#classic-doom-maps-mods

1 messages · Page 95 of 1

foggy folio
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You got to get into the chalk zone!

latent karma
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Im starting to try and make some weapons, and am having the script error " line 31:
Sprite names must be exactly 4 characters"
all my sprite names ARE 4 characters

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any ideas? im a noobie, so pardon any incompetence :)

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well scratch that it works now

light prism
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you probably failed to terminate a line beforehand properly

light prism
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fear environment mapping on sprites

haughty flower
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Im nutting

foggy folio
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That's okay
So am I  ( ͡° ͜ʖ ͡°)

rich spindle
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I need a nut button 😢

foggy folio
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There you go

latent karma
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new to modding, trying to make a weapon with a reload, and getting this issue. Any thoughts?

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used a bunch of code and tutorial stuff from ali jr's channel/mod

light prism
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you didnt write 'actor'

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'actor beretta'

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all actors need the word actor

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in their definition

latent karma
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of course it was something stupid -_-

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thanks

manic tiger
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I've had this thing on my hard drive for a few years. Figured I'd fix it up.

mossy carbon
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Please help when i move a pk3 file to the same folder as gz doom an error message pops up saying its not detecting any wads

candid charm
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@manic tiger release it

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@mossy carbon what wads do you have

manic tiger
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I mean... If you really wanna play it. I don't know if I'd call it totally finished, but I need people to playtest it.

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The name is a placeholder until I get around to editing that.

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It's a gzdoom level. Use mouseaim. Have fun.

candid charm
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I need advice

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How do you do outside areas in levels

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Especially how do I make a “barrier”

mossy carbon
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@candid charm ? sorry im new to this

candid charm
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Try to run gzdoom and screenshot the message it gives you @mossy carbon

mossy carbon
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@candid charm It runs it just doesn't run the pk3 and only runs doom 2

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I tried making a new folder with just brutal doom, doom2wad, and GZ so it wouldn't detect the save files for doom 2wad but the website downloaded brutal as a rar file so i renamed it as a pk3 file but it still just runs doom 2

candid charm
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Okay here’s how I installed it

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I got brutal doom and then just extracted the pk3 win winrar

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After that I drag and drop it into gzdoom and it should give you a list of wads to play

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If you only have one it should automatically start

mossy carbon
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@candid charm do you think we could get in a dm?

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so i could screenshare?

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nvm i figured it out thx!

haughty flower
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Kiwi, that looks amazing!

surreal meteor
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@manic tiger the map is fun as is but it got a little same-y using a shotgun 90% of the time, throw in a few chaingunners or something maybe? that section where you get the yellow card got me good lmao.

manic tiger
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I'll see if I can add that in so long as it doesn't ruin the tension of the existing fights. I hate chaingunners and wouldn't throw them in unless it was as creative as the revenant fight where I can subvert expectations but a chain gun might work in that one room with the shotgunner with his back turned.

I'm glad you liked it though! I've had it just... sitting for a while and wasn't sure how I felt about it. I'm also glad the yellow key deal was effective, haha.

surreal meteor
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is there any way to get rid of the giant circles that ambient sounds make in doom builder?

candid charm
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@manic tiger its way too hard

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even on hurt me plenty

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im not fighting 4 revenants with a shotgun in a small room

candid charm
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this sounds like a weird question but

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what is the best texture to use for the base walls in outside area

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s

manic tiger
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I haven't finished the difficulty balancing yet. Theres a number of ways to cheese that fight, all intentional, though if that's too hard for you (and this isn't a knock against you) my levels probably wont be for you.

candid charm
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can someone answer my question though

haughty flower
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Cant simply answer that, it depends on the aesthetics you wanna give to a map

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Like what color design you wanna go mostly for

candid charm
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idk

manic tiger
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Fireblu

candid charm
haughty flower
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startan

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I prefer not to say something and end up ruining your map

candid charm
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the textures are temp

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and say it

haughty flower
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Oh then i wouldnt know what to say if textures are temp

candid charm
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say what you wanted to say

misty cedar
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Computer chair sprites, cool

candid charm
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i gave up trying to make chairs with 3d floors

haughty flower
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Well like i said, it depends on what textures you use overall

candid charm
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what are good textures to use for the walls

haughty flower
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Because texture colors have to complement each other and make kind of sense, say i have some examples like this

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It depends the kind of texture you want to go, material, color, etc so it looks like it flows

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3 examples here, green, wood brown, and custom blue and grey rocky

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Im not sure if i help with this

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If you want to go computer or tech base, your best choices are startan i think

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Star etc

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Or silver like textures

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Unless you are putting custom textures

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I may be wrong tho

candid charm
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oh and you wont be able to visit the area outside

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@haughty flower

haughty flower
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Ok but i dont feel like i can offer more advice, not an expertise on this

twin mulch
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Is there any page that shows what a modder/mapper can and can't do with certain engines?

surreal meteor
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@candid charm what doom builder are you using lol?

sharp helm
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Hey gang, I'm looking to get started with baby's first Doom Modding, but I'm having trouble finding where to start.

There's lots of programs that are claiming to be outmoded or unsupported these days, and I haven't found which ones are good. Can you point me to some software to start learning?

light prism
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depends what you want to do

sharp helm
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Total conversion. Doom1/2 modding

light prism
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sure

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but

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you need to pick an area to start in

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like do you want to modify assets, or behaviour

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to begin with

candid charm
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@surreal meteor doom builder 2

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Doom in Udmf format

sharp helm
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@light prism I'm most comfortable with assets so let's start there. Sorry for the response delay. Had a case of the sleep.

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I have a buddy who has volunteered to help code behaviors and stuff, but I like being self reliant and wanna learn that stuff too.

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I'm doing more reading now that it's morning and it's looking like SLADE is probably the tool for the job.

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The wiki is indicating that it does both map and lump management.

sharp helm
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okay, Slade, ZenNode, maybe one of the image converters?

sharp helm
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Oh. Slade uses DoomBuilder as a resource.

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weird flex but arrite.

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Yeah, I think I definitely need to start with retexturing a bunch of stuff.

candid charm
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@manic tiger late but add a few chaingunners

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I see them as a necessary evil

unique fern
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do you guys know what surround does differently than point or world for ambient sounds?

candid charm
light prism
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i would guess that surround means that it takes advantage of surround sound

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if you have it and its enabled

flat storm
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Am making a (hopefully) vanilla compatible DM map. have a grate/fence texture aligned for my steps that looks proper in ZDoom (including the software renderer) but looks like this in Chocolate Doom:

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not sure what's going on here

vocal crypt
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I'm...

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oh.

