#classic-doom-maps-mods

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haughty flower
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I may look like a nugget but im no nugget, and not much, just office work

silver lichen
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Biiiiig yoshi

final citrus
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By the way... Is it possible to generate a REJECT lump for a map without messing with anything else correlating to said map?

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(also getting this chat back on topic here with this post)

final citrus
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Looks like you can using ZenNode (I got a good REJECT table applied, but the maps needed updates, so it already took care of those)
For those of you wondering, I'm trying to update the press release beta levels so that way they can be played in modern sourceports without an issue at all.

mystic chasm
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you can make a zero REJECT table in slade

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for modern computers it really isnt gonna matter

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unless the map uses some weird hacks

light prism
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it is possible to generate reject maps that are more well optimized than what gzdoom would generate

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but on average, yeah, not worth the hassle

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unless youre doing some insane shit

final citrus
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The maps needed updating anyway, so ZenNode rebuilt their nodes, vertexes, and anything that wasn't already part of the map data too (this included REJECT table generation)

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I prefer having a proper REJECT table in no matter what anyway, not a zeroed-out one. Zeroed-out ones can cause demo playback issues via having random things in memory be used for the reject table.

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Certain maps and demos therefore have issues playing back correctly unless you use either a special magic number or a proper reject table generation.

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Even then, it still isn't guaranteed that the demo will be fixed on that map using the new reject table/magic number.

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There's an entire Doomworld forum topic on the subject that happens to discuss this issue in more detail, along with a list of demos affected as a result and ways to play them back correctly.

stray crown
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damn

final citrus
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Ye

final citrus
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The level WADs themselves increased in size a bit, but the size of the actual data for the maps decreased significantly.

light prism
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SetActorPosition(1, GetActorX(1), GetActorY(1), GetActorFloorZ(1), 0);
for(int i = 0; i < 255; i++) { SetActorState(i, "Dinosaur", 0); }```
mystic chasm
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no no no no no no no

light prism
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+bathtub slides out of destroyed room+

mystic chasm
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what is this a gif for ants?

foggy folio
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Sorry About that I'm using discord on my phone

pseudo citrus
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Hello there, I want to start developing WADs but I don't know how to start, what is the background I need to know? Can someone help me?

light prism
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that is such a broad question

mystic chasm
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There are a bunch of doom builder tutorials on yt, that's probably where you should start I guess, you can start making maps before ever even getting close to adding new resources and stuff.

Here are some resources to get you started, or download links atleast:
GZDoomBuilder-Bugfix
https://forum.zdoom.org/viewtopic.php?f=232&t=54957
SLADE 3
http://slade.mancubus.net/
These are like the two programs you will majoriliy use

I'm almost positive you will start with zdoom too so here is their fantastic wiki:
https://zdoom.org/wiki/Main_Page
if you are modding for zdoom you can figure out how to do pretty much anything you want if you are willing to read enough documentation on that website

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As for background, you don't have to have a background in anything to start making stuff, heres list of things that learning about would help though

  • Game design
  • Level design, level flow
  • Programming
  • Computer Systems
  • Data structures
  • Mathematics, Calculus
  • Sound design
  • Color theory
  • Art in general
  • Player psychology
    (I'm only mostly kidding)
dry ore
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haha speaking of programming, what are the options with scripting in pwads and do they work in vanilla?

mystic chasm
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Vanilla doom had no scripting abilities

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dehacked was developed to allow changing codepointers in actor states that would allow "custom" monsters/weapons/projectiles
most (all?) ports (including chocolate doom) support .deh patches included in wads anymore

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if you wanted to do the oldest of oldschool modding (that would work on the most basic of ports) it would be dehacked modding

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so if you are targeting, Chocodoom, PRBoom+, Zdaemon

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Zandronum supports: DECORATE (replaced dehacked modding) and ACS which is a compiled language from hexen

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and Zdoom supports all of that and also has ZScript, which is by far the most advanced and resembles C++ or Java really, and you can pretty much do whatever you want with ZScript, within the bounds of the game engine itself

dry ore
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i have whacked4, what are some basic things i can do with it?

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im thinking of sticking to vanilla mapping

mystic chasm
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what are you trying to do with it; it's easier to tell you if your goal is in scope of dehacked than to try and tell you whats possible I guess

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You can make custom wepons with custom animations and projectiles in dehacked

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custom monsters, map objects

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but dehacked relies on the codepointers that are already in the game

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so for instance in vanilla doom2, you can make a gun shoot what the doom2 ssg shoots, but you can't change the number of pellets it fires, or change their damage

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you can make custom projectiles, but you are limited in number to how many are in the original game

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and you are limited by the number of "frames" you can have for all these things

dry ore
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oh alright

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and maps themselves cannot use scripts then for more advanced building? (in vanilla)

mystic chasm
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No scripts in vanilla, everything has to be done with linedefs

dry ore
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ah alright

mystic chasm
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if you want oldschool-y but not vanilla and you want more availble linedef actions you can use BOOM format

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which has generalized action specials

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for example:
in vanilla there is no action special to have a floor LOWER apon shooting a wall

dry ore
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oh neat

haughty flower
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Boom's best utility is voodoo dolls.

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Basically, voodoo dolls allow for activating multiple actions at the almost exact same time with the single flip or a switch or walking over a single linedef.

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I used to be very dependent on those when I began mapping with Boom format, but I found I don't really need the mechanic.

dry ore
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why would i want something to happen without being triggered tho? or did i misunderstand?

mystic chasm
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I think you misunderstood

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voodoo dolls are a (messy) hack at best but so is a lot of stuff in doom if you are sticking to boom compatible stuff

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eventually you get tired of trying to figure out a way to trigger a bunch of actions at once and figure it's just easier to write a damn ACS script

dry ore
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ive never used voodoo dolls ever and i don't really understand what they are or how they work to begin with

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feel free to explain though!

haughty flower
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Voodo dolls aren't "messy", they're very common, simple and easy practice.

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@dry ore basically, if you spawn two Player 1 starts in a level, the player will use the one that was put last to spawn in...

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That means, another entity of the player exists with the map.

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If that entity is hurt, the player will be hurt too, and if it picks up something, so will the player, etc. Hence the name "voodoo doll"

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...and also, if it walks over a linedef of any kind, it'll trigger its action.

dry ore
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can the voodoo doll move when you move?

haughty flower
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Nope.

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But Boom has a neat linedef action that makes floors scroll...

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And moving any entities along with the floor.

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So if you use that little action on a dummy sector with the voodoo doll in, put a few linedefs ahead of it to trigger some actions, it'll walk over them and trigger them one by one (usually fast enough to look like they're activated at the same time).

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So you can use that trick to put a door in front of the voodoo doll, and make the door open when the player presses a single switch, resulting in the voodoo doll being able to pass through and activate whatever actions are ahead of it.

