#classic-doom-maps-mods

1 messages ยท Page 96 of 1

normal hazel
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Cause that makes the ceiling rocket into infinity and beyond heh

mystic chasm
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man i was trying to find a yt vid but there aren't any less than 10 minutes long to make a door

normal hazel
mystic chasm
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doombuilder tutorials on basic stuff should pretty much convert right over to use with slade

normal hazel
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I guess I should switch to that

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Anyways good night or something

mystic chasm
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โ˜ฎ

haughty flower
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You should probably try a different format first. UDMF seems too complicated for beginners.

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Too ambitious, too.

light prism
modern aspen
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I have heard that people consider Knee Deep In ZDoom too detailed and stuff.

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But after opening the first map in GZDB.

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Im pretty sure detailed isn't the right word.

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More like ridiculously cluttered.

haughty flower
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Its not too detailed, well, kinda, more like cluttered details as you would say, but theres nothing remarkable and consistent on that map mod, since it is a bunch of different mappers clashing in between for making map design, this is what made it troublesome on the navigation part mostly imo

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Too much needless details, tormentor signature

haughty flower
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Every single room is filled with at least 200 sectors, they're all beacons and none stand out from the other. Horrible design.

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It gets in the way of gameplay too often.

modern aspen
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i don't know about gameplay

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since i suck at playing doom

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but it is so ridiculously clutered and inneficient that showing it in visual mode makes the frame rate go to 1-3 FPS

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So i had to delete everything on the map besides the out of bounds boxes.

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And in the end the entire setup for the skybox seems like something i already knew how to make anyway.

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Except for the importing custom textures part.

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However i still got no idea how to make the sky scroll.

haughty flower
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Gonna have to go back to Doom Builder 2. Happens that GZDoom Builder is for some reason corrupting my maps.

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Fucking stressful to fix all the errors it causes on my maps.

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Gonna try Doom Builder X, actually.

vocal crypt
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what's the difference between X and GZDB

haughty flower
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There's many. GZDB is more advanced overall but DBX has fewer crashes/errors.

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I've sure been spoiled by many of GZDB's features to make it easier to draw, but I can do fine with DBX. People have done much better with much less.

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Deus Vult 2, a very technically impressive wad, was made with DB2, and that's honestly mindblowing to me

modern aspen
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DB2 has this great thing where pressing undo more than 1-2 times usually causes the program to crash.

haughty flower
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No, I don't think that's true. Just tried it out.

modern aspen
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it crashes just fine

mystic chasm
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You can always join the SLADE squad

vocal crypt
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crickets

mystic chasm
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I know you all use it anyway

haughty flower
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I don't even know how to start up Slade's map editor.

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But thanks I'm good.

vocal crypt
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maybe for editing

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but not mapping @mystic chasm

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that's the distinguisher

modern aspen
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oh i already tried slade once

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simply to add some custom textures

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and it too crashes just fine

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even better than doombuilder too

haughty flower
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Never had Slade crash on me.

modern aspen
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I had it crash on me several times in a row.

stoic hatch
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I've had these ideas for different new "weapon mods". Like the ones we saw in Doom Twenty Sixteen. I know that these will never make it into Bethesda studios, but perhaps someone here who regularly builds their own special modded Doom games will take inspiration from them.

errant wraith
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Don't say Twenty Sixteen

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It's too long to type

stoic hatch
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Doom Four, then? I tend to type out my numbers as their words, rather than their simple numerical digits.

errant wraith
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Why?

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Isn't it more simple?

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And easier?

stoic hatch
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It's just...... something I do.

errant wraith
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Uh..huh..

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Well, whatever

stoic hatch
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I actually find it easier to type and spell everything out. Moving on.

errant wraith
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What are those ideas?

stoic hatch
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It's a rather long list of mods. But I can tell you the three basic principles on which I made this list.

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A. Each of the ten weapons you can "acquire" will be pulled from the corpse of a recently slain foe. From the pistol to the BFG-9000.

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B. Each of the ten weapons will have two different mods. The first mod will be best suited for close quarters combat, and the second mod will be best suited for long range combat.

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C. Each of the ten weapons will share an ammo pool with one other weapon. So, five different types of ammo, with each type of ammo providing for two different weapons.

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Well, there's eleven weapons, if you count your fists.

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So, that's the basis for my weapons ideas.

errant wraith
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Hm

stoic hatch
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Some of the weapon mods I've come up with have already made their way to Brutal Doom.

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I can go into detail, if you're really interested.

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If you think the above ideas are utterly mad, then you won't hurt my feelings.

light prism
modern aspen
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So i want to make a map in UDMF.

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But i want it to have crushers too.

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And the issue is that i don't know how to make working crushers in UDMF.

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but i can make them in other Doom formats since they have the same actions and such.

modern aspen
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nevermind i found out a way to make crushers

charred furnace
sleek mountain
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would there be a way to get the Doom 3 or even Doom 2016 models into GzDoom?

charred furnace
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Doom 3, yes, 2016 I don't think so

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what model format 2016 uses?

sleek mountain
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idk, don't own 2016

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and my laptop won't even be even to run it

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where does 3 BFG store it's meshes tho

vocal crypt
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I wish that also injured the playa @charred furnace, the gif you posted.

haughty flower
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would there be a way to get the Doom 3 or even Doom 2016 models into GzDoom?
Hunter's Moon, a Quake 3 TC, does both. @sleek mountain

sleek mountain
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where would I start replacing say the Pinky Demon inside the Doom Remake 4 modpack?