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it's possible ChocDoom doesn't support that alignment.

flat storm
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map otherwise plays fine. had a max segs issue but covered it up

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I'm using a default doom 2 texture

light prism
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If a texture with transparent areas is used as an upper or lower texture on a two-sided wall, the content of the transparent areas is undefined. (By definition, the player can see the sector behind a wall only through the middle.)

haughty flower
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@flat storm use an image editor to make that part of the texture repeat in a 128x128 res. No more of this problem.

fast monolith
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i really like that and i don't know why

haughty flower
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hi everyone

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hi @haughty flower

flat storm
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@haughty flower That's probably what I'll do, thanks

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cool sky texture btw

manic tiger
digital wolf
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So I made some music for a WAD I'm making.

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Anyone wanna hear it?

light prism
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depends

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is it harmonious

hushed latch
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sure

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I'm very new to wad stuff; does anyone have any recommendations for must-play wads

haughty flower
digital wolf
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@light prism it's metal.

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I'll edit it tho.

warped radish
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@flat storm I like how you're using d2 textures in unique ways, like those stairs.

flat storm
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muchos gracias

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was supposed to be uploaded sunday evening but now the tutti frutti issue is being a pain in the ass everywhere

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I didn't just use it on stairs, used it for metal trim in a bunch of places

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made a trimmed 128*9 version of the texture in photoshop to use but the pallete gets messed up when I use it in DB. Looks okay in slade though

warped radish
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i assume you reviewed that wiki article linked by cat. also, i've used Slade to fix palettes, right-clicking the texture and Convert.

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i assume you're using gzdoombuilder, instead of doombuilder. i've had an issue with certain png textures not rendering, but you're using vanilla format textures which should work fine. maybe try in gzdb go to sector mode, grid view, and press M, then click those few stair sectors to re-create them.

flat storm
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yep, correct

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Thanks for the advice, I'll give it a try later

warped radish
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yup

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depending on what graphics software you used to edit the texture, it's possible you were not in Nearest Neighbor mode, and therefore some pixels became slightly transparent without you noticing. slade convert can fix that. for myself, in photoshop, i use pencil and my settings are set to nearest neighbor. if you still have issues, send me the texture, and tell me what version of gzdb you're using.

haughty flower
sleek mountain
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what mod it it?

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cause brutal looks way more modern

haughty flower
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it says right there on the description

haughty flower
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Hahahh

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Linear Doom

sleek mountain
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y tho

haughty flower
flat storm
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texture pallette is still messed up even after converting to doom gfx

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looks fine in the patch editor in slade but as soon as I add it as a texture it gets screwed up

flat storm
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Bah. Fixed the issue by using a different texture

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Looks fine in choclate

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chocolate*

haughty flower
haughty flower
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Sexy

haughty flower
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Is that PBR on liquids?

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:nut:

light prism
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nope

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shaders though

haughty flower
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god these 1life complex doom servers are so autistic.

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i wonder if t here is a way to improve the model so that you don't need to sit with finger up the ass while last standing nolifer actually goes another 20 minutes...and then still dies on boss alone. Not exactly coop, something with challenge, but with gate not as autistic as 1life

timber bridge
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maybe a score system with 1 ups

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a la serious sam

haughty flower
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eh.

haughty flower
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Wait i think i got it. Make a separate set of wads with this kind of rule - mixed coop.

Players start at individual forks of the map and are able to respawn within their fork as much as they want at checkpoints. At some point map converges to an arena battle where players can only respawn together (coop checkpoint), then it forks back for each player (color-coded passages which only specific players can pass)

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that way there is almost no downtime and only small segments where players rely onto each other

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*pokes @light prism * any thoughts on that?

light prism
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seems like a lot of effort for not much difference than the 'respawn where died' flag

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maybe in a long campaign would make sense

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i think maybe extra lives as bonuses makes more sense, or allowing other players to bolster reinforcements (force respawn dead specs) at saferooms or something

haughty flower
flat storm
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any way to make a sector insta kill in vanilla doom?

haughty flower
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Pretty sure not

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Yeah.

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Check MAP30 of TNT: Evilution. @flat storm

flat storm
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Google search bought up the voodoo teleporter thing

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tried it, felt it didn;t really work for a DM map

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I just made some lines impassible

flat storm
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Did the idgames archive go down? Lost my connection right before I uploaded my map

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Can't reconnect

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nevermind

sleek mountain
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could someone make a mod where the face of Doom Guy is Keanu?

haughty flower
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If someone has sprites...

sleek mountain
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sigh, Bethesda took down the Doom 4 Remake project

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but for some reason Fallout/TES remakes mods are ok, but not Doom

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wut?

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this is why I hate copyright (I know why it exist and why it's needed, but to shut down fan projects bcs of copyright on a 1993 game is a bit too far fetched)

haughty flower
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@sleek mountain
Doom Remake 4 contained an edited GZDoom and advertised itself as an actual remake.

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It happened with Doom 2 UE4 Remake as well

sleek mountain
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this is why we need actual official remakes, that modders don't have to waste their time remaking games to eventually be shot down by the publishers

haughty flower
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He didn't remake shit

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He just compiled all graphic mods in existance and called it his work

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@sleek mountain

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So he wrong both in legal means and in the community

shadow bone
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There was even one mod in there that specifically says "I forbid the usage of this mod in Doom Remake 4"

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Which of course he ignored

haughty flower
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Lol

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I didn't know that. Which one?

shadow bone
haughty flower
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Just lmao.

sleek mountain
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yeah, but still. We need remakes (not just of the old doom games, but of lot's of older titles)

shadow bone
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what if...

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guys

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GUYS

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whaaaat ifff

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All the "classic" demon and powerup designs in Doom Eternal are because they're including an HD remake of classic Doom in it?

sleek mountain
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cool, but idk

haughty flower
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Impossible

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But knowing that there are ID people in this server, and you're a moderator...

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Oof

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Sorry VEGA

sleek mountain
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what did you want to say (use * to filter out letter to say the f**king swear word)

shadow bone
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Don't worry about it

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Anyway, the level geometry is easy enough to import

haughty flower
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It wasn't the bad word itself I think

shadow bone
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and as we've seen from the fanbase, making new HD fancy schmancy material textures isn't exactly an insurmountable task...

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so add in monsters and weapons and powerups....

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guys I think they might be secretly planning to include a full visual revamp of the original game

haughty flower
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Really tho

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Would be awesome

sleek mountain
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what I would love tho is to see the first 3 games reïmagined with the modern engine and levels that fit in the new doom games more while still being recognisable as the level it was in the OG game

haughty flower
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Plutonia but with a better balance

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And ye if there's gonna be a remake of Doom 1/2 there should be some new ID stuff, not necessarily double jump and stuff but at least quick melee and enemy supplies drop

sleek mountain
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but you know how the new levels are more complicated with more advanced level design? Imagine for example Knee-Deep Lvl.1 reïmagined like a 2016 level

haughty flower
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Not necessarily.

