#classic-doom-maps-mods
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Damn you are able to make a better computer than I am
so cool π
some final edits... gonna move on to something else now lol
the modding bois have woken up again
i like that pc thingy
and cool death animation
Is grave-y making a fnaf mod?
guys is there any tutorial about make mods for doom 3 ?( bfg edition)
Sorry for the confusion 
that gif makes the ice golem seem weak
but he had taken plenty of damage beforehand
plus that little mage is stronger than him π
looking good
A W.I.P vanilla-compatible Doom 2 megawad Ive been working on for a while. Cheesy name, huh? Mostly inspired by classic early 2000s wads, such as my favorites Alien Vendetta and Kama Sutra. Offers maps with varying themes, and doesnt focus on a consistent theme for each episo...
Ill get to play it when i organize my time better
what doom engine mod should i get?
should i get gzdoom or is there a better one out there?
Nothing stopping you from using all of them
Idk what ones there are
I only know of zdoom, gzdoom, and chocolate doom
And I heard zdoom is outdated, and chocolate doom is awful
I've been using gdoom, it's really good
I just wish I had one that stay vanilla enough to where the guns are positioned properly, I haven't noticed that issue but I heard it's people's complaints
Chocolate Doom isn't awful. It's supposed to emulate the original game experience as close as possible.
so it's awful if you hate Doom, yes
It's what I heard. My friend told me that. It's good to know that it isn't. Does it have the gun placement correct?
yeah
there are lots of ports the main ones people design for though are listed below in order of most limited to most advanced
Chocolate Doom (original map formats, but support for DEHACKED, about as vanilla as people would expect)
PrBoom+ (falls under "Boom Compatible", advanced line actions but not scripts, and DEHACKED)
Zandronum (fork of GZDoom with custom client-server network code added in, as it's a fork of GZDoom the most advanced features trail behind GZDoom itself)
GZDoom (basically it's own standard, lots of advanced stuff)
(no one uses Doomsday, EDGE, Eternity, Odamex, or Zdaemon)
Boom was the first sp to allow DeHackeds integrated inside of the wad file
the original already allowed it but you had to run it separately for it to work
and what someone told me, is that you had to use some program to revert the game back to normal, but I'm not sure how much of that is true
ah yeah, DeHacked was a program that actually modified the original executable according to a dehacked patch
this was because it's illegal to distribute the modified executable, but not illegal to give instructions how to do so
A dehacked patch was basically instructions for a separate program to modify the doom executable for you.
But because all it could do was change around codepointers it limited to basically what was already in the game.
Chocolate Doom and other source ports just let you load it regularly with the parameter "-deh"
I love chocolate doom, its my main port to play on unless I'm playing a more modern wad
what even is dehacked
its still pretty amazing what people were able to do under dehacked with the existing pointers
psx doom? is that a mod of the ps1 doom?
well, first, there's a Total Conversion for GZDoom that replicates PSX Doom
there's a more accurate PSX Doom port to GZDoom out there called Master Edition
hmm, is some of the console versions of doom different from regular doom?
yes, PSX Doom is very different
the Doom 1 maps it uses are the simplified and exclusive maps from the Jaguar port with colored sector lighting and Doom 2 monsters added
as different as doom 64 is?
and there's a whole new soundtrack and new sound effects
yes, done by the same guy that did 64's music and sound
are the lost level's and no rest for the living from the psx version or are they just mods?
no, Lost Levels is an addon for the PSX TC that reincorporates the cut maps
No Rest For The Living was something Nerve cooked up for BFG Edition
and that's the only way you can legally get it on PC
how would i change the level name,music and combine all my maps into one wad file
@jade rain use this option to combine a map into another wad.
To change the level name, the simplest and quickest way of doing it would be to make a new txt file inside of the wad, called DEHACKED and write:
[STRINGS] HUSTR_1: level X: example
and HUSTR_2 for the second level, and you go by that
i didnt even know about that
but then i havent touched DEHACKED since i was a young minstrel
to change the music, you rename the audio/midi to the respective map's original MIDI's name
you can find the names here https://doom.fandom.com/wiki/Doom_II_music
@light prism I'm pretty sure a simple dehacked should work with every sourceport and engine, right?
sometimes I see maps having both a MAPINFO and DeHacked for the same functions, even though just DeHacked would be enough to work in ZDoom.
yeah, it should
i assume MAPINFO is the grandbabby of the functionality you just mentioned
I can't find brutal doom's script that changes the maximum amount of ammo
or is there none
yikes
π¬
Jesus Christ
Save me
ice to meet you

i used to do it but i forgot how to; how do you turn off the sky textures in the editor?
i want them to display as flat instead of as they appear in the game
can anyone tell me what this does?
@dry ore S1 for Switch action, so when you press a certain line with that action it changes the texture and effect of the tagged sector to the texture and effect of the nearest sector to it.
oh, so it only applies to sectors?
i was wondering if i could trigger a wall texture change somehow
also, i don't know what i did, but now the grid size is stuck at a certain size and i can't figure out how to fix that
i'm confused...
i'm playtesting my map when i came across this
yet in the editor, it looks normal:
is that HOM?
doesn't appear to be any missing textures there
looks more like a node issue
how do i fix it?
jiggle around the verts a bit
maybe do a 'make sector' on the surrounding area
its most likely a vertice placement though
make sure they're all on-grid
well i think i just discovered the fucking problem
i have no idea how this happened, given the fact it snaps the vertices to an existing linedef
Β―_(γ)_/Β―
rekt
the map analyzer thingy is a very useful tool π
@light prism I saw that golem on twitter
you really went hard
it looks SO cool.
and the ice shatter effect... awesome
fanchs
really excited for that wad
might be another year or so yet, im not in charge
or longer - i might even have a big white santa claus beard
oh no
π
well, this texture is fucked
it says it has the wall texture applied to it but it clearly doesn't
changing the ceiling texture fixed it, oh well
ok i'm lost, this wall right here
in the game:
getting closer to it causes a HOM
what's causing it?
