#classic-doom-maps-mods
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just a bit but it was a good trap
it's literally the first map so it can be a tease of what's to come
i liked the layout of both maps generally but now for the things i wanna point out, first with walkinthepark
rip and tear
walkinthepark is a huge empty cave (the archvile section) you could add more floors around it, there's a lot of oddities with textures that im sure one can not notice sometimes in their first time but is really important for improving, is good to keep practising, to point it in screenshots
oh man, an extra layer of raised floor with monsters that disappears with the rest of the walls (lowering any monsters to the floor)... beauty
when you make short stairs or short stacks of floors, you have to keep consistent, it is barely noticed on large stack of floors which is ok there, but when it comes to something like short stairs, it has to be a bit more consistent
im not sure what is going on here
it has a weird visual effect
that's ok, if anyone playtest things, you're more likely to notice things you missed that you can improve
or fix
i was trying to break it up visually, poorly i guess
oop
you have the floor door texture different right next to the entrance
literally just rechecked all of science for that
that's very helpful! i didn't notice that ceiling thing at all (though the last room you have to run up is screwy in a few spots)
huh, apparently my crusher textures are still moving. add that to the "i thought i fixed that" pile
well a good ol john romero rule is always change floor texture when you change height, (side note that it's ok to not be strict always, so you can vary with being the same height depending the situation)
haha yeah can happens
that makes sense. it's not bad looking out from the little graveyard area, but facing it you can barely see the depth
i wanted it to be a significant slope. moving on i'd just cave and use slopes i think, assuming they can be jagged like a descending hill
i personally never got the appeal to use WALL textures on FLOORS, but i think it would be better when the wall texture is sorta square and in a nice loop when used in the floor, im not sure tho
alrighty then
the wavey one?
the last screenshot yeah, where you use the brown wall stone
i don't think i was satisfied with any cave floor i tried
i could swear i saw that as a floor in a doom map. huh.
oh
could always try new textures than stock ones
im wanting to map with the OTEX pack when i saw somebody's else work after i finish my vanill maps with stock textures
i probably will, these are my first two maps so they were more about learning things
sure thing
yeahh, otex looks nice
for both maps you did, lots of textures you need to adjust but im sure you can check that yourself
oof
this is why fresh eyes are awesome. thank you!
aaaa
just pointing out the most alerting ones, i could fill more uploads but no i dont wanna do that
yeah those are already mid-fix
ok the last one lol
yeah that's gonna become 3d
the whole cabin is rough as hell really
its better to make it 3d than sticked to the wall yeah
anyways, i was gonna point out the lightning now
See all these torches? yeah they look alright, but they are missing to show that they are really lightning the sector, sometimes is good to give them a regular or small sized sector around these lightsources and increase the brightness to make it look that they are really lightning an area, this technique can work more on closed areas, valid on open areas but harder to pull since lightning will also show in ceiling if you put them on very tall sectors
generally when it is wide open, you should brighten a big area rather than doing small sectors around them
and make the adjacent sector darker, the one that is not iluminated
some basic appealing for lightning that it will make it look good
(i didnt load open gl lights but either way thats my tip)
ohh, those i'd only actually added today after i started having gzdoom load lightmaps. it sort of backlights the imps etc while the rest of the cave remains gloomy
i was having trouble seeing some of the imps before that. not sure if i could mess with sectors and use lighting / have it optional? worth looking into
looks boring af without, i see now
yeah i suppose you can also mess with dynamic lightning, which is pretty valid rather than using sectors but i wanted to give my opinion
definitely, it looks bad like that
haha i had to start taking notes for tomorrow's work. that's killer! thanks again. gonna crash now
ok i think that was all i had to say, and no problem
What custom vanilla-styled monsters you guys recommend?
Starting the second level of my wad, anyone want to test it later?
Just to note, this will be my third public level
If you flick me a link to the wad I can play it after work
Sure, but for now on i'll be posting the early versions, MAP02 btw
let me know when its close-ish to release, rc1 or something
Close to be done, just have to polish some secrets and add the exit itself
1 hr map rush
I dont know yet how to add secrets that are not classic style
Okay so ummm, here it is. MAP02 alpha
Note: it is by far unfinished, that's why it's so short, but it has some cool secrets
@lilac star
yhea ok so i made a cel shaded doom concept thingy
bruh
this isnt an edited photo, its running all in engine.
anything giving me JGR/JSRF vibes is inherently good
update: i tried out makin some sort of platform, i think it looks good.
what is that black outline
black
I think it's done, anyone want to test my wad? (MAP01 and MAP02)
Reuploaded because of a missing decorate, for some reason
i'll creep it
i see you fixed everything from map 1, i don't think you need to open the map01 window so much for the imp's shots - you can keep it the way you had it, if you prefer that, and just alter the wall so it won't block his shots.
i guess i missed a section?
probably most if not all of the pinkies and spectres were placed so as to be pretty harmless. those custom imps got me the most
noticed this half-face when i stopped to look back at the details in your wall (unless that was a door i could open myself?)
and this took forever to go back up. i went up a couple times looking for secrets, adds up
other than that didn't see much to tweak, though i don't stare at textures. it's a nice progression graphically and with layout, customs are a cool touch, the layout going through the first time is kinda disorienting at points which helps the feel
i just realized i was on HMP, i'm gonna take another peek through
yeah, the wall of faces is supposed to be a door
Hmm weird
Did it open up at the end? @haughty flower
Also, it doesn't have a difficult support yet
And spoiler: That lift hides a secret
i did find that ๐
yes, it opened on its trigger like you meant it to
that's more like it. plenty playable on UV
definitely more fun on uv, i did die one time. fucking megaimps
seen a lot of boxes in rooms, this, you're pioneering
not sure if that's light from above or not
i think that's all i saw. do pinkies have better pathfinding in UV, or is it just luck of the draw?