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Isn't there a file that tells which files to load? even then, how do I fix the spectre if I don't have textures for it

charred furnace
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the models are defined in modeldef

haughty flower
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the sprites are in spritedef, the weapons in weapondef and the code in codedef

light prism
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ugh\

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rippers

haughty flower
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I prefer the term 'heroes'

light prism
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'im too lazy and/or uncreative to make my own assets so i'll just take the ones out of this commercial product and release them for free'

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sounds real heroic

mystic chasm
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what if you made your own models based on ones from a commercial game, in attempt to make them look identical?

light prism
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sounds like a giant waste of time

mystic chasm
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yes but since you made them yourself you didnt break copyright

light prism
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actually that would be infringing on intellectual property

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its like if i recorded myself singing a beatles song and then tried to sell it

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its still a beatles song

haughty flower
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Not everyone can make their own assets

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It's barely a legal issue most of the time

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it's more about "morals", and who needs those?

mystic chasm
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actually that would be infringing on intellectual property its like if i recorded myself singing a beatles song and then tried to sell it its still a beatles song

that's because you are singing the exact same words, and the lyrics themselves are copyrighted

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It's barely a legal issue most of the time
liscences are important

light prism
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arguing this is stupid, its clearly infringement to take assets from a game and re-release them for free

mystic chasm
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that is

light prism
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the only arguments against this are a) if the company specifically allows it, b) if its in the public domain, c) youre playing devils advocate, or d) you're an idiot

mystic chasm
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i didnt want to argue about it, i wanted to know where
what if you made your own models based on ones from a commercial game, in attempt to make them look identical?
that fell on your 'hero' scale
doomguy_cautious_r

light prism
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and i said, that falls under intellectual property

haughty flower
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Will still use midis ripped from Marathon in my wads

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so many Doom mods have been using assets from other games, not sure if legal or not... but well, it's not like those big companies will care. Unless you're Vasyan777.

light prism
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so many rapists out there, why not become one

vocal crypt
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Okay dude that's fucking apples and oranges.

light prism
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thieves then

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basically boils down to 'so if x jumps off a bridge, youll do the same?'

haughty flower
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Depends

mystic chasm
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I'd jump off a bridge without people doing it first

charred furnace
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The problem will rise quicker if you try to sell it for money

haughty flower
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Vanilla. Would highly appreciate demos or videos of your first playthrough of it also, that'd be the most helpful.

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for Chocolate Doom there will be a few drawseg overflows and tutti-frutti texture glitches which I will fix later on, when I quit being lazy and download Photoshop.

mystic chasm
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Admission: I have never recorded a demo and don't know how

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๐Ÿ˜ณ

abstract sonnet
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just use a normal screen recorder

mystic chasm
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I mean... but the filesize

abstract sonnet
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just use a normal screen recorder

mystic chasm
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video encoding
aaaaargh

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prboom-plus -complevel 2 -skill 4 -iwad doom2.wad -file MAP03.wad -record raiva -warp 3

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oh

haughty flower
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yep.

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@mystic chasm did you do it?

mystic chasm
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working on it

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you'll have to excuse my slopiness

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prboom feels different than zdoom

haughty flower
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Yea, it's fine. I really appreciate the effort.

mystic chasm
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and i havent got my mouse settings quite right yet

haughty flower
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I know how it feels, I keep switching from sourceport to sourceport. Got used to them all after a while.

mystic chasm
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how do you do playpack from terminal?

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--help doesn't give me any commands

haughty flower
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huh?

mystic chasm
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-playdemo

haughty flower
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what do you mean? @mystic chasm

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oh

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-playdemo raiva.lmp

mystic chasm
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i'll send you my first attempt now i guess, i died

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let me get my mouse settings figured out

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and ill send you another one

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of the whole map hopefully

haughty flower
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Sure. Thanks.

mystic chasm
haughty flower
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So, you just died right at the beginning...? @mystic chasm

mystic chasm
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lol

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what like a couple mins in

haughty flower
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Oh, you died like 20 seconds in, for me

mystic chasm
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??

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no, it was like 5 min

haughty flower
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Hmmm

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you used prboom+, right?

mystic chasm
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yeah

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2.5.1.4

haughty flower
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Oh, think I got it

mystic chasm
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i had to build it, there are no binaries for linux

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hope that wasn't a problem

mystic chasm
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i keep running out of ammo

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UV

haughty flower
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complete?

mystic chasm
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nope died

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to hitscanners

haughty flower
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Wew

mystic chasm
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no ammo and punching hitscanners

haughty flower
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Interesting. I never had trouble with ammo in the map. Will look into that.

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To me it seems you were ignoring some of the ammo, though...

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Or didn't notice it.

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What did you think of the map overall? @mystic chasm

mystic chasm
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I like the map it's challenging, looks nice, dark, atmospheric, its got good fights in it

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not enough ammo though

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like at all

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well no

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the first part is okay

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after the blue door it gets REALLY sparse

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i got through the yellow door

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but there are like 6 or 8 hk now

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and i have fists

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i don't know what you play on to test, or if you have difficulty levels implemented

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i was on UV

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1.0 gamma

haughty flower
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4 HKs

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I'll add more ammo.

mystic chasm
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Or didn't notice it.```
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i picked up everything i saw...

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i don't feel like I've been missing anything

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after the blue door I've been scouring for ammo

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not wall-humping or anything tho, hunting for secrets

haughty flower
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There's only 3 or 4 secrets. Don't think they reward ammo apart from 8 shells.

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I've added an extra box of shells, I think that'd fix it.

mystic chasm
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idea for you

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after you go through the.... red door? back where the second archvile spawns?

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when you come back out of there

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a mancubus spawns right?

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could you have a closet open past the mancubus that has ammo in it

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right there

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after that you're fighting another manc and a rev or two but mostly more hell knights

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1 manc, 2hk and 2 rev to get to the yellow switch

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thats 24 shells if you don't miss

haughty flower
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I remember worrying about that session and adding an extra box of shells in the room with the yellow key for it.

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I'll add more shells.

mystic chasm
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granted you get some rockets

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before that...

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4 rockets to kill that manc tho

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yea, i was almost finished with the map

haughty flower
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Do you want the new version to try it again or...?

mystic chasm
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sure hit me with it

haughty flower
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There are shells in the closets with the hell knights after the yellow key.

mystic chasm
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ok

haughty flower
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Oops, for some reason those same closets don't have textures anymore. Not that that would affect gameplay.