Check the sidedef; are the sectors on the correct side?
You can always collapse the line and add another vertex and rebuild it if you can't get it figured out
i deleted the whole thing and rebuilt it, looks fine now
Slightly a little yeah I think
Although if you do want to switch it up I suggest to add rockets
LOL that Papyrus as Revenant π
Hey lads, Just wanted to share RooM 2's development https://www.youtube.com/watch?v=-LROGqipxkY
Everything here (except the time manipulation) is still multiplayer and deathmatch ready (: There's a vortex rifle but I'm redoing the model so I didn't show...
All done in roblox, if it wasnt obvious
that's amazing
i haven't played roblox in years, this is not even recognizable
and its only early alpha
That's pretty good so far and I'm only 5 seconds through 
Current state of ARCADE01 for SINNER.
I added some bumps to make the geometry not too linear.
wow that looks great
corridor which leads to the 1st class staterooms on A deck
Is this doomtanic?
Damn looks good dude
Take that hallway and just put a portal at either end so it never ends
This is very good texture work I like the level of detail you did with the interior as well as the furniture and windows @gaunt lagoon
I was 50/50 on the curtains, then thought, sod it, I'm making curtains lol
I think it came out pretty good
If you don't mind me asking what enemies are you going to be using?
Because I was thinking if you're going to use demons I think a pretty good idea is to dress them up all fancy
nothing yet, it is primarily a exploration project, also for major eye candy lol
and pushing GZdoom to silly limits :p
ty π
Shiney.
god damn that looks good
ever mapped something, and you've sat there and thought "I didn't think I could do this kind of stuff"
then you reality check yourself and realise you can.
I only did a few things in doombuilder, but I never knew it could go that far
me neither! lol
eviternity did some crazy things that I never thought were possible
indeed
Indeed!
that was pretty
the final episode looks amazing
One last screenshot before bed, I turned my brightness and contrast back down to 1.0 and 1.0, makes it look alot more atmospheric and the lighting shows alot more now.
EDIT: Noticed some texture alignment got messed up, updated the download link.
Been studying how ID Software did their maps back in the day, tried my hand at something inspired by Episodes 3 and 4, while throwing in some DOOM 2 content.
https://www.dropbox.com/s/tzyfzax3ayrceap/UnrulySuffering.wad?dl=0
If you guys have feedback, it'd be greatly appreciated.
( The map was created with Vanilla DOOM 2 in mind, so difficulty on certain mods might be wonky )
imma play that map
it feels like a nice blend of e4m2 and some of the e3 sector tricks
Updated the map, here's a gameplay video of it ( I'd suggest skipping through the video if you don't want to spoil your first playthrough )
Been studying how ID Software did their maps back in the day, tried my hand at something inspired by Episodes 3 and 4, while throwing in some DOOM 2 content....
Looks cool, I'm gonna play it now
Alright, beat it on UV with 3 out of 4 secrets
I could not find the last secret for the life of me
one thing I think you should change is the amount of plasma that's given before the cyberdemon
basically you can just hold left click for the rest of the map once you reach that point
β
Iβm sorry but at first glance I though that was roblox
I get that alot :p

I'm trying to make some sort of security guard office, thoughts?
i added a soda can and a magazine, i think they look nice
heres the office ingame so far
Nice
thanks
Ha wish I could make stuff like that in doom builder
looks cool!
Im going to start creating my own doom wad, advice?
Or a quake wad
i dont know.
@haughty flower put all your love in Whatever you are doing and keep your first experience preserved so your future self could admire it
well, update on the security office, doombuilder crashed, and i hadn't saved in a good hour or more. 
i guess doom builder crashing was a blessing in disguise. i finnally figured out how to use clear textures, and i made a cool little traash can
a small shaft filled with pipes
That's some good work, keep it up dude
if anybody here has mapping experience please ping me
i need help
Thereβs a Joy of Mapping discord that has expert mappers in it. Alas im a discord noob and dont know how to invite
i'm working on my version of Hell Keep of episode 3 from doom, hope you like it.
here's some screenshots-
that looks cool!
i'll show more screenshots when i get some rooms done
Thanks Grave!
appreciate it ^^
i forgot, how do i toggle the sky texture on and off in the editor?
which editor are you using?
gzdoom builder bugfix, i already found the toolbar icon
but i remember there being a keyboard shortcut
oh
https://imgur.com/a/B1MNDpP i uploaded some screenshots from my wip pwad
thoughts?
i currently have 3 maps planned, the first two are nearly completed
^^
thats a lot of SHAWN
The old station https://imgur.com/gallery/9B1oibj
those are 3d floors right @haughty flower
?
