#classic-doom-maps-mods
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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
doombuilder tutorials on basic stuff should pretty much convert right over to use with slade
โฎ
You should probably try a different format first. UDMF seems too complicated for beginners.
Too ambitious, too.
I have heard that people consider Knee Deep In ZDoom too detailed and stuff.
But after opening the first map in GZDB.
Im pretty sure detailed isn't the right word.
More like ridiculously cluttered.
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
Too much needless details, tormentor signature
Every single room is filled with at least 200 sectors, they're all beacons and none stand out from the other. Horrible design.
It gets in the way of gameplay too often.
i don't know about gameplay
since i suck at playing doom
but it is so ridiculously clutered and inneficient that showing it in visual mode makes the frame rate go to 1-3 FPS
So i had to delete everything on the map besides the out of bounds boxes.
And in the end the entire setup for the skybox seems like something i already knew how to make anyway.
Except for the importing custom textures part.
However i still got no idea how to make the sky scroll.
Gonna have to go back to Doom Builder 2. Happens that GZDoom Builder is for some reason corrupting my maps.
Fucking stressful to fix all the errors it causes on my maps.
Gonna try Doom Builder X, actually.
what's the difference between X and GZDB
There's many. GZDB is more advanced overall but DBX has fewer crashes/errors.
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.
Deus Vult 2, a very technically impressive wad, was made with DB2, and that's honestly mindblowing to me
DB2 has this great thing where pressing undo more than 1-2 times usually causes the program to crash.
No, I don't think that's true. Just tried it out.
it crashes just fine
You can always join the SLADE squad
crickets
I know you all use it anyway
oh i already tried slade once
simply to add some custom textures
and it too crashes just fine
even better than doombuilder too
Never had Slade crash on me.
I had it crash on me several times in a row.
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.
Doom Four, then? I tend to type out my numbers as their words, rather than their simple numerical digits.
It's just...... something I do.
I actually find it easier to type and spell everything out. Moving on.
What are those ideas?
It's a rather long list of mods. But I can tell you the three basic principles on which I made this list.
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.
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.
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.
Well, there's eleven weapons, if you count your fists.
So, that's the basis for my weapons ideas.
Hm
Some of the weapon mods I've come up with have already made their way to Brutal Doom.
I can go into detail, if you're really interested.
If you think the above ideas are utterly mad, then you won't hurt my feelings.
So i want to make a map in UDMF.
But i want it to have crushers too.
And the issue is that i don't know how to make working crushers in UDMF.
but i can make them in other Doom formats since they have the same actions and such.
would there be a way to get the Doom 3 or even Doom 2016 models into GzDoom?
idk, don't own 2016
and my laptop won't even be even to run it
where does 3 BFG store it's meshes tho
I wish that also injured the playa @charred furnace, the gif you posted.
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
where would I start replacing say the Pinky Demon inside the Doom Remake 4 modpack?
right
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
the models are defined in modeldef
the sprites are in spritedef, the weapons in weapondef and the code in codedef
I prefer the term 'heroes'
'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'
sounds real heroic
what if you made your own models based on ones from a commercial game, in attempt to make them look identical?
sounds like a giant waste of time
yes but since you made them yourself you didnt break copyright
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
Not everyone can make their own assets
It's barely a legal issue most of the time
it's more about "morals", and who needs those?
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
It's barely a legal issue most of the time
liscences are important
arguing this is stupid, its clearly infringement to take assets from a game and re-release them for free
that is
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
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

and i said, that falls under intellectual property
Will still use midis ripped from Marathon in my wads
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.
so many rapists out there, why not become one
Okay dude that's fucking apples and oranges.
thieves then
basically boils down to 'so if x jumps off a bridge, youll do the same?'
Depends
The problem will rise quicker if you try to sell it for money
So I'm about done with a map and I would appreciate some outside feedback.
Vanilla. Would highly appreciate demos or videos of your first playthrough of it also, that'd be the most helpful.
