dont have much spare time
The wall textures arent final btw
I mean im already doing one but it is far from complete
No not the teasing
i can't tell if that uac logo secret is perfect or too easy to find
then again i'm dumb and easy secrets are great
here it is from the top
that placement of the bfg on the map is hurtful
you need to walk through that room
you need to see the BFG
im thinking of putting a door behind the barrels in the nukage room
@ocean skiff you aint uncool
aw
Well what helps me do a map is planificatiion and draw a simple doodle of the layout
Then think what kind of location it is
Or it would be
@haughty flower but an imp and cooler
What does the C stand for tho
what does the B stand for
Anything you wanna imagine but generally "Blue"
@haughty flower its C becuse it comes after B

Well maybe another advice
how can i split a wall in doom builder
Well as you doodle it, you may wanna see how many rooms you did, and if they really matter to the flow
what
Idk, thats my process sometimes
but not have it go to the ceiling
Split a wall to make a new sector you mean?
Just draw outside the door but glued to the wall
Idk if i explain myself but im not on my pc sadly
just make a few sectors in front of it and make them about as low as you want the door to open to
and then throw in some other textures or whatever to make it look nice
like them lights
boredom
i got into it from this stream
Level editing sure brings out the creative juices. That's a stupid word. Date streamed: 19 May, 2016 http://vinesauce.com http://www.twitch.tv/vargskelethor ...
also i don't really make maps, i just kinda tinker with it
ALSO MY boy joel
(i was gonna do that all caps but vega would hurt me)
I watched his stream when I first started to mess with the map thing
Doom itself?

I made maps when i was 14 then i stopped and then im trying to do it again
Nothing good
oh joel's map was absolute garbage
one of my first mapping attempts was to take his layout and remake it
same
i remember being proud of it
not that i fucking have the wad
i really wish i still had it
let me see if i still have the very first wad i made
ok a bit of backstory for two of my favourite wads I made
basically, i used to be edgy
and i loaded doom up on the school computers
and one teacher phrased their sentence perfectly
"You can't play a game where you can shoot at people"
y'wanna know what i did
i dont have it
ill try to describe it
it kind of looked like joels map
but even worse
it was full of bugs too
and i had a giant arrow in it
What you did
and one of my rules is that
agreed
can you send that wad @ocean skiff
it sounds p cool
mine replaced Joel's outside beginning section with like
a cliff area
Oh
anyway here's wall shooting simulator
it was just 4 rooms where you picked up guns and shot at a wall
i couldnt find out how to make doors
lmao
Nice
this is wallshoot2.wad
where i had actual levels planned and shit
where you had to do platforming while shooting buttons
i rate this one a box/10
So wall shooting tricks
yes
Same
@ocean skiff those objects are trees
they look like frog eggs
lmao
I dont have any pics of what im doing or what i did so i owe it to you
yes
also here's the "level select" from wall shooting simulator
those columns opened up to reveal more teleporters after shooting a wall in the previous level
this is the episode select from wallshoot 2
(those blue wall tiles scrolled down and i'm fuckin' proud of that shit)
excuse me
I can't find it in doombuilder
Cool
You could make it a more interesting thing if you add a scripted score and timer on it
shoot more walls than your opponent
fuck that actually sounds interesting if i worked something out of that
anyway here's garbage
you only get the first one because the second one is too good for any of us
But wall shooting simulator is a cult classic
"Defeat the Boss of all Walls!"