i think it was just luck
lmao the first time i played it im shooting the two riflers and shotgun man at the start going bruhhhh this is easy, not realizing i'm on medium
also, that's supposed to be a holw
wait, wasn't there a chaingunner?
that map is just decoration, right?
map 1, i mean
it's the first level, and this is the second one
and, were you playing on doom 1? because it's supposed to be played on doom 2
should be doom II
yup 1.9. not sure why the shotgun is at 50
probably going to nerf the ammo
i was going to comment
had no issues with shells
yeah, nerf the ammo, add some doors to the maze and it's done
however i did run out of ammo trying to plink the two guys in the courtyard in map01 like an asshole, only to run into a revenant
also, why is there no sky?
lemme noclip through
wait, i think you got an old wad
try with this one
same appearance
gzd 4.2.3
hmm, maybe it's because i am currently using zdoom and not gzdoom
would it run in vanilla?
i don't know
lol let's see
i never knew how to actually run wads on vanilla, but in theory it should
oh, that may be an issue
Vanilla means straight up doom.exe, right?
unless zdl will do it. i can't tell if it's forcing a source port or not
it's using zdoom format tho
let's stick to the not-classics, then
no skies for me in the first map, come to think of it
If it is not using a "doom (2): doom format" it cant run on vanilla
maybe because i just copied all doom 1 missing textures to my wad and removed SKY 1
oop
skies are definitely functioning for me tho
so it uses the normal doom 2 sky
Zdoom format will run on derivate zdoom ports, any other port that is not zdoom based it wont run the map
i made my first map in hexen mode for some reason
it seems that the only issue is the black sky
oh yeah, that's all
hexen format or zdoom in hexen format?
zdoom in
Not sure what about doom in hexen format
wont run in vanilla thats for sure
i definitely don't need it to
What's the differeance between hexen in hexen format and doom in hexen format?
Hexen in hexen format is vanilla hexen
Another totally different game
please stop saying hexen
Doom in hexen format i havent taken a look at it to know whats up, it sounds like doom game with hexen functions
No
when you repeat a word too much and it begins to lose meaning
anyhoo
From what i understood in the wiki, doom in hexen format is still for doom, and was ideal to turn a non zdoom mod to a zdoom mod but it seems deprecated now
replaced monsters at the end
Ah but if i say doom in doom format is for doom, the doom name wont lose meaning?
also pinkies are a lot more menacing on this version
i also replaced some pinkies with more proper monsters
and there's also a "support" for easy difficulty
the next wad probably going to have ultra violence for Storage Halls (MAP 02)
Hey, the next level being a half-cyberdemon battle (kinda like in Thy Flesh Consumed) with lots of cyberbarons is a good idea?
It's your vision
I wouldn't put cyberbarons in such tight space alone, it only did 7 damage to me
But it was enough to get the gist of what it does
Don't cyberbarons fire rocket rockets.
Rocket rockets? @vocal crypt
Rocket rockets as in the ones the Rocket Launcher shoots, and what the Cyberdemon uses.
I say Rocket rockets because the revenant shoots homing rockets.
@haughty flower it was like a... Spoiler (?
Map 03 will be way more big
I call Revenant's Missiles Fireballs, but yeah i think they use nerfed player rockets
A teaser? A spoiler would ruin something for others
I wanna make a map that's a big skeleton filled with skeletons
Sometimes vision is bad
@haughty flower true, it's like
"What is a cyberbaron doing here?"
ENTERING: CYBERTHING
"Oh god..."
I can't think of a name, Cyberyard? Cybergarden?
The cover made it easy to fight, but he almost got me while I processed the difference. Love OH FUCK! Moments in my Doom
Honestly Cyberbarons should be mini-bosses.
You know, like the Barons in E1.
Not common troopers.
I remember when e1 barons were spooky
Boy did that change fast
You know, on my previous wad i made a double oh fuck moment
Room full of barons
You get close and a door opens, there's a cyberdemon
THE CYBERDEMON DOESN'T DIE
Protip: shoot the cyberdemon until it dies
I like the name Cybergarden but... You know
MAP 31
Note to self include that as popup text in a level
Cyberlawn? I mean it's pretty much a cute little level that lovely introduces you to the Cyberdemon
More like Tricks and Traps MAP05
choose-your-own-adventure map where you have to keep choosing between alternate un-retreatable rooms to advance
Except you actually face him
I was expecting Cyberbarons to shoot like plasma and what not.
Not rockets and a chaingun.
They shoot those green projectiles AND rockets, at least the ones at my wad
According to my wad """lore"'"
Remember the dead barons at E2M8?
Well, these ones were actually modified for being combat slaves instead of getting turned into wall textures
...what?
there's a crucified wall texture
I got that part.
the walls are combat slaves, i'm willing to go with it
Cyberdemon got 2 braincells working and thought "Hey why not just making cyberbarons"
clever ghoul
Are there two different Realm667 Cyberbaron types?
Nope afaik
Oh, the copy I got finally used the regular Baron's projectile.
Missile: CBOS E 0 A_jump(80,5) CBOS E 10 A_FaceTarget CBOS E 10 A_FaceTarget CBOS F 10 Bright A_customMissile("ArachnotronPlasma",27,16,0) CBOS E 10 A_FaceTarget goto See CBOS PQ 8 A_FaceTarget CBOS R 8 A_BruisAttack Goto See
Ignoring the ArachnotronPlasma code for the moment, jesus this looks...Bloated?
