#classic-doom-maps-mods
1 messages · Page 95 of 1
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
any ideas? im a noobie, so pardon any incompetence :)
well scratch that it works now
you probably failed to terminate a line beforehand properly
Im nutting
That's okay
So am I ( ͡° ͜ʖ ͡°)
I need a nut button 😢
There you go
new to modding, trying to make a weapon with a reload, and getting this issue. Any thoughts?
used a bunch of code and tutorial stuff from ali jr's channel/mod
you didnt write 'actor'
'actor beretta'
all actors need the word actor
in their definition
I've had this thing on my hard drive for a few years. Figured I'd fix it up.
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
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.
The name is a placeholder until I get around to editing that.
It's a gzdoom level. Use mouseaim. Have fun.
I need advice
How do you do outside areas in levels
Especially how do I make a “barrier”
Try to run gzdoom and screenshot the message it gives you @mossy carbon
@candid charm It runs it just doesn't run the pk3 and only runs doom 2
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
Okay here’s how I installed it
I got brutal doom and then just extracted the pk3 win winrar
After that I drag and drop it into gzdoom and it should give you a list of wads to play
If you only have one it should automatically start
@candid charm do you think we could get in a dm?
so i could screenshare?
nvm i figured it out thx!
Kiwi, that looks amazing!
@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.
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.
is there any way to get rid of the giant circles that ambient sounds make in doom builder?
@manic tiger its way too hard
even on hurt me plenty
im not fighting 4 revenants with a shotgun in a small room
this sounds like a weird question but
what is the best texture to use for the base walls in outside area
s
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.
can someone answer my question though
Cant simply answer that, it depends on the aesthetics you wanna give to a map
Like what color design you wanna go mostly for
idk
Fireblu
@haughty flower well heres my starting room
Oh then i wouldnt know what to say if textures are temp
say what you wanted to say
Computer chair sprites, cool
i gave up trying to make chairs with 3d floors
Well like i said, it depends on what textures you use overall
what are good textures to use for the walls
Because texture colors have to complement each other and make kind of sense, say i have some examples like this
It depends the kind of texture you want to go, material, color, etc so it looks like it flows
3 examples here, green, wood brown, and custom blue and grey rocky
Im not sure if i help with this
If you want to go computer or tech base, your best choices are startan i think
Star etc
Or silver like textures
Unless you are putting custom textures
I may be wrong tho
oh and you wont be able to visit the area outside
i can switch the texture to something like this
or this
@haughty flower
Ok but i dont feel like i can offer more advice, not an expertise on this
Is there any page that shows what a modder/mapper can and can't do with certain engines?
@candid charm what doom builder are you using lol?
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?
depends what you want to do
Total conversion. Doom1/2 modding
sure
but
you need to pick an area to start in
like do you want to modify assets, or behaviour
to begin with
@light prism I'm most comfortable with assets so let's start there. Sorry for the response delay. Had a case of the sleep.
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.
I'm doing more reading now that it's morning and it's looking like SLADE is probably the tool for the job.
The wiki is indicating that it does both map and lump management.
okay, Slade, ZenNode, maybe one of the image converters?
Oh. Slade uses DoomBuilder as a resource.
weird flex but arrite.
Yeah, I think I definitely need to start with retexturing a bunch of stuff.
do you guys know what surround does differently than point or world for ambient sounds?
i would guess that surround means that it takes advantage of surround sound
if you have it and its enabled
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:
not sure what's going on here
map otherwise plays fine. had a max segs issue but covered it up
I'm using a default doom 2 texture
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.)
@flat storm use an image editor to make that part of the texture repeat in a 128x128 res. No more of this problem.
i really like that and i don't know why
sure
I'm very new to wad stuff; does anyone have any recommendations for must-play wads
@hushed latch https://www.doomworld.com/10years/bestwads/
@flat storm I like how you're using d2 textures in unique ways, like those stairs.
muchos gracias
was supposed to be uploaded sunday evening but now the tutti frutti issue is being a pain in the ass everywhere
I didn't just use it on stairs, used it for metal trim in a bunch of places
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
i assume you reviewed that wiki article linked by cat. also, i've used Slade to fix palettes, right-clicking the texture and Convert.