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If they add a single jump, they may just conveniently change the environment (e.g. windows in E1M1)

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So you won't be able to just cheese everything

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@WillTDP doom remake 4 was shit with stolen assets, basically just a compilation mod, and it did run withouth doom 2 (as in you didnt need to purchase it) most likely for that part could have been that zenimax took it down rather than the compilation

shadow bone
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Maybe classic maps will have an optional setting like "play with classic Doom mechanics (no jump, superfast movement, etc) or "play with modern Doom mechanics"

haughty flower
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Oh fuck i dont know how to scroll

sleek mountain
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f

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ik

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@shadow bone would be cool, but way too OP for the classic maps

haughty flower
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If it was named Doom Overhaul nothing would have happened tbh

shadow bone
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Meh, gameplay mods break the classic maps all the time

sleek mountain
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except if you do a Brutal Doom style rebalance

haughty flower
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boot up any doom 4 esque mod with vanilla essence and doom compat flags

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BD breaks maps too

vocal crypt
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AV is bad I can't imagine BD

sleek mountain
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a bit, but it rebalances very good

shadow bone
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Hell, even Doom2016 breaks the included classic maps I think

vocal crypt
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With AV

haughty flower
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It does.

shadow bone
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So it's not a huge deal

haughty flower
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You can cheese many maps very easily in Doom 2016

shadow bone
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But the option to play with classic limits enforced would be cool too

sleek mountain
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but wouldn't work at all in the new maps

haughty flower
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The only really bad thing is that the enemies are not balanced for the... rather claustrophobic classic maps

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So you get a bullet hell in a very small room

sleek mountain
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yeah, chainsaw is recommended for those situations

haughty flower
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Or how the chainsaw wakes up the zombies in MAP01

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A fist punch in the air too

haughty flower
candid charm
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can i "split" textures vertically in doom builder?

lime cedar
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What do you mean by split

dusty escarp
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Do you mean split, as in cutting a percentage of the texture off?

light prism
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you can only use lower, mid and upper

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so you can, say, have a wall made up of three different textures

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by having an outer sector with raised floor and lowered ceiling and a gap

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then putting low, mid and upper textures on the 2 sided lines facing inwards

lunar sage
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gzdoombuilder or doombuilder 2

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everybody seems split dead middle on this

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ima go with doombuilder 2, both seem unupdated, i can change if gzdoombuilder is better

haughty flower
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GZDoombuilder supports mods

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And has more features

lunar sage
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also newbie question which door is the one the players only can open

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no monsters

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w1 open wait close doesnt do anything

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s1 seems to do fine

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still not sure of the meaning of either

haughty flower
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mods as in stuff like brutaldoom weapons?
Basically... if Brutal Doom has DoomEdNums (cannot remember clearly) for them you can place SMG, BFG10k, Machinegun, etc. separately without using randomizers

lunar sage
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okay, that actually sounds real useful

haughty flower
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The mods that benefit most from this are DBT's Death Foretold and QCDE

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Because they have every item assigned to a DoomEdNum

lunar sage
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havent played either yet though

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but thanks for elaborating

candid charm
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@lime cedar basically on a wall have 2 textures split horizontally

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It’s like how you do it normally by placing a vertices in the middle of a wall

lime cedar
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@candid charm oh yeah, you can do that by making a thin sector and raising the floor and lowering the ceiling on it. you can then place two seperate textures on the higher part and lower part. it doesn't have to be thin but if your doing a wall on an interior section it would make more sense to do a thin one if there's nothing behind it

candid charm
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What

lime cedar
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I don't know how to word it well

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@candid charm basically, you know how you can raise a floor and lower a ceiling? just take a sector and raise the floor halfway, and then lower the ceiling halfway until they meet

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then you can put one texture on the upper part and one texture on the lower part

mystic moss
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hey all, i'm new here and just wondered something. I know we can use SnapMap for making levels in Doom 2016 but are there tools available for use to make custom levels?

haughty flower
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No.

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Learn using SnapMap; it is quite expanded, more than you think.

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Recently the Summoner has also been hacked in.

mystic moss
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Ok cool I'll give it a thorough look at thanks 👌

mystic chasm
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@lunar sage it's been a while since I've used the original doom format for maps but I think i remember the 2 character codes on the specials:
D stands for Door, so it's a special you would but on a linedef that actually makes up a door (a ceiling that raises) W stands for walk-over, so a crossable linedef like that makes up a sector S is for switch, so, uh, a switch usually separate from a door G is for gun, so if a shot hits/cross the line it triggers the special P stands for pushable, like doors requires that you 'use' the wall R is for repeatable, so the special can be used more than once 1 is for one time only, so a door that stays open for example
S/D might also determine what sound that plays

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also

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for everyone else

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Doombuilder 2 AND GZDoombuiler are BOTH outdated!

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You'll want to use GZDoombuilder-bugfix or DoombuilderX

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if you are not on windows SLADE3 also has a mapping tool if you want to use a native program

candid charm
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does anyone know how i can make the player start with only his fist

mystic chasm
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in vanilla?

candid charm
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im using udmf format

mystic chasm
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on gzdoom?

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or eternity?

candid charm
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gzdoom

mystic chasm
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zscript will do it for sure

candid charm
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also is it possible to make the pistol a pick up

mystic chasm
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like make another weapon in the pistol slot?

candid charm
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no

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make the pistol a weapon you can pick up

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like the shotgun i guess

mystic chasm
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yea

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more zscript

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other mods have done it, but you'd need to:
-make a sprite for the pistol pickup
-make a character class with only fists as equipped wepons
-overwrite the player start with that class etc

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-make the the pistol pickup item

candid charm
mystic chasm
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yeah, just need to tweak the script for what weapon slot you want and that sort of thing

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I don't know if those come with the DECORATE to make them work or not

candid charm
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ill just try to insert one of the weapons from there into my level normally

mystic chasm
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looks like they do

lilac star
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Builder view of latest map. Will be in a CP that should (hopefully) be released soon

haughty flower
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Akeldama?

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Oh wait, I guess those are 3D floors. Just guessed Akeldama because that looks like a AV map from the top down view.

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You should post some screenies of that main middle area at least, looks like it is pretty.

light prism
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how much weed did that map take

mystic chasm
haughty flower
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@mystic chasm this is a sweet effect

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always like when there is a use of non-euclidian geometry and architecture

mystic chasm
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working on a short episode and that's how you travel between hell

shadow bone
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that's pretty rad-looking

mystic chasm
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it's really not as detailed as some wads you see out there

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but mostly when you are just gunning your way through you don't notice the architecture that much

haughty flower
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@mystic chasm It's not really about junk detail. just have a theme and interesting architecture which doesn't obstruct gameplay (points at alien vendetta map01) and you should be fine

haughty flower
haughty flower
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@mystic chasm @haughty flower true that. 1000 sectors per room doesn't equal to good-looking.

rigid relic
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What do I do if the doors are open when I spawn in, I've been trouble shooting for like 2 hours now

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and the monsters can shoot through the walls

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idk why

light prism
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sounds like u fuxed up, son

haughty flower
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Hey guys, i want to make a monsters which, it can standstill just for shoot and chase me, do you know how it works?