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It's useful for switches, because you can only assign a single action to a switch.

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It's really easy to make this function.

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You can also use it for timed events.

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Ever played Lunatic? Its last map features a 'timer', resulting in platforms revealing more monsters/opening up the arena after a certain amount of time after you enter the room.

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That's made with voodoo dolls.

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I'm probably not wrong to say that every single recent Boom wad you play uses voodo dolls.

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You can actually align the floor and ceiling textures with Boom but it's quite tedious to do so.

dry ore
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oh awesome

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i'll give it a shot

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i'm guessing it won't be fully functional if i play it on choclate doom then?

haughty flower
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Nop.

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Only on sourceports that support Boom, such as prboom+, ZDoom family, etc.

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Boom was made in 1997 by TeamTNT.

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Some time later, a guy released a new modification of Boom called MBF (Man's Best Friend), which added two functions to Boom: Linedef actions that allow you to change a level's skies, allowing for multiple skies to be used in one level, and any texture to be used as such. The other function is the ability to make demons be friendly to Doomguy and fight alongside him.

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Usually, people refer to technically MBF wads as Boom, because every sourceport that supports Boom also supports MBF's new functions.

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Anyways, on another subject, I learned how to make "see-through" doors in vanilla. That is, doors that use textures that feature transparent parts that allow you to see through them (like MIDBARS and MIDSPACE).

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I can make a little tutorial on that later since it can be tricky to get working.

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And every tutorial online for it is shit.

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This technique makes a single linedef become a sector.

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Which is how it allows for you to use the middle textures that you can still see through on a door.

dry ore
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i'd like to know how to make see-through doors

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middle textures can't be raised or lowered can they? i've actually struggled with that

haughty flower
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Nope. That's what this is little trick is for.

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It can also be used to make see-through floors to be lowered.

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Memento Mori 2 actually used a see through door in like, the first map, but it was a bad one and showed HOMs when opening iirc. There are many ways to make see-through doors. (The way I know is the best one ofc, wink wink)

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I'll just get the rest of my sleep and when I wake up I'll make a vid tutorial on it.

dry ore
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sure, thank you!

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depending on your timezone i might not see it on time because i have work tomorrow

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but tag me regardless so i don't miss it :)

haughty flower
dry ore
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i'd play that

haughty flower
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My computer got real slow and GZDB wasn't loading the textures at all.

dry ore
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i've had that happen for a split second

haughty flower
haughty flower
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Working on a level inspired by an idea from a friend... "a level that takes place inside a massive machine."

zinc saddle
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sorryforthespambutimhyped

mystic chasm
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I don't understand the oversized hud trend

zinc saddle
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I don't see how a visor hud is "oversized"

mystic chasm
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because everything outside the greenlines is obscured?

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thats like 15-20% of the screen

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werent people complaining about oversized weapon models not long ago?

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about them blocking a huge percent of the screen?

zinc saddle
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I mean.. Look at UDV or CatsVisor

mystic chasm
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๐Ÿคท
I don't want to stifle your ideas, just write me off as a boomer sip

zinc saddle
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if you want blocking most of the screen, take a look at the DE HUD add-on ๐Ÿ˜‚๐Ÿ˜‚

late spoke
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I mean, you can do what Halo did and make those parts of the screen translucent with a green hue like this.

zinc saddle
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Yeah true. Tho rn I'm only working on the frame and potential element placement

late spoke
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Gochya.

zinc saddle
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But I do appreciate the feedback very much!

light prism
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looks good

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i might have to steal one

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and do another 3d hud

zinc saddle
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Wut

light prism
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a 3d hud

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an A_Overlay on the player that shows the hud like a 3d weapon model

zinc saddle
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wtf XD

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With the one I'm sketching up?

light prism
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maybe

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not right now though, im at work

zinc saddle
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oof rip, anyway it's still waayyy in the early stages. Rn all of the ones that are compiled are saved solely as individual images on my phone

light prism
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to be fair im already balls deep in resource making

zinc saddle
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Noice. Just REALLY wish I could code my own stuff

light prism
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read the wiki you scrub

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deku scrub

zinc saddle
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I have but I can't do shit correctly even with having read it because it all just zooms around my head with the rest of the random stuff flying around

light prism
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you know what always helps me

zinc saddle
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hm?

light prism
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smoking a fuckton of weed

zinc saddle
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pfft. Shame I'm on narcotic meds and have asthma

light prism
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๐Ÿ˜ฎ ๐Ÿ˜ฎ

zinc saddle
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ยฏ_(ใƒ„)_/ยฏ

haughty flower
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Tiddies

light prism
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fiddle de-dee, tits on a bee

haughty flower
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Oh no I got the perfect image

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But I can't post it

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||It's hip to fuck bees||

haughty flower
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๐Ÿ…ฑees

zinc saddle
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If anyone would like to help, no matter how small of a contribution, feel free to either DM or @ me! And yes, you will be listed in the credits for assisting me with this.

light prism
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do i get paid

zinc saddle
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If my Paypal decided to not be a fucking fuck and actually work properly, potentially

foggy folio
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By the way @light prism what is that model for? if you don't mind me asking

light prism
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some guy made concept art and i sculpted/rigged/animated it

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so for whatever

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he gets dibs on it

haughty flower
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Hypothetically

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If a hot girl offered you erotic pictures of her as a form of payment for your work on a video game mod of hers, would you accept it?

light prism
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Nope.

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that's like someone offering you corn in the middle of a cornfield

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also a pair of tits isn't going to pay the bills

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unless they're attached to my own chest

zinc saddle
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tweet tweet

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oh those tits-

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XD

light prism
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i can just go to cornhub.com and get my own corn for free

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besides i live with my gf

haughty flower
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What if it was a hot guy then

light prism
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well obviously that changes everything

haughty flower
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Glad you think so too

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Are you getting offered tits to make doom maps?

foggy folio
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Thanks for the info fram ๐Ÿ‘

foggy folio
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Did he say what it is for?

light prism
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assuming some kind of bee mission

foggy folio
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Hmm sounds interesting

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Sorry Vega

abstract sonnet
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bee movie 2

haughty flower
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HDoom

gaunt lagoon
haughty flower
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I got an idea for a multi player game mode in doom eternal

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Itl be like a competative horde mode where up too 5 players see who survive the longest against endless waves of demons just like in the box art cover of the old games (Players wont be able to hurt each other and hp wont be able to regain)

haughty flower
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@gaunt lagoon cool shit

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in what format are you doing this

gaunt lagoon
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UDMF I think it is

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I'm not with the lingo or technical terms, I just learn and build ๐Ÿ˜›

light prism
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probably udmf

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if it was DiH he would have given up by now

gaunt lagoon
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time to start work on the inside ๐Ÿ˜ƒ

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just starting construction on the grand staircase, 2 entrances from the boat deck done via portals.

final citrus
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How exactly is a door supposed to be built in GZDoom Builder? I'm trying to make an exit door that requires all keycards to open.

haughty flower
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@final citrus what format are you using?

final citrus
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UDMF. I'm also using the Realm667 Various Keys pack

haughty flower
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Thought you were a novice mapper.

