#classic-doom-maps-mods

1 messages Β· Page 100 of 1

deep briar
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gzdoom

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semi-transparent ones?

vague bear
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so

haughty flower
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there's a function to auto-align textures horizontally and vertically in GZDoom Builder

deep briar
haughty flower
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but sometimes it isn't very helpful

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its possible to make decals with transparency, but i wouldnt know how

deep briar
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i'd want to use them as lighting effects

haughty flower
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you mean dynamic lights

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I don't think that's a feature SLADE allows

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because it requires GZDoom format

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(or ZDoom but that's been replaced with GZ)

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ofc, those only work in advanced sourceports such as G/ZDoom

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Doomsday Engine and Eternity too I think

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I hate their look

deep briar
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well not as dynamic lights

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but as fake dynamic lights. lol

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pretty happy with the textures here

haughty flower
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cool

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I don't get what you mean by fake dynamic lights

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when what you requested were actual dynamic lights

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fake dynamic lights...i suppose just creating an actor with a lightning sprite, but does not emanate lightning

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just glows right?

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that looks horrible

deep briar
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I literally mean just an additive decal to mimic the effect of a dynamic light

haughty flower
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: shrug :

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kdizd and its odd decision to add "glows"

deep briar
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the same concept as faking volumetrics with transparent geometry

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like this

haughty flower
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ah ok

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maybe, wouldnt know, you should go ask around in the zdoom discord i guess

deep briar
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yeah id like to figure it out at some point

haughty flower
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some arena thingy i am working on

deep briar
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nice!

haughty flower
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looks rly kewl

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are you doing this for vanilla btw?

deep briar
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if thats lava though behind the stairs , id definitely brighten it

haughty flower
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if he brightened it it'd affect the ceiling and that'd look worse than having it the same brightness as the rest of the area

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im not sure if to brighten it

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yeah

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thats the reason i didnt lol

deep briar
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hmm

haughty flower
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what I usually do is change the ceiling height

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when that's the case

deep briar
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could step it out

haughty flower
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so it won't look out of place when brightened

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im working on doom vanilla format indeed

haughty flower
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and im close to hit that drawseg limit, because theres a lot of stairs i made on that area

deep briar
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its more subtle here

haughty flower
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yeah in a case like that it works

deep briar
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but i made steps of different light levels

haughty flower
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but on Yosh's room it'd look ugly

deep briar
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i still think brightening it makes more sense

haughty flower
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but would look ugly

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it looks ugly

deep briar
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if the ceiling is bright i can justify that because the lava is casting light onto the ceiling

haughty flower
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and is not like i can do much more to detail lightning because of vanilla limits

deep briar
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yeah

haughty flower
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I'm sure you can detail that place a lot still

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and by that I mean you can modify the architecture

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in a lot of ways

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maybe ill leave it that way for now, im aiming for some movement flow, but im gonna keep experimenting with the lightning

deep briar
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id like to see if you change things πŸ™‚

haughty flower
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I'd change the ceiling height on that little space with the redrock

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cause those areas are a little less open between them

deep briar
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hmm

haughty flower
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hmmm should swap some stairs for platforms to have a bit more freedom for the limits

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you mean to prevent VPOs?

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its not the visplanes, it's the drawsegs in this case

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I never really care much about drawsegs lol

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so I often forget about them

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mostly affects when you are doing a big open area, and add a lot of geometry, a bunch of stairs in this case

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i still need to test this ground for monsters, before adding more details, its gonna be an arena to run from a poitn to another

deep briar
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i didnt want to ask but i still can't figure it out...

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how do i make moving (up and down)platforms which trigger when you get close?

haughty flower
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WR Lift Lower Wait Raise

deep briar
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I wanted to make like a cascading staircase

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like when you get close it raises each step

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ok so i got it to raise when i shoot it...

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now i need to figure out how to trigger it better

haughty flower
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There should be a function for that in specific

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I dont remember the name and i must sleep

deep briar
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ok wow I really do not like the way doom does triggers lol

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I wish I could just draw a trigger box and use a multimanager like in source

zinc saddle
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RevTriggered here

light prism
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umm

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heh

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you can use sector action things to make 'trigger boxes'

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like 'actor enters sector', then you give that a script execute action, which i guess would be the equivalent of a 'multimanager'

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but you'd need to learn ACS scripting for that, though its quite simple

#
{
    Action(Parameters);
}```
haughty flower
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I don't think he's using a format that allows for scripting

vague bear
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so I think im done with the first area

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but I dont know what should go here

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spider mastermind
cyberdemon
archvile
4 revenants

vague bear
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why is there 3 types of red rock

haughty flower
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Redrock is an animated texture

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Not that there are 3 types

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Those 3 textures are part of its animation

vague bear
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Ohh

haughty flower
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yeah the animation is so hard to notice

vague bear
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dont worry there are 3 arch viles

haughty flower
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I think the spidermaster mind is a mundane boss, and one to even use for maps, a bigger tankier chaingunner that just takes a massive amount of space

vague bear
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more cyberdemons?

haughty flower
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More master minds and archviles to add to the frustration

zinc saddle
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Time Imps

vague bear
gaunt lagoon
haughty flower
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running out of ideas

vague bear
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damm

haughty flower
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not bad dude

vague bear
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how the hell does that happen

haughty flower
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that isn't an accessible area so I don't have to worry about it anyways... yet

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you never know...