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.
yup
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.
this mod is hilarious
https://www.youtube.com/watch?v=40o5QUbjDho&t=1487s
#Doom #gameplay - Linear Doom (v1.2) by DeXiAZ + Beautiful Doom (6.3.2) Downloads: https://www.moddb.com/mods/linear-doom https://www.moddb.com/mods/beautifu...
it says right there on the description
y tho
texture pallette is still messed up even after converting to doom gfx
looks fine in the patch editor in slade but as soon as I add it as a texture it gets screwed up
Bah. Fixed the issue by using a different texture
Looks fine in choclate
chocolate*
The final release of Brutal Doom is here !!!!! :D
https://youtu.be/bxo5f7RCulA
#Doom #coop #gameplay - Extermination Day + Brutal Doom v21 (Duke Nukem secret levels)
Sexy
god these 1life complex doom servers are so autistic.
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
eh.
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)
that way there is almost no downtime and only small segments where players rely onto each other
*pokes @light prism * any thoughts on that?
seems like a lot of effort for not much difference than the 'respawn where died' flag
maybe in a long campaign would make sense
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

any way to make a sector insta kill in vanilla doom?
Google search bought up the voodoo teleporter thing
tried it, felt it didn;t really work for a DM map
I just made some lines impassible
Did the idgames archive go down? Lost my connection right before I uploaded my map
Can't reconnect
nevermind
Welp, my DM map is as done as it will ever be.
could someone make a mod where the face of Doom Guy is Keanu?
sigh, Bethesda took down the Doom 4 Remake project
but for some reason Fallout/TES remakes mods are ok, but not Doom
wut?
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)
@sleek mountain
Doom Remake 4 contained an edited GZDoom and advertised itself as an actual remake.
It happened with Doom 2 UE4 Remake as well
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
He didn't remake shit
He just compiled all graphic mods in existance and called it his work
@sleek mountain
So he wrong both in legal means and in the community
There was even one mod in there that specifically says "I forbid the usage of this mod in Doom Remake 4"
Which of course he ignored
Marisa's "texture lights" proof-of-concept
https://forum.zdoom.org/viewtopic.php?f=46&t=64481
Discussion about ZDoom
Just lmao.
yeah, but still. We need remakes (not just of the old doom games, but of lot's of older titles)
what if...
guys
GUYS
whaaaat ifff
All the "classic" demon and powerup designs in Doom Eternal are because they're including an HD remake of classic Doom in it?
cool, but idk
Impossible
But knowing that there are ID people in this server, and you're a moderator...
Oof
Sorry VEGA
what did you want to say (use * to filter out letter to say the f**king swear word)
It wasn't the bad word itself I think
and as we've seen from the fanbase, making new HD fancy schmancy material textures isn't exactly an insurmountable task...
so add in monsters and weapons and powerups....
guys I think they might be secretly planning to include a full visual revamp of the original game
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
Plutonia but with a better balance
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
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
Not necessarily.
If they add a single jump, they may just conveniently change the environment (e.g. windows in E1M1)
So you won't be able to just cheese everything
@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
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"
Oh fuck i dont know how to scroll
If it was named Doom Overhaul nothing would have happened tbh
Meh, gameplay mods break the classic maps all the time
except if you do a Brutal Doom style rebalance
boot up any doom 4 esque mod with vanilla essence and doom compat flags
BD breaks maps too
AV is bad I can't imagine BD
a bit, but it rebalances very good
Hell, even Doom2016 breaks the included classic maps I think
With AV
It does.
So it's not a huge deal
You can cheese many maps very easily in Doom 2016
But the option to play with classic limits enforced would be cool too
but wouldn't work at all in the new maps
The only really bad thing is that the enemies are not balanced for the... rather claustrophobic classic maps
So you get a bullet hell in a very small room
yeah, chainsaw is recommended for those situations
Bloom new video
Testing new gore debris and spawing decals. For more info check: https://www.moddb.com/mods/bloom-doomblood-crossover Download (only works on lastest version...
can i "split" textures vertically in doom builder?
What do you mean by split
Do you mean split, as in cutting a percentage of the texture off?
you can only use lower, mid and upper
so you can, say, have a wall made up of three different textures
by having an outer sector with raised floor and lowered ceiling and a gap
then putting low, mid and upper textures on the 2 sided lines facing inwards
gzdoombuilder or doombuilder 2
everybody seems split dead middle on this
ima go with doombuilder 2, both seem unupdated, i can change if gzdoombuilder is better
mods as in stuff like brutaldoom weapons?
also newbie question which door is the one the players only can open
no monsters
w1 open wait close doesnt do anything
s1 seems to do fine
still not sure of the meaning of either
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
okay, that actually sounds real useful
The mods that benefit most from this are DBT's Death Foretold and QCDE
Because they have every item assigned to a DoomEdNum
@lime cedar basically on a wall have 2 textures split horizontally
It’s like how you do it normally by placing a vertices in the middle of a wall
@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
What
I don't know how to word it well
@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
then you can put one texture on the upper part and one texture on the lower part
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?