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Well, one of them doesn't.

mystic chasm
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missing some textures on the steps by the blue door now too

mystic chasm
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i think you need to take your acid sector damage down too

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or since you are using it to restrict where the player goes (around the yellow switch)

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you need to add some cover from the hit scanners

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4 7 shotgunners and a chaingunner and the only corners you can dodge around are 20% damage sectors

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or

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make sure the player has enough chaingun ammo to stunlock the hitscanners

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i had 27 rounds entering that room

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if you duck in and out of that room to bait the hk on the right you lose 40hp

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so you need to stay in there and fight

queen bridge
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Does anyone know how to insert the scripts lump into your wad in slade 3?

mystic chasm
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which scripts?

queen bridge
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acs scripts

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for instance the guy in the first reply here https://www.doomworld.com/forum/topic/71277-scripts-in-slade-3101/ suggest open your map with Slade3 and insert a SCRIPTS lump at the end of the namespace

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but he doesn't say how to do so

mystic chasm
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what exactly are you trying to do?

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i guess is a better question

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and what format are you working in pk3/zip or wad?

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if you just want to insert an empty entry though its:
Archive -> New -> New Entry

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it will put it as a marker type, but you can open it as text and compile it

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if you are writing scripts for a map, you can do that in slade's map editor

queen bridge
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thank you that is the info i was looking for. Sorry i wan't more clear

modern aspen
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Can someone tell me how to make sectors so the AI avoids them ?

charred furnace
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AI avoids them?
There's "monster block" for lines

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They can't pass through

light prism
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yeah theres no real 'avoid'

sacred onyx
mystic chasm
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what format or intended playstyle?

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vanilla?

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nvm

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UDMF = zdoom

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some people consider this a matter of taste, but usually doortraks are unpegged so that they don't move with the door

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chaingunners are a speciality because they are really dickish hitscanners, especially in big open areas

You should also raise the sectors around the starting area to be walls or something so that it doesn't look like the earth just ends there

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all still very good rules today

sacred onyx
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All good info, thanks!

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I was actually watching Chubzdoomer's 3D floors tutorial earlier

dry ore
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@haughty flower gonna tag you here since you asked me to, basically i can't figure out how to make this see-through fence/window effect
like for example, the balcony in doom 2 map2

haughty flower
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I think I know what you're talking about but I'm not sure.

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But I don't think that 'effect' is used in map02.

dry ore
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yeah

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i meant map1

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the chainsaw balcony haha

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i just got home from work and im really tired

haughty flower
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Remember to set the linedef's flag to 'impassable' if you don't want players to walk through the texture.

dry ore
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and what do i set the lower one to?

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by default it's set to this missing texture

haughty flower
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Back side would just be the other side

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If it's only on one side, you'll only be able to see it from that side

dry ore
haughty flower
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if you get to the other side of the linedef, you'll see nothing.

dry ore
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or do i just lower that to the ground level

haughty flower
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Uh, I think you lower it?

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I'm not really sure what that is.

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What's causing that*

dry ore
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im a newbie so i'll probably get a hang of it eventually haha

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but thank you!

short dock
haughty flower
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Looks like the average 90s map.

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The layout itself can be made decent if you polish it...

  • Many misaligned textures
  • Barely any light variation
  • Blind switch hunt
  • Too easy
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For when you put decoration such as computer panels in the walls, use Lower and Upper unpeg to fix the misalignment.

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A few more tips would be

  • You should use a different texture for the sides of the ambush walls that open (such as doortrak), and lower-unpeg them
  • Try to vary more with the layout of rooms you make
  • Noticeable height variation
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You'll learn better use of textures as you learn everything else.

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The bathroom tile texture for the 'ceiling' of the doors is very ugly also.

short dock
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Thank you very much for the advice

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I will try to do better

hallow wraith
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i use the bathroom tile texture for keyboards

candid charm
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@mystic chasm off topic but do you have windows XP

mystic chasm
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heh, nope

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with some custom stuff

modern aspen
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I need help with something

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I have made a roadblock on my map that lowers with a key.

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But i want the entire thing to lower at once once you press use on it.

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Instead of individual blocks lowering instead.

dry ore
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^im wondering that too, was gonna implement a similar thing into my map

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also I'm going to make a map pack, can anyone tell me how to connect different maps into a single wad?

dry ore
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how do you make something lower in the first place? i have a tiny platform that stays up until you press a switch, and it will then lower, revealing the red keycard

modern aspen
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Shouldn't that be in showroom ?

light prism
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Talk about awesome DOOM mods, Classic maps, SnapMaps, game development and *show your development progress!*

modern aspen
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oh

dry ore
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@modern aspen the switch won't even press for me

modern aspen
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really ?

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it works for me

dry ore
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im using zdoom

modern aspen
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i am too

dry ore
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oh

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hmm

modern aspen
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GZDoom at least

dry ore
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let me try gzdoom then

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now it works

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:P

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but no not really

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i meant like, a small platform that has the red key on top of it

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and when a switch is pressed, the platform lowers, and the key with it

modern aspen
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i see

dry ore
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ok but now i realize i have a different problem

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i can only test maps in gzdoom

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i was wondering why i couldn't open a door out of all things in my map lol

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another question, how do i make custom textures appear in a wad?

modern aspen
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im not sure why that would happen

dry ore
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yeah like that

modern aspen
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i guess you must be using some kind of feature or function only ZDoom has

dry ore
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im starting ti think it might be the the editor's fault lol

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even though i read it should make maps compatible with vanilla as well

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i checked a bunch of versions off including vanilla and zdoom-based ports

modern aspen
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i guess you could try converting the map to doom 2/doom

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but you should probably keep a backup

dry ore
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let me see if i remember how to

modern aspen
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and prepare to have to fix alot of broken things

dry ore
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oh how to fix the missing texture thing btw

modern aspen
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like i had too when i converted my map to UDMF

dry ore
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im using textures from doom 1 as well as doom 2

modern aspen
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i did that too

dry ore
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but it doesn't have some doom1 textures so i used the wad file

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now it straight up crashes the game on dosbox