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i'm still working on decorate

lilac star
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@haughty flower What do you mean? Do you mean how regular monsters stand still while shooting?

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If so you can look at existing monster and see how A_Chase is used etc

lilac star
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@haughty flower looks good af, would have been great for the MAYhem 19 cp

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can you have it spawn with a Z axis offset?

mystic chasm
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did you crossbreed a caco with a stone gargoyle?

haughty flower
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@lilac star im trying to fix that

lilac star
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Thats sweet drugod

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Good frankenspriting

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It's in the same vein

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Lovecraftian horror buzz

mystic chasm
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oh, you're the guy working on that!

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neat

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reminds me of this

lilac star
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oh i fkn love that

haughty flower
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thanks guys

haughty flower
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WoW @haughty flower amazing project

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Looking forward for your final demo

haughty flower
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thanks @haughty flower

candid charm
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How do you make transparent windows

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I’m using udmf format

light prism
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@candid charm

nova terrace
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hello, im looking for someone who can help me find a way to put doom on my graphing calculator. I'd figure it out completely myself but I don't have a ton of time (I need this for a math final that I'm taking tomorrow). In case anyone is wondering, I have a Casio fx-CG50, but also have a TI-89 if that doesnt work out

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just thought if anyone would know they would probably be here

haughty flower
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Do you really HAVE to do it

final citrus
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I guess whoever that is could use it for when they've done it early to pass the time until the time the exam could be handed in.

haughty flower
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C HNA SGUN

grand tulip
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how do i make it so that one starts on a moving platform ie floor lowering?

haughty flower
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@grand tulip I don't understand what you mean.

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You want to make a floor lower?

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When the player enters the map?

grand tulip
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i want to end a level after you're on a floor lowering and start the next one while being lowered to the next platform .. ish

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without havint to linedef or key trigger

haughty flower
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Well, there are multiple ways to do that depending on what map format you're using.

grand tulip
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doom in hexen

haughty flower
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Then you can use a script, that makes the floor lower after the player enters the platform, and a delay for the end of the level.

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Hold on, I'm kinda rusty with scripting, but I think I can make it.

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Yeah it works. The script is simple and easy.
#include "zcommon.acs"

script 1 (void)
{
Floor_LowerToLowest(X, Y);
delay(Z);
Exit_Normal(1);
}

#

X would be the tag of the platform that you want to lower, Y would be the speed.

#

Z is how long you want the delay for the level to end to be.

#

so if I put something like "delay(35*3)" it'd take approximately 3 seconds for the level to end, after the platform began lowering.

#

When you cross those green lines, the script executes.

#

Of course, there also needs to be a floor for which you want the platform to lower to... you can do that with dummy sectors, located outside of the map, if you wish.

#

these two sectors are 'joined'. You join sectors by selecting them and pressing J. They'll have the exact same properties such as brightness, height, etc.

grand tulip
#

sec. testing

haughty flower
#

the OTHER dummy sector, located to the left of the DUMMY sector connected to 'the platform that you want to lower', is lowered to a random amount. It won't actually reach before the level ends.

#

When you get that to work, I'll show you how to start a level on a lowering platform.

grand tulip
#

works well

#

i didnt use a dummy sector tho

haughty flower
grand tulip
#

script 7 (void)
{
if (exit == false)
{
Floor_LowerByValue(25, 10,500);
delay(35*3);
Exit_Normal(1);
exit = true;
}
else
{
//Do nothing.
}
}

haughty flower
#

Dunno if it needs to be that complicated, but oke.

#

I didn't remember the LowerByValue thingy.

grand tulip
#

well the platform is a bit up so u might retrigger it... but ye i guess doesnt matter

haughty flower
#

to start the level on a lowering platform, just use OPEN instead of (void), for the script.

grand tulip
#

ok i made the linedefs smaller and set it to lock player too :p

#

now ill start with the second one

grand tulip
#

@haughty flower works 😃 thank u so much

sinful bough
#

Anyone can give me some snapmap help?

lunar sage
#

how do i get the walls to be short but the roof to still be high, i want short walls but i will have skyscraper structures

#

and the sky only works on the roof so

#

not sure what to do here

light prism
#

give the sky walls line action #9

#

then put short walls in front of them

haughty flower
#

That only works if you're using a map format that allows for Line Horizon

#

@lunar sage

#

if you're on vanilla, you make a sector behind the short walls and lower its ceiling, like this.

light prism
vocal crypt
#

3D models that fit and don't look like ass?

#

What is this trickery

haughty flower
#

Good models

haughty flower
#

Hoho, Hunter's Moon getting competition.

vocal crypt
#

did I just forget how to make doors in UDMF or something, or is there some shit I don't know about.

#

wait

#

okay yeah question still stands

#

the green lines are the door and I do have the "open when use key is used" or the equivalence of,
Yet Doomguy makes his umph sound and it doesn't open.

#

and yes

#

it's tagged as door generic

light prism
#

why are the walls made of sectors

#

also the door lines need to be facing outwards

#

(the little linedef willies need to be flipped)

mystic chasm
#

doors also raise to the surrounding sectors, so if those walls are at floor height it won't open

light prism
#

yeah

#

raises to the height of the next highest

vocal crypt
#

fuck me, doors workin now.

light prism
#

no thanks

mystic chasm
#

this your first map?

light prism
#

i dont need mapping herpes

mystic chasm
#

@vocal crypt

vocal crypt
#

no, at least working wise.

mystic chasm
#

I playtest new maps for people on the doomworld forums, once you've made something you think is good post it over there in maps and mods if you don't mind some criticism

vocal crypt
#

it's more an invasion map so tis meant for MP.

haughty flower
#

Can anyone make me a mod that detects when the item count goes above 0 and then kills the player?

#

Gonna do a challenge run for my channel

mystic chasm
#

item count? Like, so if you pick up anything at all?

haughty flower
#

Yeah

#

I wanna try to do doom itemless

mystic chasm
#

using zdoom?

haughty flower
#

Yeah

#

Im not well versed in coding stuff for zdoom lmao

mystic chasm
#

items in zdoom inherit from an inventory class

#

thought it would be easiest just to overwrite that class with a function that kills you when you pick up something

haughty flower
#

I was thinking it would be like: If Item_Count = 1 then exec kill. But like i said. I dont know how it works lol

mystic chasm
#

you could do that

#

but you'd have to make it loop continously

haughty flower
#

Idk how to do that. I only know extremely basic coding

mystic chasm
#

@haughty flower I had to go your route because only certain ite,s count towards the percentage on the screen

haughty flower
#

Alright

mystic chasm
#

let me check 1 more thing

#

then you can have the wad

haughty flower
#

Alright

mystic chasm
#

there u go

#

kills you whenever the item% goes above 0

#

good luck getting the blue keycard in the focus

haughty flower
#

Thanks. Im not a very big youtuber but ill credit you in the video if you want

mystic chasm
#

so

#

i tried this

#

you cant get past e1m3 since there are blue health vials blocking both exits

#

and i don't think you can get past the focus in doom2

haughty flower
#

That just adds to the minimum ammount of items required

#

Any way to show hitboxes in gzdoom?

mystic chasm
#

blue vials count towards item%

#

I'm not sure about showing hitboxes

haughty flower
#

If i cant complete a level ill skip it and mark it as failed

#

Rip

mystic chasm
#

ok

#

I could make it so that you take damage on every item you pickup, but that kinda defeats the itemless thing

haughty flower
#

True.

mystic chasm
#

and yeah, put me in the video!
coolcaco

haughty flower
#

Alright. I will

mystic chasm
#

what's your channel?

haughty flower
#

Can i like it here?