No.
Learn using SnapMap; it is quite expanded, more than you think.
Recently the Summoner has also been hacked in.
Ok cool I'll give it a thorough look at thanks 👌
@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
also
for everyone else
Doombuilder 2 AND GZDoombuiler are BOTH outdated!
You'll want to use GZDoombuilder-bugfix or DoombuilderX
if you are not on windows SLADE3 also has a mapping tool if you want to use a native program

does anyone know how i can make the player start with only his fist
in vanilla?
im using udmf format
gzdoom
zscript will do it for sure
also is it possible to make the pistol a pick up
like make another weapon in the pistol slot?
yea
more zscript
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
-make the the pistol pickup item
if i just use something from here https://realm667.com/index.php/en/armory-mainmenu-157-97317/doom-style-mainmenu-158-94349 is it possible to skip the first and fourth one
yeah, just need to tweak the script for what weapon slot you want and that sort of thing
I don't know if those come with the DECORATE to make them work or not
ill just try to insert one of the weapons from there into my level normally
looks like they do
Builder view of latest map. Will be in a CP that should (hopefully) be released soon
Akeldama?
Oh wait, I guess those are 3D floors. Just guessed Akeldama because that looks like a AV map from the top down view.
You should post some screenies of that main middle area at least, looks like it is pretty.
how much weed did that map take
@mystic chasm this is a sweet effect
always like when there is a use of non-euclidian geometry and architecture
working on a short episode and that's how you travel between hell
here's some more ss
it's really not as detailed as some wads you see out there
but mostly when you are just gunning your way through you don't notice the architecture that much
@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
@mystic chasm @haughty flower true that. 1000 sectors per room doesn't equal to good-looking.
What do I do if the doors are open when I spawn in, I've been trouble shooting for like 2 hours now
and the monsters can shoot through the walls
idk why
sounds like u fuxed up, son
Hey guys, i want to make a monsters which, it can standstill just for shoot and chase me, do you know how it works?
i'm still working on decorate
@haughty flower What do you mean? Do you mean how regular monsters stand still while shooting?
If so you can look at existing monster and see how A_Chase is used etc
@haughty flower looks good af, would have been great for the MAYhem 19 cp
can you have it spawn with a Z axis offset?
did you crossbreed a caco with a stone gargoyle?
@mystic chasm yes but isnt the only one who has been crossed
take a look
Video illustrating how hybrid monsters are generated. For more info check: https://www.moddb.com/mods/bloom-doomblood-crossover Download (only works on laste...
@lilac star im trying to fix that
Thats sweet drugod
Good frankenspriting
Have you seen this cp? https://www.doomworld.com/forum/topic/106112-mayhem-2019-doom-for-the-doom-god/
(logo pending) Welcome to MAYhem 2019: Doom for the Doom God! By popular demand, we shall be using Blood (and also Clive Barkers Undying) textures and constructing maps throughout the month of May. All of this will be coordinated in this shiny new Discord server and overseen ...
It's in the same vein
Lovecraftian horror buzz
oh, you're the guy working on that!
neat
reminds me of this
Have you ever wondered how shotguns are made? #DOOM https://t.co/6ZnjH2FquX
2830
8384
oh i fkn love that
thanks guys
WoW @haughty flower amazing project
Looking forward for your final demo
thanks @haughty flower
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
just thought if anyone would know they would probably be here
Do you really HAVE to do it
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.
C HNA SGUN
how do i make it so that one starts on a moving platform ie floor lowering?
@grand tulip I don't understand what you mean.
You want to make a floor lower?
When the player enters the map?
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
without havint to linedef or key trigger
Well, there are multiple ways to do that depending on what map format you're using.
doom in hexen
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.
Hold on, I'm kinda rusty with scripting, but I think I can make it.
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.
then you set a linedef to activate the script.
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.
sec. testing
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.

script 7 (void)
{
if (exit == false)
{
Floor_LowerByValue(25, 10,500);
delay(35*3);
Exit_Normal(1);
exit = true;
}
else
{
//Do nothing.
}
}
Dunno if it needs to be that complicated, but oke.
I didn't remember the LowerByValue thingy.
well the platform is a bit up so u might retrigger it... but ye i guess doesnt matter
to start the level on a lowering platform, just use OPEN instead of (void), for the script.
ok i made the linedefs smaller and set it to lock player too :p
now ill start with the second one
@haughty flower works 😃 thank u so much
Anyone can give me some snapmap help?
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
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.
Good models
Hoho, Hunter's Moon getting competition.