I'm not a programmer so I'm probably calling something normal bloated.
Can't tell tbh, but it seems pretty normal to my little brain
I was thinking on making something similar to that E4 level
You get a Cyberdemon from the very start shooting at you at the other side of the map and you have to kill him at the end of the level
there's a description of the missile. that's bloat. cut it. cut it down!~
i've intentionally chosen something that'll force me to code something. the hell teleporter is under a bigass chernobyl shield and there's four linked switches
i mean they probably put that there for a reason but vOv
we're gonna open 'er
Bro
Thats as basic as it gets for attack codes
me or them
What features GZDoom Builder has that Doom Builder doesn't?
goes more than 5 minutes without crashing for me
The UI window with many options like making doors, randomizing sectors, a sound proof mode, dynamic lightning preview, 3D model preview as far as i can remember, just many tools they included to like list em all here
Hey Chunderbucket, mind being my wad's tester?
@haughty flower
i could use a bass break, whatcha got?
post it up and i'll check it out after the next song @haughty flower
i just started Cyberlawn, so it's going to take a while
I'm posting this here so I can look at it later
https://www.doomworld.com/idgames/prefabs/flordmo2
haha oh, fair enough
i like to lurk this channel as i'm learning GZDB so chances are i'll see it regardless
i have a feeling more than 7% damage is coming
You guys post your maps on the doomworld forums?
I used to playtest stuff on there, but I've been much busier lately
i'm waiting to get something more complete, but the ultimate goal is to host some stuff up on that archive
eternity thru doom
idk how appropriate it would be to post maps and then just do it again when they're stuck together
or how the people who actually browse and play maps regard that
Hey, how do i make blocked bars on zdoom? like the red ones at MAP02
UAC virtualization, you say
can't find baron wall on d1gfxd2.wad, what's its name on doom.wad?
nevermind, just used a decorate instead
i was kinda wondering the same. i know it's a texture, i haven't run across it mapping
Chunder, Cyberlawn alpha is almost done btw
@haughty flower done, 1 difficulty setting and 1 secret
MAP03 btw
looks like cyberdemon's back on the menu, boys
are these balanced for pistol start? i played through last time
yup
it gives you a supershotgun
i do that for my maps despite refusing to pistol start
but yeah, enjoy i guess
ahhaha oh god
also NO JUMPING
ok what kind of savage do you take me for
kek
ping me when you end your review, k?
not what i expected! has a nice flow to it with one exception, i'll look back through the screens i took and post them up. mostly missing textures or things
ping
still having the sky issues from before
maybe i'm dumb but i died a good ten times before i noticed the first door you go through. that puzzle tripped me up too - advancing without enough ammo - but figuring it out and barely shooting felt nice
yeah mainly to show off how strong a cyberbaron is
anyways, any flaws or parts you didn't liked?
i just killed everything the first few times :v
finding the first door was the main thing i didn't like. i started running around like a madman and even passed it
from there it was clear i didn't need to arena fight them, which it kinda looked like
this door needs to be set for repeated use
oh, idk how tough the spiders were meant to be but i'm assuming the turbo doors meant you intended sniping. the next baron was pretty easy with that room as an option too
it wasn't set for repeated use? sorry
i noclipped then went back to make sure it wasn't a trap to figure out ๐
suppose i didn't find the secret that playthrough. anyway from there i think it's mostly textures i'll post
That red lite one is made on purpose tho
with some cut off?
original doom also did this
you could shift it and fit everything i think/ oic
i think that was the last one! when a texture here or there is the only thing that's never bad
lite cutting, guess they didn't cared about texture allignace
you made that in a day?
Check lower/upper unpegged on a linedef to skip that kind of texture cutting @haughty flower
aha my science lab has that with the ceiling lights, just making sure
it's hard to have angled walls and NOT cut off rectangular lights really
These maps were all made about in a day each
that's efficient work
never pay attention to textures in the original doom, they normally are very misalligned
SEE? my cave map was legitimate
Are they?
Yup, specially in doom 1
I wouldnt say otherwise, i dont see many unaligned textures
sorry, missed one
oof
@haughty flower play knee deep in the dead again
i peek at door lights too now that someone pointed out how hilariously lopsided mine are with the door open
Also Chunder, little question. Do Plutonia Textures fit in the maps?
not sure i understand the question. i'm a whopping week into maps
Do they look out of place?
There arent as many misaligned textures but windows all look alright for me
oh,ok. i didn't notice anything out of place no. thought maybe you meant files
is that where the green grill is from? actually i did notice that
The misaligned textures or unmatching ones were secrets from what i can tell
i wanna use that
Bricks and most mossy blocks are from plutonia
yeah, secrets were often noticeable
i'm gonna have to give that a try later, see if i can kill errything
Also, did you noticed the switch at the nukage part in front of the second door?
you can get to the only secret from there
i got the cyberdemon to kill one of them
oh yeahh, i did. i guess i avoided it after noting no exits
Probably going to change the music and i use countdown for the next level
Wanted to do a level called "Clockwork", pretty literal name
rising/lowering sectors moving in sequence around the arena as you do battle in a giant dome
one short one long :v
is there any way to stablish a time limit?
vOv
okay, fixed Cyberlawn 0.5 and changed the sky for a PTSD one
sky works!
