#classic-doom-maps-mods
1 messages · Page 103 of 1
Like the basic layout is around the same, but it has platforms and more details and monsters and stuff
god i survived the coloured lighting wars of the 90 and you wanna pull me right back in
though i didnt expect windows to look so decent
that's actually plenty usable
is this bad
what is it?
trash can
tee hee
i've been using ceiling lights to give me vanilla texture sheets of paper
nice
there's vanilla keyboard textures to use, though
you could make the monitor itself 3d with a little support pillar from the floor to make it really pop
im still using Boom format
ok Boomer
ok Doomer
UDMF corporate shill itc
I should start using it, but I need to get used to all the stuff
I like it
thanks
coffee stain
this corner is somewhat inspired by doom 3
Hey @haughty flower just out of curiosity, do you enjoy slaughter maps?
i've been tinkering with my own a little, but i dont know the wads out there
@vague bear change the brightness to 0 and you got it
well because you're going to face a mini-slaughter map today
and probably going to make a really hard slaughter map near the end of Initium called Massacring or something
i mean i'm about to put people through UAC's nuke crate and barrel production facilities so i guess i can't judge
working on my 3D nuke vats
i played some doom 3 yesterday and its like pitch black
though that does look nice
@vague bear what are ya makin'?
no GZDB
Aight.
well well well it's done @haughty flower
somehow the weight duplicated, idk why
anyways, enjoy the last level of initium made in doom builder 2, because now i'm going to move to UDMF in GZDB for those whacky lights
gzdb bugfix is what you're after
you used db2?
indeed, instaled gzdb just because of the lights
@vague bear yes, kinda ignored GZDB existence for a while
i'd about to run out for a sec, but glad you're on the gzdb crew
Guess i'll wait
install ittttt
by a second i mean like an hour while i try to beat the raps tipoff
DECORATEs don't work in GZDB right?
And you can't have a z actor script and a decorate script at the same time, right?
looks around nervously
Zscript is loaded first and decorate after
As for custom actors in gzdb; beats me last time I touched boomduilder you had to edit config files to add custom actor types
Also, if you have both decorate and zscript it'd be better to just compile it all into 1 zscript file (per actor)
w h a t
What what?
Guess i can just make a folder
Hi all, why when i download custom things from this site http://realm667.com/index.php/en/prop-stop-mainmenu-163-64831/light-sources-mainmenu-166-58239#preview i cant use in GZDoom Builder? resources loaded but i cant find in things menu. Same for skulltag weapon, and i try t...
Man the last time I seriously mapped with db it was on version 1.68 
I was lowkey obsolete lol, not long ago i used normal zdoom, doom buider and still use DECORATEs
made a two switch lift system for forklifts
if I set my map to udmf it just breaks it
well oof
fill it with boxes lol
oh what happened here
#DestroyDickDecember
I mean that works
My god, MAP09 of my wad is going to look like a UAC base that turned into a demon night club
those who forget the past are doomed to repeat it
is it bad design or being an ass if I put a switch behind these boxes
speed down, forks up / that's the way we pallet truck
do I add a cage in the front?
UAC safety regulations give you some flexibility
hehe it works
my favorite part of the map so far
shipping and deceiving
Oh man you really went hardcore, I just took a more relaxed feel
Sounds like fun
Ngl this is the most detailed map I've seen for DOOM @vague bear.
oh my god i forgot the front arms and wheels on the narrow-aisles
i'm ashamed of my forklifting
Me and my smol team are working on Sinner a bit more. I decided to start working on the first map. Here's what I've done so far:
Sorry for all the images filling the chat.
@digital wolf we need more of this imagespam so it isn't just the same handful doing it. less guilt!
Aight.
What's the average length of an easy/medium slaughter map?
have some advanced racking systems to break it up :v
Nice
them pixels. mwah
Well thank you @digital wolf
Well well well, now i have a problem
DECORATE error in "Initium.wad\DECORATE:1369", line 1. Actor "VoidDarkImp" is double-defined.
GLDEFS warning in "Initium.wad\GLDEFS:115", line 25. DECORATE class "DarkDevilBall" does not exist
And so on with ALL the custom monsters
I'm currently looking for modelers for my game. We're turning 3D models into sprites.
I really need one atm.
Your skill would be appreciated.
I’ve always wanted to make a mega wad with my friends but none of them care about doom
Same
Very familiar feels
and also im the only person in my friend group that knows how to use gzdb
Yeah but the rest of them know how to use Slade right?
nope
don't care about doom
know how to use SLADE
Changing topics @vague bear mind playing my wad? I want to take feedback of it
yeah sure, can you send me the file
I like the intermission music so far, and the first level is a nice introduction
It was also the first level to be made for the wad
will make MAP00 in the future, first level and last map i make for the wad
Yes
I also think that there could be some shotgun shells or some ammo in this secret room
also did you lower unpeg this texture?
Oof, didn't know i could do that back then
also if you select multiple textures and press the A key it aligns them so it dosent look like this
Now i feel really dumb
no its fine, you just didnt know
other than those things, map 2 is sweet
In map 3 are you supposed to be able to get these?
Well, another one to the "to-fix-after-finishing-the-32-levels" list
as long as its like this then you will be able to pick it up
but mine is on a straight line
I will just turn on 1 pixel grid lol
I toggle between 8 and 4
Yeah that's good enough
out of ammo on this room
you don't face a lot more enemies tho
Wait, you killed them by yourself?
You're supposed to trigger monster in-fighting
Yeah i'm going to fix that too
whats the raising platform for at the end of map 3
Because you're not supposed to jump
And you can cross in front of the cyberdemon with less chance of being splitted in a billion
oh
perhaps
woah those guys are powerful
It is an unmaker after all
texture missing
MAP09?
yes
i got a whole folder of MIDIs full of metal
@vague bear soo... what do you think about the levels? was there a level you really liked/hated?
oh yeah, I generally liked it, but I noticed a very weird difficulty curve, like the start was fine for starting levels, but then it seems like it shot up in difficulty, or I just suck at doom
What about Mossy Maze?
hmm, seemed a bit short
But wasn't it like annoying as hell?
yes
You... Prisioned with a lot of Spectres AND Nightmare Spectres... On a poor light level
what are some of the best one you have
This is my first public wad btw
that's why its called Initium (Beggining/Start in latin)
cool name
Unless you know spanish (Inicio means Beggining)
If you know spanish it sounds like a bootleg word (?