howd you get them to move horizontally
β β β
@dry ore I recommend a better ceiling texture
the floor texture also doesn't look very nice
the ceiling has some of the lights cut off, and when the UAC symbol on the floor texture also gets cut off it looks very ugly
@haughty flower which screenshot were you referring to, and which ceiling texture would you recommend? I actually had trouble identifying ceiling textures and felt like there weren't many of those that didn't necessarily contain lights
FLAT14 or CEIL4_2 for the floor, whichever you think fits better
for the ceiling I'd recommend maybe FLOOR0_3 or FLAT19, but it should have some kind of decoration like lights or something like this (however with CEIL5_2 and METAL)
that's just my idea though
you can probably try something more creative
the upper texture looks too much like a floor though, but I like the addition of metal bars
so i figure you were talking about this section of the map, right?
what would be a better ceiling texture for this
i made the floor texture just blue, without the UAC logos
i think i could cut off the edges off the ceiling and replace the textures there, that way the lights wouldn't get cut off
which one of these do i pick if i want the floor to stop lowering before reaching the lowest floor?
there's a higher floor surrounding it, but it won't stop there and continues lowering anyway
i joined it with another sector, which is higher than the lowest floor, but it still lowers past it
oh.. fixed it by joining the two higher sectors too, not just the platform that's supposed to lower
scripting question: is it possible to make a sector's tag change from A to B after a linedef is interacted with
why does it sometimes add a lower texture?
i want the original texture to repeat instead, this messes with what i have planned
wut?
Because the sector floor height is higher than the surrounding sector
if you want the texture to align check the "Unpeg Lower" texture on that linedef
(that should do it)
i unpegged both upper and lower, now both upper and lower textures stay still when the lift moves
'Bout to finish this map
@dry ore yes thats what it does
i thought it was a door
i was trying to make a realistic elevator, so the door should stay in place once you enter through it
is it possible to set a default display/video settings for a wad? or is that only possible manually by the player?
im trying to get GZdoom, so i can get GZdoom builder, but im having problems with opengl, is there any other ways to get GZdoom running?
On software render mode
Must be somewhere in set video or display options menu
Or you can run it with Vulkan
vulkan? whats that?
ill give that a try, thanks
@mystic chasm a 3d model
does anyone know any sources to free-to-use midis that map creators can implement in their pwads?
I've never made music in my life and i don't know where to start
i am currently making a christmas themed doom wad
ho ho ho
@dry ore the zdoom forums have a Resources section, im sure you will find links to (or downloadable) midis that you have permission to use
Haven't seen anything like that yet
It looks pretty unique
my mod?
@dry ore
http://jamespaddockmusic.com/midis/
thanks guys!
how do i delete this one line without destroying the entire sector
I think you should try joining the two sectors that separate the line
With shift+j i think or was it ctrl+j, maybe one of those two shortcuts
@weak niche I can't see it as map development related if it has word sectors
has anyone ever tried to make use of ambient MIDI music in a map?
thoughts?
Thats good
scripting question: is it possible to make a sector's tag change from A to B after a linedef is interacted with
nope @dry ore
@orchid storm cool, I'd try a different ceiling texture if I were you though. But this one's fine if anything
alright, thanks!
It doesn't contrast well with the rest of the textures I think
since it's more pale
this better?
Zombieman from my mod Bleedmare
Spooky
I like
i'm adding sounds to him as well
bleedy
nice!
can anyone tell me if GZDoom maker is fully compatible with hexen maps? if not, what's a good hexen map maker?
if you mean GZDoom Builder, yes, it is compatible with Hexen maps and can make em.
making a crazy three episode map atm, anyone got some tipz n trickz in making outside maps.
Poor souls
What happened to the 3d weapons or is that mod already released
that was just an experiment
i had no project in mind specifically for that
it helped me improve technique so no big loss
shame, I would love to use it
@dry ore you can use any midi you want
searched for some good ones but only found maybe two metal ones, the rest were a bit too tame for a hell-themed pwad imo
(g)zdoom is compatible with mp3's, right?
hey by no advertising in the rules can i like not ask for recommendations
because for some reason i cant reload on Trailblazer w/a lot of the map mods i pick it says that reload is an unknown command
@dry ore people will crucify you for using mp3's (even in the modern internet world)
but yes you can play mp3s, ogg, wav, in gzdoom
maybe try trackers?
https://modarchive.org/
...noted

Anyone familiar with how to make custom player classes/ player starts?
I've been bashing my head up against this shite for 2 hours
read the wiki or you're a thicky
Heretic - Portals of Chaos Map ID: L6QNM9PG AUthor: Shadesmaster (yep, MOI!) Here, I play my own level, released today! Heretic was the original DOOM clone, ...
So I need a couple of mappers to help make a mod I'm working on.
Could you specify more info about your project?
could anyone help me get started on hexen mapping? i found a hexen configuration in gzdoom builder, but it still tries to load doom resources
here it's kind of a mix of both
@haughty flower I'll DM you a summary of the mod
Finished the first map from bleedmare!