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.
just use a normal screen recorder
I mean... but the filesize
just use a normal screen recorder
video encoding
aaaaargh
prboom-plus -complevel 2 -skill 4 -iwad doom2.wad -file MAP03.wad -record raiva -warp 3
oh
working on it
you'll have to excuse my slopiness
prboom feels different than zdoom
Yea, it's fine. I really appreciate the effort.
and i havent got my mouse settings quite right yet
I know how it feels, I keep switching from sourceport to sourceport. Got used to them all after a while.
huh?
-playdemo
i'll send you my first attempt now i guess, i died
let me get my mouse settings figured out
and ill send you another one
of the whole map hopefully
Sure. Thanks.
So, you just died right at the beginning...? @mystic chasm
Oh, you died like 20 seconds in, for me
Oh, think I got it
complete?
Wew
no ammo and punching hitscanners
Interesting. I never had trouble with ammo in the map. Will look into that.
To me it seems you were ignoring some of the ammo, though...
Or didn't notice it.
What did you think of the map overall? @mystic chasm
I like the map it's challenging, looks nice, dark, atmospheric, its got good fights in it
not enough ammo though
like at all
well no
the first part is okay
after the blue door it gets REALLY sparse
i got through the yellow door
but there are like 6 or 8 hk now
and i have fists
i don't know what you play on to test, or if you have difficulty levels implemented
i was on UV
1.0 gamma
Or didn't notice it.```
i picked up everything i saw...
i don't feel like I've been missing anything
after the blue door I've been scouring for ammo
not wall-humping or anything tho, hunting for secrets
There's only 3 or 4 secrets. Don't think they reward ammo apart from 8 shells.
I've added an extra box of shells, I think that'd fix it.
idea for you
after you go through the.... red door? back where the second archvile spawns?
when you come back out of there
a mancubus spawns right?
could you have a closet open past the mancubus that has ammo in it
right there
after that you're fighting another manc and a rev or two but mostly more hell knights
1 manc, 2hk and 2 rev to get to the yellow switch
thats 24 shells if you don't miss
I remember worrying about that session and adding an extra box of shells in the room with the yellow key for it.
I'll add more shells.
granted you get some rockets
before that...
4 rockets to kill that manc tho
yea, i was almost finished with the map
Do you want the new version to try it again or...?
sure hit me with it
Difficulty settings not fully implemented yet, btw.
There are shells in the closets with the hell knights after the yellow key.
ok
Oops, for some reason those same closets don't have textures anymore. Not that that would affect gameplay.
Well, one of them doesn't.
missing some textures on the steps by the blue door now too
i think you need to take your acid sector damage down too
or since you are using it to restrict where the player goes (around the yellow switch)
you need to add some cover from the hit scanners
4 7 shotgunners and a chaingunner and the only corners you can dodge around are 20% damage sectors
or
make sure the player has enough chaingun ammo to stunlock the hitscanners
i had 27 rounds entering that room
if you duck in and out of that room to bait the hk on the right you lose 40hp
so you need to stay in there and fight
Does anyone know how to insert the scripts lump into your wad in slade 3?
which scripts?
acs scripts
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
After figuring out how to do all the vanilla stuff, Im at the point where Im trying to figure out ACS. Chubz, the guide by John Anderson, and most Doom Wikis usually refer to the scripting process in DoomBuilder, but SLADE seems to be different. How can I make the Script Edit...
but he doesn't say how to do so
what exactly are you trying to do?
i guess is a better question
and what format are you working in pk3/zip or wad?
if you just want to insert an empty entry though its:
Archive -> New -> New Entry
it will put it as a marker type, but you can open it as text and compile it
if you are writing scripts for a map, you can do that in slade's map editor
thank you that is the info i was looking for. Sorry i wan't more clear
Can someone tell me how to make sectors so the AI avoids them ?
yeah theres no real 'avoid'
I'm partway through making my first map. It's obviously unfinished but any feedback would be appreciated! Here's a link: http://www.mediafire.com/file/tmifrjy9ddzxr2c/fracture.wad/file
what format or intended playstyle?
vanilla?
nvm
UDMF = zdoom
some people consider this a matter of taste, but usually doortraks are unpegged so that they don't move with the door
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
all still very good rules today
All good info, thanks!