So, you found anything useful?
yeah
Any hellish name level ideas for the first hell maps? I got Cerberus, Hellish Totem, Satiric Cathedral, Massacring and The Archvile Court
hmm
Let's see
level 11 to 20 are supposed to be the "medium" hell maps
and i got 6/9 names lol ( n i c e )
Cool
so the seventh floor is taking you to different places in the map but I wanted to spread them around the map so I the rooms are oddly shaped
so far I have 2 rooms
:)
thats where I got the idea, and the very unoriginal name
The Express Elevator To Hell and Back
which is why the level starts out normally, goes to hell, and then back to normality
hold on I need to look at that one
Alrighty I know I've said this before but I really need some modelers if there are any here.
Sorry if I'm annoying some lads here with this but I require.
i'm not falling for that, Randy
just "haha im 13 its my mod" turns to next thing you know you're behind a desk at 3d realms going "what in the fuck"
..oh. oh no
RANDY
forbidden i ripped on that safety tape concept for my shipping dock and mwah
this is a slow nightmare of tagging things but does it ever make my other map look like puke
looks pretty frickin sweet
the thing is that your map is probably more original than mine
my map is based off of TEETH.wad
hence the 8 levels
yeah, this is for an osha thing i've been messing with
hydraulics testing facility is gonna be a blast
but i pull inspiration from everywhere. noticed a good way to blend 2 wall layers on the grocery store of all places
the science lab was me being too much of a wimp to just make the exploding barrel factory
original character do not steal
i wonder if i can change KILLS% to OSHA VIOLATIONS
lOl
https://www.youtube.com/watch?v=EVQDXXSlM1Q&feature=youtu.be speaking of violations here's a honker
Spoilers: not me, but at least UAC OSHA compliance has risen to a new low.
was the jank intended? no. is the jank staying? ooh yea brother
@haughty flower these midis are the best fucking thing I've heard
Enter Sandman especially.
Did ya make these or just found them?
Aight.
I am also going to compose MIDIs in the future lol
I asked my music teacher "Can we work with MIDIs? And he said "We can do it the next Year"
now thats cool
This madlad played Enter Sandman on his acustic guitar. Anyways, back to the channel topic, anyone interesed in designing maps for my wad? I'd love to get help
oof
that's moments after my UAC jank lift https://www.youtube.com/watch?v=EVQDXXSlM1Q
Spoilers: not me, but at least UAC OSHA compliance has risen to a new low.
and i still don't know how to make 3D floors
UDMF?
yes´
quick rundown is basically this: let's say you want a 64x64 platform. you need to draw it twice. You need one sector in your map for it to appear in, and then you need another sector placed off the map - this sector will be the one that shows up. The textures and floor/ceiling heights of the out-of-map sector directly correlate to the one that pops up in your map. You can make it thinner/thicker, raise it up or down, up to you. It doesn't have to be the same orientation - say, I've got some rectangles, I can have some face north-south and others east-west off the same 3d sector.
Once these are placed, give the sector that's going to host the 3d floor a sector number. you'll want to take one of your linedefs for the sector you placed outside of the map and give it action 160. associate it with the sector you just tagged, and you should now see it. If you don't, check that your rendering is on - if you don't see skies you won't see 3d floors.
ohnice
once you get that sorted it's not too bad. you can give your 3d floors things like sector damage, if you want, but the game does treat it as a separate entity. ie. my elevated walkway over nukage doesn't hurt me despite being above a sector with damage.
and there's nothing stopping you from overlapping 3d floors. just make sure all the right spots have got every tag you need.
I usually just draw what I want, copy/paste it outside of the map and make sure the sectors are 'clean' of tags and damage /clean up whatever linedefs and vertices won't affect the shape before shifting them into place
any luck?
Probably going to test it on the Hellish Totem level for the Totem Itself
I'll appreciate some map names. I am already running out of level concepts
@haughty flower You also don't need to make the dummy sector match the size/shape of the actual sector
You can use just small triangles off the side of the map
Just a cluster of the 3d haphazardly thrown in
https://www.youtube.com/watch?v=YdXBfaj_gvg this needs some tweaking but i like the premise
watching some AD and i think we need a wad called a nu start
so this just happened when i tried to view a doom 64 map i made in gzdoom builder in slade 3
Oof
Looks like you blew up star fox
looks like that old tank game spectre
STARFOX 64
Hey, when opening my wad GZDoom Builder using UDMF format it says that all of my DECORATE classes are missing, how can i fix this?
something random i made, not sure if ill use it in a map
looks sweet, big 90s vibe
i tend to be better at detailing than coming up with layouts
i like the floating pillars & rings
Anyone interesed in working on a megawad with me and Mr_Forbidden? I'd love to get help
Mainly based in Doom 2, with Doom 1 and Plutonia textures included
i bet you could downplay the drums a little and turn project pat's "chickenheads" into a doom midi nobody catches on to
@haughty flower maybe
I can send you the wad and see if you like it
an ending approaches...
kill a town's worth of monsters, hop into bed and finally get a nap in
Making the source my super early indev haxe port of doom publicly available now https://github.com/kevansevans/HxDoom
Epic
Nice
https://imgur.com/gallery/5kEakUO my map's now in the bugfix and beautification stage so i'm throwing up a preview gallery
it's full of story and character development or whatever
still a long way to go with polish but it's fun!