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yeet

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tried making some texture separations here with the green ashwall, what you think

vague bear
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eh

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what does this mean

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and why does it take so much cup power

haughty flower
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bro dont

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you dont need that, unless you are mapping for vanilla doom

vague bear
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what if this is compatable with vanilla doom

haughty flower
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i mean more like if you worry that your map wants to be played in ms dos or chocolate doom

vague bear
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now is there a way to play this in chocolate doom

haughty flower
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well, if your map format is doom 2 then yes

vague bear
haughty flower
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that's gonna run on boom compatible source ports

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which chocolate doom isnt

vague bear
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if I change it, will anything in my map work/stay the same

haughty flower
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i am not sure tbh

vague bear
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im going to save it

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uh

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is it the
Doom: Doom 2 (Doom format)

haughty flower
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Yes, thats the format compatible for vanilla

vague bear
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k

haughty flower
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ok so that glowing tool that burns your cpu resources

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is to count how many visplanes(the yellow mode) are in your map, if it exceeds more than 128, it will crash your map in msdos/chocolate doom

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useful tool to not surpass these limits and others that the game accounts

vague bear
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SHIT

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I tried using the visplane tool

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and GZDB crashed

haughty flower
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tends to crash gzdb sometimes so gotta save before using that tool or not use it a lot

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the visplane tool has also 3 other modes, if you check it, drawsegs /solidsegs / openings

vague bear
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I saw that

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what do those do

haughty flower
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to check how many of those are, in order to see if you hit past the limit or not

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drawsegs is affected mostly in how much vertices/geometry is drawn in the same area upon the player's view if i understand, something like that

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solidsegs is the same but for solid sectors

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the "hollow" sectors

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openings, im not sure yet, and you really dont need to worry about that one

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visplanes is to check unique sectors

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DoomWiki.org

This is a list of static limitations of the vanilla Doom engine, including Heretic, Hexen, and Strife. In addition, Doom Classic and Strife: Veteran Edition are also covered. Note that rendering-related limits (such as MAXVISSPRITES) do not apply to Strife: Veteran Edition's ...

vague bear
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so is this bad?

haughty flower
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if it does not show a glowing red area anywhere, it is not

vague bear
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ok

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so how do I run this in chocolate doom

haughty flower
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if you get glowing red areas like this, then it is bad

vague bear
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how the heck

haughty flower
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which you have to manually adjust your map, that area, to not surpass those limits

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drag and drop to run in chocolate doom

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maybe, i use a launcher

haughty flower
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you dont have an iwad in your folder lol

vague bear
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oh

haughty flower
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you need doom2 in there

vague bear
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so I put it in there and it gave me the normal doom 2 maps

haughty flower
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no idea then, like i said, i use a launcher

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google time?

vague bear
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im on the chocolate doom website

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I cant find a launcher

haughty flower
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when i said launcher, i meant zdl which is just a 3rd party program for running doom with different ports

vague bear
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o

haughty flower
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not choco doom itself

vague bear
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oh

haughty flower
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ye

vague bear
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ok

haughty flower
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guess ill have to remove stairs man

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the red areas are visplane overflows

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if the player steps over them and looks at a certain direction, that will cause the game to crash

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supposedly i removed stairs, only to create more drawsegs to hit 256

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if you wanna go for respecting the original limits, you can have VPOs as long as they're not accessible by the player

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sometimes the Builder's visplane explorer function isn't accurate and there are actually no VPOs in an area, even if it shows there are

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it's best to use ChocoRenderLimits if you're in doubt

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ChocoRenderLimits is basically Chocolate Doom that shows stats and data for the map

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it'll tell you exactly how many visplanes and drawsegs the area you're standing on has

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hmmm yeah i should try use that one too

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I'm gonna try to finish this map quickly and release a 5-map demo of my project maybe

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idk how to run it πŸ˜”

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ChocoRenderLimits?

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yeah

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you gotta download it

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I think the original website with it was taken down but there's an archive of it

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there's a run.bat but i have no idea how to make it work

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I'm sure you can find a link for its download on the thread for Doomkid's project, Rowdy Rudy Powertrip

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found the github but still

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oh this looks different from what i dloaded, thanks

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the github is for the sourcecode

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mmm yeah now i see

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i guess it only marks it when out of bounds, and its also on a part that player wont stand normally

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was worrying that this would also crash it

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but draws homs

pure tinsel
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hey guys how do i play D o o D in GZdoom

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i have the files but idk how to use em

odd hare
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Basically you need to place Doom or Doom II IWAD at GZDoom folder, then drag and drop wad that contains mod to GZDoom.exe

pure tinsel
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but there are a bunch of wads

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for the same mod

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i know how to use wads

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but for some reason this is different

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hold on

odd hare
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Try selecting them all and dragging. If that will not work, try ZDL

pure tinsel
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zdl?

odd hare
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ZDL is a program that allows you to manage your wads

pure tinsel
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oh ok

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hold on let me try the former

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oh hey it worked

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thanks

odd hare
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Hope this will work

pure tinsel
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i already regret my decision to play this

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XD

vague bear
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so what if the last boss is the icon of sin, 1 cyberdemon, 1 spider mastermind

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and of course, 6 archviles

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10 revenants

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4 pain elementals

light prism
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WHAT IF?!??!?!

vague bear
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what

light prism
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what if?

vague bear
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what

haughty flower
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Where is the icon of sin that you mentioned?

vague bear
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hang on

haughty flower
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Will you put any cover to not get instantly yeeted?

vague bear
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yeah probably

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got this space to work with

haughty flower
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@vague bear would that be a fun fight tho

vague bear
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with the icon of sin?