#

Or in showroom?

mystic chasm
#

you can pm it if you want, but I've seen people post their twitch and stuff I think

alpine barn
#

s m o o t h

lunar sage
#

does udmf support line horizon @haughty flower

blissful surge
#

Doom 1 with 3D weapons?! O.O

light ferry
#

Duake

#

Quoom

hushed latch
#

Does anyone have recommendations for maps to play HD on

digital wolf
#

3D models in DOOM?

#

1993 DOOM?

#

Gimme

#

wait

#

wait

#

Those are just EXTREMELY HD sprites that look 3D.

#

I guess.

#

@light prism amirite?

#

I mean it's a perfect illusion but still.

shadow bone
#

GZDoom supports 3D models

#

I think it's that

#

considering the use of dynamic lights

unreal oyster
#

100% a 3d model, and it's definitely not for 1993 doom, it's on gzdoom

#

1993 doom would not support a sprite of that resolution anyway

haughty flower
#

You also can feel the depth

light prism
#

yes, those are models

#

like i need to even say

haughty flower
#

They are optical illusions

#

Models are flat and no one has ever proved otherwise, MisterCat is a hack and a fraud

light prism
#

your butt is flat

#

and noone has ever proved otherwise

haughty flower
light prism
#

shader'd models > hires sprites

#

i did make a shader for wrapping environment maps on false normals on sprites

#

but this still looks better

hazy lantern
#

That looks really impressive.

light prism
#

fankles

blissful surge
#

Yeah pretty cool eh?

haughty flower
#

It lags my phone when there's more than one gif

light prism
#

get giffed on, punk

haughty flower
#

Very cool

digital wolf
sleek mountain
#

Noice

light prism
#

nicely

#

rendered from models i guess

umbral skiff
#

I have rudimentary experience making maps, and I'm actually trying to make one without giving up.
Any advice on how to not make it look like Baby's First Wad™?

hushed latch
#

Making baby's first wad is probably a condition of the possibility of making better wads, so maybe it would be for the best

umbral skiff
#

I'm just trying to avoid unoriginality and rookie mistakes so I don't look like a 🤡 when I share it with a few folks.

light prism
#

you will look like one regardless

#

as long as you dont post a huge paragraph backstory with your wad, its fine

umbral skiff
#

I can't tell if the idea of looking like a clown regardless of effort is encouraging or disheartening.

haughty flower
#

I can't even come up with a good starting room

#

lol

hushed latch
#

post all backstory

alpine barn
#

Clowns have small cars and big shoes

#

Therefore they have big dicks

#

Regardless of gender that's considered something to flex

umbral skiff
#

General opinion question:
Is the idea of a map that starts off in a tech base, but mostly takes place in an expansive hell cave an interesting concept? (Note, when I say starts off, I mean it's shorter than Quake's first level.)

light prism
#

asking for opinions on this kind of thing is like giving names to all the grains of sand on the beach

#

you do you, make a map, don't filibuster with yourself

haughty flower
#

Always depends on how you do it

haughty flower
#

The more i play the more i realize - maps with low light can go fuck themselves

#

especially schythe 2

#

even with gamma 1.3 i cannot see shit

serene basin
#

oh that looks good

umbral skiff
#

I figured the 2016 BFG sounds would play in my head, but the DOOM 64 ones do, instead.

sleek mountain
#

@light prism if you ever release it, will it be Brutal Doom compatible?

light prism
#

are YOU brutal doom compatible?

sleek mountain
#

wut

light prism
#

it shouldn't conflict with any existing mods

sleek mountain
#

ok

#

how many guns did you do already? or just the 2 you showed above?

serene basin
#

Those are far too spidery for my taste

#

the thing legs and such

digital wolf
#

So what do you guys think about the sprites?

digital wolf
#

Alright the game I'm working on is gonna have it's own coded engine.

haughty flower
#

I rarely use brightness above 144 for my maps lol

#

bright maps can go fuck themselves

#

got as much atmosphere as Deimos

light prism
#

youre right, fire should be dark in dark areas

haughty flower
#

@haughty flower i am not telling you to overbrighten your maps. but for fucks sake. don't do it so player cannot see shit

#

again - schythe 2.

#

half of the hallways are virtually so dark you cannot see jack or shit

haughty flower
umbral skiff
#

Okay, so i finally finished making the map I was working on!
I feel as though I should clarify, as the title of the zip is questionable, in hindsight.
https://www.mediafire.com/file/hn5qxx89sqpxyup/SHADBASE.zip/file
The name is just a contraction of the full name "Shadow Base" (which was rushed in a no-sleep state).
This is not a Shadman based shitpost wad.

MediaFire
haughty flower
#

shadow man

#

@umbral skiff can you give more info on the wad? such as, how many maps, what compatibility and what sourceports it runs on/is intended to be played.

haughty flower
#

Shadbase.wad

umbral skiff
#

@haughty flower it's in the readme

haughty flower
#
  • It looks really bland. There's nearly no lighting variation, and what makes it worse is that the map is VERY dark and it's almost impossible to see anything. Constantly having to use the automap to find where to go. (For reference, I'm using my computer's and GZDoom's default brightness settings)
#
  • You could use better doors.
  • The fight before the blue key is a door camping fight... I open the door, alert all the monsters in the room and camp in the small hallway. It's tedious.
#

The lvl design in general is average beginner stuff.

umbral skiff
#

Okay, the lighting is my definitely my fault.
My brightness settings are a tad higher, and the lighting was more moody as opposed to almost pitch black.

umbral skiff
#

Okay so just for reference, the instance of GZDoom I was using to test the map was the same one I use to actually play the game normally.
I had the "Sector light mode" in the hardware rendering settings set to "bright"
Also, the video mode it was using was "Hardware Accelerated, and lemme tell you, the difference between your screenshot and how it looks on my end, is night and day.