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zdoom runs it but with a missing texture

modern aspen
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you are trying to run your maps on more vanilla versions of doom ?

dry ore
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i want to make it vanilla compatible

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that's my main goal

modern aspen
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yeah that

dry ore
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the maps that are vanilla compatible are usually compatible with other ports too

modern aspen
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in that case you need to remove replace modern source port features

dry ore
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how do i do that?

modern aspen
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just don't use them

dry ore
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huh

modern aspen
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e.g one of my maps has slopes

dry ore
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how do i know if i have lol

modern aspen
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what program do you use ?

dry ore
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gzdoom bulder

modern aspen
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i do too

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use doombuilder 2

dry ore
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i think i should switch programs and see if the problem still exists

modern aspen
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GZDB is for ZDoom ports

dry ore
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i have one that's more oldschool

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mhm but i read it should be able to make maps for any ports, vanilla included

modern aspen
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GZDB ?

dry ore
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yeah

modern aspen
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i don't know about that

dry ore
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could've been misleading information

modern aspen
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it could just be talking about DB2

dry ore
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i picked doom: doom2

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have you ever used different editors?

modern aspen
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this ?

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yes

dry ore
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yeah

modern aspen
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i used to use DB2

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Until i found out how much better GZDB is

dry ore
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i also have Eureka

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it's more old-school iirc

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but i couldn't figure it out at first so i went with GZDB

modern aspen
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i think DB2 is good enough

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of coursei m not sure

dry ore
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i have that too but

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i had an issue where i couldn't view it in 3D

modern aspen
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since i haven't tested any maps to see if they run on old Doom

dry ore
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it'd crash my program because my version of windows is incompatible

modern aspen
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well

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there are compatability options in windows

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i have MEd too

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which is an editor for GTA: SA

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But it couldn't run on my PC

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Until i put the compatability options to windows XP

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Because of how old the program is

dry ore
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im trying to find my DB2 folder but my entire file explorer is a mess

modern aspen
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So you probably have the same issue

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well i have to go for now

dry ore
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maybe

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ok cya!

modern aspen
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well im back

dry ore
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hey

modern aspen
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hello

dry ore
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it's a texture i haven't even used apparently

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:P

modern aspen
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i think you may need to remove one of the IWADs

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and only use textures from one single IWAD

dry ore
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i just did that

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it still won't run for me

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oh i see...

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had to remove them from a different place

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goddammit now i have to re-add some custom textures

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i added the doom1 textures through resources instead

modern aspen
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well

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i don't think i know enough about doom to help you anymore

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or at least not this issue since im just concerned with my maps running on modern source ports

dry ore
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yeah ok

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thank you though!

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one more thing

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how do i do that

modern aspen
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im not sure

light prism
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in linedef mode, highlight a line and press F to flip its sides/facing direction

dry ore
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thanks!

haughty flower
dry ore
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since the two iwads keep conflicting, how do i import textures from doom and export them to my doom 2 wad?

vocal crypt
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you don't put things into iwads.

dry ore
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although, i have the textures

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no that's not what i meant

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i want to upload them as resources into my map pack

vocal crypt
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You'll have to put em in your pwad.

dry ore
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that's what I'm asking, how do i do that?

haughty flower
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Download this.

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@dry ore so you have Slade, rite?

dry ore
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nope, currently using gzdoom builder

haughty flower
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You need that to add textures to your wad.

dry ore
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i have a folder with doom textures

haughty flower
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Also to add new music, enemies, etc.

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It is essential.

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You can't add textures to your wad just from a folder...

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Download it and open your wad in it and I'll show you how to add the textures in.

dry ore
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ok i installed slade

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@haughty flower what do i do next?

haughty flower
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@dry ore oke, load your wad into it

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And somewhere, preferably at the top of all the files, add two entries called P_START and P_END. You do that with this

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Use those arrows you can see on the right of my screenshot to move selected files up or down.

#

Those two entries (P) are made for wall textures.

#

Now you open the wad file with Doom 1's textures in it, and copy all of the textures between the PP entries and put them in between your P_START and P_END entries.

#

...you following?

dry ore
#

yeah gimme a sec

#

do i leave the P_START and P_END entries at the bottom

haughty flower
#

Anywhere you want as long as it ain't between any of the map files, etc.

#

Hold on, I'm actually making a very fast and short tutorial video on how to do it.

#

And will post in about 10 mins

dry ore
#

ok, i did that

haughty flower
#

but now I won't have to explain to every newcomer how to add 'em anymore.

dry ore
#

it's alright, i appreciate you putting all the effort into helping me out

haughty flower
#

Made it as simple, understandable and quick as possible

dry ore
#

that was a lovely tutorial

haughty flower
#

Also, you don't need to add the flats to the patch table/texturex. I dunno why this exception, but that ain't needed.

#

@shadow bone would you mind pinning the video? So we can point it out for newcomers.

dry ore
#

ah fuck... this texture pack has separated the planet texture into multiple different textures and now i can't align them properly

dry ore
#

i came up with a creative solution ๐Ÿ‘

haughty flower
#

hm?

dry ore
#

im getting an error on dos regarding some missing texture so i went to see what it looks like and... i haven't even used it anywhere??

#

is there a way to filter used textures

#

now it gives me an error for a texture that doesn't even exist in the files :/

haughty flower
#

@dry ore can you show me screenshots of the error messages?

dry ore
#

i can't even find this specific texture in the existing textures list

#

what is it?

haughty flower
#

Hmmm. Did you use any texture packs other than the Doom 1 textures?

dry ore
#

nope

haughty flower
#

@dry ore still getting those problems?

#

I'm not sure why they're happening but I'll try to investigate

#

it seems you added a - to the end of it, maybe in the editor.

#

(F4)

dry ore
#

ohhh i used that before i installed SLADE

#

but then i couldn't find it anymore so i changed it to a different one

#

omg you're a lifesaver

#

i found TONS of unknown textures

haughty flower
#

Yup, that's the problem.

dry ore
#

apparently the old textures remained there even though they weren't visible

#

and were overlayed by new textures

#

so let me test it in dos now

haughty flower
#

I wonder why.