haughty flower
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I mean

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just a bunch of monsters put together in a little space

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that they can't even leave

vague bear
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well the pain elementals can

haughty flower
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it just looks like you're trying too hard to make a difficult map

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that seems like a nonsensical fight

vague bear
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"Arch-vihell.wad"

haughty flower
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what's the fun of firing at a bunch of monsters all in the same little space

vague bear
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Oh im reading these all wrong

haughty flower
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in a square arena with not really much diverse mobility

vague bear
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thats why I want people's opinions

zinc saddle
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those skiiny pillars everywhere

haughty flower
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@vague bear sorry if my criticism seems harsh heh, I really don't mean it

vague bear
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but I was planning on adding other things in the arena

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no your criticism is great

haughty flower
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2px solid pillars to cover from archviles

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lel

vague bear
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that goes with the name

haughty flower
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well that whole area in general just seems like a bad idea tbh

vague bear
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how so, its shape?

haughty flower
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Well if you are showing a basic rectangle layout as your arena with not much in it yet, its gonna be seen incomplete

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In an arena you also have to do strategic placement of monsters, for example, if you put pillars around, you could put demons spread around, like revenants or they could spawn cacodemon, whatever you wanna put there, and all separated from each other in the same arena, something like that

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And if you could, also add a path or obstacles to run around while fighting these demons

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Nothing would stop you from doing something similar to a slaughter of putting a bunch of monsters in one square area but well, that depends on how you wanna do your map too

vague bear
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ah

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ill change the layout

zinc saddle
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shifts everything one pixel to the left

haughty flower
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You can still work the layout within the square

vague bear
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but there is this too

haughty flower
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Btw if you are still concerned on making your map conpatible for running on chocolate doom at least, you also have to watch out how big you do your area and how many sectors you add to it

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It can cause an overflow of drawsegs, which causes missing textures/homs

vague bear
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I tried running it in CD and it worked

haughty flower
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Yeah, for now, this doesnt look too much yet

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Dont be a dumbo like me and add lots of stairs

vague bear
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stairs

zinc saddle
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stares

haughty flower
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The blue is so intense it turns into white

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Seems chill

deep briar
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nice stairs

haughty flower
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@vague bear how do you go about making those stairs?

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there's a lotta methods

vague bear
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curved linedefs

deep briar
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what are the differences between doom, hexen and UDMF formats?

light prism
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lots.

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you listed them in evolutionary order though

haughty flower
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differences? yes

vague bear
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im still going to move the monster targets

vague bear
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uh what the hell

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I just got this error
Sprite lump "DOOM2.WAD\TROOA2A8" data format could not be read. Does this lump contain valid picture data at all?

mystic chasm
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what are the differences between doom, hexen and UDMF formats?

  • Doom is vanilla
  • UDMF is the most advanced
  • If you wanna use Doom In Hexen you might as well use UDMF
vague bear
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final boss fight

zinc saddle
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black hole generator lol

vague bear
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why are those candles floating

zinc saddle
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dunno tbh

vague bear
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is that a good amount of monsters?

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plus these guys

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at the start

zinc saddle
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pain in the ass elementals r gun

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fun

vague bear
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ill work on this tomorrow

deep briar
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so ive figured out how to make slopes like this

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181 linedefs

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is there any way to make a slope on both sides like this?

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i couldnt get it to work

vague bear
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You can try getting it to be as close as possible with the tiniest grid size

deep briar
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hm

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thats not very elegant

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i guess the answer is 'no' then

vague bear
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were you able to go to 1 unit

light prism
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Mr_Forbidden: I just got this error Sprite lump "DOOM2.WAD\TROOA2A8" data format could not be read. Does this lump contain valid picture data at all?

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sometimes gzdb does this

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nothing wrong with the files, it just doesnt read them properly

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Mumumumu: is there any way to make a slope on both sides like this?

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yes

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various ways

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the quickest probably would be vertex slopes

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but they need triangular sectors to work

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if you're in UDMF format, by default, any triangular sector will have the little vertex height arrows/pyramids on them

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if its toggled off, its the second to last button (before the 'play' looking one)

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'show editable vertices (visual mode)'

vague bear
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Oh damn I want to try making something in UDMF

deep briar
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OH

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interesting

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so the other method works for hexen/doom?

vague bear
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Nice

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I’ve never used slades editor

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For making maps that is

deep briar
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I'm using doom builder here

vague bear
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Oh lol

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GZBD or DB2?

deep briar
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GZDB bugfix

vague bear
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uh oh

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I don’t have the bug fix one, I think

deep briar
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are there any downsides to using UDMF format?

vague bear
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I’ve never used it, so I don’t know

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But you won’t be able to run it on chocolate doom or the dos version

deep briar
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does the linedef method of making slopes work for doom and hexen formats?

light prism
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UDMF format (despite the U standing for universal) is only fully supported by a couple of ports

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and primarily g/zdoom

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the line slope action is in DiH, yes

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but honestly if you are using DiH you might as well be using UDMF, because it takes the hackiness of DiH's methods and integrates them properly into the map format

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like texture scaling/rotating

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vertex heights

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fade color/density

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if there's a 'downside' to udmf, its that you can get mired in the amount of detail you can apply

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which can make you lose focus on the overall fun factor/flow of the map

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but of course, you don't NEED to do any of that stuff, you can use UDMF and just ignore all the extra functionality

royal wave
zinc saddle
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Go drunk, you're home

vague bear
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your , home go drunk

royal wave
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also the U in Universal Doom Map Format doesn't mean it's support on other engines, it means it's future proofed

zinc saddle
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insert Squidward future

royal wave
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whole point of it is we don't have to keep making new formats to accommodate features

light prism
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shouldnt it be called CDMF

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Consolidated Doom Map Format

deep briar
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can picking up a weapon be a trigger?