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Can't help you with that, then.

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I really don't recommend you use UDMF if you're new into mapping. Too complex for newcomers.

final citrus
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I am a novice mapper, though. I'm trying to experiment with the key pack to see if I can make an exit door with all the keys from said pack required

haughty flower
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You probably need scripting for that.

final citrus
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I'm not sure what would be used for side trim to indicate all keys are needed, anyway (like with the blue trim for blue key, yellow for yellow, etc.)

haughty flower
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Didn't the pack have textures in it too?

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Would be stupid if it didn't.

final citrus
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No, it doesn't. I have it open in SLADE to check.

zinc saddle
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Couldn't you take a look at maps that have that like Go2It or Lab Complex Entrance (I think?) from EDay?

final citrus
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It would be trivial to make some that work with it, though

haughty flower
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Maybe the textudes are on Realm667

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Well, Go2It just has three doors one after another, each that requires a different keycard.

final citrus
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Ye. So do some of the vanilla maps

haughty flower
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But I think colton wants to have one door that requires all three new keys that he added into the game.

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Boom actually has an option for that.

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With Boom you'd have to replace the existing keys, though.

zinc saddle
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Ohhh you mean as in like the paranoid people who have like 10 locks on the inside of a door?

final citrus
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I'd like to use every key from the pack, including the stock ones, ingame for the exit

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That and it'd require a HUD extension to make use of them all

haughty flower
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A map with 6 keys...? I don't think people would like that very much.

zinc saddle
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Yeah, not to mention where to place them

final citrus
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3 keys stock+6 keys from the pack=9 total

haughty flower
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Oh. That doesn't make it better if you plan on using all of them in one map, lol.

final citrus
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A map utilizing all of those would be pretty big

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Ye. I plan to use all of them here just as a test in a small test map just to see if the exit door will use them all

zinc saddle
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just make a circle map or something like Wormhole where you have to go back and forth lmao

final citrus
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I wonder if it's possible to have the key door trim rotate between all the necessary textures that could be used on a specific door. That'd be neat.

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blue->red->yellow->green->orange->grey->pink->brown->black and back again (would be cool to see that in action, and DECORATE would be just the tool for the job)

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I think that'd be a texture in and of itself, if I recall correctly (I plan to call it DOORRNBW)

final citrus
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That's strange. GZDoom Builder doesn't even show the action I want to use for this particular door (blue key open, wait, then close)
I'm trying to get a hang of making doors first by making a simple blue key one before I go back to the other one

final citrus
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(Never mind. I figured out what to use. I was using Door Open, not Door Generic.)

haughty flower
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You can do a good map with 9 keys. Vile Flesh does practically the same but with switches.

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It's got a smart switch-hunt game going so 90% of the time you know what a switch does even if it's not shown to you exactly.

final citrus
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Ye. It'd be a fun challenge to try to make at least a half-decent map using all of those keys

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And to try to make that changing texture using nothing but DECORATE scripts

zinc saddle
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Speaking of Vile Flesh. That's what I just streamed the first 8 maps of with PB lul

haughty flower
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Vile Flesh's amazing. I'm on level 25 and it's still impressive how immersive, diverse and full of exploration its levels are.

final citrus
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I'm not sure how I should use ANIMDEFS to scroll through all the key door trim textures

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I'll have to figure out what icon to put on the HUD when the keys are collected, too

final citrus
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I got the trim textures to animate and the lock to work as it should. Now on to the HUD (if that's even possible)

zinc saddle
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Hey maybe you could help me out with the combined HUD I'm working on XP

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only if you want to I mean

final citrus
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Does it work with the key pack?

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Can anyone help me with having walls on top of doors (like for example with an exit door using the Doom EXITDOOR texture)?

haughty flower
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@final citrus what exactly do you mean?

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like, 3d floors?

final citrus
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You know the exit door texture that's used in Doom 1 E1 and stuff like that?

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I'm trying to put that door in right, but the texture's screwing with me when I do.

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I for the life of me can't put it in right

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It just shows up twice across the wall and it looks like crap

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Does it show keys and the like? (and will it work with the key pack?)
Sorry if I'm bugging you here, but I was just wondering

haughty flower
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@final citrus how come?

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I know how it probably looks, post a screenshot of how it looks in the editor

final citrus
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OK. Here's what I get when I try to make one in the editor

final citrus
haughty flower
final citrus
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That makes more sense.

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At least then I can have it obscure the other part of the texture

light prism
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if things are making sense

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youre not trying hard enough

final citrus
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Or maybe I am, but it still makes sense

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So essentially make zero sense and it'll be fine? ๐Ÿค”

light prism
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yes

final citrus
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um... k

foggy folio
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These monsters keep getting better! ๐Ÿ‘

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But what does his or her backside looks?

haughty flower
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Professional advise from an internet stranger

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Thanks mistercat

light prism
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the back has more fat rolls than the front

haughty flower
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lol

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recorded it because why not, and im gonna redesign some spots and tune down ammo after the blue key

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@haughty flower i think i could do what you explained to me, on 11:33 with the archviles and barons

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I'm surprised you shotgunned those Cacos instead of grabbing and using the rocket launcher located in the optional room you put in. I thought that was the optimal strategy.

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it is also for the sewer section but i pretended to not go for it, mostly to show off how you deal withouth it

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I watched the bit the Archie and the Barons, you did exactly what I meant. Pretty cool huh.

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i think i might remove the ssg secret or replace it with something else

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The last room is really cool.

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SSG secret is fine imo

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The map seems finished. You sure it's still a WIP?

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mostly finished, but i think im gonna make the after blue key section a bit harder

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and design a small cave around the blue exit door, because just 2 hell knights is poopy

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If in doubt
Revenants

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i changed the imp arena with some revenants and hell knights, tried to adjust it harder there

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pain elementals were useless there by being swarmed and blocked

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Is it gonna be a single map release?

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no, i have a plan for another map after it

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Oh, cool.

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but its gonna be hell themed

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I'm trying to work on a techbase episode too.

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cool

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Been really into Vile Flesh recently, I wanna do something similar to it.