I polish as I go and pay attention so most details
it's mostly a few empty side rooms
and deciding on different ways to do things after staring at them long enough, of course
you are going to finish your map before me
this one. my OSHA map is a slog. hyper detailed compared to this
and this is a couple weeks in
I have no Idea how long ive been working on TEETHAB.wad
its probably best we dont know the exact time
is it possible to enlarge the canvas of a texture in slade? the texture is 55x54, i want to fix that
is it possible to resize a texture at all
i resized it inside ms paint and exported it, then converted it into a doom graphic
no effect, still getting graphical errors whenever i run my map on a different source port
it doesn't even look resized in gz doom builder, as if i never touched it, the changes are only visible in slade
scaling textures depends on the map format. if it's in UDMF there should be fields that allow you to resize the texture for that wall specifically
@dry ore
i want to make it compatible with as many source ports as possible, so i don't want to select any options that would only make it run on the zdoom ports
so far neither prboom+ nor crispy doom are displaying the texture correctly, nor am i able to resize it through slade
It's not power of 2
Drop it on a 64x64 image and reimport it
Older source ports do not play well with textures that aren't in power of 2 dimensions
8, 16, 32, 64, 128, 256, 512
yes, i made it exactly 64x64
it shows as 64x64 in slade, but not in the maker, it still gets cut off around the edges
another issue i can't find an answer to, what is this bug called and what's causing it?
it's not HOM, but it cuts off part of the floor texture
here's what it looks like in the editor
have you tried changing the render method? @dry ore
you might have to redo the sector
^ do that
also you need to make sure the texture definition in TEXTURE1 is set to 64x64 as well
doom format graphics for walls are called 'patches' but the actual textures are defined in TEXTURE1 and each 'texture' can be made of multiple 'patches'. Make sure the patch you imported is power of 2, and the texture in TEXTURE1 is also set to power of 2 as well. If you reimported a patch that wasn't originally 64x64 it still might have the wrong dimensions in the TEXTURE1 defintion
What are some nice hell textures not included in DB2's "hell" category?
Not much to choose from
you can add your own textures
which might be a better option.
I mostly want to stay vanilla. I hate when non-vanilla styled textures clash with vanilla textures on my wads
I added a custom texture/patch definition from scratch in SLADE in TEXTURES, but it is refusing to show up in doom builder. How do I get it to work? It doesnt show up in error messages either
you might have to redo the sector
done that, still getting the glitch
also you need to make sure the texture definition in TEXTURE1 is set to 64x64 as well
where do i check that?
what exactly is "texture definition"?
finally started messing with MAPINFO. having the actual song i want in my map is 👌
And you can change the sky WOOOAH
ehh
its now an earthbound TC
Change it to FIREBLU
:I
can i have an animated blood sky
You can have an animated fire sky
The one from PSX Doom and i think also from Doom 64
@dry ore
open up slade and find the TEXTURE1 resource
then in the right-hand panel hit "edit textures"
what was wrong with it then?
Probably going to release Initium Alpha on christmas (first 12 polished levels)
And i would love to have someone to test it, anyone wants to play my wad? 9 completed levels to this moment
i would
@mystic chasm
Note that this is my first public wad (lol i don't have nitro and i can post files that are over 8 MB heavy)
look at that thicc boi
i'm a svelte 4mb
This bad boi has all of doom 1 and plutonia textures in it
Aight
Because c o l o r e d s e c t o r s
@mystic chasm forgot to say
UV difficulty is currently in Working Progress
Intended difficulty is HMP
play on easy
@haughty flower you should definitely remove superfluous textures from your wad
no reason to have two iwads worth of tex in your pwad
it's get insta-rejected from idgames if you try to upload it
i really didn't noticed
But at the alpha release i will polish everything so it's not brutal messy
@haughty flower I'm through map06 so far
What do you think?
taking notes and screenshots as I go
i think you need to redo everything before map04
everything after is a considerable quality increase
true
if you want i can send you what I have so far, im probably done for tonight friends wanna play road redemption
sure
I dont know how this happened but I just lost all my data
all of my doom wad data
yes im talking about TEETHAB
oh, not good. Do you have backups?
no
I was just trying to get a program on my computer, and it almost wiped all of my files and folders in my SSD
oh shit
What program? @vague bear
it might sound stupid but 3d movie maker
How did it happend?
I should probably also mention that this is a family computer, so there were very important files on it
even worse
that sucks @vague bear 😦
What I do is have Google Drive sync my idtech1/doom folder
so if my HDD fucks out it's all backed up on my google drive
@vague bear if your wad has express elevator in the name, I have a backup from november 30
so the only thing i can think of is making changing the selectable bool to true i guess i'll send the error log to see if anyone can help me
@waxen fern is this doom2016 crashing to desktop?
if so, post in #community-support
also "FATAL ERROR: Loading unverified resource. Verify files with Steam or set 'devMode_enable' to allow unverified resources: index file E:\Doomg\base\gameresources.index"
How can i simulate MAP07 Tag 666 effect on other map?
(LowerFloorToLowest when all manccubus die)
Yes, i'm using UDMF format
set them all to have a script (scripts execute on monsters when they die) to count the number on mancubi in the map, if 0 do something
In more detail:
Select all mancubi on the map, give them a Special (ACS_ExecuteAlways) with args (666, 0, 0, 0, 0)
then open your script editor and add this:
if(ThingCountName("Fatso") == 0)
Floor_LowerToLowest(666, 32);
}```
then save and compile it
oh thanks
what are slime trails caused by? I never truly understood, and I have a couple scattered around my map
I think it's straight up because of the doom engine itself
It can occur when a level has not been built properly because of a bug in the node builder, but will also occur frequently as a natural consequence of the Doom engine's map format even in perfect node builders
from the doomwiki
mostly a doom engine thing
could try a different nodebuilder
Any way to make a ceiling raise when all monster with a specific tag die?