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I'm trying to make it so when a weapon is picked up it closes a door

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is that possible?

haughty flower
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yes

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make it execute a script

deep briar
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Action?

haughty flower
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automatically when you apply it to do that action, it'll be executed when the player picks it up

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same with killing a monster

deep briar
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ah yeah

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now to get my door to work

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so I gave it a tag

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and the weapon has the same tag

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but the weapon contains the action

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correct?

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ah yes, got it

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....im not a fan of doom scripting

light prism
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wah

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its just simplified C bruvva

olive vortex
light prism
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how can a plotline be noneuclidian

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plotlines are not geometry

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its like saying the color yellow tastes like biology

mystic chasm
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is that on a phone?

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@olive vortex

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it is

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wack

olive vortex
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@mystic chasm yes it's on phone, I download my test wads to it while in at work

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@light prism and I mean like, based on Non-Euclydian portals, just meant to fuck with your head

light prism
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sadly you cant reallllly do that

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you cant have an area that folds back on itself with different verticality

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and stacked interactive portals need to be exactly spaced as they are from their origins

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you could have two separate areas that look the same though

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with a stairwell at the bottom leading to one at the top of the other, etc

olive vortex
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I mean, they don't HAVE to look the same

deep briar
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is there any way to trigger something when the player spawns?

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I just want a little event that lays out the player's goal when they first start the map

light prism
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script 1 ENTER

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in acs

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ENTER scripts run on the player entering the map.

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and treat him as the activator

deep briar
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ah ok

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thanks!

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that worked.

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i think im getting the hang of this (:

light prism
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yeah

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acs aint tough

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and its very versatile

deep briar
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I was scared to use scripts before but i guess its not really that difficult

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what function should I use to print a message? kinda like in hexen when the main villain talks to you

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heres the example

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@4:32

haughty flower
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go to the zdoom wiki

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it has all the info you need

deep briar
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oooo

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ik this is the simplest script ever but im so excited that this works haha

mystic chasm
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Hello World

deep briar
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perfectly appropriate

haughty flower
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very cheesy

zinc saddle
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very humerus sans

vague bear
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I need to do that text shit

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I’d like to at one point

haughty flower
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Greetings mortal, i'd like to add you to my linked in

light prism
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are you strong enough to eat a whole tractor

foggy folio
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I'm considering on paying money to watch that happen glarethink

zinc saddle
olive vortex
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More atmospheric I feel

haughty flower
vague bear
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uh oh

vague bear
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holy crap

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my map works

deep briar
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how do i make a camera switch back to the player ?

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I just have a ChangeCamera but when it is activated it stays active forever

mystic chasm
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237:ChangeCamera (tid, who, revert)

tid: Thing ID of the camera to use (0 for normal player's view)
who: Set to 1 if the view change should affect all players
revert: Set to 1 if movement should cancel the special

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ChangeCamera(0,0,0); will set it back to normal

golden drum
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@knotty plaza Oops wrong channel. I was looking through my wads and found your old Test_Map2.wad. Just out of curiosity, did you ever finish it?

deep briar
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but it all happens in the same tick

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@mystic chasm

mystic chasm
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you have two ChangeCamera calls in the same script or what?

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... what are you trying to do actually

deep briar
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i wanted to make a small 1 second cutscene

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i ended up with this

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which works though im not sure if its the best way to do it

light prism
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just delay(35); is fine

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and you should change the second one to ChangeCamera(0, 0, 0)

knotty plaza
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@golden drum I never really finished it, but I believe I have a slightly updated version somewhere on my computer. If you want, I could try to find it.

haughty flower
deep briar
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Dark

haughty flower
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dark maps > bright maps

deep briar
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Spooki

hard elmBOT
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Indeed!

vague bear
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should I add custom MIDI music to my cool doom wad

haughty flower
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always @vague bear

vague bear
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k

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ill work on that in a bit

haughty flower
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I usually use midis from other DOS games

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like Marathon, Descent, RoTT, Duke3D, etc.

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though I also prefer using midis that haven't been used before

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as long as it's fitting for the map, I'll use it

vague bear
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so like some rock midis?

haughty flower
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yeah but try not using some cheap ones lol

vague bear
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what do you mean by cheap

haughty flower
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@vague bear I mean obviously low quality or generic midis

vague bear
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oh

haughty flower
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using the default midi, in my eyes, is just lazy and shows you don't care enough about your map

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a bad midi will vastly worsen the experience

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a fitting one will do the contrary

vague bear
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ok

mystic chasm
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he also does music for doom wads specifically

vague bear
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o

mystic chasm
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if you are targeting zdoom, it supports tracker music

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which is FAR better imo

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(fyi, Jimmy did the midi version of the soundtrack for Sigil)

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πŸ‘

haughty flower
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he actually made it for a canceled project of his, then Romero asked if he could use his music

#

which is why it's so unfitting for Sigil lol

deep briar
#

i finally got a custom monster to work

foggy folio
#

It's beautiful and also concerning

vague bear
#

no pls no

light prism
#

is that some sort of corn-flavoured candy floss

foggy folio
#

I don't know what that is but I love it

#

A+ - +

light prism
#

its ur uncle back for revenge

foggy folio
#

Uncle Jorge is that you? ripandtear

deep briar
#

that looks awesome

light prism
#

blender 4 lyfe

dry ore
#

daaamn that looks cool

deep briar
#

awesome

deep briar
#

@light prism do you have any previous work i could check out?

modern aspen
#

does anyone know of any Wolfenstein 3D texture packs ?