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i see

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been looking around and "no end in sight" seems something i could get inspired from for a hellish map

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I think I've played that one before, hold up.

zinc saddle
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oh hey, i'm even looking for textures to use to make a helltech texture pack :D

haughty flower
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Don't remember much of it and there aren't many vids of it, is it a Doom 1 megawad? @haughty flower

zinc saddle
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NEiS is a remake of Ultimate, yes

haughty flower
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All 36 maps?

zinc saddle
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I think

haughty flower
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a remake? well its kinda inspired on Ult doom but yea

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its a doom1 megawad

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let me see

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save for the tech parts in other maps, but mostly this one caught my eye that could run in chocolate doom

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Does the map usually take almost an hour to complete or is this dude a turtle?Wow.

zinc saddle
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No, the turtle would be me lmao

haughty flower
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wouldnt know, but most maps are large and they took me around 10 to 20 mins at least the first 2 episodes i played, i just checked the 3rd quickly

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Oh, fun fact: most of Sigil is vanilla compatible, and the parts that aren't can easily be made so by deleting a bit of the detailing/visual stuff.

zinc saddle
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or just work in the double jump from PB lulz

haughty flower
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lol, the first map gives me visplane crash

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Know why? Because of the cracks in a small area of the map that is actually inaccessible.

zinc saddle
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||idclip||

haughty flower
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If you delete that single part, the map's completely vanilla compatible.

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oh

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I tried it out myself.

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idclip will still give you a visplane crash in some spot

zinc saddle
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aw

haughty flower
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Why would you optimize your map for unaccessible areas, tho.

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And I don't think it would.

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Iirc the visplane explorer was completely clean when I deleted the room.

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anyways, on other thing i have a question, do nodebuilders matter when making doom2 vanilla maps? does it affect lets say like making more tolerable the map for the static limits?

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Iirc there's like, only one map in Sigil that would require a complete design rework to be vanilla compatible.

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@haughty flower yeah. I wouldn't say you should worry much about it tho.

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aight

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The most changing the nodebuillder will do is LUCKILY shaving off a few visplanes, from my experience.

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If you're not gonna make super complex/big maps, I wouldn't worry about doing research on it.

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Most people use ZenNode for vanilla and limit removing, and DeePBSP for Boom.

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ok

dry ore
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huh, I never even got sigil to run on prboom+, how are some people getting it to run on vanilla?

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I haven't tried myself but im curious now

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the buckethead soundtrack won't work tho will it?

zinc saddle
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I did get the weapon list to show but the document was really messy because of it so I'll be cleaning up the unneeded stuff later when I wake up

haughty flower
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@dry ore oh, I got it to work on vanilla by modifying the maps themselves. Normally they don't run.

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Sigil runs on prboom+, tho.

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Pretty sure you can make prboom+ handle mp3s and oggs tho.

dry ore
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i think i got the map pack to run but not the music

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so i played it on zdoom

haughty flower
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Gross, they puke at you

final citrus
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Ye. I'm thinking of at least attempting to create a collector map of some sort that utilizes the Realm667 key pack somehow

foggy folio
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Gross but still cool๐Ÿ‘Œ

dry ore
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how do i make it so a monster doesn't leave a sector? much like the imps in doom 2 m10

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using gzdoom builder

haughty flower
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Yeah its cool none the less

#

@dry ore for basic stuff, click on a linedef and there will be an option called "Block monster", this makes it so any monster doesnt cross that linedef

dry ore
#

oh thanks!

haughty flower
#

Monsters cannot leave that sector but also cannot enter that sector

dry ore
#

so it doesn't matter which way the linedef is facing then?

haughty flower
#

Yup

#

So yeah if you make a simple square sector, toggle all linedefs with block monster, and monsters wont pass across or cannot leave it

dry ore
#

nice

dry ore
#

gzdoom builder is gonna crash now no matter what i choose isn't it

#

thank god it didn't crash

haughty flower
#

F

dry ore
#

this key can easily be bumped, any suggestions? like a temporary invisible wall maybe?

final citrus
#

It could be rocket-jumped from there, too. Maybe have around the key be an invisible wall and have said wall deactivate when you lower the bars.

dry ore
#

how do invisible walls work?

haughty flower
#

just make the sector bigger so they cant bump on the key

#

i suppose this is on vanilla doom? so it cant be rocket jumped

dry ore
#

zdoom

haughty flower
#

oh

#

thicken the bars/sector, maybe put a lowered celing on it

dry ore
#

the ceiling won't stop you from bumping it though

#

also there IS a ceiling, it just raises when you enter the room, revealing the key

haughty flower
#

could put the key further from the player to not bump it

#

thats why i said thicken the sector mostly, when the bars go down, player could just walk up and pick it

#

and bars too, making them taller, if you really dont want them to rockt jump

#

doubt it would be necessary if a rocket launcher isnt present

final citrus
#

But wouldn't you then be able to double rocket jump onto the wall itself? ๐Ÿค”

haughty flower
#

die in the procces? yeah

#

i dunno how he is building his map on things so shouldnt discuss that matter of rocket jumping

final citrus
#

Soulsphere+blue armor allows you to survive a double, even a triple rocket jump

#

Megasphere preferred

haughty flower
#

in the maps that are generous to give you spheres to rocket jump and shit

mystic chasm
#

@dry ore Are you building a "The Chasm" clone?

final citrus
#

That and you could carry the necessary health over from other maps to make it possible too

dry ore
#

nope, this is just one section with ledges but they're not nearly as narrow lol

#

also i don't use z-axis mouse movement so i wouldn't know, does zdoom really allow quake-like rocket jumps?

#

because if so i will definitely patch that

mystic chasm
#

Yes

#

Aim, shoot, and jump

#

Only weapon in zdoom that doesn't have vertical aiming by default is the bfg I believe

#

(when mlook is on)

dry ore
#

interesting

#

i only use zdoom for wads that aren't supported by vanilla doom but i keep my configuration as vanilla as possible

haughty flower
#

i think your only choice is to either make the bars thicker or higher

#

the invisible wall thing probably wont work properly without scripting

mystic chasm
#

Why do t you use like prboom then?

dry ore
#

i usually do, but i encountered some texture errors in my pwad so i decided to stick to zdoom for now

#

though i might remake the first map once the pwad is close to completion, if i ever find out what causes that particular bug

mystic chasm
#

Tutti-frutti?

dry ore
#

not quite

#

i posted screenshots here, let me look

mystic chasm
#

And you checked the powers of 2 sizes?

dry ore
#

the computer textures got split in half

mystic chasm
#

What size are the textures?

