#classic-doom-maps-mods
1 messages Β· Page 99 of 1
it looks easy
That's a bad ceiling texture.
No one uses that texture. It's just an ugly one that doesn't really fit anywhere.
oh I though it would fit
Moonman
That's still Earth lol, I didn't realize it looked so much like space
@vague bear ye, but you could probably choose a better texture still
is this metal?
Not really
I mean, what texture would fit depends on the theme/atmosphere you're looking for.
could take a look at the textures used in Fearrific v5
Maybe try adding more decoration to the ceiling.
On the ceiling?
Well, floors and ceilings kind of don't exist in Doom. But it's noticeable when they look bad.
what th
heh
bruh
he's doing the titanic
how the hell do people make duke nukem maps
I find it very confusing to use the eduke32 engine
I used build.exe which came with Duke Nukem 3D CD when I was like 12 or summat lol
Yeah, everyone says mapster32 is too confusing to use.
It's literally entirely based on keybinds that you have to memorize.
You have to read a shitload of manuals to learn what functions it allows and how.
Not worth it tbh.
Even Trenchboom, which is mapping for a fully 3D game with polygons and much more complex architecture (Quake) is easier to use.
should I be asking what a terry wad is
have you edited in other map editors then?
Terry is a pseudonym for a group of Doom mappers known for creating a genre of maps called "Terrywads". Terry debuted with UAC Military Nightmare and has since released a stream of single level wads utilizing the "terry trap" - a Doom map equivalent of an Internet screamer. B...
oh wow
terry wads can be pretty funny ngl
dont post them tho
no, not really
well some
they are unstable, and the most playable one is uacmn
i think the more playable ones are the funniest
even if half the time doesnt want to work
excuse me, but how the fuck
magic
Almost done with Map 01 of this this new wad ^^
With gameplay stuff, anyway. Then doing some more fancy environment work.
I don't build for GZDoom so eh :p
I know what you meant haha it's all good
barron
cyberdemon would of been tan
and the thing that sucks is that that was the only red color
now this is a funky mod right here
gives me the hexen vibes
it fits tho
Not a single texture is aligned yet
Until i get to finish most of the design is when i do cause it could change a few things
ah
Bridge thing I made
ohfuck
Btw Forbidden have you tried curving those shadows in a bit or just making them a bit less visible?
Idk if you're going for realism or just what you're going for in general but I don't imagine the shadows jutting out from the corridor like that
I mean no offence, I'm not good with using brightness for detail
Just maybe trying to think of how to make it more of what you were looking to do?
Something along those lines would be better actually
Yeah that looks better
Mapping channel is very active recently and i love it. Some nice pieces here.
I wish I could be as good as anyone here lmao
Idk how to make levels
Just like, setpieces or ideas
I can never really get a level design into my head or onto paper
Keep up good work, guys!
Maybe put a few spikes on the ends to make the broken look more "authentic"? and to make the detail stand out you could make the middle texture on the ends of the bridge a darker one from the floor of the bridge
constipation brown
π
does anyone know how to make one door activate multiple (like all 4 pillars in the pic)
Have all of them have the same tag
If one of the pillars is tagged as 5
Set the rest to 5
Hmm let me take a look at one of my maps that had that
Nice huge acid pit btw
oof
I know you probably aren't here for criticism but there seems to be a lot of open unused space π€
i mean im kind of new to this so any critisism is appreciated π
Oh, well my biggest piece of advice for what I can see in those corners is to make things a little less boxy, and cut down on space you won't be using
For actors and objects etc.
But don't make it too tight if you're going to be engaging in combat, that sort of thing
ok
Those are more general tips than direct criticism tho
ok
no its fine
I don't even know what a visplane is
you shouldnt worry about visplanes at all
it's only a thing to worry about when mapping for the og doom engine
Haha I don't need to then
which i am doing so, and trying to detail maps with a limit is quite a challenge sometimes
now why'd you do that son
see above message
next time i'll go for Boom not really
you can play these maps anyways on any port
ok but classic doom engine still sucks
preferences
alright
Can't criticise you for making a map for a port when I can't even get that first part down
also you're grounded for using a limiting port
well but you still can play it in any port so its not a problem
progress of today, and i keep adding stuff so it ends up being a huge map
Looks good!
how to explain visplanes...they are like a way to tell how many unique sectors are rendered in doom, so the limit is 128 and if there are more than 128 unique sectors, it crashes
you can easily hit the limit with drawing many sectors with different heights and different brightness in them
part of a wad
So that's what distinguishes non-limit removing ports and limit removing ports.