I was actually watching Chubzdoomer's 3D floors tutorial earlier
@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
I think I know what you're talking about but I'm not sure.
Do you mean this?
But I don't think that 'effect' is used in map02.
yeah
i meant map1
the chainsaw balcony haha
i just got home from work and im really tired
Use the middle texture part.
Remember to set the linedef's flag to 'impassable' if you don't want players to walk through the texture.
Back side would just be the other side
If it's only on one side, you'll only be able to see it from that side
i mean like
if you get to the other side of the linedef, you'll see nothing.
or do i just lower that to the ground level
Uh, I think you lower it?
I'm not really sure what that is.
What's causing that*
Looks like the average 90s map.
The layout itself can be made decent if you polish it...
- Many misaligned textures
- Barely any light variation
- Blind switch hunt
- Too easy
For when you put decoration such as computer panels in the walls, use Lower and Upper unpeg to fix the misalignment.
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
You'll learn better use of textures as you learn everything else.
The bathroom tile texture for the 'ceiling' of the doors is very ugly also.
i use the bathroom tile texture for keyboards
@mystic chasm off topic but do you have windows XP
heh, nope
with some custom stuff
I need help with something
I have made a roadblock on my map that lowers with a key.
But i want the entire thing to lower at once once you press use on it.
Instead of individual blocks lowering instead.
^im wondering that too, was gonna implement a similar thing into my map
also I'm going to make a map pack, can anyone tell me how to connect different maps into a single wad?
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
Shouldn't that be in showroom ?
Talk about awesome DOOM mods, Classic maps, SnapMaps, game development and *show your development progress!*
@modern aspen the switch won't even press for me
im using zdoom
i am too
GZDoom at least
let me try gzdoom then
now it works
:P
but no not really
i meant like, a small platform that has the red key on top of it
and when a switch is pressed, the platform lowers, and the key with it
i see
ok but now i realize i have a different problem
i can only test maps in gzdoom
i was wondering why i couldn't open a door out of all things in my map lol
another question, how do i make custom textures appear in a wad?
yeah like that
i guess you must be using some kind of feature or function only ZDoom has
im starting ti think it might be the the editor's fault lol
even though i read it should make maps compatible with vanilla as well
i checked a bunch of versions off including vanilla and zdoom-based ports
i guess you could try converting the map to doom 2/doom
but you should probably keep a backup
let me see if i remember how to
and prepare to have to fix alot of broken things
oh how to fix the missing texture thing btw
like i had too when i converted my map to UDMF
im using textures from doom 1 as well as doom 2
i did that too
but it doesn't have some doom1 textures so i used the wad file
now it straight up crashes the game on dosbox
zdoom runs it but with a missing texture
you are trying to run your maps on more vanilla versions of doom ?
yeah that
the maps that are vanilla compatible are usually compatible with other ports too
in that case you need to remove replace modern source port features
how do i do that?
just don't use them
huh
e.g one of my maps has slopes
how do i know if i have lol
what program do you use ?
gzdoom bulder
i think i should switch programs and see if the problem still exists
GZDB is for ZDoom ports
i have one that's more oldschool
mhm but i read it should be able to make maps for any ports, vanilla included
GZDB ?
yeah
i don't know about that
could've been misleading information
yeah
i also have Eureka
it's more old-school iirc
but i couldn't figure it out at first so i went with GZDB
since i haven't tested any maps to see if they run on old Doom
it'd crash my program because my version of windows is incompatible
well
there are compatability options in windows
i have MEd too
which is an editor for GTA: SA
But it couldn't run on my PC
Until i put the compatability options to windows XP
Because of how old the program is
im trying to find my DB2 folder but my entire file explorer is a mess
well im back
hey
hello
i get this error when i try to test my map with chocolate doom
it's a texture i haven't even used apparently
:P
i think you may need to remove one of the IWADs
and only use textures from one single IWAD
i just did that
it still won't run for me
oh i see...
had to remove them from a different place
goddammit now i have to re-add some custom textures
i added the doom1 textures through resources instead
im still getting errors
well
i don't think i know enough about doom to help you anymore
or at least not this issue since im just concerned with my maps running on modern source ports
yeah ok
thank you though!
one more thing
i want both of these to face outwards
how do i do that
new error, making progress!
im not sure
in linedef mode, highlight a line and press F to flip its sides/facing direction
thanks!
since the two iwads keep conflicting, how do i import textures from doom and export them to my doom 2 wad?
you don't put things into iwads.
although, i have the textures
no that's not what i meant
i want to upload them as resources into my map pack
You'll have to put em in your pwad.
that's what I'm asking, how do i do that?