Same process as before, but instead of if(thingcountname("fatso") == 0) you use if(thingcount(T_NONE, thingID) == 0)
And replace thingID with the appropriate number
well teethab is lost
ive got a backup from the start of the month, did you share it with anyone after that?
i think that's yours anyway
no I didnt
boourns
im missing all of this area
yup, that was still blocked off when i downloaded yours at the time
damn that really sucks because I donw want to do it again
Spoiler of Initium's first boss
Talking about Initium, here's the first Pre-Alpha!
Includes: The first 13 levels and music, with some other stuff
where?
cool, will play in the future
Thanks, i'd love to get feedback
It's my first public mega-wad, that will explain why it's so messy lol

ye, tbh idk when I'll play. I am currently near the end of DII and half-way '16 and I still want to play Final Doom before I start with MegaWads (and I have exams)
I mean, if you want to take a break and play a slightly difficult megawad, try initium
Oh and a very important note i forgot: UV is still not supported
right
You'll have to play on HMP
Because the current UV difficulty in Initium is pretty unfairly hard and only present in the first levels
tbh, anything beyond HmP is too difficult for me
And the easier ones are... a little surprise
oh?
i don't want to spoil it
ok, fair
we need a channel purely for links and downloads/codes for snapmaps and megawads, this channel is a mess to look for them
true
^
I think a channel for posting wads isn't great either
Forums are better for that stuff
idk, I find navigating thru them difficult sometimes. This is why I love NexusMods bcs it structures it's mods well with preview images etc
I just made my own discord to keep track of my backups lol
Lol
Oops, it seems that i've used an outdated version on the rar, here's the fixed version of Initium
This includes an actually fixed exit to MAP34
@haughty flower I think you may be interesed in this
lol might have to take a crack at it, my mapping dropped off a cliff
hey you got the floating sectors to work
sadbrains kills productivity
oof
man i never thought to try those wood textures on a large scale. i like it
end of level aka outdoor section
https://www.youtube.com/watch?v=5rsLrwFlhME i used this tutorial
This long-awaited tutorial shows how to create "3D floors" in ZDoom. Present in GZDoom and Skulltag for a while now, this feature is finally available in ZDoom and allows you to create true room-over-room structures and more. You can stack as many 3D floors as you'd like, a...
lmao i love that guys voice
sp00py
i tell you now - i did not have sector modifications with that wad file
sector modifications?
he sounds like clinton
oh i guess none of y'all were born when he didn't have sexual relations with that woman
heh
I think I finished my doom 1 map
now I have to find a good rock midi and a name
nice
I got a shit ton of midis
I found one
stuck in the midi with you . midi
so im keeping the doom intermission until I find a new or better one
that's nice
thanks
since teethab was corrupted I wanted to make a little fun 9 map episode
then put it out on doomworld
cyberdemons are for BULLY
(i'm making a monster addon for the mod Hideous Destructor)
wow, i fucked up really hard
curate the textures a little and that's a fantastic nightmare effect though
think cartman's dreams if you watched old south park
how do i fix this?
it shows all of the custom textures
not a flame sky
it still looks like hell tho
Like, the texture instead of showing its frames it shows every texure of the wad as a frame
And it only happends with the texture FIRESK00
I wish I knew how you broke that so i could break it
i wish too
break what?
but you can replicate it by just making an ANIMDEF, selecting a texture and giving it as frames random textures lol
Look at the video i just posted
woah cool

oh so i could just transform a waterfall into my hellscape basically?
any texture
and then plunk that into the skybox or something?
nice
i think i should use sky boxes
oh boy thats a lot of visplanes
The Aurora borealis? At this time of the year, at this time of day, in this part of the discord, localized entirely within your Doom map?
yes
....can we play it?
not yet
woah
ohh, i see it now. though i'm a little disappointed you didn't finish the line with "no."
what i'd do for some hanging vines
on the inside?
Hey so I'm making my first Mod for GZDOOM and need some advice with implementing some movement mechanics, can anyone give me a few pointers?
I dont have experience with that but you could crack open ZMovement and see how various things work: https://www.doomworld.com/forum/topic/106780-zmovement-31-final-optimization-and-bug-fixing/
WHEN UPDATING TO NEWER VERSION MAKE SURE TO USE THE DEDICATED BIND TO RESET TO DEFAULT VALUES TO AVOID WEIRD BEHAVIORS AND KEEP IN MIND ALL EXTRA MOVEMENT FEATURES ARE TURNED OFF BY DEFAULT. IF YOU USE ANY CHUNK OF CODE CONTAINED IN THIS MOD THAT IS MY ORIGINAL CODING YOU MUS...
thanks, this actually may help a lot since I'm wanting to add double jumps, air dashes, and wall jumps.
also looking for a way to make an action only occur if it hits an enemy or a wall
Got generally bored when composing MIDI, are there any mods that let me put Stream audio, rather than Sequenced audio? Such as lopping in an OGG, MP3, or CDA. I want to create a more atmospheric soundtrack for my mod, while not being constrained by MIDI.
Slade should support mp3 and ogg @mental swan
Ah, alrighty. Thanks, looking into that, now. Didn't know SLAD3 had support, lol.
New to all this modding stuff, so it'll take some time for me to understand.
I was thinking on making a separate music pack for my wad, with mp3 stuff
I don't have the skills to compose an atmospheric soundtrack with MIDI, so I opted for good ol' regular audio, since I had 8 years experience with it, lol. Though it'd fit a lot better because of a theme I'm going with the mod.
that looks sweet rev
For some reason, gives me Amulets & Armor vibes, just with a Sci-Fi twang to it, because of that building aesthetic, lol. @torn remnant
Any hard version mod for Doom that modifies the levels?
does Maps of Chaos count?
it takes the standard IWAD maps and turns them into slaughter maps
So it basically Go2Itfies every map? i like it
I heard it's meant for BD specifically, but I think it works on its own too
as in, it apparently works best with BD
I was thinking on making a hardcore version of a doom 2 level for my wad
Like plutonia does with Entryway (Go 2 It) and O' Of Destruction (Slayer)
So any maps you would like to be seen bastardized?