gotta love how notepad keeps the text scripting intact
also yes i learned to implement text for my shitty map about shooting walls
@ocean skiff have you played xasers turbocharged arcade mod
@ocean skiff im already stuck
how the FUCK do you get stuck in a octagonal room

what are you even suppoosed to do
all the teleporters go back to the starting room
half of the time they dont even work
yeah but after you shoot a wall in the rooms you teleport to the next teleporter opens up
Listen here, my wad is a pure classic and if you think there's anything wrong with it you're just a big dumdum
yeah that's how i feel after remembering this wad exists
speedrun time
if u beat the boss of all walls in under 3 seconds you get a congratulations from me
hey so why did you play wall shooting sim more than once
like what are you doing with your life
i mean uh
good job
you know what
if anyone can beat wall shooting sim in under 10 seconds im buying them a 20$ giftcard of their choice
i honestly don't think that's possible
i just did it in 19
turn of auto weapon switch and everything gets faster
lmao
19 seconds world record doom 2 wall shooting simulator speedrun (gone sexual)
i'm tempted to keep making wallshoot2
here's the demo
there's 1 level and it's a 2 second tutorial
dude i don't care
wait you lied about the gift card or you lied about getting 25 seconds
the gift card
i did mention a tutorial
if you use noclip you can see the boss teleporter and also the episode 2 level select
i'm proud of that episode 2 level thing
of course there wasn't an exit it's unfinished
fuck it why continue wallshoot2 when i could remake it
can you play it on brutal doom
what why
woah there wallshootsim is a family friendly game i do not promote such extremely cool mods
wallshoot2 reshooted devlog #1:
what am i doing with my life
thx
Shakes the room for 10 seconds and poops a single health potion
Ok mister cato ill be sure to check it once im home
hey
do u wanna know what the computer looked like in the original wallshoot2
oh daddy hit me harder with those flat surfaces
Needs more FIREBLU
blue caco 🙈
I'm gonna remake wall shooting sim except everything is fireblu
@ocean skiff even you were better at that time than I am now
I wasn't
I mean, we're still talking about a level about shooting walls
Of which I don't think I'll finish ever because I don't have enough ideas for levels, let alone levels with the limitation of no demons
This Xaser guy sounds like he knows his way around Zdoom
god knows where them tiles went
the demons invaded to steal them
Flextape your tiles
smash on that flextape
I've decided I probably won't finish wallshoot2 but i'll redesign some of it's cool looking areas for the sake of...
having cool looking areas in a unfinished wad?
@ocean skiff Ashley did someone demoted you 😆
Again?
Uhhhh
If Thy Flesh Consumed has taught me anything, Cacos, Hitscanners, Pinkies and Imps are annoying to deal with all at the same time
See Perfect Hatred for reference
Is very nice
Or alternatively, your first "well this is gonna be shit" moment
See Perfect Hatred for reference
Hey what's in that little alcove in the corner there
its gonna open after you get the keycard
it has a chain gunner in it
inb4 plutonia
I mean final doom defo takes the piss with chaingunners
But one chaingunner couldn't hurt in this situation
Which is why you need MORE
Make the player bleed
alright i removed the former humans
What does it look like now
Yeah that looks way more fair
Former humans aren't as bad as sargeants but when you have loads of them wittling down your health while also trying to deal with imp and caco projectiles
And pinkies
Yeaah that's when it becomes too much
Because fuck hitscanners
btw you get a plasma gun before entering that outside area
Mapsucc.mp4
I have noticed a theme with doom builder and shit
The f_sky texture looks like shit
The dummy textures are called AASHITTY and AASTINKY
hrm
having some weird issues with draw order on sprites
just in the last few versions of gz
Is this Alien vs Predator Requiem
Cus I can't see dick except the lighted parts.
And the tech.
well its a test map for animated brightmaps so that would make sense
Cool shit
Not mine but I show you the release trailer of the mega joke wad : https://www.youtube.com/watch?v=3vcW-o6PyIU
Download Aiwwac 2: Copyright Hoes, it will come up with Gzdoom 3.3.0 that is mandatory to use without risking bugs in gameplay. https://www.moddb.com/mods/ai...
what's absolute height on dynlights do?
does anyone know a mod that's like Hideous Destructor (preferabbly a bit less realistic, but still with high damage, leaning, ect.) but compatible with conversion mods?