#

Are you using GZDoom Builder Bugfix or the original version?

#

Bugfix is a fork of it, that's more up-to-date, since it seems the original was abandoned

#

and GZDoom Builder itself is a fork of Doom Builder 2

vocal crypt
#

IIRC it was over rather petty reasons, the original abandoned.

dry ore
#

it runs in DOS :D

#

huh

haughty flower
#

Nice. I also map for DOS.

dry ore
#

idk actually

#

dos is my main platform lol

#

i use zandro for multiplayer

#

and zdoom for newer wads

#

wait i did not mean platform

#

im not using dos as an os lol

#

port ig?

haughty flower
#

it has many new features and is a lot more stable

#

my favorite is this. Allows you to rotate the grid according to the linedef or vertex, lifesaver.

dry ore
#

im laughing i have made a huge mistake

#

pressed the computer controls which were supposed to bring down the red key platform, the entire fucking room lowered

#

doomguy seems pleased with himself

haughty flower
#

Yeah I like when I bind that action, playtest the map from the beginning and when I finally press the switch it lowers everything because I forgot to tag.

dry ore
#

anyway i need to know how to make a switch lower a specific platform

#

or uh i guess a sector?

haughty flower
#

Easy.

dry ore
#

do i use the same tags on the switch and the sector?

haughty flower
dry ore
#

oh cool

haughty flower
#

Mapping for vanilla Doom can be hard.

#

I hope you know the limitations

dry ore
#

yeah, more or less, but i'm playtesting it as i go

haughty flower
#

Remember to use the visplane explorer.

dry ore
#

one of romero's new-ish maps for e1 crashed on dos doom

#

when you triggered a wall to lower or something, i don't quite remember

#

so i had to switch sourceports lol

haughty flower
#

Yeah, his recent maps are limit-removing

dry ore
#

it played surprisingly fine until then tho

#

there were lots of HOMs and slime trails too in the dos port

haughty flower
#

that means he uses the original mapping format for Doom, but ignores the limits

dry ore
#

and they disappeared when i changed ports

#

yeah

haughty flower
#

those HOMs are caused by drawseg overflows

dry ore
#

i suppose that means chocolate doom isn't compatible either

haughty flower
#

nop

dry ore
#

i think it has the same limits as dos?

haughty flower
#

Yeah.

dry ore
#

for some reason only one of my doors is functional

haughty flower
#

Maybe you forgot to flip the linedefs?

#

They gotta be pointing outwards.

dry ore
#

i did that

#

i think it's because the sectors and the linedefs need to have the same tag

haughty flower
#

You don't need to tag doors if you use the D1/DR actions.

#

(on them)

dry ore
#

oh they WERE facing inwards

#

for some reason

#

i changed it earlier but i think i might've messed something up when moving them lol

#

oh nope i accidentally changed the wrong linedef LOL

haughty flower
#

Ping me if you need help with anything.

dry ore
#

@haughty flower i do have one more question, how do i make an exit portal?

#

and also, scrolling wall textures

#

so technically two more questions

haughty flower
#

Exit portal?

#

Oh I get what you wanna do.

dry ore
#

but the portal is a flat

haughty flower
#

You use linedefs. @dry ore

dry ore
#

alright

#

what's the difference between S1 and W1?

haughty flower
#

S1 is Switch Once, which means you can only activate the switch once. W1 means the same but for walking over the linedef.

#

S1/SR - Switch
G1/GR - Gunfire
D1/DR - Door
W1/WR - Walk

dry ore
#

oh haha

#

I'm blind apparently

#

Donut?

haughty flower
#

@dry ore you know the first secret chainsaw in Doom 1?

#

when you press a switch, it lowers the tall platform the chainsaw is placed on, and at the same time it raises the floor which was of a height lower than the sector surrounding it.

dry ore
#

yep

#

also the platform on e1m3 leading to the secret exit

#

so how does it work?

#

or wait, that's not what you meant is it

#

is it a texture change or simply two platforms moving simultaneously?

#

what i did was try to lower a platform

#

i forgot to tag it :P

golden drum
bright leaf
#

Holy shit that actually made me jump

#

Every fucking time

final citrus
#

That's just an image. I can see right through that trick.

haughty flower
#

a big WIP of the current map im working

#

which i'll try to make it compatible for vanilla doom

haughty flower
#

i decided to make a small non-ambitious wad which wouldn't take 2 months and then abandoned due to burning out.

Can someone recommend me some resource packs? i need some techy textures to make a reactor room

light prism
#

i made a frankentexture pack that is mainly tek

#

@haughty flower

haughty flower
#

can you link it?

light prism
#

nah i thought id just tell you that i made one

haughty flower
#

๐Ÿ˜„

#

thanks cat

#

how are your projects btw?

light prism
#

o u no

#

its friday night so i have the weekend to get something new done

haughty flower
#

Why are you making turok 2?

#

๐Ÿ˜‚

#

Or...uh...unreal 2.5

light prism
#

really its just some new guns i made mixed in with old assets

#

and rain shader i made the other day :3 :3

haughty flower
#

It looks neat. is it triggered by fog or by sector entrance puke?

light prism
#

atm ceiling height but thats clunky

haughty flower
#

i might recommend just checking if texture above is fsky

light prism
#

how do i do that in zscript

haughty flower
#

let me see

light prism
#

i couldnt find a decent reference

#

despite finding the struct definition for 'sector'

#

i couldnt figure out which element to check

haughty flower
#

Sector sec = myActor.CurSector;

light prism
#

yeah, i got that

#

but then what element of sector do i check, or which function do i call

haughty flower
#

from there is most likely an info on textures

#

again, let me see...

light prism
haughty flower
#

Yep i just got there myself

#

textureid GetTexture(int pos); i guess?

light prism
#

easier to just move the check to player tick

haughty flower
#

that's pretty much how you would do that

#

check fsky or if player is in water but not submerged

#

and probably a flag which says "map has rain" or something you setup yourself

#

y'know.