#

like one that has rips of Wolfenstein 3D's textures

haughty flower
#

Oh, fantastic

#

Looks similar to that diablo 3 boss

mystic chasm
modern aspen
#

actually i did find that one already

#

and im using it for my secret map

#

after somebody accused me of not even trying to find things myself because i didn't know of this total conversion

light prism
#

that was me

#

j'accuse

modern aspen
#

no im pretty sure that was someone else

light prism
#

stop trying to find who accused you

foggy folio
#

Dishonored 3 confirmed

deep briar
#

what missile flag gives off a dynamic light?

#

also why is AttackSound not working with A_SpawnProjectile ?

#

i thought it would

light prism
#

there is no flag for dynamic lights

#

you can attach an existing definition (from gldefs) in decorate by doing light("LightName")

#

like

#
{
    Spawn:
    POOP A 1 light("PoopLight")
    loop
}```
#

or

#

you can do it entirely in gldefs

#
{
    color 1.0 1.0 1.0
    size 32
    offset 0 8 0 (y is height here)
    attenuated 1
}

object MyActorName
{
    frame POOP { light MyLightName } 
}```
#

for more info

#

also, spawning a projectile will make the sound eminate from the projectile actors SeeSound, not the attacking actor

#

if you want the attacking actor to make a sound, just use A_PlaySound

main gorge
#

So i have a problem,

#

i am using the uberminigun from realm667 and it seems that when i try to fire, the moment it starts to shoot the sprite just seems to get missalinged and becomes way smaller than it should be

#

this has just started happening, i didnt have this problem before

#

ACTOR UberMinigun : Weapon 23456
{
//$Category GUNS
Weapon.SlotNumber 5
Inventory.PickupMessage "You got the UberMinigun!"
Inventory.PickupSound "misc/w_pkup"
Weapon.SelectionOrder 400
Weapon.Kickback 90
Weapon.AmmoType "Clip"
Weapon.AmmoGive 100
Weapon.AmmoUse 1
Obituary "%k turned %o into swiss cheese using %p Uberminigun"
States
{
Spawn:
MINI A -1
LOOP
Ready:
MING A 9 A_WeaponReady
Loop
Deselect:
MING A 1 A_Lower
NULL AA 0 A_LOWER
LOOP
Select:
MING A 1 A_Raise
NULL AA 0 A_RAISE
LOOP
Fire:
MING A 0 A_PlaySound("weapons/minigunup")
MING BCDEFGH 2
MING CEGABCDEFGHACEGE 1
Hold:
MINF A 0 A_GunFlash
MINF A 0 A_PlayweaponSound("weapons/minigun")
MINF A 0 A_PlaySound("weapons/minigunhold")
MINF A 1 BRIGHT A_FireBullets (5.6, 0, 2, 5, "BulletPuff")
//MINF A 0 A_PlayweaponSound("weapons/minigun")
MINF C 1 BRIGHT //A_FireBullets (5.6, 0, 2, 5, "BulletPuff")
// MINF A 0 A_PlayweaponSound("weapons/minigun")
MINF B 1 BRIGHT //A_FireBullets (5.6, 0, 2, 5, "BulletPuff")
MING C 0 A_ReFire
MING A 0 A_PlaySound("weapons/minigundown")
MING A 1
MING C 1
MING E 1
MING G 1
MING A 1
MING B 1
MING C 1
MING D 1
MING E 1
MING F 1
MING G 1
MING H 1
MING ABCDEFGH 1
MING ABCDEFGH 2
Goto Ready
}
}

#

Please help!

vague bear
#

Heh

light prism
#

no idea, information provided irrelevant, and please dont post whole actors like that

odd hare
mystic chasm
#

Check your Sprite offsets

light prism
#

sprite offsets unlikely to re-scale the sprite to be that small

main gorge
#

what information should i post that would be relevant

#

thank you for trying to help

#

sorry for posting whole actors

odd hare
vague bear
zinc saddle
#

s Q u A r E s

vague bear
#

im talking about the white spots

#

it looks cool

haughty flower
#

what are the squares for?

vague bear
#

here

#

well they are the monsters for the "boss" fight

haughty flower
#

so I'm guessing they teleport

vague bear
#

yes

haughty flower
#

@main gorge have you changed the offsets of the weapon sprite in a program such as Slade?

main gorge
#

I have not changed the offsets, i have slade 3 and i have done alot of things in slade, but not change offsets, if that makes any sense.. ill check that out

vague bear
#

so I finally got to finding a midi

#

I like it, but I dont know if it fits

#

holy shit, I just realized its 11 minutes long

vague bear
vague bear
#

um it took me 11:26 to beat my map with all 100%

haughty flower
#

means you are gonna post it soon so we can all judge it very carefullyenjoy it?