Just how many sectors can be rendered at once
kinda, thats one of the limits among others
having many monsters no, visible drawing of monsters yes
n u t s
you can play nuts on chocolate doom and afaik in the og doom exe
but not all monsters will be drawn
they will start flickering
i think the limit for visible monsters in your line of sight are 128 as well
I'm trying to write an ACS script to make a bunch of demons attack a door until it lowers. Not sure how to go about it though.
I think i'll stick with zdoom format for maps for mundane shit like particle effects and having way too many sectors
gotta have so many variations in hexagonal tile height
I tried using Thing_Hate but it's not telling me what the error is
you still can use the boom format if not zdoom for building complex maps
but yeah, i see it like using the features each format offers
script 1 OPEN (int door)
{
Thing_Hate (100, door, 0)
}
This is my first attempt at writing the code, but I don't know exactly what I'm doing wrong.
sorry i wouldnt know
nor i, obviously
didnt want him to think we were ignoring him
Haha it's fine π
I ended up messing up the code so badly that my map opened with "Hello world!" even when I'd wiped all the scripts
I had to copy and paste everything into a new file
no
NO


yes.




You are all muppets.
What have I done? 
i know im kinda backseat moderating here
but can you dipshits take this memery to a shitposting channel please
yes sir
@haughty flower Best way to make a level look good is to have interesting architecture tbh
not like adding computers into walls and stuff like that
That looks awesome.
@digital wolf https://yadi.sk/d/EkEI0XnafE7MPQ
New version of Doom Explorer
- FileName fix. Though, files that doesn't have FullName specified doesn't have any size. Doom Extract does it better
- Bulk extraction added, that will extract all subfolder if you select it.
Candelabra
I dont get much the followup of that ping behind something but still agree
Heh
Itβs cause Iβm not home, I canβt show you my dumb progress on my silly maps


Ok but still no real content
For some odd reason I can relate
I can't design maps
Yes u can mom
i can't map designs
hey you can say i didn't make any real content but the way i see it i just revived chat
ur welcome
π 
Well this channel is not only limited to user content
As the description says we can talk about ο½ο½ο½ ο½ο½ο½ο½ γdoom mods
oh boy I love nuts
mmmmmmmacadamia
freak/.
it's actually /freak
im having a stroke
What the hell indeed 

lol damn...
were people still responding to my rocks or something else
yes they were
I wasn't
everyone except him
ok lol
\o/
ok ngl i really hate when barons are used in maps when you're underequipped for it
Like being used as a common enemy before you even have a super shotgun or a rocket launcher
So many map makers do it
i hate pinky swarms in doom as well, at least doom 2's ssg makes them easy to dispose of
the regular shotgun is pretty annoying against them
Pinky swarms are fine if you have space for it
But E2M1's mini pinky swarm would be a pain in the ass if the player doesn't find the secret plasma rifle
But most other maps give you space, or a chaingun/chainsaw
If you only have a shotgun 1 or 2 Pinkies should be fine
Or a mini-swarm in a tight corridor since only one can attack you at once
true
pinkies are also pretty dumb, it's easy to hide somewhere in a corner and trick them all into running past you
Does Doom's "AI" really do something like that? A lot of demons walk somewhat inconsistently and sometimes wander off, but mostly do reach the player eventually
From my experience when a demon is alerted they will always know where you are and slowly home in on the player
it's easy to hide in small gaps from them, but they will eventually find you
i think that's because of their movement paths
it's just funnier to imagine that pinkies are very dumb
I mean in Doom 2016 they had to adapt their exoskeleton/natural armour to compensate for the fact that they continuously bang into shit
Also every demon in the original Doom games are dumb
actually yeah i remember that happening
Pinkies' must seem particularly dumb because they don't have any attacks to throw at you from a distance
So their fucked movement patterns are more apparent because there's nothing to break up that stupidity