#

*patches

dry ore
#

how do i check

mystic chasm
#

Open them in slade

dry ore
#

alright

haughty flower
#

you know how to select a texture right

#

open the menu and find the texture in the list

#

then below it is the size

mystic chasm
#

I want to know how big the patches themselves are

haughty flower
#

ah

dry ore
#

uhh how do i check the patch's size

mystic chasm
#

Should say like 64x128 pixels

dry ore
#

i selected every entry between the start-end patches

mystic chasm
#

Nah, the resolution

#

How many pixels wide, by how many pixels tall

dry ore
#

those "bugged" computer screen textures are all 55x54

mystic chasm
#

That's why they're bugged

dry ore
#

should 64x64 be the minimum then?

mystic chasm
#

They're not powers of 2

dry ore
#

ah

#

alright, i see

#

however i did not make these myself, i downloaded doom1 textures and imported them into my doom2 maps

mystic chasm
#

2, 4, 8, 16, 32, 64, 128, 256

#

Those are the originals out of room?

haughty flower
#

that's what i said lol

dry ore
#

yea

mystic chasm
#

Doom*

haughty flower
#

under the texture selection in doom builder there's the pixel size

mystic chasm
#

Ok then yeah you can fix it in TEXTURE1

dry ore
#

they're cut versions of the original textures though

#

not sure why the original uploaded did that

#

but it's causing problems on any non-zdoom port

mystic chasm
#

You can try fixing them by just changing the texture dimensions in TEXTURE1

#

Not sure if the patches themselves also have to be in powers of 2

#

If they do then at that point you can block them out to 64*64 with borders or something

dry ore
#

mhm

#

will have to look into that when i've got more free time, i have work tomorrow and it's getting late

haughty flower
#

gn

dry ore
#

i hope that maybe i'll be able to convert my maps to vanilla format after all, but then i'll have to edit a lot of textures to fit

mystic chasm
#

I had 2 weeks to finish that speed map I started and still didn't get it done

#

Plus it was in vanilla and about a quarter of the way through I really started hating vanilla

#

I should switch to boom

dry ore
#

haha

#

the limitations add an extra challenge

mystic chasm
#

No, they just force you to use nasty hacks instead of doing what you wanted easily

#

Actually I really like scripting, and boom doesn't support that either

#

I was just trying to do something more old school

dry ore
#

scripting only works on zdoom right? or does prboom+ support it as well?

mystic chasm
#

Pretty much zdoom only

dry ore
#

so far i've only used it for changing the sky textures but i might use it more in the future

#

probably won't be too hard figuring it out

mystic chasm
#

Scripts are so nice triggering like half the level to change in 1 switch

zinc saddle
dry ore
#

so basically have multiple triggers happen at once?

zinc saddle
#

Lol multiple triggers

dry ore
#

lmao

#

were you just spying on the chat, waiting for someone to say the word "trigger"?

zinc saddle
#

Nah. Just fucking around at work

dry ore
#

๐Ÿ‘

mystic chasm
#

You can do lots of neat stuff with ACS it's just shy of a full programming language

zinc saddle
#

But ZScript is more versatile

#

Or so I've heard

mystic chasm
#

It is by far

#

You can pretty much make zdoom into any game you want with zscript

zinc saddle
#

Shame idk shit about coding wait no that actually might be a good thing

dry ore
#

i've studied c# so this shouldn't be too difficult, however i lack ideas for anything other than basic map making

haughty flower
#

can a black midi be played in Doom vanilla? ๐Ÿค”

final citrus
#

Possibly, but it'd be resource intensive and you'd need to make it usable with the Doom soundfonts/MIDI2MUS converter

light prism
#

Wat.

mystic chasm
#

wat

haughty flower
#

Uh, I think it's dependent on the midi player.

mystic chasm
#

don't most players crash on black midis?

gaunt lagoon
mystic chasm
#

also about black midis:

#

you're usually better off converting them to like ogg or something

#

for filesize

#

(if you're using zdoom)

haughty flower
#

I suppose you couldnt even play one due to file size limitations on the midi/mus handling in the og engine

#

Everything looks cool except the black space that blocks everything else

zinc saddle
#

well that's the frame lol

#

tho i guess i could lower the opacity

haughty flower
#

You could do that or make it hide when minimizing the status hud

mystic chasm
#

whats 0% opacity look like?

#

no, 0%, i did edit it

zinc saddle
#

Oh. Then only the yellow would show

mystic chasm
#

ok, then remove the yellow too
doomguy_grin

zinc saddle
#

lol

mystic chasm
#

so are you just overlaying a picture over a screenshot?

#

or you actually have something scripted?

zinc saddle
#

I'm using the DE HUD as a base and replacing the god awful ripped visor. This is just moreso for a visual concept rn

light prism
#

imo you should add an alpha value that can be adjusted from the menu

zinc saddle
#

Great idea except I have no fucking clue how to code anything myself

light prism
#

read the wiki you scrub

zinc saddle
#

Have. Still don't get it with how my mind is :') hooray for autism

light prism
#

scrub the wiki

zinc saddle
#

slowly grabs a sponge

light prism
#

i said scrub not gently sponge bathe

zinc saddle
#

also grabs some sulfuric acid

final citrus
#

uhhh... Why are you sponge bathing the wiki? With acid of all things?

mystic chasm
#

not a real doomer until you sponge bathe with the wiki

zinc saddle
#

Right, that's with a full tint for the visor and not just around the black

foggy folio
#

I like it
It's neato

#

I like this one better ^

mystic chasm
#

ooohhhh

#

you should do a faux-80's-retro-futrism motif

#

make it look how they thought futuristic stuff would look in 1981

zinc saddle
#

uh?

zinc saddle
#

ohhhhhh

zinc saddle
#

๐Ÿ‘Œ

mystic chasm
#

actually I'm taking that idea

zinc saddle
#

pfft

mystic chasm
#

:D

zinc saddle
#

Well I had an idea when I saw Hobbs and Shaw but it means I'd need to know how to ZScript

zinc saddle
mystic chasm
#

what is that, Elite?

#

Freelancer?

zinc saddle
#

The Last Starfighter

mystic chasm
#

you would have thought I'd seen that by now

zinc saddle
#

lmao

mystic chasm
#

really dig the retro-futurism, but most people base their concepts on 1950's designs, and the 80's made everything way grittier

#

modern wave of science fiction

zinc saddle
#

oof

mystic chasm
#

where cyberpunk originated from

#

modern scifi moved away from societal problems and into the psyche

zinc saddle
#

tbh i haven't paid much attention to things like that in movies

mystic chasm
#

oh... i was thinking books

zinc saddle
#

(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

mystic chasm
#

love me some scifi

#

big ol bookcase full of scifi books

light prism
#

steampunk all the way

#

steampunk is just phallic retrofuturism

final citrus
mystic chasm
#

Zennode not working for you?

zinc saddle
#

Woooo most of the hud is done :D. My hope it to get it working as best as possible by I'd say next Wednesday since I only work tomorrow then I'm off until I get my new schedule on Wednesday

mystic chasm
#

I still think you're obscuring way too much of the screen

zinc saddle
#

shrug Its better than the original frame of the DE HUD

haughty flower
#

That occupies so much of the screen. Don't think it's a good idea.

#

To make a Doom feature resembling a meme from modern shooters.