Download this.
@dry ore so you have Slade, rite?
nope, currently using gzdoom builder
You need that to add textures to your wad.
i have a folder with doom textures
Also to add new music, enemies, etc.
It is essential.
You can't add textures to your wad just from a folder...
Download it and open your wad in it and I'll show you how to add the textures in.
@dry ore oke, load your wad into it
And somewhere, preferably at the top of all the files, add two entries called P_START and P_END. You do that with this
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?
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
ok, i did that
Sorry for the wait. @dry ore https://youtu.be/RxKOj6N2Esg
Made this quick and simple tutorial because most on Youtube are overly complicated and annoying. READ MORE FOR EXTRA TIPS/INFO/KNOWLEDGE: For this you must u...
but now I won't have to explain to every newcomer how to add 'em anymore.
it's alright, i appreciate you putting all the effort into helping me out
Made it as simple, understandable and quick as possible
that was a lovely tutorial
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.
ah fuck... this texture pack has separated the planet texture into multiple different textures and now i can't align them properly
i came up with a creative solution ๐
hm?
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 :/
@dry ore can you show me screenshots of the error messages?
Hmmm. Did you use any texture packs other than the Doom 1 textures?
nope
@dry ore still getting those problems?
I'm not sure why they're happening but I'll try to investigate
COMPTILE is this texture.
it seems you added a - to the end of it, maybe in the editor.
use this feature.
(F4)
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
Yup, that's the problem.
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
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
IIRC it was over rather petty reasons, the original abandoned.
Nice. I also map for DOS.
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?
I recommend you use GZDoom Builder bugfix https://devbuilds.drdteam.org/gzdbbf/
Development Builds
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.
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
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.
anyway i need to know how to make a switch lower a specific platform
or uh i guess a sector?
Easy.
do i use the same tags on the switch and the sector?
yup.
oh cool
yeah, more or less, but i'm playtesting it as i go
Remember to use the visplane explorer.
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
Yeah, his recent maps are limit-removing
it played surprisingly fine until then tho
there were lots of HOMs and slime trails too in the dos port
that means he uses the original mapping format for Doom, but ignores the limits
those HOMs are caused by drawseg overflows
i suppose that means chocolate doom isn't compatible either
nop
i think it has the same limits as dos?
Yeah.
for some reason only one of my doors is functional
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
Ping me if you need help with anything.
@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
Exit portal?
Well, for an exit you gotta put use one of these in a linedef
for scrolling wall textures is this @dry ore
Oh I get what you wanna do.
You use linedefs. @dry ore
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
well it's all written down there actually.
@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.
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?
oof... what does this mean
what i did was try to lower a platform
i forgot to tag it :P
That's just an image. I can see right through that trick.
a big WIP of the current map im working
which i'll try to make it compatible for vanilla doom
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
can you link it?
really its just some new guns i made mixed in with old assets
and rain shader i made the other day :3 :3
It looks neat. is it triggered by fog or by sector entrance puke?
atm ceiling height but thats clunky
i might recommend just checking if texture above is fsky
how do i do that in zscript
let me see
i couldnt find a decent reference
despite finding the struct definition for 'sector'
i couldnt figure out which element to check
Sector sec = myActor.CurSector;
yeah, i got that
but then what element of sector do i check, or which function do i call
easier to just move the check to player tick
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 ๐
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?
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
just open the map in the editor and
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
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?
Better pay better attention, heh. Read the third option shown in the screenshot I posted.