Using Barons when the player is 'underequipped' just makes them more threatening depending on other circumstances
say you only have a shotgun, and the room has dozens of imps and a Baron, you'll have to focus on eliminating the small fries first before taking on the Baron
if you're smart that's what you'll do, at least
now say the Baron is at a strategic position where his projectiles can hit you from anywhere you stand while you have to focus on the imps -- just makes him even more threatening
now if you have a SSG or RL, that just makes this whole section far easier to get by
it's never about what you do, it's about how you do it
start friendly fire, weaken the baron, then finish him off
Im gonna be cruel and put a baron on a small room to maneuver so you can have sigil flashbacks
Well monster AI in doom is just walking toward you wherever you are and if bumping on something, it will try to walk around, like the way they go back in that small corridor in e3m1
Simple but effective, except this is shit when you have friendly monsters
Im sure you can define pathfinding in zdoom maps for those cases but when an exclusive monster mod summons you a friendly monster, getting on your way is awful
"it will try to walk around" nope
it just keeps going straight
and if RNGesus is kind and the monster zigzags enough, he'll go around the wall
@dry ore it's too time consuming and unnecessary to get the baron to infight with the imps
XG scripting on Doomsday is a pain in my butt. But I love the rendering in this engine.
What're some good resources for learning how to make weapon mods
irl?
?
@silent totem It is super simple actually. The best reference for me was just looking at the DECORATE code of existing weapons (eg. https://zdoom.org/wiki/Classes:Shotgun)
Then there is this https://zdoom.org/wiki/Creating_new_weapons
The worst part is making the sprites
Okay so nobody might be here but I say just pasted at the #community-support and hopefully someone can help you out
Also I forgot there was a #community-support
I'm very sorry for that
@haughty flower pk3s are basically zips
they store the wad files
usually multiple wad files each with specific resources
so you gotta look for them
here's a basic tutorial on how to add custom textures to your wad 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...
the ANIMDEFS lump is basically for making animated textures be animated
if you mean ANIMDEFS then yeah
It's required for vanilla compatibility, however some sourceports allow you to keep map01 and use this map alongside
Any of the 32 maps in the game could realistically work for this purpose
Can someone help me with creating a TEXTURES file for a WAD? SLADE 3 can do it but idk how to make it do so
@haughty flower Try having the textures around markers called P_START and P_END
P_START over the first texture you want and P_END under the last one
Ripping apart good weapon mods DECORATE to figure out how they work sounds like good advice
Hey all! Just decided to post an update video on Bloodshot's Slayer's Testaments mod! In addition to working on the campaign proper, I have a bunch of new ma...
What's your favourite DOOM mod?
Brut-- Too Many Super Shotguns!
I enjoy too many mods to have a favorite right now tbh
I've been playing with High Noon Drifter quite a bit though
Sweet revolver
unpopular opinion: not a fan of doom 64
the animations are very lazy imo
and i don't really like the redesigns either
and the maps felt kinda boring compared to the colorful ones in the 1993 game
Ok hear me out
A wad where you get a shotgun in the first room and have enough ammo for it to never have to use the pistol
But actually the pistol is the most powerful weapon and can one shot anything
A golden revolver that oneshots everything and pierces through multiple enemies
If it's a golden revolver that'll be too obvious
it has to be bog standard doom pistol
If it's a new sprite people are gonna use it and realise it's OP
Ah
Do you guys prefer weapon mods that are centered or more like modern games where they're offset and at an angle
Quick question: I have Jonny5's WeatherFX pk3 on one of my maps. If I load it and my WAD via GZDoom Builder, it works. If I put it on a server, it doesn't. How can I bundle it into my WAD?