vague bear
#

yeah, Im just finishing things up

#

like making sure the midis work

haughty flower
#

i havent touched doombuilder in two weeks, im a bastard

vague bear
#

oof

light prism
#

she'll be calling for a divorce soon

vague bear
#

o

vague bear
#

yes it works

#

and yeah, I was able to beat it, so you guys should be able to do that also

vague bear
#

(hopefully) this is the final version

haughty flower
#

tutti frutti

light prism
#

delicious

haughty flower
#

your midi is not working

vague bear
#

oof

#

It works in gzdoom though

#

I don’t know why the midi file doesn’t work in chocolate doom or what ever source port you are playing on

haughty flower
#

yeah chocolate doom

vague bear
#

Well good luck with the rest of the map

haughty flower
#

done

#

coudlnt reach 100% even with archviles revivals

#

i see i missed one invulnerability secret with a hellknight and baron

#

it was somewhat difficult, i kinda enjoyed it but i think it needs more ammo to reach a 100%, i was missing 3 monsters, 2 hellknights and a baron, checked ammo everywhere and not even from secrets could i reach it

#

not a bad map, it can still have some more details on a few parts

#

the part i didnt like was the revenant zig zag corridor

#

it can be beaten pretty fairly, just needs a bit more ammo, not that much

#

i wish i could have recorded that specific teleporter trap of the 4 archviles

#

i had to maneuver in and out to get the ammo, so to power up my bfg

#

but maybe i could be wrong with the ammo part and i didnt spend it well, but sure it is somewhat tight

vague bear
#

Alright

#

And congratulations

haughty flower
#

im not sure about the midi, maybe chocodoom doesnt support something

#

but i listened it on gzdoom and its good

#

i guess

vague bear
#

I didn’t know what else to pick

#

Better than default doom soundtrack

haughty flower
#

anything is better than default entryway music

vague bear
#

I definitely could of been a bit more generous with the ammunition

haughty flower
#

were you able to 100% kills with your setup?

vague bear
#

Yes

#

It must of been the trap with the red key

haughty flower
#

Hmmm if i could have saved more of my ammo on the cyberdemon arena with the infighting monsters, maybe i could have done it, and well kinda that too, i didnt straight run to the stairs until the archies appeared

vague bear
#

a

#

Other than the ammo, is the map good

haughty flower
#

it's good and simple, but a few parts could have a better design/lightning

#

is it your first map?

vague bear
#

my first map that I’m letting people play

haughty flower
#

ah cool beans, then it is some good progress tbh

vague bear
#

where could the lighting be improved

haughty flower
#

you could add torches and make a simple light area on the zig zag leading to the cyber arena

#

if im not wrong,when i saw the automap the wall was like some ceiling/floor sector, you could delete it to make it just walls

vague bear
#

do you know where that is?

haughty flower
#

you just could select the whole sector and press delete

#

uuuh

#

they should look like this when you delete them

vague bear
#

Oh

#

Alright I’ll fix that tomorrow

#

Wait on gzbd it shows all the lines?

fickle lagoon
vague bear
royal wave
#

It's for a mod I'm planning

vague bear
#

OH

#

sorry

royal wave
vague bear
light prism
#

indiana jones and the legend of the crystal skull vodka?

royal wave
#

Alestorm is what I'm calling it @light prism

#

It's going to involve a lot of alcohol

#

and I knew I needed to make a nod towards Antitoxin Absinthe

vague bear
final citrus
#

That's... uh... quite a small UI to use in MAP27

light prism
#

thats uhhh... a very strange and irrelevant comment

final citrus
#

πŸ€” Wonder why he scaled it down so much

light prism
#

it's not, he is just at high resolution

#

but its also completely irrelevant to the content he's showcasing

#

its like if you posted a screenshot and i commented on the window title bar color

final citrus
#

That's fair.

#

I was wondering if that was the case myself

haughty flower
#

Well that drunk aiming made me felt uncomfortable

vague bear
#

but now that ive finished that, I want to make a new one

haughty flower
#

go ahead, unless some strange force is stopping you to do it

vague bear
#

there is a force stopping me

#

its called
"not having an idea"

haughty flower
#

play more doom maps to get inspired i dunno

light prism
#

play some real life

haughty flower
#

a small update of my map

grand tulip
#

how do i change a tagged 3d sector linedef tag to 0? and remove 3d mid texture after reaching a certain offset/height (or after an action is finished)? πŸ˜’

#

i need to raise the cage to the second floor above (second 3d floor) and have the bars (3d mid) removed by then for access

jade rain
#

how the fuck do i make wads

vague bear
#

your maps look so much better than mine

mystic chasm
light prism
#

also Line_SetBlocking

#

though if they're set with 3d midtex that may be unnecessary if the texture is removed

jade rain
#

hello

#

i need some help

#

how do i make it so i can actually play my map

#

it sends me the first map of doom 2

light prism
#

need more information

#

what did you save your map number as

#

show me the f2 screen on gzdb

jade rain
#

waht

light prism
#

open your map in doombuilder

#

press f2

#

and screenshot and paste here

jade rain
#

its babys first doom wad

light prism
#

you skipped a step

#

press f2

jade rain
#

oh

#

fuck

#

wait

light prism
#

i am waiting already

jade rain
light prism
#

you called it GAMEMAP1

vague bear
#

whats in the weird shapes

light prism
#

so that is the map name you need to change to

#

or change it to MAP01 there

jade rain
#

oh ok

#

oh man

#

thats the most terrible thing ever

#

it truly is babys first doom wad

light prism
#

gotta start somewhere

#

but yeah the standard format is MAPxx so you might as well leave it as that

#

since it should default to MAP01 every time you start a new file

haughty flower
#

Is this place active?