#

A'ight, once again, thanks for textures. for consistency sake i improted them (along with defs) to own working project. i'll give credit when i'm done with this, if i'm done with this ๐Ÿ˜‚

dry ore
#

finally home! gonna work on my doom map pack some more... can anyone tell me how to add and connect different maps into a single pwad?

haughty flower
#

make sure your maps are numbered like MAP02, MAP03, etc. because if you add a map with the same number in a wad that already has a map with that same number, it'll overwrite it @dry ore

dry ore
#

ah

#

okay but i need to create them as separate .wad files at first right?

haughty flower
#

nope

#

I mean, if you saved the map, they're technically a separate wad file

#

if you save it in another wad file that also contains a map, they'll both be in one wad file

dry ore
#

ok but how do i work on two maps simultaneously if they're gonna be in the same pwad, like MAP01 and MAP02 for example

#

do i just click New Map?

haughty flower
#

Better pay better attention, heh. Read the third option shown in the screenshot I posted.

dry ore
#

'Open' automatically registers as, load an existing file in my head lol

#

does it let you create a new map from scratch or do i need to create one separately first?

#

sorry if these questions are really dumb

haughty flower
#

the Open map in current wad option?

#

it's for selecting the various maps in the wad you loaded

dry ore
#

and to create a new map and add it to the selection?

haughty flower
dry ore
#

let me just load the program lol

#

i'll get a better visual then

#

ok yeah i remember that

haughty flower
#

you pick New Map, rename it MAP02 or whatever, make your map, then use Save Map Into... to add it to the wad with the other map you want

dry ore
#

got it

haughty flower
#

Don't worry, I couldn't get a grip of this stuff without someone telling me how to either lol

dry ore
#

how do i rename a wad by the way

haughty flower
#

the map #?

dry ore
#

the wad itself

#

the pwad

haughty flower
#

or is it something else you're referring to?

dry ore
#

oh well sometimes directly renaming a file causes problems

#

but if it won't then yeah lol

haughty flower
#

I expect you'll later ask how to change your map's name

dry ore
#

nah i found that option already haha

#

but i will definitely ask more stupid questions later

haughty flower
#

well I mean the map's name itself, not the number

dry ore
#

oh yeah

#

ยฏ_(ใƒ„)_/ยฏ

#

will search around first lol

haughty flower
#

You do that with DeHacked

dry ore
#

oh huh

#

i think i have it

haughty flower
#

yeah sure, if you need help with it I know all about it

dry ore
#

i have WhackEd4 apparently

#

i thought i had DeHacked as well but i can't find it

haughty flower
#

WhackEd4 IS for making DeHacked files

#

you don't really need a software for that, but it makes it easier

dry ore
#

ah lol

#

ok good

#

i haven't used it much aside for making a few funny changes to doom like adding gravity to rockets and fireballs

dry ore
#

question: is what I'm trying to achieve possible

#

so this is an outdoor area and I want the sky to reach all the way to the bottom

#

and therefore make the wall invisible and only have the gate surround the corners of the map

#

the fence, I mean

haughty flower
#

Just make another sector like behind it and lower it to the ground as you said

dry ore
#

that just gives me a missing texture wall

haughty flower
#

did you set the ceiling to F_SKY1?

dry ore
#

yeah

haughty flower
#

that's weird, can you send a screenshot from the editor?

#

also, did you check in-game?

dry ore
#

i was going to go with this wall but decided to leave it out completely

#

but i can't just delete the texture, i need for it to be part of the sky

haughty flower
#

does your problem still persist?

#

send me the wad if so

#

did you lower the ceiling with the sky to ground level or below?

dry ore
#

that uhh

#

if i lower the ENTIRE ceiling then my walls disappear too

#

...unless

#

i leave a small piece of sky next to the walls

haughty flower
#

then what do you wanna do?

dry ore
#

**ceiling

#

let me test that out real quick

haughty flower
#

Is Russian overkill only for doom 2?

dry ore
#

still can't get rid of that wall all the way

haughty flower
#

I don't get what you're trying to do.

dry ore
#

get rid of the green wall entirely

#

also, there were more skies in doom, how do i get those?

haughty flower
#

At first you said you wanted to keep the wall???

#

Skies are defined by episode

#

MAP01-11, MAP12-20 and MAP21-32

#

MBF (now called Boom) allows you to use any texture you want as sky for any maps, but vanilla doesn't

#

I mean, for vanilla you can change what texture is used for the sky, but you can't change in what maps it is used

dry ore
#

i didn't?

#

oh

#

alright

#

wait so i CAN determine which map uses which texture or did i misunderstand?

haughty flower
#

you can't

#

but you can determine which texture is used for the skies

dry ore
#

I'm confused

#

you mean for all skies?

haughty flower
#

you can change the texture for the sky that is used in MAP01 up to 11, 12 to 20 and 21 to 32

#

each episode has a different sky texture

dry ore
#

so basically upload a new texture or what?

haughty flower
#

yeah

#

you name the texture you want for the first episode as RSKY1

#

RSKY2 and RSKY3 for eps 2 and 3 respectively

dry ore
#

oh

#

how do i do that

haughty flower
#

you put the texture between the P_ entries and add it to patch table/texturex

#

oh

#

waeughewausfio

#

I've been finding it a common thing for the doors in your map to have missing textures on to their sides.

#

There is an indication

#

the torches

#

but ye i could do better

#

There are torches next to other doors too, but they aren't locked by a key.

#

oof

#

These two doors for example, why is the ceiling of one of them made of rocks and the other of bathroom floor tiles?

#

There are so many missing textures it makes me wonder if you actually played this...?

#

The texture for the door to the right is 128px wide, but the actual door is less than that.

#

Like the previous map, this one was composed of only square rooms with about no height variation or orchestrated fights.

#

You can't call this "effort".

haughty flower
#

I'm having trouble figuring out which doom map builder is best for me. I am using ZDoom, since my computer doesnt have the parts to handle anything fancy like GZDoom.