you might need to look at the load order
load them in the same order you added them in gzdb
Do you guys prefer weapon mods that are centered or more like modern games where they're offset and at an angle
Don't care as long as they are cohesive
(not; some centered, some not)
Centred looks best in Doom imo

How would I go about making a new chainsaw in doom 2 (just a basic sprite and sound change)
Using ZDOOM DECORATE text language inside the Slade editor
easy
find the filename for the original chainsaw sprites and the original chainsaw sounds
they're in Doom's wads, open them in Slade and look for them
you replace them by renaming the new sprites and sounds to the original filenames
you gotta put the sprites inside S_START and S_END lumps
Thank you
How would I replace the text βa chainsaw! Find some meatβ
I don't remember
look up ZDoom wiki @haughty flower
it has tutorials on everything you need
its not necessary to rename the original files/new files, you can just reference the new file spritenames in your new chainsaw
nice
is that just a discord thing now or what
The flaming spook boys are here
ok this is epic
a hell map wouldnt be complete with its own pentagram(tm) signature
and mine is a really shit one
after finish the map im currently working on i should probably make more gameplay focused maps
like the abstract mazes the majority of maps are
and what's your map focused on?
because usually when you're making a game that doesn't focus on gameplay, you're not making a good game
that's a sad star
@haughty flower the map im currently working on is an expy of gm_bigcity
so it's basically a sandbox
It fits so well
ikr
Oh. i thought that was ceiling
pfft
doom 3 be like
Don't worry he's just wearing an eyepatch
( Ν‘X ΝΚ Ν‘Β°)
Wasn't there a doom mod that added full rotation sprites to all the regular wolfenstein enemies?
I'm having a hard time finding it
i think there was but i dont know
Yeah i've been searching for a few days now
Do you guys know of any good tutorials for making doom maps in Slade?
what
do you
need to know
maybe I should make one
||i havent made a doom tutorial since... (let me look) March 9, 2008||
before you were even born, impressive
jealous?
Cool
Nice :)
I just want to have time to make a map
theres more though

after all, why would I call it arch-vilhell
flesh wizπ °rds
I didnt expect someone to respond that quickly tbh
:P
tbh I should be sleeping right now
1:36
or 00:36
so far untextured
oof
ha
lol yeh. oblige with obaddon
nobody would want to see the shit I'd come up with especially with Mount Pain being my all-time favorite map
oh
lul
you seem like a nice person
if you don't piss me off of course
same



make viles hitscan XD
bruh
what
what the hell are those ceiling and floor textures
its funky
it's time to get funky (funky funky funky)
want you to take me to funky town
||pump action dildo||
luuuuuuuuuuuul
Id like to get into mapping properly but I had no idea where to even start with making a door or moving thing
at least I sorta got the hang of texturing and aligning but its very time consuming
me too
until i hit errors i have no idea how to fix
like the model i imported on my map causing the game to freeze when it tries to load the sector the model is on
but appearing in the editor just fine
i have no idea why it causes the game to freeze
but hopefully it's not because it's a .vox voxel model converted into an .obj
Doom car
UAC truck
UAC truck
making a truck with voxels instead of sectors
weeeak @modern aspen
selfiedoom
@vague bear it won't be true Plutonia unless the Archvile is resurrecting the Chaingunners from behind the wall. And maybe he is also unkillable
Bruh
Uac tnt cargo
i think i heard you actually can kill him. just absurdly rare
there are like two maps with Archviles behind walls that resurrect Chaingunners
I know that in at least one of them you activate a crusher at the end of the map, that kills them
Broke: making a truck with ceilings and floors
Woke:making a truck with middle textures and impassable linedefs
Lit: importing a truck with voxel model
Galaxy brain: replacing a decoration sprite with a truck, or using dehacked to replace the ss nazi with a truck with angles
I really need to include a truck in a map of mine
im just going to make a 3D foor truck at this point
my last map had a 3D floor giant spaceship already
might as well make a truck too
since i can't import 3D modes
also that's a voxel model converted into a conventional model
When i was playing REKR i saw a "3D" telescope in a room but it was a bunch of middle textures well aligned
jesus
And you can play rekr in chocolate doom lol
im pretty sure it would just be easier to make a custom actor instead
Given it was to be compatible with vanilla doom, that was no choice
But yeah, on modern ports it would be easier
the only way i can think of implement a complex small object such as a telescope even with modern source ports
is by adding a custom actor
or importing a 3D model
since 3D floors would also take forever
Yeah, a custom actor is fine
my last map with the 3D floor ship actually had smaller hangars
which ended up pretty empty
but i did think of literally just adding custom sprite ships
like what Chex Quest 3 has
unless those weird things aren't actuall spaceships
but in the end it didn't pan out since i have absolutely no idea how to make custom actors
and had no spaceship 3D model to make sprites from
and it would take eons to make more 3D floor ships
But seeing how they try to make objects with mapping tricks for ports that dont use custom actors is fascinating
Sadly, no, you always need to replace something
im guessing not
that's what i meant
replace some obscure decoration with a telescope sprite instead
Using additional frames on something existing would require to take away the frames of something else
probably faster
a completely different sprite ?