#

I was wondering if it's possible to have slade stuff and doombuilder stuff in the same wad file

#

I.e. doombuilder maps and slade weapons

light prism
#

yes

#

it is possible to have maps and DECORATE/zscript in the same bundle

#

you just have to be careful not to disrupt the map lump order for most formats

haughty flower
#

Gotcha

#

I'm new to doom modding

grand tulip
#

@mystic chasm thanks a lot i will try that (SetFloorTrigger)

#

@light prism yes its a 3d midtex so it blocks players by default, but my question was the commnad to set it to none once its reached the height

mystic chasm
#

Couldn't find a command to change flags for UDMF Line_SetIdentification doesn't work in UDMF

grand tulip
#

im on doom in hexen format

mystic chasm
#

Oh

#

Use that then πŸ˜ƒ

grand tulip
#

so a script in a script πŸ˜„ set line id flag to zero when SetCeilingTrigger finished

mystic chasm
#

Or just use delay(), w/e you prefer

grand tulip
#

ill stick with SetCeilingTrigger and test it

mystic chasm
#

Still wanna know what you use to change flags on linedefs in UDMF

grand tulip
#

πŸ€”

haughty flower
#

i cant wait to tag all these mf sectors once im done

haughty flower
#

i'm close to that state of being overbloated to keep track of things

#

my brain is a peanut

vague bear
#

looks nice

viscid pond
#

Don't you love it when you get so...picky on minor things

#

I know I do

haughty flower
#

Ah yeah "A job well done on this room... 5 seconds later... needs more stuff, i need to add more"

haughty flower
#

@haughty flower hah, I like that top-down view

#

also, I don't know if this is the best place to post this, but I'm laughing so hard at this salt

#

@vague bear add some pillars to this area. It's not really fair to fight Archviles without having any cover to protect yourself with

#

this room doesn't offer nearly as many resources for what it puts the player through

#

Overall, crazy difficult map, if it was submitted for Hell Revealed 2 it'd probably be accepted if it was a bit longer and had a bit more detail

#

overall the level layout is pretty weird and basic, that's something you improve on as you continue making levels / play more levels and see what they do right

vague bear
#

I see

#

I guess it’s my way of playing that made me think it’s fair

#

Which is one of the reasons I wanted people to try it out, especially you Raiva, that includes Cool Blue Yosh too

dry ore
#

i got a new laptop and decided to get back into mapmaking, then this popped up

haughty flower
#

@dry ore try installing direct 3d 9

#

if that persists, make sure you downloaded a version of GZDB that is compatible with your system

dry ore
#

my old laptop was also windows 10 64-bit

#

but let me try that

#

am i installing the right thing

haughty flower
#

@dry ore nop

#

thinking better about it, it's probably not a problem with DirectX

dry ore
#

i'll install the bugfix version

haughty flower
#

yea do that

dry ore
#

i had regular gzdoom builder on my old laptop

haughty flower
#

it's better anyways, has more features

dry ore
#

aight

#

same error

#

i do have a way better videocard now, maybe that's the problem?

haughty flower
#

no clue

dry ore
#

i still have my old laptop, but i'm planning to format the drive, so i'm not sure if i'm going to be able to continue working on my maps there either

haughty flower
#

I havent played eviternity but that sounds like some silly rant

dry ore
#

i decided that they looked a little bit too flat

#

so i fixed that

#

question: is it possible to rotate a wall

#

for example, rotating one of those bookshelves by 90 degrees

haughty flower
#

Yes, select the sector, or lines, press E, it will highlight to be edited, holdclick on one of the squares and drag it to rotate it to 90 degrees

dry ore
#

okay they show up in the game, but not in the 3D room view, help?

#

it appears I had pressed T by accident

haughty flower
#

Yes, you press T to show/hide things in 3d mode

dry ore
#

also thanks for the tip!

vague bear
#

damn, looks better than mine already

#

I just got an idea, "Lost in Hell.wad"

vague bear
haughty flower
#

Doin crack

vague bear
#

oh no he found out

haughty flower
#

idk what else to say

vague bear
#

well I just started

foggy folio
#

Illegal drugs in my Doom Map ( Ν‘O ΝœΚ– Ν‘O)

vague bear
#

you got the joke

foggy folio
#

πŸš“

haughty flower
#

thought of sharing this i found, inside the video there's a link with the files on midi format

#

this ost sounds cool, maybe gonna end up using one track for some map

twilit atlas
#

i am a Back

vague bear
#

the midi files sound too upbeat for hell right?

haughty flower
#

I think most would fit for some kind of tech map but i dont see why not some others couldnt be used for hell

#

And just realized that bobby prince composed this

haughty flower
#

Forbidden, I forgot to mention that the midi you used for your map is so fast that Chocolate Doom couldn't handle it lol

vague bear
#

yeah lol

#

it works in GZDoom though, so thats nice?

haughty flower
#

I can't see that Duke Nukem 2 track being used in anything but a 90s wad

vague bear
#

I dont know if you saw before, but is this good so far

haughty flower
#

seems very basic

vague bear
#

yeah

#

I just started

haughty flower
#

big and empty, could be used as the hub for the next rooms

vague bear
#

but I also want the player to underestimate the rest of the map

#

cause I want it to be complex and stuff

#

and if they see the first room, they will think that this is easy

#

do you see what im trying to go for?

light prism
#

thats what terry wads do

#

and terrance pk3's

haughty flower
#

lul

vague bear
#

im not trying to make a terry wad

#

im not that type of person

haughty flower
#

he's just joking

vague bear
#

yea

haughty flower
#

yeah I see what you're going for

vague bear
#

is that a good idea though?