'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
the Open map in current wad option?
it's for selecting the various maps in the wad you loaded
and to create a new map and add it to the selection?
just when you open the wad in the Builder, it asks what map you want to load
let me just load the program lol
i'll get a better visual then
ok yeah i remember that
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
got it
Don't worry, I couldn't get a grip of this stuff without someone telling me how to either lol
how do i rename a wad by the way
the map #?
oh well sometimes directly renaming a file causes problems
but if it won't then yeah lol
I expect you'll later ask how to change your map's name
nah i found that option already haha
but i will definitely ask more stupid questions later
well I mean the map's name itself, not the number
You do that with DeHacked
yeah sure, if you need help with it I know all about it
WhackEd4 IS for making DeHacked files
you don't really need a software for that, but it makes it easier
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
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
@dry ore yea
Just make another sector like behind it and lower it to the ground as you said
that just gives me a missing texture wall
did you set the ceiling to F_SKY1?
yeah
that's weird, can you send a screenshot from the editor?
also, did you check in-game?
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
does your problem still persist?
send me the wad if so
did you lower the ceiling with the sky to ground level or below?
that uhh
does this
if i lower the ENTIRE ceiling then my walls disappear too
...unless
i leave a small piece of sky next to the walls
then what do you wanna do?
Is Russian overkill only for doom 2?
best i could do...
still can't get rid of that wall all the way
also part of the fence fell underground somehow and i find it amusing
I don't get what you're trying to do.
get rid of the green wall entirely
also, there were more skies in doom, how do i get those?
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
i didn't?
oh
alright
wait so i CAN determine which map uses which texture or did i misunderstand?
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
so basically upload a new texture or what?
yeah
you name the texture you want for the first episode as RSKY1
RSKY2 and RSKY3 for eps 2 and 3 respectively
you put the texture between the P_ entries and add it to patch table/texturex
i made a map that i put a little effort in, try it out
just at the first door there are missing textures...
oh
waeughewausfio
I've been finding it a common thing for the doors in your map to have missing textures on to their sides.
You should give indications that doors are locked by a key.
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".
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
ok I've been trying to make this linedef, when crossed, raise a platform with a switch
i can't do it
this is the linedef
it's facing inwards, aka the direction the player is coming from
there's gotta be a higher floor for it to raise to.
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?
nope
because i had to make the switch side have a different tag in order for it to be functional
according to your info everything should be working fine so you probably tagged something wrong
hmm
showing more pics could help
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
I thought people hated short maps.
I thought people hated short maps
Scythe is one of the most popular and celebrated megawads in Doom history
Like I don't mean to imply big ass maps are the status quo
maps no longer than 5 minutes
but I figure shorter than regular Doom maps
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
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
it's on the other side of the room
The floor's gotta be next to the floor that has to be raised
oh
I know a solution though
Just try to keep up
make two squares of any size next to each other, outside of the map
'join' the sector that has to be raised with one of them
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?
Are there any funny ultimate doom mods I should try out? Just started nodding today
Do you not have Doom 2?
No
why not?
I dont have it on pc
I once had an original set of floppies, but that was years ago
where did they go
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.
when your doom 2 floppies grow legs and leave
Only thing I could find was the manual
good enough, just buy it again or get it from doom4ever
Og devs don't get paid for it anymore anyways.
I wonder how much the manual costs
go to romeros house and give him money
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
epic
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.
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
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
with this you should be able to play doom 2 mods on doom normally
If I did get those doom 2 floppies, and used an old PC, could I download mods easily?
@abstract sonnetthanks!
maybe
Nope.
I mean, maybe.