i think i found the issue
Since i deleted SKY_1 texture from Doom 1, the game doesn't open SKY_1 from Doom 2
only in map 3 it turns out
but now there's a grey triangle, so that's progress
fixed sky on every level now
well, time to design the 4th level, Spectre Maze! Introducing the new monster: Nightmare Spectre
and also to remember every plutonia player that MAP11 exists, no archviles this time tho
this may be where i have to tap out
i'm still mid-doom II on my OG marathon. tried plutonia. it went... bad
I hope you don't know about MAP 11 Hunted
Trully this time it's an horror game
nope
Archvile Maze, should i say more?
i got a good helping of archviles in here, i want to say from cool blue yosh who i suspect is cool black imp
given that like 3 people post here most days
Lmao yeh
i tried to @ you
Eventually ill go back to yosh
Meanwhile, plutonia was for babies, plutonia 2 is real ptsd
come to think of it, the archviles were the only real problem. just gotta get used to them i guess
with plutonia, i mean
Im struggling more with chaingunners than archviles or both combined in tricky spots
The only moment where i called it bullshit was map31 with the hidden archvile behind a wall
sorry. specifically the chaingunner/revenant combo
it's weird having a game where you're dodging huge demons like neo only to get hitscanned
but yeah, it will be a maze with spectres and nightmare spectres
and like light level 100 for the trully anger
gonna be posting a lot of stephen a smith gifs soon
I could also do a level with only Imp based enemies that plays E1M2 theme hehe
heh
portals are too jank to work the way i want them to
i was able to make a laterally moving floating 3d platform
but, it just doesn't quite work
When setting sprites to bob, how do I make sure they're not low enough that they end up bumping into the floor?
You talking about FLOATBOB?
And are you actually have that problem? I thought they only floated up from their original position.
Otherwise I'd just increase your sprite offset, there are also
Floatbobphase and floatbobstrength
https://zdoom.org/wiki/Actor_properties
@haughty flower
I feel like the Dark Imps are more...
Beefier in health than they should be.
Beefier than vanilla imps, sure.
Hell, i can make an Imp zoo
Ironically, i won't use many normal Imps
They are too weak for being the main enemy in level 5, since level 3 had a cyberdemon and many cyberbarons
@mystic chasm Ja I am. I now understand what you meant. As currently is, my sprites do indeed look like they jump:
However, instead of jumping, I'm trying to do a constant up and down motion, like what Project Brutality does with those little red health pickups you get after killing a monster
Do they have NOGRAVITY applied too?
I thought maybe you meant they were clipping into the floor
Ja Im not the best at articulation, so I try to provide visuals when I can
Here's the code so far:
If you offset their zheight in the map do they still do that?
Can a zheight offset be applied in the code, or does it have to be via a map editor?
With zscript anything is possible
I'd just test it with the map editorthough for now
And all your floating candles in the same phase is gonna look funky, maybe change your floatbobphase to -1
Yeah my mod is designed for Zandronum, and I dont think it has Zscript support yet, right?
Oh, nope
There some some decorate/ACS scripting tie ins though you could use to have a script automatically increase the height by so much but it's probably just better to place them in the map a certain way
Did raising them off the ground make them look right?
Ive admittedly forgotten how to, and Ive been googling it endlessly with no success
Im not sure where the option for it is in Doom Builder ๐ค
What map format?
Also in 3d moe I think you can toggle things on with t and use the scroll wheel
Skulltag
I haven't used doom builder in a long time I dunno where the options for it in gui are
And I gtg, I'll check back in when I get back
Ja fair enough. I know I can use some of the udmf linedef special actions in skulltag by writing down the id number and typing it manually and itll still work in other map formats, for (unrelated) example
Is it a good idea to make a super plutonia reference on my wad? i was thinking on making something like Go 2 It but with E1M1
I think its hardcoded into doom
I believe you can achieve this effect anyhow with a scripted map
Zdoom allows tagging monsters if im not wrong
@vague bear you'll have to use hexen format
Tag 666 activates when every mancubus dies, and i think it only works on MAP07
that explains the weird ass tags on the maps
niiiiice
oh neat
You guys got any design tips on Mazes?
I require some good mappers for my game.
At least 2.
Development is pretty slow and I need to speed it up.
Hell, it's just me and 2 friends.
Plus some sprite designers.
A DOOM engine game.
I mean, I figured, but what though, ya know?
Ok
@haughty flower oh.
You know those cyberbarons?
I think the Spider Mastermind would be more likely to be behind those.
what you mean? @vocal crypt
I don't think the Cyberdemon would be that smart to do something.
She on the other hand would.
still, in gameplay i prefer rockets over hitscan
I meant handwave explanation.
Not changing the way they fire.
Cyberdemon that acts like a Spider?
facepalm.
The Spider Mastermind making the cyberbarons, is why they exist.
They're the same old cyberbarons,
Just changing why they exist in "lore".
oh i get it
@vocal crypt Mastermind makes Cyberbarons for Cyberdemon because she loves him
Let's not involve love.
they are a couple of besties
church is taking me forever
you gave me an idea
what's that?