like would it take away frams from a different one ?
Yeah thats what it is done when its just basic stuff
Just replace one sprite that you are not gonna use at all
When it is about dehacked, people usually use the ss nazis for a new monster
that's what i recommended
Or the commander keens
I remember seeing a weapons mod with deh, the weapons had added frames that made them look all smooth, but ended up replacing the decorate and some projectiles, so you would see the huge weapon frames ingame lol
i have a mod like that
called smoothdoom
though im pretty sure that's definitely not the one you are referring to
also that seems like a pretty major bug
Wasnt a bug perse, its just that the sprites were replaced, since thats how dehacked works, i bet it was just a demo mod
Faintly i remember that smoothdoom mod with dehacked
Plutonia 2 has a spaceship made out of sectors too
@haughty flower there's smooth doom alternatives for the original DOS Doom
and they work just fine
Neat
@modern aspen
did you ever play the Blade of Agony mod?
They used a 3d model for stationary vehicles, then used transparent 3d floors to make the actual geometry,
oh you're having problems loading the model
use MD3
https://forum.zdoom.org/viewtopic.php?f=232&t=35790
that looks rly cool
Yosh
thanks
too bad the snake textures are not made to tile vertically
rotate them? idk XD
requires doing editing on the texture itself
idk shit to make it tile correctly
someone probably made an edit of the snake textures to make them properly tile vertically
oh. so you couldn't just turn the textures
damn
so, just find SFLR6_1 and SFLR6_4 in your doom2.wad, export them as .png, then import them as patches
and convert them to doom graphics (patch format)
boom; tiling 64x64 wall texture
oh nice, that could work, thanks
are you using a wad or pk3?
actually if you're using slade it will probably do everything for you
its gonna be compatible for vanilla doom, and yeah i got slade
vanilla doom
ouch
john cena
oof
for all difficulties
the startan habitat of danger
not having sky ceiling separation with the solid texture ceiling looks odd
paper thin ceiling
you talking about archviles?
thats real smooth
and one more archvile hidden behind that wall the crosshair is
well, they're not gonna gang up on you, they're gonna teleport away once they see you
o
just that way to make the player uncomfortable when they gonna pop up
cool
some1 was talking about REJECT some time back and i keep thinking about this:
A value of 1 in the table means that any line of sight check between the two sectors should automatically fail. The original purpose was optimization, to avoid having to repeatedly traverse the BSP tree for monsters that would not be able, from their position, to see the player anyway; but it can also be used to create special effects with manual tweaking of the reject table to create places where the player is invisible to the monster AI despite being apparently in plain sight. It is important however to note that the reject map applies to sight only, and monsters will still hear player sounds and react to player attacks regardless of what the REJECT lump says.
thinking about those 4 archvilles on pillars up there
walk into the room with archviles in sight
pharaoh anyone
but they wont activate until they hear you
they're gonna be behind invisible walls
Pharaoh
yeah just like pharaoh with arachnotrons lol
lul
I like how that map feels very 90s @vague bear
is that an improvement
well I like 90s aesthetics
yeah
maybe to another brick wall?
ye I like it @vague bear
maybe you should add more life to that area?
detailing
lol
maybe you should look in other wads to get some inspiration
you are so right, Its much nicer just to make 1 map
1 mission is way too much, for me at least
the layout does remind me of those good ol deathmatch maps
tbh thats not what it was intended for
Y/N?