#

There's also those stripes. That's just unnecessary, man.

zinc saddle
#

it's a glass texture

#

also how the hell is it a meme

light prism
#

if its going to take up that much room it should be very translucent

#

heck look at doom 2016, you put on the helmet, it should this screen-covering hud for a few seconds, then it all completely fades out

#

you know why?

ionic plinth
#

because its annoying

light prism
#

because nobody wants to play with that much screen obscured

#

exactly

zinc saddle
#

yeah true. fadeout intensifies

#

or alpha ig

#

wait no UDV does that derp

haughty flower
#

is there a way that i can put a default texture when doing new sectors for upper and lower textures on gzdoom builder?

light prism
#

check the options

ionic ember
#

Is there a mod for prboom-plus that adds blue blood for the cacos & green blood for the barons + hell knights? I know there's a few for GZDoom because of DECORATE, and Doom Retro as well as Crispy Doom have baseline support for the blood thing too.

final citrus
#

@mystic chasm Forgot to answer this when you asked, but I'm rebuilding all the reject tables to fix anomalies, and it requires me to use RMB, which doesn't work on an x64 system, therefore DOSBox is my friend here.

final citrus
#

You could say that I'm going back and at least attempting to fix some of the original id maps for Doom and Doom 2. (There's one project on the ZDoom forums that attempted this in the past, but never got very far into it)

haughty flower
#

You fucking serious with these paint-overs?

#

๐Ÿ˜‚

#

Oh well i guess it will go full circle

iron holly
#

Welcome to Steam

odd hare
#

Even more - that game is clone of Moorhuhn

dry ore
#

^i thought i was the only one who instantly thought of that game, i completely forgot it existed until i was going through my old files a few months back

haughty flower
#

@dry ore

foggy folio
#

Sorry man you're entering ghost Town hours

dry ore
#

nope, I didn't know that

light prism
#

nope

digital wolf
#

epon

iron holly
#

@fading path What's all this?

fading path
#

previews for my .wad, Unfamiliar

iron holly
#

Oh cool

#

Next time, can you maybe say what it is instead of dumping a load of pictures, thanks

fading path
#

hang on i'll redo it

iron holly
#

Nahh it's fine

fading path
#

sorted

iron holly
#

Thanks

#

Looks good btw

upper island
#

In Doombuilder X what is the difference between the Eternity and ZDoom UMDF formats? Starting a new map and would like to mess around with some of the UMDF stuff

light prism
#

pfff telling people what youre making

#

i would assume line specials mainly @upper island

echo echo
digital wolf
#

What are you TC-ing?

haughty flower
#

Doom 2

digital wolf
#

I mean

#

what game?

blissful surge
#

oooh I really like it!!

echo echo
#

Conversion was the wrong word; I meant megawad haha ๐Ÿ˜ƒ

haughty flower
#

Partial conversion seems to be the right word.

mystic chasm
#

it looks like quake

#

but very cool

haughty flower
#

"but"

#

you saying Quake doesn't look very cool? sheesh.

mystic chasm
#

it looks like quake

#

or very cool

#

i thought the first screen was a quake screenshot

haughty flower
#

Reminded me of Quake a bit, too.

mystic chasm
#

so speaking of quake now, how do you guys feel about 3d models in doom?
and do you feel different about them in where they are used?
so like 3d models for weapons,
3d models for decoration
and 3d models for monsters

light prism
#

the architecture looks like doom3 ruins

#

mm, if you are using 3d models, you should be using it for everything (except some effects where you can get away with billboarded shit, like fire, fog, etc)

#

otherwise stuff becomes very obviously out of place very quickly

mystic chasm
#

i think the only thing that bugs me about 3d monsters is that there is no interpolation in rotation when a monster turns to chase you

#

unless you zscript it in

#

unless your force lerp off in everything anyway

#

make it all look like stop motion

light prism
#

yeah you have to write em for it

#

or animate wide arc turns and just leave it for little ones

#

there is actually interpolation but it only occurs over 1 tic so it still looks way too fast

dry ore
#

damn

#

which engine is that

light prism
#

its a steam engine

#

duh

dry ore
#

lmao

light prism
#

i would assume some blood port but that shit is technically possible in gzdoom using line portal trickery

haughty flower
#

@dry ore it's gzdoom

#

And zandronum

#

Using models, 3d floors etc..

dry ore
#

oh cool

#

didn't know gzdoom was capable of that

light prism
#

oh its a model

#

cheeky

#

you can make actual trams with polyportals

haughty flower
#

More magic

#

This is also our mod

haughty flower
#

Chu chu engine

final citrus
#

I'm having problems running OMGIFOL. Python either won't recognize the libraries or it'll error out with code errors

ashen linden
#

How do I change the level the exit brings you to in doombuilder when using skulltag doom/doom format?

final citrus
#

Is it a multi-position exit?

#

For that, just tag the exit with whatever spawn position you wish

#

Assuming that there's a spawn position on said level and that this is a multi-level level and this is what you want, this should allow for different exits from the previous level taking you to different areas of the next

light prism
#

hexen-style exit lets you choose the map and start position, yeah

surreal meteor
#

I have no clue what to do with this

haughty flower
#

You should probably give more, or at least any information about your mod to potential playtesters.

zinc saddle
#

like what i did with my hud in the readme, i explained where i got sources from and that'll i'll be omitting those as i draw up new graphics and that since it's only testv1, that i'll be working things around constantly until i'm satisfied

light prism
zinc saddle
#

spoopy

haughty flower
#

I woke up to this and got spooked legitely

vague bear
sleek sundial
#

How do I add respawn points in snapmap?

#

And Is there a way to set up boss encounters?

vague bear
#

continuing on my map

foggy folio
vague bear
vague bear
candid charm
#

how do i make a lowering platform in udmf

#

i want to make a platform that lowers when you use it and reveals a secret

light prism
#

a 3d floor?

candid charm
#

no

#

make a lift basically

light prism
#

you do it like you'd do it in pretty much any other format

#

you want it to raise again afterwards? use platform lower wait raise

#

otherwise just floor lower (to lowest, or by value)

vague bear
#

I dont know what the purpose of this tool is

light prism
#

thats what she said

dry ore
#

from what i understood, checking vanilla compatibility

#

red areas mean it'll crash in vanilla from visplane overflow

#

unless I'm mixing it up with something

#

@vague bear

vague bear
#

o

candid charm
#

@light prism im trying to do it like i would normally but nothing is happening

#

i just hear the sound and thats it

light prism
#

did you tick the activation type

#

oh

#

is there actually an adjacent sector which is lower?

candid charm
#

wdym

light prism
#

all platforms need a sector attached to them which is the 'lower' sector

#

that they lower down to

#

if not, where is it lowering to?