I'll make a Church level on my wad
hahaha
probably at the hellish or devil-hive levels
i'm rebuilding my little village romp. tear through a church and some catacombs, through a cave, up into the town. through a police station with a working shooting gallery and so on
i also wanted to make a Catacombs level
very linear but i'm trying to use decorations to make it feel bigger. stuff in the background
Probably a hellish catacomb in an UAC base?
turns out bones just have super good frequencies for aerospace work
i was thinking on a base level that got sucked by hell
oh trust me, i gotcha
so it's half hellish and it's like a zone for human corpses?
one of my levels ends with a teleport to hell. the map after that starts with a chunk of your teleporter building ripped to hell and twisted accordingly
ie relatively clean and professional, then vines and flesh horror and so on
any tips on how to make a level hellish and sci-fi at the same time while keeping that vanilla original doom style?
i think you have more finished maps than me by this point haha
ive got a huge pile of WIP
not like levels in E2 of Doom 1 because it's just UAC zone then Hell zone. Uac then Hell and so on
I was thinking on a more mixed level
i want to start messing with slopes to make "tentacles" and things
i'll stay 2D for now
have that twisted flesh texture taking over the building, essentially. then bits of symbolism here and there
pentagrams and demons worked in
if you're gonna do a raised cathedral ceiling do it before you populate the room, i can tell you that much for the church. my second try was so much easier because of that
maybe it will be full of skeletons
b o n e z o n e
This is a doom wad I put together, it makes doom much harder. Rules are simple, you must use the unfair character class. The difficulty doesnt matter. (dont even try nightmare, I mean it) Also you must disable auto save and auto load. You must upload a video to here of you be...
there's even a confession booth secret
Ping me if you succeed in beating the challenge with a video of you doing it
hdoom
okay listen, its a hard version of doom, thats what it is, the file name doesnt matter
i thought the filename limit was 8 characters
which would perfectly fit "harddoom"
HR DOOM
a game in which you must take on the daily struggle of HR manager in the UAC
lazy to do a video but nothing really great about this challenge
i just rushed thru it with strafing
Is that a mod
go play hideous destructor in BEAUTIFUL and see if you can beat map01 instead
scroll up, its the thing that superboo07 posted
it's a mod to try beating map01 with your class at 1 health and lowered speed with modded damage on monsters as well
being UAC HR is the real nightmare mode
hanging out on a saturday night
i realized it wants me to do the other levels but even more lazy to do that
cool stuff
hanging out with the boys that are hanging and impaled
probably gonna catch draugr
could make it slightly darker or i dunno :O
most of it is rather dark
not pictured: archie, lava
there's a bit more lighting and candles in those two sections, as a result
nothing like discovering the archies aren't tagged 'ambush' during testing
they will get tyou anyways
To follow up with my floatbob issues, offsetting the sprite image itself as was suggested fixed it; moving the frames up about 16 pixels did the trick. Ty :)
my work here is done
on my wad archviles only spawn at easy difficulty
you meanie
i was planning on replacing all the enemies with archviles, revenants and chaingunners on easy difficulty
and just rename it to Plutonia Experience
The pile it on ya experiment
Any ideas for non-uac base earth levels?
I wanted to divide my wad levels in 6
mossy base levels
late earth levels
hellish levels
devil-hive levels
MAP31 and MAP32
bonus and rejected levels
I feel like there have been enough of those
It can still work. What if you made a more rural based level
A rural based level during the aftermath of the invasion
i'm doing a rural level rn
it's fun. anyway make the factory all the barrels come from imo
Yeah depends entirely on which resources you're using, stock iwad or not
mmhmm. vanilla's super tricky to work around. we got nuke falls, we got bloodfalls, wtf is a waterfall
i know he's got custom monsters tho so that won't be a concern
any tips on how to make good city levels?
Someone make a 1:1 central Park to fight doots in
replay doom 2 and make notes of everything you hated, for starters. no giant floor arrows
Chunder, you're going to hate my new level
I feel like that's just level design 101 for a FPS game, Chunder.
If you need arrows to point to where to go, you might as well head back to the drawing board.
true that
Yeah, basically don't make it like Downtown
a benefit of being dark as shit is i didnt notice any texture fuckery
i noticed the secret on the map, almost dooted myself with that rl
and the little side rooms on the second-to-last fight keep you from being able to cheese it, it's easier to just go into the courtyard
Woah how does the name of the map appear on intermission screen?
i haven't bothered learning that yet, i thought you were going into the data file
does your doom builder just do that?
oh. was difficulty on?
no difficulty support yet
good cos i have no idea what it was set to
For names on intermission screens it's sprites with the CWIL** prefix
Can use doom writer to make the sprites
like...
it shows in the intermission screen as seen in that screenshot, but i didn't fixed it
it fixed itself (?
Big thank you to Ringman and Nash for the sprites. now with that done, I can start working on getting the maps completed.
yea
swtt
this is fine, i'm sure
that's sick as fuck @haughty flower
@haughty flower that is the sickest thing I've seen in a while.
wow, thats hot
@lilac star , @digital wolf thanks ๐
well well well, here's my new MAP05, UAC catacombs
in its very alpha, personally my favorite map of my wad @haughty flower
@haughty flower holy shit that is amazing
bout to watch the raptors but i'll take a peek later
@vocal shell thanks
should this do something? i think i got stuck after the red card
@haughty flower
i kinda noclipped around and i'm not sure what the step after that is
It's useless
๐
is this a door? i couldn't open it
Whack, it is @haughty flower
probably backwards linedef. always gets me
So, how about the rest?
i couldn't work out the intended route, probably because of the door
Going to fix all the doors
this switch at map02 seems to be not working, and i couldnt get the exit wall to open
is it me being dumb or ???
Whack
It worked for me, maybe because i'm using ZDoom
What port are you using? @torn remnant
still doesnt work
messed around with it in doombuilder, no results
sadly
@haughty flower
Well, just idclip i guess @torn remnant
Thx, any, annoying parts or just things that could be improved you found? @torn remnant
not really
Not even the Mossy Maze?