#

I basically just booted the map up to take said screenshot

umbral skiff
mystic chasm
#

@umbral skiff


- always changing floor height when I wanted to change floor textures
- using special border textures between different wall segments and doorways
- being strict about texture alignment
- conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas
- making sure that if a player could see outside that they should be able to somehow get there
- being strict about designing several secret areas on every level
- making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level
- creating easily recognizable landmarks in several places for easier navigation```
#

here's some more from me:

  • doors are the death of level design
  • loops are good, but so is retracing your steps if the level has changed (geometry, more monsters, etc)
  • have a design for your map before you even open your map editor
  • pick a texture theme for your level and stick to it unless you have a design reason to mix them
  • switches should always show what they effect, through a window for example
  • if you have keys, show the locked door to the player before they find they key
haughty flower
#

"Doors are the death of level design" is one of the only ones I disagree with. "An unmoderated use of doors is the death of level design" on the other hand...
"Switches should always show what they effect" is kind of a hard limitation. It implies the level will be compact and the switches will always be very close to what they activate.

light prism
#

not true

#

you could use a security camera to show what it affects, or unique textural marking on switch & door/lift/whatever

#

amongst other things

haughty flower
#

Yeah. I meant in the vision that what the switch did should be exactly shown.

light prism
#

like ive seen wads that have miniatures next to the switch showing what it's done (like a small pylon lowering representing a set of bars lowering to floor or something)

umbral skiff
#

Okay I could use a little help.
Does anyone know how to make a door that slides open horizontally split down the middle?

light prism
light prism
vocal crypt
#

So I'm having problems with modifying the Skulltag BFG10K.
Specifically with sound.
Whenever I add A_Quake and/or A_SetPitch to the Hold state, the sound for the BFG firing up and cooling down cut off.

    BG2G E 20 A_PlaySound("Weapons/BFG10KF")
    BG2G F 4
    BG2G G 1
    BG2G H 1
    BG2G I 1
    BG2G J 1
    Goto Hold
  Hold:
    BG2G K 0
    BG2G K 0 A_Quake(5,10,0,1500,0)
    BG2G K 0 A_SetPitch (pitch-2)
    BG2G K 2 A_GunFlash
    BG2G L 2 A_FireBullets(0, 0, 1, 0, "STBFG10kShot")
    BG2G M 2
    BG2G N 0 A_ReFire
    bg2g N 0 A_PlaySound("Weapons/BFG10KCool")
    BG2G O 37
    Goto Ready```
The "code" if you want to look at that.
light prism
#

try changing the channel the A_Playsounds play on

#

like A_Playsound("Weapons/BFG10KF", CHAN_BODY)

vocal crypt
#

changing it to Channel 1 (or CHAN_WEAPON) worked.
Thanks man

haughty flower
#

Sectors just started deleting themselves in my maps.

#

Why.

#

I'm like the only person that gets these dumbass glitches in GZDoom Builder.

haughty flower
#

Nice railgun

#

I'm having secret counter glitch with Doom64ex the counter rarely goes to 100 even with all secrets.Anyone knows what's up?

sleek mountain
#

Do you also retexture the new guns Brutal Doom adds? (Yeah I really like BD)

light prism
#

this has nothing to do with brutal doom

haughty flower
#

Does it run with Brutal Doom

#

that's a really, really really really important question I must have answered

light prism
#

it would run on top of brutal doom if it was last in the load order

haughty flower
#

Which means EXPECTO BUGONUM

light prism
vocal crypt
#

Would it be possible to make powerups affect everyone in mp or is that beyond Engine limitations.

light prism
#

i cant see why not

#

you could even discern team in teamgames

#

what id do is create a new 'base' powerup that replaces the pickup, that runs a script instead of giving the powerup directly

#

the script can then give everyone ingame the powerupgiver item

haughty flower
#

Well these models and animations are really cool

gray forge
#

But what weapon is that?

haughty flower
#

A shotgun

vocal crypt
#

with regards to giving all,
I feel kinda confident with the ACS part, but not exactly the DECORATE part of it.

{
  States
  {
  Spawn:
  ACS_Execute (1)
  Stop
  }
}
#

More specifically if that's going to be sufficient.

#

or I can just remove the state.

#

damn I can't.

#

welp trying to compile the ACS didn't work

#
script 1 OPEN
{
GiveInventory ("PowerInvulnerable",1);
}```
This is what I have for the ACS script that the DECORATE Powerup executes.
#
C:\Users\(insertUsernamehere)\AppData\Roaming\SLADE3\temp\BEHAVIOR.acs:1: Invalid declarator.
> ACS 
>   ^

The error in question...

#

wait

#

nvm

#

my bad with the ACS part.

#

Still have problems with theDECORATE part.

#

Whooops

#

didn't replace the feckin sphere.