I will change the texture of the wall
idk bro, just make the design and see what you like to see as texture...yeah sorry
i'm making such a MARBLElous map
do not regret the bad pun
oh shit
forgot about that
if you couldnt tell, I like the brick texture in this room
we need this to be the fireblu texture 
next map is called
"fireblu-and-you.WAD"
i wonder how huge can you make a map in vanilla doom withouth crashing when you save the game
if im not wrong, it's related most likely with the quantity of things rather than the map size if you respect the limits
i'm refering to save game crash
@vague bear I think the flesh texture for the area with the stairs looked pretty good
oh
by fireblu-and-you.WAD I mean, eberything is fireblu
the guns, hud, sprites
not the text, thats a bit too far
and custom sound/music packs get overriden
all of the above
ok
im going to try to take on the archviles
keep in mind that this is called arch-vihell
died
@mystic chasm No i've barely tried any maps made by other users
I've play far more Oblige generated maps than i've played maps made by other people.
no
it's supposed to be static
and also out of the players' reach
so collision shouldn't be a problem
but if i make it reachable at any point i just need 2 invisible 3D floors for colision
what are you exporting it with?
i was just going to say that
i've got a program called noesis
which supports a bunch of model formats
and allows me to view models
but also it can convert models
so im going to try converting my model into an .md3
and importing that instead
and what are you testing it on? gzdoom or zandronum?
GZDoom
well i hope this'll work
im going to open the m3 model with the program now
i messed around with 3d models once in zdoom
md3 doesn't contain the texture data within it (i don't think)
you use MODELDEF in gzdoom to define the texture anyway
well that's an issue
because when i converted this voxel model into an OBJ
the only thing resembling a texture it outputted was the palette i used in MagicalVoxel to color it
and it's a 1 pixel line with multiple color gradients
it'll have to be unwrapped
what
i don't either
cool i guess
howd you get this image if it wasnt loading in the game?
https://cdn.discordapp.com/attachments/162899420013264896/616981634759000074/unknown.png
oh editor
whats the error you get i guess?
nothing
it simply freezes my game
when the sector the model is on tries to load
this is the only error of any sort i get with the model
well on a bit of a sidenote i just discovered that you can view .obj models through a text editor
so i need a texture inside the pk3
and then i define that texture on the modeldef
i've already done that
with the color palette
and the model looks as it should look in the editor
i believe this part is your problem:
.MTL material definition files are completely ignored by GZDoom and will not be loaded. Instead, by default GZDoom will use the materials that have already been loaded. For example, if your OBJ has a material called STARGR2, then GZDoom will use that texture from the Doom/Doom 2 IWAD.
it's not
i know MTL files don't get read by GZDoom
my models directory is just the .obj
and the color palette it uses
can i see your obj file?
whats the name of the texture you set in modeldef?
actually, just post your modeldef file
alright
`model Truck {
Path "models"
Model 0 "truck.obj"
Skin 0 "truck.png"
Scale 100.0 100.0 120.0
Offset -100.0 -150.0 -250.0
FrameIndex car1 A 0 0
}`
that's the entire file
Path "models"
Model 0 "truck.obj"
Skin 0 "truck.png"
SurfaceSkin 0 0
Scale 100.0 100.0 120.0
Offset -100.0 -150.0 -250.0
FrameIndex car1 A 0 0
}```
see if that does anything for you
or dm me the pk3
i think i can figure it out
isn't that the same thing ?
whatever i'll try it
im probably not noticing something
SurfaceSkin 0 0
yep i wasn't
in your .obj file you have this:
mtllib truck.mtl
usemtl palette```
so zdoom is looking for a texture called `palette` which it can't find hence this error:
https://cdn.discordapp.com/attachments/162899420013264896/617246663525924874/unknown.png
so you can possible change the obj file to use a different "texture" name
or supposedly SurfaceSkin should work if you have a Skin set (which you do)
well now the model doesn't even show up in the editor
so i should remove the text in the code block that is on my model file ?
or change it ?
send me the pk3 quick would you?