Check it out if you wanna play https://www.moddb.com/downloads/bleedmare-of-pon#downloadsform
I am just gonna guess we can post MediaFire links.https://www.mediafire.com/file/qblw2ur9i2bbgdj/gag.wad/file
If that's not a Terrywad - sure
Spooky boi meets SSG
He never had a chance 
Hopefully he has insurance
Yeah at the funeral home
Love that sprite design
Damn thats 3d?
i think they mean it was made from renders
Ahh that makes more sense 
Gotta say the ingame one looks real noice
mm i found some settings that work pretty well for rendering low res
too much harsh specularity = noise
shapes too simple = flat
kinda looks like Tchernobog from Blood
i always found bloods claymation rather sloppy and ugly
but i guess that was the art style
Blood was made on a really small budget
the zombie was clay slapped on a Red Ranger figure for fuck's sake
I don't see it doom related
...it's a Doom mod
don't let the models confuse you, look at the sky and the plasma ball on the ground π
I see. Well, you might add some description next time, so it be less confusing
doom mod? cant tell its doom because doom don't do 3D characters!
man.. its doom modding.. what do you expect
not everything has to be doom themed
Pac-Man written by me using GDCC by DavidPH A nice little example project of how flexible GDCC is over ACS. GDCC Builds available at: https://www.dropbox.com...
this is gzdoom too
and this
ok-ok okay.
never seen it before
I'm sure you wouldn't say this isn't Doom-related π
Doom 3
Will you put a stimpack somewhere when you show more undertale stuff?
yes
ill just cover the entire screenshot with "THIS IS A DOOM PROJECT" in 144pt impact
Having some dynamic lighting and alpha issues with 3d floors in GZDoom:
Water is meant to have transparency, but doesnt. In Zandronum, it looks like it's supposed to. ITs a fresh install of GZDoom on my computer, only settings I've changed are controls.
FINALLY i get it work, here's my first demon
its an EARLY EARLY alpha but it will have custom sounds
DECORATE, dehacked, or just a sprite replacement?
DECORATE
Is its possible to add new demons to the original games?
Or do they have to be replacements?
well, maybe you could create a spawner or something
the spawner could replace a monster and it would spawn either the original monster or the new one, there's a variable you can set for it in DECORATE (and I think ZScript as well)
I dabbled in spawners once
@wanton burrow You can replace decoration and gun frames to make "new" additional monsters with DEHACKED but you will always be replacing something
Okay thanks.
Hello fellow doomers is there any way to create maps in android
No
Thanks
Anyone know the music lump for D2's "Into Sandy City"?
Found it. Maybe.
No I didn't, just the file name.
Found the lump.
you found a lump??
So I decided to make my own βThe Express Elevator to Hellβ map, and itβs just the same elevator style but the rest is completely different, Iβve only played for 30 seconds in the original master level
you might wanna clean up some of the noise on the idle sprite, but otherwise - lookin good
if you look closely, you can notice some ugly white specks
well, that applies to everything, really. noise sucks
yes, every sprite i render has a bit of that going on
i think its just lighting+detail getting averaged out over a pixel
definitely more noticeable on a static stance though, yeah
dude, these gifs are great
Benaddict Cucumber
Clitford Numbleslap
Hey umm dumb question here, how i end a level with a monster dying in Doom Builder 2 while using Doom in ZDoom format?
im pretty sure you can set actor specials to open a door or something
and just use a voodoo closet to do the rest
what he said, but actor special Exit_Normal
if you're using the format i think you are
monsters trigger their special when they die, and items trigger theirs when they are picked up
it's probably a better idea to use a voodoo closet though, so there's a delay after it dies before the level ends
or just trigger a script with a delay in it
But don't you need Doom in Hexen format for that? @twilit lichen
zdoom format supports everything hexen format has
zdoom format is basically everything plus the kitchen sink
So i can run my crap wad that has hexen format with zdoom?
yeah
blameitonjames.#4689 has been warned.
Here's what me and the Doomer Boards Krew made over the last month - https://www.doomworld.com/forum/topic/110070-dbp17-alone/
Alone is a 9 map limit removing episode for Doom 2 by various members of Doomer Boards. Shout out to @xvertigox for his first DBP as project lead, and @gaspe and @Jaws In Space for their DBP debuts! Download (RC2) Screenshots: MAPLIST 01 Derelict (xvertigox) 02 They Mostly Co...
Aliens themed limit removing mapset
Oh looks cool, cant wait to play it
Dope sprites @haughty flower , I'm digging the stbar face
ah yep, so player changes only? or do you mean new maps but using iwad textures?
angry sun ;o
sweet, sounds dope
@haughty flower
Gman made a Bloom video
congrats
Looks sweet, I like the lighting
thanks
heh now there is no way to get up, so if you fall, restarting time, and yes the floor lowers
am I evil?
generally, unescapable acid pits are considered bad design
you punish the player enough by causing them acid damage to run to a teleport or a far away set of stairs to escape the pit
restarting the whole map because you made 1 bad step kinda sucks
so I am evil, ill make a stair case, but the platforms lower slowly so you really shouldnt fall
boom
sweet
ah I see
maybe remove one of the radioactive signs
and make the other one a door that leads to a tele?
yea
adding stairs makes the lowering pointless
but where does the teleport go to
seems like a cheat if you just jump into the teleporter to just go to the other side of the platform
thats why you put it behind the radioactive sign
so you dont see it unless you look for it i.e fail and get stuck
like @mystic chasm said, inescapable nukage pits aren't a great design choice
true
if you wanna be fully idiot proof you could also add a S1 Lower to Nearest action on both sides of one of the falling sectors
so if someone falls down before even getting on the first one they can lower them and get to the tele
if you get what i mean
im a bit confused
so like if someone falls on either side of the lowering platforms
without touching the first platform, they get stuck on either side
if you can lower one you can get to the side that has the tele on
but that's minor
I think im just going to stick with what I have for now
yeah dw about it
can doomguy walk in a 64 tall hallway?