candid charm
#

idk what will help

light prism
#

which action are you using

candid charm
vague bear
#

woah what are you using

candid charm
#

udmf

vague bear
#

thats different from gzdb right

light prism
#

that is the wrong action

#

use Platform (Lower wait raise)

candid charm
#

i dont want it to raise again

light prism
#

ok, then use Floor (lower to lowest)

vague bear
#

this is supposed to be a pipe, does this look good

light prism
vague bear
#

I made it better

candid charm
#

@vague bear screenshot the entire map

vague bear
#

ok

#

im not done though

candid charm
#

this is all i have so far

vague bear
#

o

#

ive been working on this for the whole day

haughty flower
#

Neat

candid charm
#

am i being too evil if i make the first room in my wad have lost souls

haughty flower
#

Certified evilness

#

Putting brightness to 0 and just use spectres

vague bear
#

jeez

candid charm
vague bear
#

is that using the Doom 2 textures?

candid charm
#

no

#

the yellow and black and wall things are from txgray

vague bear
#

oh

vague bear
#

ive just been using the doom 2 textures

#

thats it

candid charm
vague bear
#

I had to go through mine quick, without monsters cause it was around 90 MB the first time

#

I think my computer wasnt having a good time while I recorded that

haughty flower
#

Why'd you record in such high resolution?

vague bear
#

I dont know

#

I always shoot in 60 fps

candid charm
#

I always make sure my levels can be played the โ€œclassic wayโ€

#

So you donโ€™t require jumping, crouching or mouselook to beat them

vague bear
#

oh

#

I wanted it to be like this

sleek sundial
#

I just published my first SnapMap

#

It is a remake of the Prison Of Elders from Destiny

#

Please check it out. This is the first map I have published and I spent a great deal of time on it

candid charm
vague bear
#

im almost done with my second map

zinc saddle
#

Out of pure curiosity (just let me know if this isn't allowed and I'll delete the message) but would anyone want me to try out their map(s) and possibly record it? I'mkindaneedingnewmapsetstorecordcusI'mrunningoutofwadsIhaven'tplayedthru

haughty flower
#

I dont see why would it not be allowed

zinc saddle
#

Well yeah, but you know. Some servers are like, dictator strict about things

haughty flower
#

Im slow at making complete maps so maybe one day

zinc saddle
#

aight

haughty flower
#

You could play the mapwich

#

Unless you played that already

zinc saddle
#

Never heard of it

haughty flower
zinc saddle
#

o

haughty flower
#

Some maps are greasy and spicy and others are light in fats

#

In other words, hard and easy altogether

zinc saddle
#

ba dum tss

haughty flower
#

Youll get it once you start playing and see difficulty descriptions

vague bear
#

second map, is now done

echo echo
#

Nice! I've been working on a good old DOOM 2 map most of the evening ๐Ÿ˜ƒ

vague bear
#

oh wow

#

I wish I could make complex maps like that

#

anyways here is how long it took me to beat my map on hurt me plenty

echo echo
#

Hey you'll get there! To be fair I've been making DOOM maps off and on since like 1997 ๐Ÿ˜…

vague bear
#

ive only been making doom maps for a few months now

#

ยฏ_(ใƒ„)_/ยฏ

zinc saddle
#

I've decided to stay away from mapping because I'd more than likely make up some Mount Pain level fuckery and be told questionable things XD

vague bear
#

heh

#

killing 10 cyberdemons with just the pistol

zinc saddle
#

Killing a Hellfire Cyber with a plasma pistol in around a minute tho

#

No powerups

echo echo
#

Not gonna lie my first map ever was like a giant star shape with a Cyberdemon in each corner and a BFG in the middle ๐Ÿ˜›

zinc saddle
#

talk about a hell of a time

echo echo
#

It's what happens when you start making maps when you're 11 years old XD

zinc saddle
#

casually slides 1 lone backpack in the middle dis is all u get for da cybers

#

glhf : D

vague bear
#

I made this one really cool trap

zinc saddle
#

did you name it Natsuki XD

vague bear
vague bear
#

entry way to my third map, which is just the exit to the second

zinc saddle
#

processive maps intensify

vague bear
#

its just like in duke nukem

zinc saddle
#

it bluwue

vague bear
#

map 1, nice and simple introduction

zinc saddle
#

My Map01 - souls and souls and souls and souls and souls and . . .

vague bear
#

map 2, things get a bit more complicated

#

I really like the way my first and second map came out

#

I dont know about the name for it though

#

ยฏ_(ใƒ„)_/ยฏ

haughty flower
#

@zinc saddle you should try to map then

zinc saddle
#

Nahhhhhhhhhhhhhhh

haughty flower
#

Well dont, whatever

zinc saddle
#

you really want a worse time to go thru Mount Pain? XD

haughty flower
#

Yeah why not, i like playing hard stuff, mount pain is really not that hard

zinc saddle
#

From pistol starting tho? With smarter and more enemies? And bleeding/critical when low health?

haughty flower
#

Yeah but im talking in terms of vanilla

zinc saddle
#

Ehhhh I like piling on the difficulty aspects XD

#

1230am.. I should maybe sleep lmO

haughty flower
#

Make the map hard in vanilla then you can have fun having aharder time by difficulty mod

zinc saddle
#

Except idk a thing about mapping oof

haughty flower
#

Well shit ima sleep too its late

#

Good night

haughty flower
#

@echo echo ey, pretty nice.

#

@vague bear lots of veeery long hallways. Not usually a good trait.

light prism
#

mmm nobody wants a 64px corridor maze

#

no room to dodge, no choices

haughty flower
#

Quite bland and lazy.

light prism
#

at the very least, you could use 64px corridors as a short connector piece between arena areas

#

but yeah it certainly shouldnt be the focus of a map

#

unless you're making a dungeon crawler

vague bear
#

the red is vents

vague bear
#

I donโ€™t understand why itโ€™s lazy, I spent my whole day working on this thing

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And correct me if Iโ€™m wrong, ventilation shafts are long and narrow

haughty flower
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I mean, you just drew a looong rectangle.

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don't get me wrong, just because you did it fast it doesn't mean it's bad, but it's just an empty rectangle with nothing much to it.

#

Advanced mappers can take weeks to months to finish maps.

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Unless they have it all planned out, or are speedmapping.

vague bear
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But Iโ€™m just an ammeter

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I donโ€™t know shit

haughty flower
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That's why we're giving you criticism, dumdum.

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So you get to know shit

vague bear
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Itโ€™s not like Iโ€™m going to release this to the public

haughty flower
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If I had a coin for everytime someone said that as an excuse.

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We're not trying to be mean or smth, just trying to help

vague bear
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Yes I know that, but do you think I should release this to the public when I have all 32 maps

haughty flower
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I don't think you should try making 32 maps now, you just started!

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Either release single maps or a few together, like 5-10 maps, which would be an episode.

vague bear
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So donโ€™t make a full mega wad

haughty flower
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Yeah, that's too much work.

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32 full maps by a single person are a rare thing.

vague bear
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But I made that map in a day

haughty flower
#

And when newcomers do it, the megawad usually ends up being poor quality.