#

GZDoom Builder Bugfix is the most advanced one for whatever map format you wanna use.

#

Should work fine with any computer

#

I will give it a try

dry ore
#

ok I've been trying to make this linedef, when crossed, raise a platform with a switch

#

i can't do it

#

it's facing inwards, aka the direction the player is coming from

haughty flower
#

there's gotta be a higher floor for it to raise to.

dry ore
#

there is

#

same height as the blue key, which is on yet another platform that must be lowered

#

so the switch platform has the same tag on the sector

#

is that the problem?

haughty flower
#

nope

dry ore
#

because i had to make the switch side have a different tag in order for it to be functional

haughty flower
#

according to your info everything should be working fine so you probably tagged something wrong

dry ore
#

hmm

haughty flower
#

showing more pics could help

dry ore
#

yeah i just did that lol

#

the sector that contains that linedef is right behind a door

#

so basically that platform should rise right when you enter through the door

#

at least that was my intent

vocal crypt
#

I thought people hated short maps.

dry ore
haughty flower
#

I thought people hated short maps

dry ore
#

tag 12 is the door

#

i like short maps tbh

haughty flower
#

Scythe is one of the most popular and celebrated megawads in Doom history

vocal crypt
#

Like I don't mean to imply big ass maps are the status quo

haughty flower
#

maps no longer than 5 minutes

vocal crypt
#

but I figure shorter than regular Doom maps

dry ore
#

i think i'll try creating another linedef because maybe it's conflicting with the door's linedef somehow

#

even though they're apart form each other

haughty flower
#

I don't see any higher floor next to the platform that should be raised.

#

There seems to be various versions of the builder when I look it up. Which website should I try downloading gzdoom builder bugfix?

Also, this will work with ultimate doom, right?

#

That ain't the problem, gravey

dry ore
#

it's on the other side of the room

haughty flower
#

The floor's gotta be next to the floor that has to be raised

dry ore
#

oh

haughty flower
#

I know a solution though

#

Just try to keep up

#

make two squares of any size next to each other, outside of the map

#

you do that by selecting both and pressing J

#

(whichever sector you select first is gonna paste its properties to the next sectors you select)

#

they'll now hold the same properties, such as height, brightness, etc.

#

make the square next to it have the floor height which you want the floor/sector with the switch to raise up to

#

done

#

can you do that?

dry ore
#

im very confused

#

but let me try

#

it worked, thank you!

haughty flower
#

Are there any funny ultimate doom mods I should try out? Just started nodding today

#

Do you not have Doom 2?

#

No

#

why not?

abstract sonnet
#

what

#

mods ban this guy

haughty flower
#

I dont have it on pc

#

I once had an original set of floppies, but that was years ago

abstract sonnet
#

where did they go

haughty flower
#

I wish I knew

#

Many mods for Doom 2 are available for Doom 1

#

It was shared by my family

#

not sure which tho. You should probably try 'em.

abstract sonnet
#

when your doom 2 floppies grow legs and leave

haughty flower
#

Only thing I could find was the manual

abstract sonnet
#

good enough, just buy it again or get it from doom4ever

haughty flower
#

Og devs don't get paid for it anymore anyways.

#

I wonder how much the manual costs

abstract sonnet
#

go to romeros house and give him money

haughty flower
#

I will probably get it from steam, since that's where I got ultimate

#

I also found a wolfenstein manual

#

Didnt even know we ever had it

abstract sonnet
#

epic

haughty flower
#

The only old PC game I could find in the box was wolfpack

#

I never played that one

#

It used large floppy discs as well

#

Anyways I'm not big into Doom mods, but there are plenty of great mapsets for Ultimate Doom.

abstract sonnet
#

you can also play doom 2 mods in doom, its just you wont be able to use the ssg

#

although there are mods for the ssg too

haughty flower
#

Ssg?

#

super shotgun

abstract sonnet
#

super shotgun

#

ey

haughty flower
#

Oh

#

'Doom the Way Id Did' and '2002: A Doom Odyssey' are two very good 32-maps mods for Doom 1, try 'em.

#

I will download some now

abstract sonnet
#

with this you should be able to play doom 2 mods on doom normally

haughty flower
#

If I did get those doom 2 floppies, and used an old PC, could I download mods easily?

#

@abstract sonnetthanks!

abstract sonnet
#

maybe

haughty flower
#

Nope.

#

I mean, maybe.

#

Happens that most mods can only be played on sourceports and sometimes only on one specific sourceport.

abstract sonnet
#

doom4ever is an oldass website that has every official id wad

#

if you really have had doom 2 once it wont be illegal

haughty flower
#

There ARE mods made for DOS, tho. Mostly maps.

#

Maps and mods vary in their compatibility with sourceports.

#

Sorry for asking so many questions, but is there a good site that's full of reliable mods?

dry ore
#

the ssg for doom1 ๐Ÿ‘€

#

okay so i have run into a texture problem which MIGHT be caused by memory overflow but I'm unsure so i want someone experienced to be the judge

#

there's weird pixel lines and the textures aren't aligned properly

#

the alignment can probably be fixed but what's causing those weird pixels?

#

gonna test it out on chocolate doom

haughty flower
#

@dry ore weird pixels?

dry ore
haughty flower
#
DoomWiki.org

A slime trail is a vertical band of floor or ceiling texture which "bleeds" out towards the edges of the screen. It can occur when a level has not been built properly because of a bug in the node builder, but will also occur frequently as a natural consequence of the Doom en...