I really had my doubts on that level
isn't that switch the one for the hell knight room back near the start?
mossy maze was fine, largely due to pinkies having terrible pathfinding
Nope, the hell knight switch doesn't need a blue key
btw the archviles on easy thing is kinda hilarious actually
is that in the wad already? fantastic
okay now the easy difficulty is more archvilezed
and Catacombs are ready+
and also, now there's all difficulties for each level
FreeDoom isn't a port btw, it's a free iwad
it runs with chocolate, crispy, prboom+, EE, GZDoom etc etc etc
i tried to make a doom video and it gave me a quietmic to loud gaming over a freezeframe of the gzdoom loader
how does the door in map 5 open? i still couldn't work it out
which one? @haughty flower
the poison door
it's fixed now
oh, i guess it loaded up the wrong wad
it's beatable now!
now i'm working on adding a LOT more zombies
i made a map with about 1500 monsters last night for shits and giggles. best slideshow i ever watched
go 2 it 2?
literally just a 30,000 x 30,000 square filled with waves of barons and barons and imps
the fact it all fit in 5k x 5k, really, probably didnt help the speed
its always fun fucking around with with doom builder like that
just making misc little things
Getting Mario vibes from that screen
I'm definitely picking up some things about infighting and how to use it to make fun scenes just tearing through a scaled down 300 monster version
oh yeah thats some mario
finally figured out how to get games recording, even if it looks a little potato
half the time the mancubus seems more interested in fighting other monsters
?
i'm surely on some bullshit now
oh god
do you ever just look up at night and admire the imp fireblasts
@haughty flower ever mess around with the Freeze console command?
Fun as heck with lots of projectiles or infighting going on
can set up some sweet battles in gzdb by setting half the enemies to be friendly then freezing it mid action
no, i haven't! my screenshots thank you
๐
if you want to get rid of weapon sprites r_drawplayersprites 0 (or something like that) too
usually the hardest part of showing off a map
for max screenshot skillz
oo. i got a big one coming this'll be perfect for. not the joke battlemap
there's 337 monsters. room for 1000 more?
haha definitely
hope you're good at macro architecture if you're making a slaughtermap
ok, 3428 was too many
try 3427
The most hardest, insane and crazy wad which i even played. Big problems with health, over 23000 monsters and Chillax's difficulty. If Holy Hell too easy for...
if you wanna see endgame level monster counts
27,000 in that one, right?
i'm not going so much for insanely hard as fun
wish you could see kill count in that vid
i'm completely restarting under another concept
ah yeah legit
I like doing that in regular wads too, fat groups of imps and hitscanners
easy but satisfying
mixes things up a bit
Woah, this map is pretty big and unfinished, anyone want to test the early unfinished version of MAP06 Center of the base?
it just needs a couple of sectors lol
ah kk, that makes more sense
but yeah, the only thing left is the connector to the exit room, there's like this ending room that has no entry
if they're very minor
Only windows
oh lol def add a way to exit first ;p
I love these 2 lasts maps, UAC Catacombs and Center Of The Base since they are so big compared to the rest
ill give it a blatt when i get home from work
Already MAP07? Oh yeah it's Dead Simple clone time
all right, let's take a look-see
maybe see if this video capture works
this will be one of those wads where the mappers progression is super apparent moving on
https://www.youtube.com/watch?v=9W_-XFvgvkE&feature=youtu.be dammit. it's from 2012 but there must be a way to get More Video from this thing
if you wanna see a first-time reaction there's a video for you @haughty flower , if not i got lost once or twice but the polish level on these is going up silly fast while keeping in the MooD. i dig it
"If you ask me where this map takes place i have no idea"
Me neither
About the Spider Mastermind fight
You'll have 2 options
Go around ver
Kill her by the window
Also, the name is "Initium" because it's my first public megawad and initium means beggining, start in latin
i figured it was your episode 1
Btw, i also appreciate the footage, so i can see how the player reacts to the enviroment
@lilac star about the custom monsters, i use them for the inmersion. I'll rather find scientists over pinkies on a lab
that's why i do it now, a friend did a video playthrough of my big WIP and the whole time i'm going 'n-no hit the secret'
you went in the room twice there's a little bit with torn wallpaper FUCKIN PRESS IT YOU GET GOOD SHIT
Any idea on how to use Tag 666?
It's MAP07, not using Tag 666 is a sin
Welp
my game's doing good but slow
I need 1 more mapper, 2 sprite designers and 2 modelers.
Modelers are for demons and prop sprites.
y'all got dental?
@haughty flower I haven't used it myself but my understanding is when all mancs killed any sector tagged with 666 will Floor Lower to Nearest
might not be exact line action but close
thanks
Dead simple clones are a sin
how can you be against the tradition of cloning dead simple?
like every wad that has a MAP07 has a dead simple clone lmao
Seems more like old megawads that have clones of such
+1 for dead simple clones being played out
Evolution of the WAD is a show describing the history, legacy, and content of Doom mapping styles and themes. This episode covers numerous iterations of Doom...
i'm surprised this isn't a meme
2 and a half hours?
no, the "dead simple" clone topic
rural maps give a great excuse to work in little shops full of all yer doom-slayin' needs
Nice
Since Dead Simple Clones are crap and shit and i really want to use Tag 666, what about a secret room that opens once you killed all Mancubi?
ammo capacity is tied to the backpack? holy moly i'm dumb
thats a cool idea scarlet
can also put the mancs in secrets so you gotta seek em out and kill them for the uber secret
lol yeah @haughty flower
super useful like that
and me here giving away backpacks like an NBA player on thanksgiving
I want to explore on the idea of filling it with traps
so you just have to watch out and not get choked by imps
Okay so Base Escape is done. Not my favorite map but still very good imo, would love to see commented gameplay
@haughty flower and @lilac star i guess
yeah you're right
And yes, i used the mistakes of the previous map and solved them in this one @lilac star
by the way i didn't changed the song because Shawn's Got The Shotgun kicks ass
anyways. ping me whenever you guys have your reviews ready
don't worry, i have no hurry
it finally comes full circle. almost done. almost.
maybe by the time you've finished your wad I'll have finally figured out OBS studio
https://www.youtube.com/watch?v=T8_WSeh1Dio&feature=youtu.be @haughty flower well, here's one of em
Map07 from Scarlet458's initium. First time through! HMP, GZDoom.