Should be able to, yeah
you know about texture unpegging?
my suggestion would be making part of the sector a lift platform instead of using a teleporter in a small pit, teleporter pits are generally used on bigger rooms and higher platforms
I made a map that is suppose to be like CoD zombies but in doom
Tell me what you think about it (Also Haus Der Untoten means: House of the undead)
Wait is haus that one zombies mod that takes place in a school like building
Nvm seems like a different mod
haus of the maus
yes, i would probably still get reckt
except for the infighting
the ice golem just needs to do one stomp and half those monsters would be dead
All sprites are so cool
Hard d64 vibe from some of those spirtes
I enjoy it very much
is it possible to make it that when you use a cheat it plays a sound in gzdoom?
something like the sissy in postal 2
Maybe.
But I think that's a hard coded engine thing.
via dehacked you can change cheats but you wouldn't be able to add a sound
im not sure if you can via decorate
Replace goat skull with Bowser?
Icon of Koopas
throw fire balls?
Invincibility plays the starman theme
should i get doom builder or gzdoom builder? i've been using slade recently, but I feel like i should get one of them
gzdoom builder bugfix is what most people recommend, it also allows you to make vanilla-compatible maps
yep
alright, thanks again
Hello all. Not sure if this is proper channel but...... would anybody be able to direct me to where I can find a Doomslayer 3D model Rigged for Maya?
Me likey
When you thought you heard a cat
mean, feels very 90s
is gonna be for vanilla/choccy doom
will look tite in choc
could add a bit of variety to the ceiling, looks a little flat
Wouldnt know exactly what to put on ceiling, by playtesting its really not that noticing since its a bit more darker than shown
A little tight there too since im close to the visplane/drawseg limit
i've seen people share their wads here so that should be ok
Ok thank you
but it might get buried in posts so not many people may see it
Thatβs ok
This pack of 3 wads contains BLOODY DOOM, BLOODY CHEXQUEST, and dont forget... DOOT ETERNAL (dont complain because doot eternal is the only troll wad in this pack of wads) Source ports used to test: GZDOOM, The Final judgement (a doom source port for iOS ran if of boom. Thank...
The first two wads I actually put time and effort in. The last one is for laughs and giggles
Thanks
The monsters donβt bleed, but I thought it just looked cool. I actually used the color remap tool to do this
i like that you added lighting to the blood as well as opposed to just changing the palette of the arm to red
It added the lighting
what tool did you use?
Oh wait. I thought you were talking about the gun lighting
Yeah I added that, for the doom arm all you have to do is remap the brown to its shaded counterpart of red
Same with Chex quest except it was a little harder
I used slade 3
E3M9 in Chex blood is a map I made using Chex quest textures
looking nice
thanks
This is a map project I'm working on for the "Doomcraft" Mod https://youtu.be/v0B-zsHTnc8
I made the map (which is currently unfinished) but "Doomcraft" (the cobblestone building mod) wasn't made by me. You can only place cobblestone with Doomcraf...
Discussion about ZDoom
It'll prob never see the light of day though
an image of a chaingunner enjoying a health bonus
jeez! Minecraft in Doom!
Rattling dem bones in bonetown
jeez indeed, i have yet to find a minecraft mod that fully emulates doom
b o n e z o n e
@cloud smelt - i can help you out with cellular automata if you like (its how water works)
@haughty flower that's not even content for #showroom-archive and totally unrelated
Not for modding, not for doom
looks neat
am i allowed to give specifics on my WAD (name, story, difficulty, etc.)
dumb question sorry
How do i make my maps look more doom-like and not so flat and wolfenstein like?
non-square areas with height and lighting variation
I feel dumb now
experiment with sectors, you can raise only some parts of the floor & the ceiling that you feel look best
am i allowed to give specifics on my WAD (name, story, difficulty, etc.)
go ahead, people do it here all the time :)
good ol john romero's points for design, but thats for an old classic style
classic style is great, easy to blast through
alright, thanks
name of wad: DGGOAATFSPBTPAROP (DoomGuy Goes On An Adventure To Find Some Pool Balls To Play A Round Of Pool)
story: see above
difficulty: like a 2/10, it's more of a adventure/puzzle wad
humor: very
wow, best title since SPISPOPD
ikr
I want that wad
it is work in progress rn
coming out...
...soonβ’
note: it requires GZ / LZDoom
here's some images
the spawn room
the room right next to that (the main room of the pub you spawn in)
keep in mind that it's wip so this may change heavily
Do you guys recommend any vanilla styled doom texture mod that i can use on my WADs?
Did you check realm667?
Sinner Alpha placeholder shotgun test
smooth animation
The default middle flash is still there tho.
sprite definitely looks alpha-y tho
Yes.
It's a Remington model and the hands are from Francis from L4D.
It's just a placeholder until I model my own stuff.
Looks good so far, with a custom muzzle flash, some cleaner sprite edges and maybe some additional shading and it would look epic.
how do i assign an action to different sectors? like raising 2 floors at the time
DOOM Annihilation?
Better than the movie.
@lilac star also when making sprites out of models you can keep the models in case you wanna remaster your game that used them.
not to over critisize (i know little to nothing about modding) i think the reload animation should be a bit more drastic movement wise
it looks very slight as of now but it still is lookin good!
Of my sprite or?
Yeah
Yeah it should be a little bit more "dramatic" let's say
Yeah!
But it's just a placeholder so that WILL get replaced in the actual alpha.
Right of course just making sure, lookin good!
Thanks.
We still need some other sprite designers tho.
Like demon designers and prop designers.