Barrels o' fun doesn't count
is that because it's enough already?
after all, on UV it has 208 barrels, 31 imps, 28 pinkies, 17 chaingunners, 7 arachnotrons, 6 pain elementals, 4 revenants, 2 archviles, and 1 spider mastermind
it's because it's made by sandy petersen AND it has barrels
can't bastardize what is already cursed @minor wren
I played it last night and yeah I guess you could call it cursed
So yeah, no Entryway or Circle Of Death since they were already hellified by Plutonia, no Barrels O' Fun, The Chasm or The Factory because they suck and no MAP30 because it's meh
my WIP doom engine now takes advantage of hardware acceleration, the HTML5 target specifically uses WebGL https://kevansevans.github.io/HxDoom/
I'm just booted to this? @royal wave
Ah, alrighty. Just got confused, lmao.
Yeah I know it's not anything playable, I'm just really excited because I'm learning new programming stuff
1 - 9 will switch the map, and scrolling will change the scale
I need to get into programming, heh.
well better late then never. Pick a language and get going!
I've been eyeing LISP, and FOCAL. Though FOCAL hasn't really been in any use since the 60's, but I want to fuck around with it, lol. Rosetta Code has an interesting peek at it.
Don't worry about those sorts of things. if it does what you need it to, doesn't matter what it was done in
A lot of people will tell you there's a "better" or "right" way to do things, but 9 times out of 10 it's going to be out of personal preference than it is actual practicality
At the same time you do need to pay mind to practices that are better and that are the right way. It’s a bit difficult to explain if you’re not familiar with programming
C is the way to go. But maybe i am just too old.
If you are ready, you can start with Java or C#, but C could give you how memory in Java and C# works, and C++ how OOP works. That's important stuff.
But it's mostly important who is behind keyboard, doing code, logic and etc, not language
I'm mostly interested in programming for vintage computers, like within the realms of the 60's and 70's. Been thinking of saving up, and buying a PDP-8, which is a beauty of a gem. @odd hare
C is pretty nonexistant on the PDP-8, but assembly is something to definitely look at. Definitely the backbone for most of those computers.
When I do get my hands on one though, I'd probably heavily look into JOSS and FOCAL.
Anyway. Let's continue keeping this doom related
Alrighty.
I started to make a little game in C once
it was only after I ported it to C++ that I remembered about pointers
that seems to be the only way to modify multiple variables/structs
I assume that's how Id Tech 1 and 2 were programmed without OOP
i made slight modifications to an Enter Sandman midi
So it's better for a doom level, any opinions? Feel free to use it on your wad
I'm looking for some wads so that I can enjoy my shitty RO
never mind, I got sf3 and now all my shitty "I need to unwind" needs are complete
slaughterfest 2012 is better
are custom scripts possible for non-zdoom ports? i want to change one of the pre-existing gunfire scripts from "floor raise" to "ceiling raise", is that possible for vanilla-compatible maps? people have done crazier things for vanilla doom
scripts aren't vanilla compatible
might be able to get away with Boom compatible though
although
you could also do some crazy shit with voodoo dolls
and you can make a voodoo "conveyor" like thing in vanilla doom anymore too if you specifically create a barrel explosion and use miko portals
decino made a video about voodoo dolls here:
https://www.youtube.com/watch?v=0XKIB8mkYMs
The surprisingly powerful level editing comrade.
8-bit Binary Addition by Xtroose:
https://www.doomworld.com/idgames/levels/doom2/Ports/0-9/8-bitadd
Music by Stuart Rynn.
Songs in order: Birdsong, Gateway, and Featherfall.
Stuart Rynn' s channel:
https://www.youtube.com/ch...
he also covers the basics of mikoportals
Well yes. This channel is solely dedicated for discussion and sharing of your wads
Be sure that your wad follows #rules-and-info rules
Very dark, which lighting setting are you using in gzdoom?
well here it is, a small level i made for fun while i was on my father's PC
Small and with a bit of secrets
I would love some criticism, GZDoom needed. PSX Brightmaps V2 and Brightmaps Plus recommended. Doom 2, no jumping or crouching
i need to finish your other mapset too
hey @haughty flower i can speedrun your map in 10 seconds
i sent you the notes for the rest of your maps in intium too
I imported some ceiling textures, and made a patch for a lite. Why are the textures misaligned like this? They show up perfectly fine in the previews. How do I fix this?
Nope. No texture offsets either
Whats weird is that I imported another texture the exact same way and yet it shows up on my ceiling just fine:
Found the issue. The aspect ratio was wrong after conversion, so the Y axis was one extra pixel. So I made patches with the correct resolution (64x64) and its now fixed :)
That ceiling looks grate
In Doom and ZDoom format there's W1 exit, S1 Exit and G1 Exit, what's the last one used for?
shoots level ends
Nice
Hello there! I released a new version of my mod (still far from polished). It aims to make Doom more of a survival fps, but without sacrificing the arcade part of the traditional doom too much.
Give it a try if you want, both negative and positive feedback are very welcome, since they help me improving it
I wanted to gather some amateur map and wad makers to make a team. Anyone wants to join? For people that are new to map making and have published a few wads or are still working on their first public mod
Hmm
I haven't tried Doom mapping yet, but I'm thinking I might want to give it a try
I have a couple ideas for mods though, which are a Team Fortress 2 themed asset replacement mod and a total conversion based on the "Attack of the Deranged Mutant Killer Monster Snow Goons" Calvin and Hobbes storyline
I would like to mainly focus the team on mapping tho
Yeah I was thinking about giving mapping a try
I'm familiar with Source engine mapping so I know some things about level design in general
Well, if you get into mapping and want to join let me know
Yeah
My computer is broken at the moment and I'm going to be getting a new one, so that won't be for a little while at least
I've looked into programs that can be used to create mods for GZDoom, and there's a lot
Which program would you recommend?
Like Slade or...?