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I'm working on a megawad right now, and it was like that at the beginning too

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I made two or three maps each in two days

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but then they just started taking longer and longer

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because you get more and more ambitious, and that's a good thing because that's how you improve, right? But then you end up not releasing anything.

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That's not how it is for everyone, tho. And like I said, when newcomers release megawads, they usually end up being low quality. That could be because they didn't actually receive any outside criticism.

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So they couldn't know if the maps were actually good in the eyes of the public or not.

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Like, just focus on making maybe 10 maps total. But 32 is too many for learners to worry about.

vague bear
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Is the name of my mega wad bad? Completely Overclocked, it explains all the โ€œofficesโ€

haughty flower
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I like it. Have you played many mapsets?

vague bear
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No, only The ultimate doom, doom 2, plutonia, and TNT. Iโ€™ve played a bit of eviternity though

haughty flower
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You should play more.

tiny hamlet
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I have never played Doom

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Barely the original one on mobile

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But it was a free apk

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So a bit wonky

vague bear
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Ew chocolate doom

haughty flower
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I can recommend you a lot of good ones.

tiny hamlet
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I can't really afford any, maybe Doom 3 for tye xbox but that's it

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Definitely wanna play the original ones

haughty flower
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If anything, start with the classic ones that are still commemorated, like Scythe and Alien Vendetta. These two being some of my favorites.

tiny hamlet
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Okay

haughty flower
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I was talking to Mr Forbidden. You should start with the original games lol.

tiny hamlet
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Also are there any Classic Doom ports for the Xbox like they did with PlayStation

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Oh okay

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I will try

haughty flower
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Yeah, there are.

tiny hamlet
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Yes!

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Are they very expensive?

haughty flower
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Naaah.

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They must be like, 5 dollars max

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I'd recommend you play on PC tho.

tiny hamlet
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I would if i could

haughty flower
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Well, you can't mod your Doom on Xbox.

tiny hamlet
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I'm okay with that tbh

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Just wanna get the experience

echo echo
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They just released DOOM and DOOM 2 for the XBOX, PS4 and Switch, they're $5 each

haughty flower
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Hey Kelzam, you said you have been mapping since the 90s?

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What have you released?

tiny hamlet
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I meant for the original Xbox

echo echo
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I have a few things somewhere on the Doomworld archives, single map projects here and there. Biggest thing was I was on the Doom 64 TC team that did the original TC over at Home Depot before Kaiser went on to release Doom 64 EX

haughty flower
#

Hm

echo echo
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*Doom Depot not Home Depot XD

haughty flower
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@tiny hamlet in the OG Xbox? Not sure about that. If you mean the 360 (which isn't the OG Xbox) then it is there, yes.

tiny hamlet
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I mean the OG Xbox

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Which is making me worry

haughty flower
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Do you not have a computer?

tiny hamlet
#

Nope

haughty flower
#

Oh well, F.

tiny hamlet
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Literally got the og Xbox at a garage sale

haughty flower
#

Doom on cellphone is horrible.

tiny hamlet
#

Yeah but i just wanna experience the fun of the classic

haughty flower
#

For that you'd need a PC tbh.

tiny hamlet
#

Damn

haughty flower
#

Like, those controls on cellphone ain't fun at all...

echo echo
#

Speaking of the Doom 64 TC, I have an original map in there (we snuck in six new levels) and mine is Map 27: Forbidden Deeper. It's an oldie but I was really happy with how it turned out. Made custom traps and all sorts of fun stuff ๐Ÿ˜„ http://www.doom2.net/doomdepot/abs-download.html

#

(I went by Melfice back then)

tiny hamlet
#

Nicr

#

And well

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I can handle bad controls

haughty flower
#

I'll check it out later. I'm boutta head to bed. See ya.

echo echo
#

Night!

haughty flower
#

Nice avatar btw.

tiny hamlet
#

Night

#

Who?

haughty flower
#

Kelzam

tiny hamlet
#

Yeah his is cool

echo echo
#

Thanks ๐Ÿ˜„

tiny hamlet
#

No problem

vague bear
#

So I might be working on the third map today, but I will try to make the hallways not as boring, and have shorter vents

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Itโ€™s still probably going to be square shaped though

echo echo
#

Keep at it! There's nothing wrong with starting out with simple designs when you're so new and getting a feel for mapping. I find the "lazy design" feedback to not be as helpful as intended - it's a good way to discourage new mappers who feel in over their heads or inexperienced. I do suggest trying to play more DOOM or custom WADs, though. That's how I picked up most of my experience. Just kinda studying shapes and things designers did to give maps visual interest and not appear flat; or taking note of what areas in maps I had the most fun playing or that seemed the most exciting. My first maps were a lot like yours, though, so keep on mapping! ๐Ÿ™‚

vague bear
dry ore
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square-shaped rooms are fine, there's plenty of ways you can decorate them creatively

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but i would avoid making them too large

vague bear
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working on making it a room that leads to other places but I added stairs and this little room

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probably going to do something else on the other side

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I know the door texture is the wall, I didnt fix that yet

vague bear
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might change the ceiling textures

vague bear
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now you get more ammunition

#

maybe thats a bit too generous

#

actually

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I like it like that

dry ore
#

test it on all difficulties, see for yourself

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you don't wanna make it too easy but you don't want it to be impossible either

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i personally make sure my map has enough ammo to get 100% kills on the highest difficulty

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im new to map making as well but I've played tons of wads and i know what a good wad looks like

vague bear
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I was able to beat the 5 hell knights on UV

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the ammunition that I put was plenty

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requires maneuvering too

haughty flower
#

i just moved from doom builder to gzdoom builder just to have it force missing textures when creating new sectors inside sectors

#

what the shit

light prism
#

get rekt

#

check options, i think that might be togglable

haughty flower
#

i think its because i had override textures toggled, but it didnt work as i thought it would work, now i see, it just confused me at first

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and it had no texture selected

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im not sure if it is me, but i think when i select a lower texture, it applies them instead in the upper when they are not needed there

light prism
haughty flower
#

cool beans

#

why the 3d camera gets always misplaced even when i have the visual camera thing on the map

light prism
#

it appears where your mouse cursor is when you toggle

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once again, probably a togglable option

haughty flower
#

ah alright, thanks mistercat

winter carbon
#

Out of curiosity, do any of you have a color order to which keys players find first, or do you choose the colors at random/whatever looks cool in the room etc. ?

haughty flower
#

@vague bear you should another texture for the wall

vague bear
#

You mean the box?

haughty flower
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Don't use door textures for regular walls.

vague bear
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doortrak?

vague bear
#

Oh that

#

is that what you meant

#

I feel like 5 hell knights is a bit hard easy for a room this size

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I know how to fix this

haughty flower
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put revenants and archviles to make it hard

vague bear
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Haha

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here is hard skill

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I changed it a bit

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EASY

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MEDIUM