Ah id love to help
But i doubt i could help much with my schedule and such
also my spritework isnt the best id say?
if youd like to check it some sprite work/animation out just lmk!
im not gr8 at weapon sprites.. i prefer making them 3d models
That looks awesome
@tropic gyro if you wanna help, I can invite ya. And it's fine if you don't do much work around there, we're amateurs in all this.
We're developing it in our free time.
And I'd like to see the sprite work/animation.
@digital wolf my sprite work wasnβt really related to doom just me messing around, Iβll dm it to you when I get access to my pc at home
Aight.
Can a Doom II wad have more than 32 levels?
I dont think so
He said Doom II though
They are kinda the same in terms of coding and engine, just doom2 having more assets added of course
Plutonia 2 had 33 or 34 levels which was a pwad for doom2 well most fitting for plutonia actually but yeah, and it was compatible in vanilla
@haughty flower GZDoom supports more than 32 maps
What about normal ZDoom?
GZDoom has pretty much everything regular ZDoom had
keyword being had since ZDoom died in early 2017
and GZDoom has gotten so bulked up since then it's actually starting to become its own thing
you don't even have to name maps ExMx or MAPxx in g/zdoom, you can load them by name i believe
https://zdoom.org/wiki/ChangeLevel
I did discover that accidentally
@haughty flower tell me how is that doom related.
If it uses doom engine - it is not doom related
lol
@light prism
Thing is simple
If it is doom engine related question, sure, no matter what you do, if it uses doom engine and you need help, sure, it is related.
If it is showcase of results, it doesn't matter what engine is. If it doesn't look, feels, or straight connected to doom it is not doom related.
Example given: if it is Sonic fan game, it looks like sonic, feels like sonic and just sonic, no matter what engine it uses, it is Sonic game, not doom.
Another example: if it has any little detail connecting it to doom, like feeling like doom (at least being fps), it is already related.
I can make visual novel about tacos picking up burritos using doom engine, but that wouldn't be doom related content.
Anyway, if that concerns you, I will forward your question further to AMT discussion
So TCs are invalid for this even when created with the doom engine?
That does seem nitpicky really, as far as I'm concerned (and yes I'm aware my opinion doesnt matter) if it's made in gzdoom, its gzdoom
the technical specifications are the same
if anything, its more impressive seeing what people are capable of twisting the engine into
Basically gzdoom is not a doom engine perse if being picky with the coding, but an engine worked around the doom license, most was taken from Hexen and added more from there, right?
wait yosh, hexen isnt doom, please remove your comment
Aw frick
a flying carpet
I don't actually see anything in the readme or the topic of this room that specifically states that 'only doom-related mods are allowed'
seriously this overmoderation is irksome, I might have to drop this server
Kevan, TMC seems to want a word.
i've already had a private discussion with kevan regarding my feelings on this matter
Hey mistercat, do you post your work anywhere else?
i do but i get the feeling i'm not allowed to advertise servers here
Ok, dont mind if you throw me a dm
So TCs are invalid for this even when created with the doom engine?
As i am aware Brutal Doom and Golden Souls are TC and pretty much doom. Same goes probably with Heretic and etc
and yes I'm aware my opinion doesnt matter
Your opinion DO matter
Basically gzdoom is not a doom engine
GZDoom heritages Doom engine.
I don't actually see anything in the readme or the topic of this room that specifically states that 'only doom-related mods are allowed'
It's in description "Talk about awesome DOOM mods"
Especially to @light prism you using this channel rightfully, as far you posted pretty much doom content.
Speaking of overmoderation - jeez, this channel is probably causing less pain in ass than any other and we very loyal to content here too. But man, obviously non doom related things is just over the edge.
it also says 'game development'
and 'show your development progress'
basically this comes down to a 'green is not a creative color' mentality
and its a shame that people have to get lectured because their work doesnt meet some arbitrary standard
its really offputting
I don't know why are you so concerned, because all of your work here is okay and all the warning here wasn't directed to you at all
Basically this is doom server. Also "about DOOM" spreads on every other item in list besides "mods"
Sure, if higher staff tells me that "If only thing that connects it to doom is using doom engine is RELATED", okay.
As for now i don't see it as a reason. Again, your opinion is always matters. We value feedback and your concerns are valid, unlike "disable slowmode", so, can lead to changes.
Be more chill about it.
I have personally had multiple warnings here including from you
but its not all about me
You had false warning from Jimmy about Underdoom mod and that misunderstanding between you and him was settled down.
Like, i really like content you post here, it looks cool.
As for Super Piter - i don't see Mario game as a related topic not a single thing gameplay or lore wise connects it to Doom. If higher staff tells me otherwise - okay.
We just trying to do our job and maintain server. We do mistakes too and always open to change.
As for now - you may move this to my DM or anywhere else if you have any questions.
This is #classic-doom-maps-mods after all
can you prove that wasnt a 2d game made in gzdoom?
i mean yes, he didnt supply any info yet, but its entirely possible.
As said - as for me if it is made in doom engine, it is not a valid reason to be here. If higher staff tells me that i am wrong - sure, if only that connects thing to doom is using doom engine, such things will stay here and i will only be happier
I'm about to leave work
but that is definitely a 'green is not a creative color' attitude
And no, I dont make the rules, but I'm more than pleased to point out how ridiculous some of them are
If you have any questions left - move it to my DM of #general since this conversation is out of topic of this channel
@light prism Hey Cat. I know you for a very long time here now and I have a basic understanding of what awesome stuff you are doing.