I've heard of that
Programs like that, with a map editor and other modding tools all in one program
I prefer to use Slade 3 and GZDoom Builder Bug Fix
Ok thanks I'll check it out
it's mostly done! after some time off and a blitz bug fixing session, Doomtown Choresin' is Basically Finished! It's UDMF, so zdoom or gzdoom recommended. easy/medium/uv supported, with some bonus monsters for weirdos with friends. bunch of screenshots of the alpha here: https://imgur.com/gallery/5kEakUO. You won't need to jump or crouch (dont >:I ) but mouselook is recommended even if you can probably get away without it.
how do i make a demon like this guy right here not look like he's walking through the floor?
@vocal shell you need to shorten the floor
and check to see if the box has "block demons" turned on since i know for a fact that blocking boxes do not automatically block demons
you may want to check every blocking box you have on your map so far to make sure it blocks demons
and you cannot put demon spawns ontop of blocking boxes
you need to teleport the demon ontop of the blocking boxes
if you want it to start on a blocking box
oh ok, thank you
bugfix 1: upload doomtown.wad instead of downtown.wad
I'm so sorry Caligari.
scripts aren't vanilla compatible
i'm super late but, i know scripts cannot be directly inserted into vanilla doom, but can the triggers be somehow modified through external software? or would it require one to mess with doom's source code to modify linedef triggers?
You can't change linedef actions with codepointers like you can with dehacked they are hard coded into doom. What you want can be done in vanilla though, like I said with some voodoo doll hackery
Correction: can probably be done in vanilla doom
Also, you might just be happier moving to boom instead of vanilla too
Since mostly everyone plays on boom-compatible ports anyway
why dont the textures show from there?
theres a door you have to open
and when you walk over there
@candid charm can you show us a photo of the map in the editor?
line circled in blue is the spawn trigger for monsters
is the ceiling where it should be? drawing the line didn't create a second door-type sector?
@haughty flower deleting the line fixed it, thanks
Maybe you're not supposed to see the ceiling?
ok so
i fucking tried a slaughter map, taking as inspiration Go 2 It
GZDoom or ZDoom is needed, use Plutonia NOT doom 2
The name of the level is Massacring and the "concept" part is because well, it's the concept of MAP25 of my future megawad
I would love to get some feedback and tips on how to fix it since it's a disaster
Jumping or Crouching is not allowed, all difficulties are the same
Title is as follows, more of a "look I did it" than an actual show off.
still better than tnt
why plutonia tho?
***its one room with a shotgun and 2 enemies ***
is the room square?
Yup
how many sectors?
4 little squares risen up
It's just a thing I threw together in a couple of minutes to get a hang of the software

look here bud, it can't be your first map unless its a square room made out of 2 sectors
@mystic chasm because textures
Well, i hope i get some reviews tomorrow, good night!
well i tried it, but i really don't want to play anymore than that first room
shotguns and a chaingun to take on a bazillion mancubi? nah, not for me
slaughtermaps
@mystic chasm yeah umm you're supposed to kill them later, there's a lift on the left platform
funny
i laugh, i laugh!
You gave me an idea
oh no
Remind me, if I had a sprite named DALKA, would it be continuous like DALKB,
or would it be DALKA1 then DALKA2?
i think the second one
the first 4 letters are the identifier, the 5th (and 7th) are frame order and 6th (and 8th) are the rotation angle
so DALKA1 would be sprite DALK frame A and 1 means the front view
you can mirror sprites by giving them an additional frame identifier in the name
DALKA2 would be frame A and 3/4 facing to the left (your left)
DALKA2A7 would be frame A and 3/4 face to the left and mirrored, facing the right
Yeah uh,
How would I solve them having invisible sprites?
The game sees the actual actor (I can bump into it.)
if you want a Thing to have the same sprite from any angle
you give it a zero on its angle
like DALKA0
how to make it visible? dunno, depends on what problem you're having, the sprite has to be defined in it's DECORATE/zscript deffintion
What about using the same PNGs for different things.
Or am I asking for something the engine can't do.
the only thing the engine handles on it's own is what sprite to draw based on the angle you are seeing the Thing from
Am I going to have to duplicate such sprites for, say the Spawn state, See state, etc?
no, you'll need to define the states and frames in DECORATE (or zscript)
you can even use multiple differently named sprites for the same actor
uhhh
i think your sprites are mislabeled unless you have a sprite with 16 angles of rotation
Yeh, I do.
scale it in your decorate
XScale value
Defines the X-scaling for this actor. Negative values are valid, and will result in mirroring the sprite on the axis. The range is [-4.0, 4.0].
Default is 1.0.YScale value
Defines the Y-scaling for this actor. The range is [0.0, 4.0].
Default is 1.0.Scale value
Combines XScale and YScale. The range is [0.0, 4.0].
Default is 1.0.
infact, does that still go on DALK like DALK1-F?
each character in the sprite name is important, so you can't have a rotation number take up two characters in it's name
so if you have more than 8 angles you use letters
1, 2, 3, 4, 5, 6, 7, 8
9, A, B, C, D, E, F, G
Ah.
...Wait.
So I still use the traditional 8 rotation things,
But then use, say DALK8A for the "tweening" sprites?
This crap is confusing the hell out of me rip.
so if 1 is looking straight forward and 2 is looking 45 degrees left, 9 would be looking like 22.5 degrees left
thats how i read it anyway
ok lets start with something simpler
lets say you have a animation of an explosion
it only has 1 angle you ever see it from
if you walk around it it "turns" towards you
so it has a 4 character identifier lets say; EXPL
it has 5 frames of animation
A, B, C, D, E
and one angle which will always be 0
so you have 5 sprites named:
EXPLA0 EXPLB0 EXPLC0 EXPLD0 EXPLE0
the first character after the 4 letter identifier (the 5th character in the sprites name) is the frame of animation
the 6th character in the name (the second after the identifer) is the rotation
(in this case there is no rotation and the sprite is drawn the same from any angle you see it)
Where does the 16 rotation part come in.
you said you had sprites with 16 angles of rotation, so when you walk around the Thing, it has 16 different sprites that you can see it from right?
so you have 16 frames of animation of the dalek doing stuff all from the same viewing angle then?