@lilac star and @haughty flower
Just questions to know what players want
- What was the best looking level of Initium?
- What was the ugliest one?
- What was the most fun level?
- What was the most boring level?
really man you want to be making maps for you at the end of the day
some people love tight base crawls. some just want to kill a billion things. build with fun in mind, whatever fun is for you
@haughty flower Yeah but i also want to improve in mapping, i also want people to enjoy my maps
What i mean is a bad and boring level. Like a level full of enemies making it imposible
that's why a few questions are kind of redundant. the 'looks' scale upwards with every level, that's just a time thing. level 1 super plain compared to even the screencaps above
they're fun to play, but like i say in video the satyrs don't really have any reason to not be pinkies, and it's probably more useful to practice placing vanilla monsters in instances like that
i find it funny i hated the railguns and they dont seem to have hit vertigo at all
I kinda feel that UAC Catacombs looks uglier than Cyberlawn for example
the mossy maze was gonna be mossier, in my head
i mean, it's actually really mossy but also really dark
if you're feeling the urge to do renovations do it, the one i'm trying to wrap up for christmas started as a few ideas i kept reworking until i felt happy
lol i figured as much
The "hell" transition is also really bad since... Comparing UAC Catacombs and Base Exit
play with that more. i started goring things up and it's funn
Well... Time to make non-base earth levels
who doesn't want a fleshy eye-stalk showerhead?
Starting with Outskirts. Hell, it's going to look straight up from Plutonia.
Nice shower i guess (?
and this i just like how it's looking. satisfaction
throw some skulls everywhere
just sprinkle skulls on your map like salt bae
@haughty flower get XSplit, it's way easier to setup than OBS.
i'll give it a peek, thanks
https://www.youtube.com/watch?v=ruFccGveDF0&feature=youtu.be this is as good as i was able to get it without going full slideshow, smh
think i figured out how to make these look less potato without compromising my crap pc
Any idea on how to change the intermission screen texture? i got bored of that skeleton melting faces wall
@haughty flower change the INTERPIC lump
thanks
I wouldn't worry about remaking levels or adjusting old ones
just keep making new stuff
I can't comment on which maps I did/didn't like since I've only played the two
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...
check that out
lol sweet shower @haughty flower
xsplit seems to be a piece of shit as far as doom goes
definitely not easier to set up, at least. OBS didn't mangle my 1280x1024
looking for a way to possibly decide on the fly what the next maps should be in zdoom
let's say I want to skip some maps in a wad playthrough, or replay the same map on harder and harder difficulty
this has been on my mind for a while
I know I can type commands by hand at the end of the level but if I could automate it that would be great
maybe what I could do (if doable) is to bind a key for each difficulty level
and maybe even each map number
@digital wolf You said something bout' XSplit, Doesn't XSplit have a Watermark?
Nope.
There's a default broadcast overlay some people don't change, but it was garbage for other reasons
Works fine if I record the display and let it mangle it inyo something widescreen
ultimate attack
lol
For today's forcast...
epic
wowe
Is this a coop setting?
yes it is, my bad
I have no ideas for this room at all
now I just made doom forklift
put a pallet with some exploding barrels on them forks
is this good?
almost there, you can have the forks poke out somewhat to make it look more real
and i think it's four barrels to a pallet but this is YOUR WORLD YOUR WAREHOUSE ok
if you do 3d floors i bet a narrow-aisle would be easy to make look realistic and you could even get in it for some dumbass linedev trigger
literally step in flip a switch and it lowers down your BFG hahha
what do you mean by 3d walls
i mean 3d floors
you'd need one for the cage up top since they're a little more open. and for that secret which if you don't use i'm doing
ooh so like shelves
in practice, basically. one shelf as a roof and one as your raised pallet
now i want to do a real fancy warehouse section by stacking a couple sectors
anywhere i can find doom styled MIDIs that aren't rock or metal?
For example, E1M7 is not metal at all, neither Into Sandy's City
Oh idk anything about coop placements in tnt
They might be ridicolous like that cyberdemon in that small area where there is a small door
we already managed to break my 30 minute map so badly it became a ~45-60 second run ๐
missing a 3d floor for the cage top but i'm getting in on the forklift simulator 2019 action
press butan
ok, I'm starting to seriously question UAC's selection of shipping materials
Why?
No thanks.