To avoid such situations in the future I decided to split up things a bit: There is a new chat called #644801803355029514 now where TCs have their own home now. Feel free to use it to keep the community updated about your progress.
Also, directly from me, apologies for misunderstanding in this situation. As you see - your opinion do matter, always remember that. Only this way we can make this a better place for everyone.
Cheers
do we only post complete map screenshots and other nodded items here?
what about asking help regarding mapping?
Channel description and purpose stays the same - progress of development, showcases, help and questions, all goes here. Just this channel is more of Doom and #644801803355029514 is for more distant things made with doom
@dry ore You can post anything DOOM-related modding, levels, etc. here.
Total Conversions like Heretic, Hexen, etc. are better suited for #644801803355029514
ok, got it!
The Deagle will be availible in the Chapter 2 of Sinner.
Unholy icon of sin, it's not that hard
Doom mod stuff: here
Not Doom but still doom-based stuff: #644801803355029514
If its a wip, still can go here if i understand correctly
does anyone here like doombuilder
Really didn't think this channel moved fast enough to really warrant splitting it into two but whatever
Kinda feels arbitrary how they are split up too, kinda feel like stuff is just gonna get double posted a lot in both channels
Maybe a questions channel and a development channel would have been better?
<@&162901871168585728>
i was pinged?
Yeah just so some one saw my post
the decision about changing the channel was made while i was asleep but im open to further discussion about it, not sure about other mods tho
oh i understand now, so the new #644801803355029514 chat is specifically for games made with the doom engine that arent doom
chex quest, heretic, hexen, and strife
It was just something I was thinking about, I have to go back to work
Hi crossposting this tutorial wad here from ZDF made by my friend Yatte_Mimashou. Hes asking for more feedback on the DDD :), its a tutorial wad meant to teach the mapper some basic concepts by showing those concepts in action. It definitely helped me get over my mapping bloc...
so i wanted to recommend this, which is a map that showcases some tips for doom mapping design
it is somewhat extensive and covers some points about different map routes as well, so would not be bad to give it a try
so i've encountered some mad creative burnout with DGGOAATFSPBTPAROP, and i have no ideas
:(
start a design document
before you start making stuff
unless you are just brainstorming
I am not an expert, but is that another map with cyberdemon at the very beginning, claustrophobic design and low ammo? Also the fact that you placed a lot of med packs is like "I know you will get a ton of unfair damage, here is workaround"
Maybe there is fans of such maps, i don't know, i wouldn't play that map
There are many oddities with unaligned textures and wall textures used as flats
the cyberdemon cage doesnt have an aligned texture once the floor is lowered
im not sure if it was meant with jump but ill assume yes since i couldnt get to lower that big red cross you made to get on it
there wasnt lack of ammo tho, theres a section with a RL and bunch of ammo boxes
the exit switch is oddly placed high on the wall and like if it is some sort of secret instead of an exit switch
also the monster encounters are very random and all over the place, like the trap with two lost souls and two barons
and keep in mind that killing several barons with a ssg is almost never fun, so try avoiding that
about the overall design, it felt like a mishmash of random incoherent themes with no logical connection between them. a level should have different parts flow into eachother
and one last thing, next to the lava river in the main room there is a random inescapable pit, so please, dont ever do that
I mean, you can jump
made some modifications but here it is
Changed some textures. Replaced Barons with Hell Knights and modified some monster placement
Do I always need to drag the pk3 file onto gzdoom in order to play it ?
You can double click it and make sure they're always opened in gzdoom
there is only an exit button lol which leads you to desktop
Yeah I think that's all there is
alright ty
Aight guys i got to finish my map
A doom 2 vanilla map (no freelook/jump/etc.), recommended for crispy doom, if you play however on gzdoom, use "Software" in sector lightning mode, it should be dark
large and somewhat hard map, so maybe save often
I still have the rest of the 6th floor, the 7th and the ground floor before my map is done
actually I want to expand on the third floor
cool beans
up to the first archvile was enough for me @haughty flower
Cool
Meant to be hard and infested with more archviles
I fixed a couple things with broken lifts but im not sure if i should post it again
Heck, i will
i tried a few ways to beat it but didn't have much luck. maybe i was meant to save more chaingun ammo idk
visually what i saw was quite nice
Oh nvm i dont have the file in the cloud
Thanks for trying tho
what's the best way to upload wads, anyway. does doomworld let you load up WIP ones and update the same entry?
in retrospect i could have iddqd'd through that
Try burst firing to be more accurate on the revenants and chaingunners
i did pick that up on my 3rd try or so :p
Yes, you can upload to doomworld your wip and update that same post
i skipped most of the revenants in the first room for ammo concerns
oh, that's awesome. i picked this up within the last week so mine suck comparatively but i'll have to throw them up
Well if you want to play the rest, go iddqd for sure
Its meant to be a hard map
yeah, i can't give you much help w/r/t difficulty but i'll let you know if i find anything acting up
And its a long map, that takes completion of 20~30 minutes right now, im gonna adjust it later for lower difficulties but right now, it is set for Ultra violence
oh shit, i forgot to update my wads for difficulty
thanks for the reminder lol
Ok, since this is a non fixed version, you will find two elevators not working later, i fixed that but any other thing wouldnt mind if you tell me
Curious to what you doing, will you post it here soon?