Er, no.
It's just using the DALKA1-8 sprites.
They're angled at whatever.
can you pm me the wad i'll just take a look
if you don't mind
ok these sprites are all over the place for rotation
Yeh.
It's what happens when you have to use SFM and not HLMV.
you can trim out all the empty space around them atleast
and scale them down
1MB for a single monster with only 1 frame of animation is kinda crazy

Scaled them down using...Snippet Tool.
...still 636 KB.
I think it's just the resolution they're so big.
(1080p)
h-hey guys, i found an undocumented configuration option in MAPINFO
pixelratio = 0.2
pixelratio = 3.0
pixelratio = 100.0
lol
so if you want square pixels (say in a total conversion you're making) you'd use a pixelratio of 1.0
gzdoom by default has tall pixels to account for aspect ratios from the 90's on CRT monitors
the original 320x200 resolution, if you divide it is actually a 16:10 ratio, but was designed for a 4:3 screen
so pixels are 1.2x as tall as they are wide
gzdoom holds this over so things look correct
however, if you are using a custom scale map/character/enemies, you can use a 1:1 scale for your pixels
there is a good writeup about doom's scale here:
https://eev.ee/blog/2016/10/10/doom-scale/
I'm just happy because now I can have a consistent scale across everything
hey guys, do you know how to make a wall use a sky texture and not have it look like this? i'm trying to make a window and i'm just mad stumped
bruh
Okay so do this... make a sector behind the window, with no textures in the linedef
Set the ceiling texture to F_SKY and the height of the ceiling lower than the floor of the window
@finite moon
alright, sounds easy enough
that... didn't work for me
probably the issue: i'm using lzdoom (long story short, my laptop is bad)
@finite moon can you show a screenshot of the editor ?
yeah?
i did what scarlet said to do, but it still shows in-game like what's shown in the first image
idk maybe i messed it up because i'm dumb
can i see not visual mode ?
ye
@finite moon Maybe it's the render you're currently using. i think one of those doesn't allow sky walls
i can only use the software renderer as somehow, my computer doesn't have opengl 3.3
looks good!
@finite moon Then you can't do a window that doesn't guide to nowhere. The only option you have is to connect 2 rooms
oof
i am not on computer rn, but i think i will be able to check later
@finite moon can you dm me the wad later ?
ok
Opinions?
Also I had to use my phone because 1. My laptop is a crappy Debian 9 and 2. The quality of the pics I take using software in the laptop sucks.
@elfin halo you tried using the screenshot key?
I don't have a screenshot key on my laptop.
The casing that has like the keys and the screen was meant for a Windows. And if Windows did have a screenshot key, I would have been using that before my Toshiba laptop broke.
it's called print screen dude
@YeOldFellerNoob#4381 i think you can assign one for doom
@elfin halo *
Oh
f12 in zdoom
Ok I am having MASSIVE problems with some lamps I made. They wont stop moving even after adding flag after flag and using 50 digits for the mass. They are so ridiculously sensitive that even using the Offend gesture from BD and PB cause them to move slightly. How do I get these rebellious basterds to stay put?
Note: Giving an actor an extremely high mass in an effort to make it unthrustable is not recommended. If an actor is stuck in another or in a wall and A_RadiusThrust affects the actor, the actor could be killed almost instantly if RTF_NOIMPACTDAMAGE isn't used. It's recommended to use the DONTTHRUST flag instead of 0x7FFFFFFF or the likes.
should just be the +SOLID flag is all you need
no fugging idea how the engine handles mass that high either, that's FAR FAR out of overflow for an integer
Yeah thats how it started out, with just the +SOLID flag and no mass parameter. I even did it exactly like the Column light object, to no avail
Yikes, whats the overflow? 32k?
unsigned ints can hold like a max value of around 4.3 billion
i have no idea how DECORATE is parsed though
ohh fug, i was looking at trying to do something like this:
https://www.youtube.com/watch?v=-71uTsp56dY
It can be used on walls to pull yourself in, or on monsters to reel them towards you. It works in full 3D, so you can use it on the ceiling if you want to. Download the unaltered video here: http://download1492.mediafire.com/6qsx333m9bmg/h02blv46vv95664/Lore+Shot.mp4
i don't remember much of strife i guess
don't even remember that weapon
Added the +DONTTHRUST, I got an error saying it was an unknown flag
PM me the wad/pk3 and I can take a look?
Preparing a very evil level~
It will have an ambush of 2 minigun arachnotrons and an uber chaingunner. Then another ambush with double plasmagun arachnotrons and then, when you exit that room 2 archviles will resurrect everyone
And that's just the beggining
Jadwick its a mashup mod, unfortunately. Are you still OK with looking at it?
sure? just need to know what other mods i might need
what do you guys think of this map design for deathmatch
Too hard
?
In old dooms doomguy walks very fast. It'll be too hard not to fall in poisons
Especially with many players
Hmmm ok
looks like a gimmick map
If you'd like to play vanilla games or custom map pack in a more immersive and atmospheric way, check it out!
We have also a new discord server for those who want to know more about the mod. Reach us there!
I'm probably not allowed to share the link, so just look it up on the site above
So I’ve had an idea in my head for a couple years now. While I’m fairly new to the DOOM wad community, I’ve always wanted to make a mod/WAD based on the 1985 movie Commando and give that movie the long overdue video game adaptation it deserves. https://youtu.be/pPhISgw3I2w What do you think?
You didn't think we'll abandon such a cult trailer? no way - this is pure gold.
A retired elite commando has only a few hours to find and rescue his daughter from an exiled dictator.
Released on 1985
Starring: Arnold Schwarzenegger, Dan Hedaya, Rae Dawn Chong
kind of like a crossover between DOOM and a 2001 prank call soundboard, with 4x the rockets
click-clunk-boomi'm a cop you idiot
For those of you whoa re interested in the 2019 #Doom Re-Releases, and are also avid IWAD collectors, I made a simple program that can extract these wads out of the Unity assets.