WSIB smiles upon you, @vocal crypt
Who.
the workplace safety and insurance board
Doom is basically the adventures of a traumatized OSHA guy with a gun
there we go. UAC is gonna make me VP
Oh yeah, and i can remember also castlevania
oh my god, that is so much better than my forklift
i've spent too much time around them @vague bear
i wanted to give you a couple examples and maybe went overboard now there's overhead cranes and a trailer full of imps
oh noooo they're unionizing
is my forklift bad
nay
yours looks like a heavy duty outdoor one with smokestack
i didnt even try making one like that hahha
I just went off what I remembered
i'm watching the jets game, but if you post a wad up i can tear through it at intermission
ill send it to you by dms
if you can do attachments like that sure
if the file is too big ill just send it here then
but i am a super beginner at maps, like 3 weeks now maybe.
wow, it looks like a big map for the filesize
it's not a whole bunch of squares which is a good sign. i think we've got 4 minutes to go? in sports-time of course
@vague bear can i try it too?
yeah go ahead
gzdoom format?
im gonna assume gz will handle it fine
yes
so i lived but the door doesn't open
usually linedevs the wrong direction for me
make sure these support textures match and align it up, makes things look natural and sharp
it doesn't hurt to change textures when ceilings/floors change height - a different texture above the revenant would help you process the 3D visually
i could only access one room, how long were you expecting
it's second period now tho :v
the door doesnt work
I did that on purpose
The only reason I made the door like that was because I wasn't done with the room
but did you like the rest of the level?
the... one room?
wait did you just look at that room or the whole level?
it starts you in that room
oh my god
haha, moved your playerstart for testing?
yes
it happens
ill just move it back and put the file down gain
here we go, the real working version
this looks slick. if you want it to be square with the hallway you can always use modify sector to angle it
er edit selection mode
never though about that, or heard of it
have you ever copy-pasted a sector? it pastes it in that mode, assuming you're using gzdoom builder
I do use gzdb
you see your vertices but also a few at the corners which let you rotate it. you can even drag the sides of your selected sectors past themselves to mirror them
it's on your left-hand toolbar close to the bottom. very useful. you can even resize things!
tada
I really like doing those shadows
uh, am i doing something wrong? i cant open the first door
sure
also you couldn't have them directly on top of one another, but you could copy the numbered sectors and flip them using that same tool to give you ceiling numbers that aren't mirrored
i thought it was a word at first lol
hehe found a nice secret
?
when you backtrack to this area, this is closed and you are softlocked
i tried and doesnt work
library setpiece is siiick but i ran out of ammo
yeah Ive always had a problem with consistent ammo
weird, you put a lava flat but it doesnt hurt you on the blue skull key
should I make it hurt you?
i mean it's lava, or you could change the flat
I changed it
i got softlocked here too, the lift wont lower
right should make an exit switch or a use linedef
lol this is why I need people to test my maps
lol i found 27 minutes of my 30 minute map were skippable when i had some folks playtest
it's almost done
so im not sure why the revenant trap has invisible impassable lines, could put cage textures to indicate you cant pass there or something
my ammo gets depleted there, if it wasnt for the berserk pack
its not bad as of how it is going now, im sure you can make the main lift work better to not just go up and down and go to each floor
library section was cool
you still can place more monsters there to make it more interesting
ye
i would have said the revenant trap is kinda cheap, very small space to engage with 6 revs if you would have closed the door but i can easily just leave there with the door open
could make it roaming free withouth the impassable lines and close the door with more ammo and a bit of health if you want
thats my idea of making the trap better
like this
well uh i meant the bridge it self where you cant go to the lava
at least i couldnt jump right there
like i could jump down there but i cant
is this what you mean
finally got some 3d floors in action
https://www.dfdoom.com/tutorial-sloped-3d-floors/ it was so easy, i found this (which lets you make things more complex like that) and learning putting action 160 on a linedev outside the map that's set to a tag inside the map will set a 3d sector
from there you just reshape. i've already put up bars for my warehouse rack and am about to put pallets up on a second level. i wish i did this before
there's definitely some things i want to do that will require scripting, but so far I'm pretty happy at what GZDB will let me do with little fuss
I got to try that out
well, for that crate there
I draw a 128x128 box in my room. i tag it sector 1. outside my map, i draw another box 128x128. i take one linedef from this sector and give it the action number of 160 (in udmf, at least) which makes it a 3d sector. i give the action the tag of 1, associating the two. it then creates a 3d cube in my map that is basically the out-of-map sector but inside out
so if i change the floor, it's really the top, and the inside walls are the outside.
oh im not using udmf format, I use boom: d2
it's probably similar, boom should have 3d floors
?
just a different action tag likely
my first four maps were all different formats before settling on UDMF :v
Ill try using udmf later but I made this
ohh i like your caution tape
i was considering doing that with my floor but got lazy
and it turns out you can just copy a 3d sector and move the pasted version to a different level without changing any tags to have multiple 3d sectors on top of each other. ive got three layers of pallets now. serious logistics
once taken out of gimmick contexts this'll open up a lot
dude your map looks so fuckin cool
those forklifts could all be done in 3d, for example, with only the wheels actually touching the floor.
my first map is much simpler looking
my first map was awful
i mean first map i was willing to show people
my first box - i mean map - was a series of cubes
but as gzdoom goes in a week or two you're making stuff that makes your old work look like baby puke
someone in my retro fps chat is even making their own game with the gzdoom engine. it's good stuff
you think so?
thanks
i strongly advise figuring out 3d floors in your format tho bc im having a time here
new levels of explosions
even if it's sealed with nowhere to go, you'll want a truck bay door or some reason for that forklift to be there
yes
half the things i add are giving justification for other props tbh
thats what I want
bringing things to life. i've got a coffee mug with sludge coffee
slowly getting elevation. 2am, tapping out
With UDMF you can set colored sector lighting, right?
Just like in PS1
idk about coloured lights but at least i'm done messing with this
turn off advanced rendering so i can tag a sector blocked by those little blue vertices triangles, turn around, convince myself i broke my entire map somehow
press tab, frantically re-do everything
Oh yes you can, i'm in love with GZDoom builder