haughty flower
#

if you do it right, yeah

vague bear
#

you know that one castle level in eviternity?

light prism
#

difficulty ramping is a core part of gameplay

#

in basically every game

vague bear
#

the very first chapter

haughty flower
#

yeah, it was designed by a friend of mine

vague bear
#

oh wow

haughty flower
#

map15 I think

vague bear
#

any ways, what I was thinking was to make some sort of thing like that, but not do exactly what they did, but I have an idea for a library part

#

it will take a while to pull off

#

but I really want to do this

haughty flower
#

yeah, finally it's all coming together

#

time to test play and clean the shit out of it

#

idk, my excuse was to use this meme somehow

deep briar
#

pew

foggy folio
#

I want my guy to have something like that but I like it to be in the form of a mace

light prism
#

is that a blender render

vague bear
#

that rhymes

vague bear
light prism
#

are those stairs

haughty flower
#

no

#

it's a bunch of floors

deep briar
#

@light prism maya

light prism
#

ah right

vague bear
#

im trying to make a fire place

light prism
#

i did some guns not too long ago

vague bear
#

here is me struggling to find a nice texture

haughty flower
#

Tubes on a weapon = energy weapon?

#

Cool beans

vague bear
#

do any of you guys have an idea for what texture I should use here

light prism
#

ashwall everywhere

mystic chasm
#

Damn you vega

#

Fireblu

haughty flower
#

@vague bear texturing depends on what theme and palette you're aiming for the map

vague bear
#

true

deep briar
#

@light prism so those are sprites?

light prism
#

nop~

#

exported .md3's from blender

deep briar
#

aaa

#

yeah mine are sprites.

#

I tried handpainting

#

but it was taking too much time... especially with only a mouse

deep briar
#

nice!

#

this was my hand painted version

vague bear
light prism
#

i see, i guess you used some sort of generation for the orb thing

vague bear
#

yes there are missing textures

deep briar
#

just a scrolling UV texture

light prism
#

i remember doing similar on some reaaaally old guns i made when i first started modding

#

that orb just uses a voronoi pattern that has its scale shifted over frames

deep briar
#

That’s pretty epic actually

#

The boss

#

Lol

light prism
#

ceiling cat was an old meme even by the time i made that like 10 years ago

deep briar
#

lmao

haughty flower
#

first time I saw it was as a L4D mod

#

that replaced the moon with it

#

Doom cat ceilin

#

I need to use blender but it only makes smoothies for me

mystic chasm
#

2010

#

240p

#

πŸ‘

haughty flower
#

πŸ₯

#

Skulltag

light prism
#

deal with it

#

or watch it in 144p

dry ore
#

awww

vague bear
#

Holy

haughty flower
#

You are not doing this undertale doom project alone, are you?

light prism
#

yes

mystic chasm
#

Undertaleworld

light prism
#

yes

#

ultima underworld for the win

rugged hinge
#

what is the best editor for doom3 ?

hazy lantern
#

The integrated one.

rugged hinge
#

what is no object file while compiling bfg edition ?

signal iron
#

dudes

#

could anyone help me with creating a simple doom script and saving it as wad

#

i made an acs script then what should i do with it

#

all the tutorials i could find are for level editing

#

i want to make 1 for inceasing maximum health and ammo actually

haughty flower
#

@signal iron the script should be a lump inside the wad

signal iron
#

how do i do that with doom builder?

#

any specific tutorial to do it

haughty flower
#

use Slade 3 @signal iron

signal iron
#

ohh i need slade then

#

thx

signal iron
#

Ok, so I should use doom.wad?

haughty flower
#

for what exactly?

signal iron
#

Ok I find it too hard to compile wad script

#

I'll try using decorate script

#

Can I change the maximum amount of health and ammo with it

haughty flower
#

yes

signal iron
#

Ive changed inventory.maxamount with slade

#

But it seems to affect nothing

#

Should I compile it?

#

And how

mystic chasm
#

DECORATE and ZScript aren't compiled langauges

#

only ACS is

signal iron
#

Hmm it's weird then

#

Should I do anything after editing the actor txt files

mystic chasm
#

I don't know what you're doing but it doesn't sound correct

Are you modifying existing files in zdoom.pk3?

signal iron
#

Yes

#

With slade

mystic chasm
#

Yeaaah, don't do that

signal iron
#

Why?

#

Uh I accidentally did

mystic chasm
#

Zdoom.pk3 contains all the base definitions for objects that zdoom uses, when you change it in there it effects every game you load up with zdoom

signal iron
#

Yeah it's fine

#

Forgot to make a backup

mystic chasm
#

If you're making a mod you need to write your own DECORATE definitions that overwrite the originals

signal iron
#

So I can't edit the originals?

mystic chasm
#

you shouldn't

signal iron
#

But it's supposed to work right

mystic chasm
#

the topic is vastly too large to cover if you've never scripted before

dry ore
mystic chasm
dry ore
#

how does this even happen

signal iron
#

Yah I'm reading

dry ore
#

i legit don't know

mystic chasm
#

its just a regular sector?

#

check your linedefs, make sure the sector numbers are the same for every one

signal iron
#

Hey I used idfa and it worked

#

Thankes

dry ore
#

i just hit undo a bunch of times

haughty flower
#

select it and press delete @dry ore

#

think that must be it

dry ore
#

all base textures

mystic chasm
#

thats amazingly good work on the mouse actually

dry ore
#

it fit perfectly

#

i actually split it into two separate textures