Sounds like piracy
You'd actually have to be distributing protected works for it to be piracy, since you didn't like my joke
my post you that was deleted
Oh, well I didn't see it
Any way to have an animated texture? Like a Gif as a texture? Wondering if I could make an aquarium .
@haughty flower animated textures like FIREBLU?
That sounds like it could come in handy for a texture like a tv or something
Yeah, that's kinda what I was thinking. Not too experienced with the engine and really don't want to spend 2 hours making fish swim.
you want https://zdoom.org/wiki/ANIMDEFS for zdoom
if you have a gif you want to turn into an animated texture you'll have to break it apart into each frame first
A few tweaks and errors but here it is, Initium's once again
Doom 2 iwad, HMP (UV is broken) and no crouching or jumping. Free Look is recommended
I am searching for testers and developers, if you're interesed msg me. Note that this is my first megawad
you redo any maps?
Baking lights in GZDoom? An experimental feature that got abandoned, but now there is a compiled build with the latest versions before the abandonment, including a test map for you to enjoy. Huge thanks to Rachael for hosting and Nash for compiling most of the stuff together.
Read along:
https://www.doomworld.com/forum/topic/111356-experimental-gzdoom-zdray-compiled-works/
https://www.doomworld.com/forum/topic/111358-experimental-zdray-compiled-works/
Disclaimer: Read the credits. This is going to be a lengthy and thorough thread. In the middle of this i have added a line for those who just want a less detailed explanation. For those who want more, well there is more. Looking for ZDRay only? Look here. Introduction: I am m...
Disclaimer: Read the credits. Use ZDRay only with the build that is featured in GZDoom-ZDRay! This is going to be a lengthy and thorough thread. In the middle of this i have added a line for those who just want a less detailed explanation. For those who want more, well there ...
Was fucking with Slade, as usual, it fucks with me. But gotta admit, this palette fuckery made this sprite look a shit cooler, lmao.
Going to actually save these.
Nemesis pinky
I only found out the other day you could select ranges when doing color remaps in slade...
I'd been doing each color individually forever
can someone here with doom builder experience help me with a doom builder 2 issue?
i have made a lift and the ceiling is moving with the lift for some odd reason.
You may better ask this at the ZDoom forums - You can even ask this without an account. 🙂
ok thx for the info!! 😁
Welcome!
While I finally somehow managed to fix my light deco bug (by making them walkthrough-able), a separate issue has come up.
Basically, I'm trying to set up a mapinfo folder so I can add special level effects to multiple wads/games simultaneously without conflict. However when naming the text files one way, the game refuses to load. When naming them another way, the game loads, but then the map effects refuses to load. How do I get the mapinfo folder setup to work?
I'm not sure I'm following you, but you are trying to load a mapinfo lump depending on what iwad is loaded?
Does this help?
https://zdoom.org/wiki/Lump_filtering
Pretty sure that can be used to the effect you want
Ja. Where exactly do I write the filter name? In the file name, or the folder name?
The directory name
So inside your pk3 you'll have
doom.id.doom1/
doom.id.doom2.plutonia/
doom.id.doom2.tnt/
mapinfo/```
And in each of those doom directories have a single MAPINFO lump with a single "include" line to load the correct mapinfo lump out of the mapinfo/ dir
No dice, still ;_;
I have it on my google drive now if you want me to DM it for a look?
sure, but ill have to look tomorrow
Ja fair enough
what gamma do mappers design their maps for? [I meant DOOM (2016)]
Is there such thing as a DOOM hazbin hotel wad where you blast your way through unfunniness
Be your own hero villan @light ferry mods is EZ
@orchid crane any luck with your pk3?
I just got home I'll take a look at it now
suggest a map set that goes above and beyond with stock assets
@sour coyote Can you elaborate on that?
Like more detailed designs, sicker battles
i totally read that as sticker battles
Like Courtyard in Doom 2
I might play Eviternity next, even if not stock style it seems to retain gameplay
It looks lite it has a difficulty that builds up throughout the episodes, I like that!
@gaunt lagoon are you building that to any sort of scale?
or just whatever looks correct
building it to scale based on the players pov
so doomguy is my scaling reference
but yes, using plans and blueprints, I'm getting the exact wall locations and lengths somewhat accurate.
any 3d models or all 3d floors only?
floors lol I have decided to decorate rooms now, then add all the furniture later
UDB and GZDoom seem to be coping so far
Note the time on the clock, 2:20am, when Titanic sank.
its probably too late to make a difference now, but i found setting in MAPINFO that might help you if you do something like that again
pixelratio
hmm whats that do?
doom scales pixels automatically so that they are 1.2x as tall as they are wide so the game fits the original aspect ratio of a crt
so its a mess trying to get stuff to follow a scale horizontally and vertically
ah would that explain why some of the textures go pissed when I scale?
i posted some pictures above
default is 1.2 but you can change it in mapinfo (to 1.0) to get square pixels
the box in the middle there is a 3d model
hmm may have to look at that
i was trying to work out a system to get the player to run at a "reasonable" speed
but the scale was so whack there was nothing to base it on
so i kinda had to just create a scale that seemed appropriate and then base everything off that
made a small level imitating plutonia's style. Not as hard or long but still an advance i guess
IWAD: Plutonia
Free Look: Yes
Crouch/Jump: No
I'd love to get some feedback
less focused on actually killing demons and more just finding the spot to hide until you can move on to the next part
It's hard for me to make a difficult but fair map
But wait a minute, Plutonia is unfair as hell :>
It's hard for me to make a difficult but fair map
it's time consuming, but probably not hard for you. I've played a bunch of your maps now, I think you have a fairly good understanding of of encounters, you need to work on your variety and just general mapping skills
Any tips to improve my mapping? I'm currently trying a lot of vanilla styles
<-- chuffed.