playing it :p
i only found one elevator not working, i think, so that's probably accounted for. there's some fun stuff in there! i liked the series of timed jumps, you force the player to realize they're doing some run-jumping right off the bat after the first archvile. library, everything to do with the channel of blood look really nice. laughed out loud at the slow-ass door in the round chamber
same with the last big ambush, given time to explore the room and then everything goes to 60
@haughty flower
oh, the altar with the keycard looks fantastic
me trying to play this without cheats
Was asking about your maps, but glad you found it cool on some parts
lmao
ive got a 2-3 minute m1 and a 6-9 minute m2
Oh
This took me months to do on and off lol
i bet
i'm taking advantage of getting laid off
science lab, my opening map. a warmup really with a couple gimmicks. (shoot the barrels to murder ppl in another room. fun!)
walk in the park, my second map. there's a ton of bosses and baddies for a second mission, but there's lots of room. will probably make it harder (change hell knights to barons, etc)
WITP is the first one i finished so it's more 'simple' i guess
Ill play them later in my spare time
for anyone interested~
For gzdoom i guess?
science labs hasn't had a final texture run-through (like with the floor there) and neither is balanced for difficulty but they're both beatable and effectively done
yes, gzdoom, sorry. no mouselook or gimmicks required
think i might start using mlook though
Then i should play this with no freelook or you mean that it doesnt matter
shouldn't matter
Ok ok
the big boss chamber has a lot of enemies that go high but autoaim still kicks in for those i believe
aw hell i forgot to texture the locker door sides at all. but maybe nobody will even notice the lockers.
Okay so i'm making a small map for starting my megawad and i wanted to receive some feedback, anyone interesed? it's pretty amateur tho
ill take a look
same, either now or after i get back in a bit
If you're quite new to mapping I'd recommend not making a megawad off the bat
by the time you get to the end you'll have learnt so much that you'll have to redo your first ~20 maps
Yeah that's like the purpose, show how much i changed over the time
Here it is @haughty flower
very alpha stage
hold my megasphere, i'm goin' in
oops forgot to tag something
should i wait?
there
Nukage sector that didn't do any damage
are those complex doom monsters
zdoom monsters, but using decorate
so... idk
oh, custom dudes! neat
the imp at the end can't hit you, i noticed. also should the door for that secret come all the way down? i had to noclip in to find it
the start feels very doom
oof, well time to fix those mistakes
that's literally all i found so that ain't bad at all
I actually quite liked it
the pinky switch trap isn't particularly hard, an imp or hitscanner might add some depth to that i suppose
but as a short intro level it works. i wouldnt want new monsters dropped on me in a huge wave to figure out
now i fixed all the bugs afaik, and added difficulty levels
i just played mine and found 6 things to fix
+silly joke at the end for tytd and ntr
Also, this is supposed to be the first level tho, don't want to be rough
yeahh
my first level has a baron of hell and dooters
shit, i thought i knew how to customize difficulty
hehe
archvile army at the end for being a p*ssy
i suppose i could make archies hard only
hrm. hrm
Other level ideas i have: MAP28 "Bone Zone". A satanic marble castle with only revenants
MAP32 "default lands" a level with D_RUNNIN and default textures
And obviously with a bit of FIREBLU
Its gonna be a MARBLElous castle
this level will be a reference to joel, the level itself
Not a part of the level, the level itself is going to be a reference
every bug/texture check just adds more tiny inconsequential things to fix ;_;
...didn't i just fix those?
little better than the last version. gzdoom built and tested
uac science involves toxic waste and can crushing, fair warning
the followup, now supports difficulty settings & improved the backing lighting in the boss arena (use gzdoom lights)
Any programs you guys recomend to make Doom-Styled MIDIs?
ableton, i suppose. i think live lite is free
if you have a keyboard you can probably plug it in, if not you can piece it out or simulate one
@haughty flower no map on SCIENCE.wad
...oh dear
lemme see what i broke now
im gonna play walkinthepark.wad meanwhile
aw shucks
given the maps you like you'll tear through it no problem
oh, weird. it doesn't work for me when i load it either, but it worked fine from gzdb. will have to tinker
changed the name to map01, now loads for me. hopefully good!
did you name it something else other than map01?
...yeahh
i assume that broke it
i see, i dont know much about other names, but i think you have to define the map name with another kind of lump
i think you're right
technically naming it other format works but im not sure how
i'm saving that for when i put 3-4 levels together into a little mini wad
so i have my first one to forever criticize
given the maps you like you'll tear through it no problem
no?
iim not inmortal either xD but i enjoy any kind of pace on mapping
i've gone through it a million times so i dont really have perspective anymore
i like to enjoy easy maps too that i find relaxing to explore
haha i just meant i'd played one of yours with a million archviles
i just missed one single demon
on your toes. even if most of it's a little slow. i'd meant for it to take 3-4 minutes but since it was my first map it went over
probably a badly placed stealth pinky. gets stuck on the cave platform and i forgot to fix it
i noticed you used phantom pinkies, im ok with that
science is only a couple minutes, i more hit my mark there
yeah there's something wrong with those. i prefer the predator-looking ones
and am apparently dumb
spectres, yeah you can configure the fuzz on gzdoom personally to adjust their look
ahh! so it's just a fuzzy pinky?
no problem lol
pinky with partial invisibility
i'll fix those, thanks
been driving me nuts
one keeps making me jump in science
took me a bit of surprise but not to flail
and i PUT the damn thing there
im gonna play science now
then ill give you my feedback for both
cool! thanks again
done
you know what got me, the red keycard trap, made me laugh
but should make the crusher slightly slower, i think it goes a little fast for a first timer