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
why are the walls made of sectors
also the door lines need to be facing outwards
(the little linedef willies need to be flipped)
doors also raise to the surrounding sectors, so if those walls are at floor height it won't open
fuck me, doors workin now.
no thanks
this your first map?
i dont need mapping herpes
@vocal crypt
no, at least working wise.
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
it's more an invasion map so tis meant for MP.
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
item count? Like, so if you pick up anything at all?
using zdoom?
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
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
Idk how to do that. I only know extremely basic coding
@haughty flower I had to go your route because only certain ite,s count towards the percentage on the screen
Alright
Alright
there u go
kills you whenever the item% goes above 0
good luck getting the blue keycard in the focus
Thanks. Im not a very big youtuber but ill credit you in the video if you want
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
That just adds to the minimum ammount of items required
Any way to show hitboxes in gzdoom?
ok
I could make it so that you take damage on every item you pickup, but that kinda defeats the itemless thing
True.
and yeah, put me in the video!

Alright. I will
what's your channel?
you can pm it if you want, but I've seen people post their twitch and stuff I think
yeah there are twitch links in #showroom-archive
s m o o t h
does udmf support line horizon @haughty flower
Doom 1 with 3D weapons?! O.O
Does anyone have recommendations for maps to play HD on
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.
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
You also can feel the depth
They are optical illusions
Models are flat and no one has ever proved otherwise, MisterCat is a hack and a fraud

shader'd models > hires sprites
i did make a shader for wrapping environment maps on false normals on sprites
but this still looks better
That looks really impressive.
fankles
Yeah pretty cool eh?
It lags my phone when there's more than one gif
get giffed on, punk
Very cool
These are the sprites for a game I'm working on.
Noice
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™?
Making baby's first wad is probably a condition of the possibility of making better wads, so maybe it would be for the best
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.
you will look like one regardless
as long as you dont post a huge paragraph backstory with your wad, its fine
I can't tell if the idea of looking like a clown regardless of effort is encouraging or disheartening.
post all backstory
Clowns have small cars and big shoes
Therefore they have big dicks
Regardless of gender that's considered something to flex
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.)
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
Always depends on how you do it
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
oh that looks good
I figured the 2016 BFG sounds would play in my head, but the DOOM 64 ones do, instead.
@light prism if you ever release it, will it be Brutal Doom compatible?
are YOU brutal doom compatible?
wut
it shouldn't conflict with any existing mods
So what do you guys think about the sprites?
Alright the game I'm working on is gonna have it's own coded engine.
I rarely use brightness above 144 for my maps lol
bright maps can go fuck themselves
got as much atmosphere as Deimos
youre right, fire should be dark in dark areas
@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
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.
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 it's in the readme
Well, I'm almost done with it.
My thoughts so far:...
- 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.
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.
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
Here's a link to a newer version of the zip with an edited readme
https://www.mediafire.com/file/6eggyr7102sv2c8/SHDBS_REV.zip/file
@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
"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.
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
Yeah. I meant in the vision that what the switch did should be exactly shown.
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)
Okay I could use a little help.
Does anyone know how to make a door that slides open horizontally split down the middle?
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.
try changing the channel the A_Playsounds play on
like A_Playsound("Weapons/BFG10KF", CHAN_BODY)
changing it to Channel 1 (or CHAN_WEAPON) worked.
Thanks man
Sectors just started deleting themselves in my maps.
Why.
I'm like the only person that gets these dumbass glitches in GZDoom Builder.
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?
Do you also retexture the new guns Brutal Doom adds? (Yeah I really like BD)
this has nothing to do with brutal doom
Does it run with Brutal Doom
that's a really, really really really important question I must have answered
it would run on top of brutal doom if it was last in the load order
Which means EXPECTO BUGONUM

Kids don't try to make new ZDoom fonts or the grafman will come for you at night
Would it be possible to make powerups affect everyone in mp or is that beyond Engine limitations.
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
Well these models and animations are really cool
But what weapon is that?
A shotgun
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
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.
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
@vocal crypt
that will give all players invulnerability whenever anyone picks up an invulnerability sphere
@light prism thats awesome
Damn that's loud
the sound of the shells hitting the floor is so damn annoying tho.
deal with it
this has nothing to do with brutal doom
Bloom - Doom/Blood crossover
https://www.facebook.com/bloomod
actually it does sound jarring with the power of the fireshot.
a big boomy shot, and then a weak reload.
not as satisfying.
well you find a decent sound then
that depends
just make it yourself
do you not give a shit about where it's from
i care if its a copyrighted sound if thats what youre asking
ive been using freesound.org
or generating my own
"Just make it yourself" must be very easy to create high quality sounds, yes.
well i do have a home studio setup
@mystic chasm This is amazing
@mystic chasm it surprises me how some of the voices you made were strikingly similar to the original sounds
Uh, that's not me though but thank you
dont look a git horse in the mouth
also I'm not a mongoloid; I would never play with particle blood effects
but blood is particulate 😦
Nah blood is sprites. I learnt it with doom
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?
bloom - mod for doom 2 that merges doom and blood series
New monster the archzombie! the result of mixing blood's zombie and doom's archvile
@warm portal yes you just need the IWADs: doom.wad and doom2.wad
Thank You, @mystic chasm
@haughty flower Archzombie looks cool
@haughty flower thanks dude!!!