Or a set of mods
please DM me, as I rarely check this server
So uh
GZDoomBUilder just isn't working for me anymore
I uninstalled everything then reinstalled and it's the same thing
what error are you getting
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.Directory.InternalGetFileDirectoryNames(String path, String userPathOriginal, String searchPattern, Boolean includeFiles, Boolean includeDirs, SearchOption searchOption)
at System.IO.Directory.GetFiles(String path, String searchPattern, SearchOption searchOption)
at CodeImp.DoomBuilder.General.LoadAllScriptConfigurations() in x:\Source\Core\General\General.cs:line 403
at CodeImp.DoomBuilder.General.Main(String[] args) in x:\Source\Core\General\General.cs:line 675```
Wait it's running now for some reason
Though I didn't do anything
Sorry about that, I don't know what that was about
I have a concept
A giant hell tower that at the top, 4 “generators” are powering
You have to flip the switch on all of them and get through the giant hordes of demons
And close the hell portal
Lookin' good
Amazing shit
What are you using for those Light effects? @light prism
Possible inspiration?
Starting my first map, wish me luck lol
https://i.imgur.com/S4SDZ7G.png
lol I made linear maps when i started
and some of them sucked
i didnt know how to make doors, lifts, etc
working on this right now
kind of adding finishing touches
The lift to the station was lowered, the slayer proceeded in search of the room that contained the missile with the warhead that he would launch at the porta...
this is the final product of that map i made
Is it a map made with brutal doom focus?
Well you played it with mods
Brutal doom or project brutality, whichever is
So i was wondering if you made the map thinking its playable under those mods
@haughty flower is that scp inspired
Is there any way for me to turn off or edit out the shotgun recoil in MetaDoom? The screen-shaking disorients me.
Hey guys
So im having trouble saving my saves in gzdoom
I save but when i exit the saves arent there anymore
Also I have no idea where my ingame screenshots are going. It says i took one but i cant find it
As for saves I don't know, I have some "save#.zds" files
But if you change the wad you're using I think the saves might get overwritten
I didnt change the wad
As for screenshots, they've come up in my GZDoom folder like the save games do
Well they're all in that folder for me, so not sure
hmmmmmmmmm
Since I had that "collector's edition" DOOM I installed that, then installed GZDoom to a separate folder and just copy the wads in for whatever one I'm playing
An the saves and screenshots appear in that GZDoom folder
dang
So yeah not sure what's going on with yours
I don't have enough experience with it to help you diagnose, unfortunately
who's high and mighty now
Ive got a question
So i have a program called DOOM Connecter
Its so you can make servers n stuff with og doom
And gzdoom and stuff
But whenever I connect DOOM Connecter to my folder with GZDOOM, GZDOOM says it has no IWAD connected, even though I have the doom 2 wad in there and it works normally
any suggestions
?
Got a question for anyone who knows GZDoom modding.
Trying to see if I can fix a rather irritating bug that was supposed to be fixed by the author but wasn't. I think I see how it needs to be fixed but I'm not entirely sure
So mention the problem right away and hope some samaritan answers? Or is it too rude?
Well i mean some answers end up being common sense
the question is better because otherwise the conversation starts with an initial 'handshake' that could take a week
or an 'is anybody there' infinite recursion loop
with optional frustration-based timeout mechanic
'dont ask to ask, just ask' is basically like pre-'let me google that for you'
pie is always the answer
Or 3.14
Yeah
How can I get custom midis into my level with Slade?
The most easy and cheap way is renaming them according to the map number
The other way and i forgot if it is exactly like that, defining it on Mapinfo or some other lump file
.mus or .mid
For midis
I wanna re elaborate, renaming them for map number, as in renaming the file the same name it is used for such map number
The soundtrack of Doom II consists of music in MUS format composed by Robert Prince. 21 distinct tracks are present. At least some of these are known to have originally been written for Doom. Two of the tracks are re-adapted by Prince from his earlier work on Wolfenstein 3D.
How can I convert files into mid or mus
No idea :x
Depends what you're converting from
But you can't convert say an mp3 to a midi if that's what you mean
Well maybe there are tools that can but they'd have to be very advanced
Mp3 to mid is just pianos, joel midi quality
what are the main tools for modding doom?
Doombuilder and Slade
Sprite Making is subjective program wise except Paint.
Don't use MS Paint.
ah, alright, thanks
mode on