alright
i can itterate it faster on my own
i sent it
ok well i did what you told me to do
but now it does not recognise the scale values
or the scale parameter itself
i guess the formatting of the modeldef is messed up so i'll try fixing that instead
for some reason SurfaceSkin was still in the modeldef
weird
i don't get that when I load it
oh they changed the renderer didnt they
i don't know what you mean
i do know though that im pretty sure that i did everything you told me
and the model is still broken in-game
alright
well i load the modified pk3 instead
and the same problem occured
so i guess this goes right back to my computer being shit
alright it's something with the version of the engine you;re on
i know they changed file handling i bet that's it
i cannot test 3.9 without building from source though
uh no i dunno what's going on there
it loaded just fine with 3.7.2
(there wasn't a binary for anything newer except 4.0+ on linux)
the more I test my map, the more of a 90s vibe I get
"I always played through the level I had made on hard, and if I could beat it too easily, I made it harder" Dario said about Plutonia @vague bear
The arc of stairs
My progress last night, which the most complete section was the archvile part
are those teleportation triggers?
dunno
Can I get anyone anything?
took me a bit to realize that thats doom
lol
yeah, it made its way in lol
though, as the shelving isnt actually touching any sectors, I will probably change it to a transparent racking
@haughty flower you watch Civvie11 too huh?
why do you ask?
the quote from before
"I always played through the level I had made on hard, and if I could beat it too easily, I made it harder" Dario said about Plutonia @Mr_Forbidden```
I knew about the interview before watching Civvie's video
oh
but yes I do watch him
I like his pro x series
Just curious, is having 17,966 3D floors a record at all?
i believe the record is 69,420

i still fail to see how a huge 3d floor count is something to brag about
completely ignoring optimizations is just going to hurt you in the end
yeah i don't see why having tons of 3D floors is something to brag about either
they are useful
but when you have as many of them as LAGI does now
i can easily see how 3D floors can lag the game
along with probably hundrends of dynamic lights
and keeping track of all of them is surely a nightmare
hey guys!
I just started making some levels with Slade
here's my first room
I got ambitious with the "dynamic" lighting, and it was a nightmare
should I be using gzdoombuilder? i wasnt sure which one to download but slade seemed more up to date
GZDoom Builder bugfix is still being supported
and it's arguably the best editor for ZDoom
it also has proper dynamic lights
instead of needing sector lighting
though obviously dynamic lights are more resource intensive
Most recent change to it. Almost done save for the freaking aspect shit lol. Not sure if I should import sprites like what UDV and Cats does
Might shift the ammo health bars to the top as well so they're not on top of the frame
GZDoom Builder Bugfix is in fact the best editor for all formats/compatibilities and sourceports, not only ZDoom
@deep briar you should try it
Iβll check it out
requires directX
pfah

I finished the Doom 2016 for doom 2 today
I joined this discord because it was easy to find, but can anyone give a recc for a discord which focuses on doom engine mapping?
well, I've always enjoyed and been 'good at' adding detail and flair... but when it comes to gameplay and flow and anything like that my maps are awful
oh and scripting stuff like lights or platforms or doors, etc.
a
the hardest part for me is texturing
well, that's some good way to use lightning anyways
reminds me of some pic i found, let me see
lighting is a thing that can easily make a simple room have a lot more life
like this pic
is that from eviternity
Sunder I think
oh
yeah
https://www.doomworld.com/forum/topic/70830-post-your-doom-picture-part-2/?page=534&tab=comments#comment-1989838
found it here but im not sure still what wad
So, you want to add hundreds of tiny, gameplay-irrelevant sectors, huh? One word: shadows.
to make it actually look like it's all in place, you need fitting textures, and most likely work on a specific grid for most of the area
idk why I thought that was Sunder
yeah, choosing the right textures can be a little painful
my favorite texture to work with is
metal?
I like working in tiny areas because its easier
Not sure what kind of texture combination i like going for yet, i think hell textures but i wish it had more to work on than just rockred and its white variant and crackle isnt the best, marble works but for buildings and not for outside cave areas
Not counting custom textures, just stock ones
I think if I was to make a level properly I'd use as many of my own textures as possible
the set of outdoors textures in general are easy to work with because you don't have to worry about misalignments
like stone?
i wish there was a funtion to make a texture auto fit
that would be nice
can you make decal type things in doom?