#

well apparently it can run now but

#
{
States
{
Spawn:
 PINV ABCD 6
 Goto Execute
Execute:
 PINV A 6 ACS_Execute (1)
}
}
``` I feel like this goes nowhere.
#

or rather

#

it auto executes the script.

#

it looks like it's not even executing the script.

#

well now it's saying there's an unknown Script 1

#
{
States
{
Spawn:
 PINV ABCD 6
 Goto Execute
Execute:
 PINV A 0 ACS_Execute (1,0)
}
}```
#

so yeah my fears were true

vocal crypt
#
States
{
{
Spawn:
 PINV ABCD 6
 PINV A 0 A_JumpIfInventory(PowerInvulnerable, 1, "Execute")
Execute:
 PINV A 0 ACS_Execute (1,0)
 Stop    
}
}```
#

fixed it a bit

#

oh, ,LoadACS>

#

can't find loaded scirpt.

#

script*

#

jfc can't find autoloaded script thing.

#

Do I need to export it or somethign?

#

Well somewhat fixed it by putting it between SS_START and END

#

but it keeps saying unknown script.

#

wtf

#

``: #library must come before anything else.

#library
^
``

#

but after changing it it still fucking says that error message.

#

oh now it's fine and dandy.

#

wtf

#

unknown script.

#

tf

#

Zandronum/GZDoom says invalid data

#

what invalid data.

#

Also ffs can someone help me.

mystic chasm
#

Use zscript not acs/decorate hacky stuff

#

what are you trying to do?

#

oh for zandro

#

does zandro have support for zscript?

#

i think they are still on 2.x

#

no they don't

#

ok

#

sooo

mystic chasm
#

that will give all players invulnerability whenever anyone picks up an invulnerability sphere

rigid karma
#

@light prism thats awesome

haughty flower
#

Damn that's loud

#

the sound of the shells hitting the floor is so damn annoying tho.

light prism
#

deal with it

sleek mountain
#

Lol

#

Are you planning on making Ironsights for the guns that support it (BD)

light prism
#

this has nothing to do with brutal doom

haughty flower
candid charm
#

@light prism the reload sound is a little weak

#

it sounds compressed

vocal crypt
#

actually it does sound jarring with the power of the fireshot.

#

a big boomy shot, and then a weak reload.

#

not as satisfying.

light prism
#

well you find a decent sound then

vocal crypt
#

that depends

mystic chasm
#

just make it yourself

vocal crypt
#

do you not give a shit about where it's from

light prism
#

i care if its a copyrighted sound if thats what youre asking

#

or generating my own

haughty flower
#

"Just make it yourself" must be very easy to create high quality sounds, yes.

light prism
#

well i do have a home studio setup

haughty flower
#

@mystic chasm This is amazing

sand flint
#

@mystic chasm it surprises me how some of the voices you made were strikingly similar to the original sounds

mystic chasm
#

Uh, that's not me though but thank you

light prism
#

dont look a git horse in the mouth

mystic chasm
#

also I'm not a mongoloid; I would never play with particle blood effects

light prism
#

but blood is particulate 😦

haughty flower
#

Nah blood is sprites. I learnt it with doom

warm portal
#

Hey there! How you guys doing? I would like to start modding Doom, and I was thinking: if I but the ultimate doom and doom II off steam, I would be able to mod them?

haughty flower
mystic chasm
#

@warm portal yes you just need the IWADs: doom.wad and doom2.wad

warm portal
#

Thank You, @mystic chasm

haughty flower
#

@haughty flower Archzombie looks cool

#

@haughty flower thanks dude!!!

#

I'll try bloom eventually but i have to finish blood first

blissful surge
#

im surprised that only 3 frames animation

#

I mean legs movement

haughty flower
#

Give the Archzombie an axe

haughty flower
#

@haughty flower ok when you try it tell me what you think

#

@haughty flower why one axe when it can carry both axes

sleek mountain
#

Is that doom or quake?

silent wigeon
#

I want to say gmod

haughty flower
#

Wolfenstein

light prism
#

its postal 2 duh

edgy hornet
#

super mario

light prism
#

heh ejection port facing the wielder

#

for when you want shell casings smacking you in the nuts

mystic chasm
#

posts picture of every weapon in fallout4

#

Duke Nukem 3D is one of the earliest offenders [of left handed guns]. In a USENET post, the developers admitted that a right-handed Duke wielding guns with left-side ejection ports wasn't very realistic. Gratuitous spent brass flying across the player's field-of-view was just that cool.

lavish hill
#

Hello everyone! I’m new in the doom map making/modding community. I’ve started using some tools that were available for Ubuntu/Debian (actually Eureka and PrBoom+). If someone else uses eureka, I have a problem needed to be resolved from a while: if I try to test in game (command; Ctrl-T), the first time it asks you what launcher to use, but it doesn’t let me search in the files to select prboom+ giving me an “Access denied” error. Someone to help?

flat storm
#

@light prism I had a 30-06 casing from my buddy's Garand eject right into my slightly exposed asscrack one time at the range

#

(we were both prone)

#

burned like a motherf**ker

#

Dumb question... do 1x1 textures play nice with GzDoom? Want to make some flat shaded walls

#

tried putting some in a .pk3 but they don't show up in game

#

nevermind, was dumb and forgot .pk3s have strictly enforced directory structures

#

works now

light prism
#

heh

#

and yeah you can use 1x1 texes

#

good for NULL/VOID textures that you can then scale across huge surfaces

haughty flower
light prism
#

...no im not

edgy hornet
#

are you sure

mystic chasm
#

@lavish hill I'm on Ubuntu, you should probably use SLADE 3 for mapping

#

heck just use slade for everything, it's great

#

(...I'm building Eureka to see if I get the same error)

vocal crypt
#

uh

#

no

#

GZDoom Builder for map making

#

Slade 3 for editing maps and everything else.

mystic chasm
#

gzdb requires directx

#

you can't run gzdb natively on linux @vocal crypt

vocal crypt
#

oh it's a linux thing.

mystic chasm
#

and slade's map editor is good

#

probably not as good as dbx or gzdb-bugfix

#

but still good

#

@lavish hill Dang, I have the same problem

light prism
#

slade wilson

mystic chasm
#

@lavish hill check your prboom+'s permissions

#

there was a permission error now everything is working fine

modern aspen
#

Can you ask for mapping help here ?

haughty flower
#

Yes.

modern aspen
#

Alright

#

So im trying to make a parking booth.

#

(Ignore the exclamation marks i'll texture it later)

#

But it's too tall.

#

And i can't just lower the ceiling.

#

Because i've got this section that i wanna use too and it's higher than ground level.

#

What can i do ?

haughty flower
#

Doom doesn't allow for Room Over Room platforms, it only has ceiling and floor.

modern aspen
#

I know that

#

That's not what i want

#

I want to have a normal non tall booth.

#

AND the platforms around the walls of the map.

haughty flower
#

Oh, well, there's some things you can do.

#

Make a sector surrounding the booth and lower its ceiling, which should use the sky texture.

#

May cause some problems tho...

#

As in, the sky would, how can I say this, obscure the background?

#

Well, you'll see, I think.

modern aspen
#

Like this ?

haughty flower
#

yeah.

modern aspen
#

Right

#

I presume it's gonna cause an effect like this in-game isn't it ?

haughty flower
#

Somewhat like that.

modern aspen
#

Yep

#

Is that all i can do to get what i want ?

haughty flower
#

Yeah.

#

Or you could try making up a structure that would make it look better.

#

@modern aspen

modern aspen
#

Well shit

#

I guess i'll keep the booth idea for a different outdoor area.

mystic chasm
#

you could use a 3d floor for the ceiling

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so your sky doesn't clip around the building

#

if you're using an advanced port

modern aspen
#

3d floor ?

#

I mean im using GZDoom

#

But im using DoomBuilder.

#

plus i just finished something else to replace the booth

mystic chasm
#

dang doom sucks i guess

modern aspen
#

I can't even make a fucking door.

#

And all tutorials online are completely useless.

#

Nice

haughty flower
#

@modern aspen figured it out yet?

#

if not, why don't you open a map made by someone else, maybe even an original Doom 2 map, and see for yourself how they're made?

#

That's how I figured out most engine tricks.

modern aspen
#

I think i have a better idea.

#

If prefabs work the way i think at least.