#

oh

hushed oasis
#

@dry ore I think that's a Tutti Frutti

haughty flower
#

^

hushed oasis
haughty flower
#

you can fix that by modifying the texture to tile in like 128x128 or 256x256

dry ore
#

oh right i've read about that

#

you can fix that by modifying the texture to tile in like 128x128 or 256x256what do you mean by that?

hushed oasis
#

just crop it up in an image editor

#

so it can tile by the mentioned resolutions, along with other multiples of 128

abstract sonnet
#

@haughty flower check out doomworld, mods are uploaded pretty much everyday

haughty flower
#

I will

dry ore
#

but the original texture IS 128x128, i think

haughty flower
#

Don't think so.

dry ore
haughty flower
#

@dry ore you should use another texture then

dry ore
#

i decided to make this specific pwad for more modern sourceports

#

too much trouble lol

haughty flower
#

Huh

dry ore
#

i'll create some simpler maps for vanilla later

haughty flower
#

Remember that the best 'detail' is a nice architecture

dry ore
#

im trying to keep the level designs relatively vanilla

#

to give them that fast-paced action feel

haughty flower
#

like Plutonia?

dry ore
#

final doom included i guess

#

but anything that goes into the ultimate doom and doom2 as well

haughty flower
#

well I was wondering if it'd be as difficult as Plutonia

dry ore
#

maybe

#

I'm doing iterative design so i come up with design as i go

haughty flower
#

That's a hard thing for me to do.

dry ore
#

i do plan on making it challenging though, yet beatable on pistol start

haughty flower
#

A good idea almost never comes to me immediately.

dry ore
#

i've been brainstorming a lot and i have ideas for the first 3 maps

#

is there also a way to transfer doom1 things to doom2?

#

or are they all in there already

#

oh the trees are under obstacles not decorations

#

another question: asleep monsters?

#

i don't want them to instantly rush out and start opening doors when they're in a different section of the map and hear a gunshot

#

that kinda ruins the idea of an ambush

haughty flower
#

@dry ore set them to 'Ambush Players'

#

so they'll only be alerted when they see the player

dry ore
#

๐Ÿ‘

short dock
haughty flower
#

kill him and finish the map

mystic chasm
#

kinda feel like making some vanilla-y maps

haughty flower
#

pics?

short dock
#

@haughty flower I have taken a lot of your criticism and advice that you gave me. I improved it too much and I domed it for 5 hours fixing it. but I think it's ready

haughty flower
#

Damn, I'm impressed

#

this was a lot of improvement. The map's very fun

#

there are still a few noticeable flaws and ways it could be improved

#

I also can't seem to find a lift to get up back there. I jumped to explore. Inescapable pits should always kill (in this case that'd be a bad choice, because every player is going to jump down here to explore). Otherwise, there should be a clear way to get back up.

#

A few more badly placed textures/texture choices: You could use LITE5 for the sides of the computers, if they're 16px wide

abstract sonnet
#

hobby height buttons

haughty flower
#

Instead of using this very ugly flat, I'd recommend FLAT23 for the silver computers and CEIL5_1 for the black computers.

#

@short dock

#

Using a blue tech texture for brown metal decoration and gray rock for walls composed of brown rocks. You need to revise your texture usage.

short dock
#

I did not realize the textures, I also lack some switches that have no function

haughty flower
#

I once again cannot lower this, which means I'm permanently stuck and can't finish the map

short dock
#

that does not come out in doom builder. That was NOT like that. wtf

abstract sonnet
#

just speedrun the place before the elevator goes up

haughty flower
#

You shouldn't make the marble texture an exit switch... I only knew that because of experience from playing many Doom maps.

short dock
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I know, that's what I'm fixing

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What program do you use to play doom?

haughty flower
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Depends

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for this wad I used GZDoom because you didn't state its compatibility/format

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I try to use it as little as possible, tho. I go with Chocolate Doom, Crispy Doom or prboom+.

short dock
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GzDoom is the best to load this map but missing textures in some areas is rare.

short dock
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I will pass the map by slade to put another music. which is by default boring

haughty flower
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Choosing a fitting midi is always the hardest part...

mystic chasm
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does prboom support tracker music?

haughty flower
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Don't think so.

mystic chasm
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f*ck it im just gonna do a vanilla speedmap for the hell of it

haughty flower
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Yea.

haughty flower
haughty flower
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Will never get used to 'regular' music in Doom. Could've used a midi.

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Can't say I don't love Quake 2's OST tho.

short dock
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:C

haughty flower
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I saw both of your deleted comments

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well, I usually use music from other games that have midis soundtracks, such as Marathon, Blood and Duke3D

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sometimes I search for em in midi websites though

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or in other wads

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or you can keep the Quake 2 song, whatever you prefer.

short dock
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Interesting...

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I'm going to play with that music. If I see that it looks good, I'll leave it

haughty flower
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Fug, some of the doom 2 textures are ugly. like this, like who the fuck looked at this and though "yeah, this fits with the rest of them"

hushed oasis
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yeah, Doom 2's artstyle was noticeably different compared to Doom 1's

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the graphics looked more like real world digitized images

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well, they were

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but it was more obvious in 2 than in 1

haughty flower
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doom 1 had a lot of textures touched up with pixelart'ish intent

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or outright drawn as pixelart

haughty flower
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fawk

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i wish i knew earlier that unpegged is a good option for making windows

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i was bashing my head

mystic chasm
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you don't like TEKWALL?

haughty flower
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this one - not really

haughty flower
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@mystic chasm i wish i had source image for this one so i could do a better conversion by hand

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because it is apparent this one was just downscaled with palette applied

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well this changes everything lol

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well. "fixed"

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it sure as shit looks closer to doom1 textures now

vocal crypt
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I'm getting D3 vibes from the left tbh

haughty flower
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might need to reduce color noise

light prism
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wtf smoke

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tekwall4 is the best tekwall

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its the only one that seamlessly tiles and fits with the palettes of other texture ranges

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its the only primarily vertically streaked texture that doesn't suffer from tile repetition from a distance

haughty flower
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@light prism and also one which looks like it got chewed by jpg compression on top of bad photocopying process on top of blur

light prism
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i dont see any jpg style artifacting

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it could just be because its a highly greebly texture at a low resolution

haughty flower
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compare with this pixel by pixel, like you would ingame. all the doom 1 textures feature hard pixel-perfect edges

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tekwall4 shitload of fuck doesn't - all edges are soft with completely overblown dark spots

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which makes it look like poor transfer

light prism
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i think youre just jealous

haughty flower
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no, i'm critical

light prism
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you havent heard the last of this