I'll try bloom eventually but i have to finish blood first
@haughty flower ok when you try it tell me what you think
@haughty flower why one axe when it can carry both axes
Is that doom or quake?
I want to say gmod
Wolfenstein
its postal 2 duh
super mario
heh ejection port facing the wielder
for when you want shell casings smacking you in the nuts
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.
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?
@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
heh
and yeah you can use 1x1 texes
good for NULL/VOID textures that you can then scale across huge surfaces
...no im not
are you sure
@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)
uh
no
GZDoom Builder for map making
Slade 3 for editing maps and everything else.
oh it's a linux thing.
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
slade wilson
@lavish hill check your prboom+'s permissions
there was a permission error now everything is working fine
Can you ask for mapping help here ?
Yes.
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 ?
Doom doesn't allow for Room Over Room platforms, it only has ceiling and floor.
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.
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.
yeah.
Somewhat like that.
Yep
- Write in the comments you want sounds ! - I invite you to subscribe to the channel :)
Is that all i can do to get what i want ?
Yeah.
Or you could try making up a structure that would make it look better.
@modern aspen
you could use a 3d floor for the ceiling
so your sky doesn't clip around the building
if you're using an advanced port
3d floor ?
I mean im using GZDoom
But im using DoomBuilder.
plus i just finished something else to replace the booth
The post hip gaming site that is reshaping how the world defines love.
dang doom sucks i guess
I can't even make a fucking door.
And all tutorials online are completely useless.
Nice
@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.
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.
https://www.youtube.com/user/Chubzdoomer
this guy has some good tutorials for Doombuilder
*that are old
I jus got GZDoom Builder to work and jesus christ on a bike.
I don't even know where to start.
make sure you overuse this texture
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
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
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.
This is a stupid question but I cant make doors in doom builder. The whole thing ends up being 3 walls with a door texture I know how to make it act like a door. I just dont know how to make it 1 thing and not 3.
I've been using slade though. Slade kinda has a preset for doors but its kinda buried in menus.
99% percent of people that use SLADE for mapping probably don't have Windows
you right I'm on linux lol
the other 1% are probably just idiots
lol
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.
What do you mean?
skyboxes
the only one is F_SKY1
The other textures with the name sky in them are just normal textures.
They became the sky Because mapinfo
how do i edit mapinfo ?
Beautiful neetur
Is it bad I get a vague elder scrolls feel
you implemented lod in doom?
is there a builtin way to do that, or is it a zscript distance checking thing
zscript distance checking
there are also actor properties DistanceCheck and RenderRadius
which internally let you stop rendering above/below a given value
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.
:00
why can i only see a small amount of items on realm667
What is a "small amount"?
That's Doom-style texture packs, and yeah there's only about 30 there
is there any other site where i can get textures for map making from
Here's one, might have some overlap with the Realm667 list
https://www.doomworld.com/afterglow/textures/
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
i tried installing one of them but everything in the 3d editor is completely black
If anyone's interested, I'm working on my first map. Hope verticality is a thing people like.
https://imgur.com/a/h4dlibG
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.
There should always be hitscan to piss them off.
so; whats the most restrictive port used generally used?
PrBoom?
Boom or Limit-removing
Boom/MBF is probably the most used among the most popular mappers right now.
well both the original boom and MBF are discontinued :S
probably chocolate doom then?
Note that CompetN only accepts OG OG OG Doom.
Like, real OG Doom.
On DOSBox.
So your bragging rights will remains in youtube.
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/
Hello! Fairly sure this is my first time posting. Made this account a while ago, popped into Doombuilder from time to time, but never sat down to for a full project. Think its about time I make an entrance. This is my first complete map. Before it, I only made rooms and tried...
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
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
it should let you know if that happens
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
Ty
just call it The Tardis Effect
and get some herpes with it
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
Uh hello there. Making my first map, centered about being in a library.
UDMF
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
I wanna make this a secret door
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
The sector behind is the same height as the sector in front
what are the line specials?
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
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