#

However i have figured out how to make outdoor areas that don't need giant walls.

modern aspen
#

Nevermind it doesn't work.

#

But i did make the map more like how i want it to be.

digital slate
vocal crypt
#

*that are old

modern aspen
#

I jus got GZDoom Builder to work and jesus christ on a bike.

#

I don't even know where to start.

digital slate
modern aspen
#

Ugh no

#

Honestly my biggst challange with doom mapmaking.

#

Is just making a functional door.

#

woah i can actually see the sky in visual mode

queen bridge
#

I think doom builder has presets for doors so you don't have to manually go through and change the sectors and specials to the the right settings

modern aspen
#

I don't think so.

#

Not with the Doom 2 format atleast.

#

The ZDoom format had a generalized actions tab for linedefs or something last time i checked yesterday.

#

But when i tried using it it still made just a broken door.

queen bridge
#

I've been using slade though. Slade kinda has a preset for doors but its kinda buried in menus.

hushed oasis
#

99% percent of people that use SLADE for mapping probably don't have Windows

queen bridge
#

you right I'm on linux lol

hushed oasis
#

the other 1% are probably just idiots

queen bridge
#

lol

queen bridge
#

haven't had too many issues with slade its been pretty good. for me doing a custom sky box has been the hardest part. I sampled the sky from one of the doom eternal screen shots made it into a 1024x128 texture. but I'm not sure the best technique to actually get it to not act as just a normal texture is.

modern aspen
#

On the subject of skies.

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There is only one sky to choose from.

queen bridge
#

What do you mean?

modern aspen
#

skyboxes

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the only one is F_SKY1

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The other textures with the name sky in them are just normal textures.

vocal crypt
#

They became the sky Because mapinfo

modern aspen
#

how do i edit mapinfo ?

light prism
haughty flower
#

Beautiful neetur

light prism
vocal crypt
#

Is it bad I get a vague elder scrolls feel

mystic chasm
#

the trees move too

#

thats dope

light prism
#

mm but their animation is broken when lod changes happen

#

need to fix

mystic chasm
#

you implemented lod in doom?

#

is there a builtin way to do that, or is it a zscript distance checking thing

light prism
#

zscript distance checking

#

there are also actor properties DistanceCheck and RenderRadius

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which internally let you stop rendering above/below a given value

outer depot
#

Hey, could someone help me? Doombuilder's being a bit awkward. I've three doors, three linedefs someplace else for an ambush, everything has a separate tag. When I walk over the lines, only one door opens. When I check the tags, the linedefs all switched to that door's number. What gives?
(Doombuilder 2, Doom in Hexen format)

#

Nevermind, fixed. Linedef "Sector Tag" and actual sector tag were wonky. Once I changed the sector tags appropriately (Doors 2, 3, 4 and walkover-traps 2, 3, 4) it worked.

haughty flower
ebon relic
#

:00

light prism
candid charm
#

why can i only see a small amount of items on realm667

shadow bone
#

What is a "small amount"?

shadow bone
#

That's Doom-style texture packs, and yeah there's only about 30 there

candid charm
#

is there any other site where i can get textures for map making from

shadow bone
#

But I mean... if all those aren't "enough" then I kinda question what you're trying to accomplish

#

Most of those packs have several dozen textures each

candid charm
#

i tried installing one of them but everything in the 3d editor is completely black

outer depot
mystic chasm
#

that's a lot of linedefs

#

also square things > round things

outer depot
#

Making it work with what I know. Don't think anything I'll poop out will look good any time soon, but I hope the gameplay makes up for it.

#

Second 'stage' of it is about quickly navigating precarious rocks. Falling isn't immediately lethal, but there will be some stuff waiting below. Once that has been handled, the player has a quick way of getting back up to try navigating through it again. No hitscans to piss 'em off, either.

haughty flower
#

There should always be hitscan to piss them off.

mystic chasm
#

so; whats the most restrictive port used generally used?
PrBoom?

haughty flower
#

Boom or Limit-removing

#

Boom/MBF is probably the most used among the most popular mappers right now.

mystic chasm
#

well both the original boom and MBF are discontinued :S

#

probably chocolate doom then?

haughty flower
#

Oh, I thought you meant map format.

#

If sourceports, then prboom+.

final citrus
#

Crispy Doom's a good option, too

#

Most speedruns nowadays use it.

haughty flower
#

Note that CompetN only accepts OG OG OG Doom.

#

Like, real OG Doom.

#

On DOSBox.

#

So your bragging rights will remains in youtube.

outer depot
#

Upped my first map, got a complaint I don't really understand. Could someone elaborate?

" p.s.: eh. started it, and immediately found a bug. you have two identical lines (1656 and 168). this confuses some node builders, and this is generally a map bug. "

Link: https://www.doomworld.com/forum/topic/107389-vertigo-first-wad-created/

#

It works just fine, confirmed, on three separate machines. Maybe they're using the wrong port? I stated that it's tested and working in GZDoom g.3.5.1

#

Nevermind, found it. Somehow I overlapped two linedefs. Good thing to look out for, wish Doom Builder would let me know if it happened. GZDoom didn't have an issue with it, but vavoom apparently glitches out graphically

mystic chasm
#

pretty sure gzdb has a "find map errors" tool

#

i dunno if it would pick it up though

#

and I haven't messed with doom builder forever but I remember there being a snap verticies options and possibly other options to remove duplicate linedefs

light prism
#

it should let you know if that happens

haughty flower
vocal crypt
#

What the hell do you call that effect where an outside area is small but the inside is way bigger

#

Like say you got a building and when you enter the room is way more bigger than the actual building

haughty flower
#

Non-Euclidean geometry

#

Supported currently only by GZDoom

vocal crypt
#

Ty

haughty flower
#

just call it The Tardis Effect

wary phoenix
#

enjoy

sleek mountain
#

and get some herpes with it

wary phoenix
#

I tried to make it take 10 health from the player each pickup but I lack of skills of coding

#

so I said fuck it and let it be replacing the blue health instead

normal hazel
#

Uh hello there. Making my first map, centered about being in a library.

mystic chasm
#

heck yea

#

always need more doom modders

normal hazel
#

I'm using SLADE to make the map

#

Can't figure out how you make doors on it though.

mystic chasm
#

which format

#

?

normal hazel
#

UDMF

mystic chasm
#

wow slade has like no tutorials huh?

#

it's very similar to db though honestly

#

in UDMF you don't need to sector tag doors if you want to activate the door by 'using' it

normal hazel
#

Well I tried a bit

#

At least it looks secrety but all it does is do the door raising sound when you use it

#

Nothing raises

mystic chasm
#

how tall is the sector behind the door?

#

maybe you forgot to raise it back up?

normal hazel
#

The sector behind is the same height as the sector in front

mystic chasm
#

what are the line specials?

normal hazel
mystic chasm
#

"Speed" needs to be something other than 0

#

0 = no movement

normal hazel
#

Oh thanks

#

Hm

mystic chasm
#

and Door_Raise will open/wait/then close the door

#

delay is how long the door will wait before it closes again

#

in tics

#

(35 tics in a second)

#

here you go

#

for detailed information on anything there you don't know

#

the zdoom wiki is almost the whole reason i love zdoom so much

normal hazel
#

Oh my

#

This door stuff is definetely a bit tricky

#

I'm trying to get it to work normal but it does things like raising the ceiling of the door lines instead of uh the door

mystic chasm
#

ah the door track parts?

#

(the two sides of the door that don't have action specials?)

normal hazel
#

Oh yeah also when you enter the door sector it acts double sided

#

I turned that off but didn't work out well