Happens that most mods can only be played on sourceports and sometimes only on one specific sourceport.
doom4ever is an oldass website that has every official id wad
if you really have had doom 2 once it wont be illegal
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?
the ssg for doom1 ๐
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
what it's supposed to look like
what it looks like in DOS
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
@dry ore weird pixels?
you mean this? https://doomwiki.org/wiki/Slime_trail
oh
@dry ore I think that's a Tutti Frutti
^
you can fix that by modifying the texture to tile in like 128x128 or 256x256
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?
just crop it up in an image editor
so it can tile by the mentioned resolutions, along with other multiples of 128
@haughty flower check out doomworld, mods are uploaded pretty much everyday
I will
but the original texture IS 128x128, i think
Don't think so.
no matter how i align them this texture still splits up like so
@dry ore you should use another texture then
Huh
i'll create some simpler maps for vanilla later
Remember that the best 'detail' is a nice architecture
im trying to keep the level designs relatively vanilla
to give them that fast-paced action feel
like Plutonia?
final doom included i guess
but anything that goes into the ultimate doom and doom2 as well
well I was wondering if it'd be as difficult as Plutonia
That's a hard thing for me to do.
i do plan on making it challenging though, yet beatable on pistol start
A good idea almost never comes to me immediately.
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
@dry ore set them to 'Ambush Players'
so they'll only be alerted when they see the player
๐
kill him and finish the map
kinda feel like making some vanilla-y maps
pics?
@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
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
there are still many misaligned and badly placed textures and texture choices
these fences aren't set to impassable.
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
more examples
hobby height buttons
a bunch of misaligned textures.
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.
I did not realize the textures, I also lack some switches that have no function
missing texture
I once again cannot lower this, which means I'm permanently stuck and can't finish the map
that does not come out in doom builder. That was NOT like that. wtf
just speedrun the place before the elevator goes up
You forgot to make the switch open the door.
You shouldn't make the marble texture an exit switch... I only knew that because of experience from playing many Doom maps.
Depends
for this wad I used GZDoom because you didn't state its compatibility/format
I try to use it as little as possible, tho. I go with Chocolate Doom, Crispy Doom or prboom+.
GzDoom is the best to load this map but missing textures in some areas is rare.
I will pass the map by slade to put another music. which is by default boring
Choosing a fitting midi is always the hardest part...
does prboom support tracker music?
Don't think so.
f*ck it im just gonna do a vanilla speedmap for the hell of it
Yea.
@light prism thanks for the textures again. this is starting to shape up.
Will never get used to 'regular' music in Doom. Could've used a midi.
Can't say I don't love Quake 2's OST tho.
:C
I saw both of your deleted comments
well, I usually use music from other games that have midis soundtracks, such as Marathon, Blood and Duke3D
sometimes I search for em in midi websites though
or in other wads
think this would fit?
or you can keep the Quake 2 song, whatever you prefer.
Interesting...
I'm going to play with that music. If I see that it looks good, I'll leave it
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"
yeah, Doom 2's artstyle was noticeably different compared to Doom 1's
the graphics looked more like real world digitized images
well, they were
but it was more obvious in 2 than in 1
doom 1 had a lot of textures touched up with pixelart'ish intent
or outright drawn as pixelart
fawk
i wish i knew earlier that unpegged is a good option for making windows
i was bashing my head
you don't like TEKWALL?
this one - not really
@mystic chasm i wish i had source image for this one so i could do a better conversion by hand
because it is apparent this one was just downscaled with palette applied
Im sure Im not the first person to notice that TEKWALL4 is based on scans of the Doom logo, but just for fun I had a go at reconstructing it: Its not quite perfect: Theres something going on in the far top right corner that I havent quite worked out yet, but I though this mig...
well this changes everything lol
๐ left is fixed version
well. "fixed"
it sure as shit looks closer to doom1 textures now
I'm getting D3 vibes from the left tbh
might need to reduce color noise
wtf smoke
tekwall4 is the best tekwall
its the only one that seamlessly tiles and fits with the palettes of other texture ranges
its the only primarily vertically streaked texture that doesn't suffer from tile repetition from a distance
@light prism and also one which looks like it got chewed by jpg compression on top of bad photocopying process on top of blur
i dont see any jpg style artifacting
it could just be because its a highly greebly texture at a low resolution
compare with this pixel by pixel, like you would ingame. all the doom 1 textures feature hard pixel-perfect edges
tekwall4 shitload of fuck doesn't - all edges are soft with completely overblown dark spots
which makes it look like poor transfer
i think youre just jealous
no, i'm critical
you havent heard the last of this
