#classic-doom-maps-mods

1 messages · Page 103 of 1

sleek mountain
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So to have 100% on Doom achievements on steam you need to publish a snapmap. I was thinking about 'revising' E1M1 in the level style of 2016, would that work?

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Like the basic layout is around the same, but it has platforms and more details and monsters and stuff

haughty flower
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god i survived the coloured lighting wars of the 90 and you wanna pull me right back in

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though i didnt expect windows to look so decent

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that's actually plenty usable

vague bear
sleek mountain
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what is it?

vague bear
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trash can

sleek mountain
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cool

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it's alright

haughty flower
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tee hee

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i've been using ceiling lights to give me vanilla texture sheets of paper

vague bear
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my bad its the UAComputer

haughty flower
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nice

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there's vanilla keyboard textures to use, though

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you could make the monitor itself 3d with a little support pillar from the floor to make it really pop

vague bear
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im still using Boom format

haughty flower
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ok Boomer

sleek mountain
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ok Doomer

haughty flower
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UDMF corporate shill itc

vague bear
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I should start using it, but I need to get used to all the stuff

haughty flower
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@haughty flower get ready for some whacky lights for MAP09

vague bear
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how does this look so far

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its a conveyor window

sleek mountain
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I like it

vague bear
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thanks

vague bear
haughty flower
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hahha

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welcome to the gritty world of mr_forbidden

vague bear
haughty flower
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Hey @haughty flower just out of curiosity, do you enjoy slaughter maps?

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i've been tinkering with my own a little, but i dont know the wads out there

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@vague bear change the brightness to 0 and you got it

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well because you're going to face a mini-slaughter map today

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and probably going to make a really hard slaughter map near the end of Initium called Massacring or something

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i mean i'm about to put people through UAC's nuke crate and barrel production facilities so i guess i can't judge

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working on my 3D nuke vats

vague bear
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is this better

haughty flower
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i played some doom 3 yesterday and its like pitch black

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though that does look nice

digital wolf
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@vague bear what are ya makin'?

vague bear
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its a storage/shipping part of my map

digital wolf
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Looks great.

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You doing this in the Slade Map Editor?

vague bear
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no GZDB

digital wolf
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Aight.

haughty flower
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well well well it's done @haughty flower

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somehow the weight duplicated, idk why

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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

lilac star
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gzdb bugfix is what you're after

vague bear
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you used db2?

haughty flower
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indeed, instaled gzdb just because of the lights

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@vague bear yes, kinda ignored GZDB existence for a while

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i'd about to run out for a sec, but glad you're on the gzdb crew

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Guess i'll wait

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install ittttt

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by a second i mean like an hour while i try to beat the raps tipoff

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DECORATEs don't work in GZDB right?

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And you can't have a z actor script and a decorate script at the same time, right?

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looks around nervously

mystic chasm
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Zscript is loaded first and decorate after

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As for custom actors in gzdb; beats me last time I touched boomduilder you had to edit config files to add custom actor types

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Also, if you have both decorate and zscript it'd be better to just compile it all into 1 zscript file (per actor)

haughty flower
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w h a t

mystic chasm
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What what?

haughty flower
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Guess i can just make a folder

mystic chasm
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Man the last time I seriously mapped with db it was on version 1.68 doomguy_cautious_l

haughty flower
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I was lowkey obsolete lol, not long ago i used normal zdoom, doom buider and still use DECORATEs

vague bear
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if I set my map to udmf it just breaks it

haughty flower
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well oof

vague bear
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this will be my last boom format map

haughty flower
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fill it with boxes lol

vague bear
iron holly
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#DestroyDickDecember

vague bear
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I mean that works

haughty flower
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My god, MAP09 of my wad is going to look like a UAC base that turned into a demon night club

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those who forget the past are doomed to repeat it

vague bear
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is it bad design or being an ass if I put a switch behind these boxes

haughty flower
vague bear
haughty flower
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speed down, forks up / that's the way we pallet truck

vague bear
haughty flower
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UAC safety regulations give you some flexibility

vague bear
vague bear
haughty flower
lilac star
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fuck yeah

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the more sector furniture the better

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idk about using STAR* for em tho

vague bear
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Oh man you really went hardcore, I just took a more relaxed feel

haughty flower
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sectors on sectors on sectors

vague bear
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Sounds like fun

digital wolf
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Ngl this is the most detailed map I've seen for DOOM @vague bear.

haughty flower
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oh my god i forgot the front arms and wheels on the narrow-aisles

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i'm ashamed of my forklifting

digital wolf
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Sorry for all the images filling the chat.

haughty flower
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@digital wolf we need more of this imagespam so it isn't just the same handful doing it. less guilt!

digital wolf
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Aight.

haughty flower
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What's the average length of an easy/medium slaughter map?

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Nice

haughty flower
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them pixels. mwah

vague bear
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Well thank you @digital wolf

haughty flower
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Well well well, now i have a problem

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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

digital wolf
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I'm currently looking for modelers for my game. We're turning 3D models into sprites.

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I really need one atm.

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Your skill would be appreciated.

vague bear
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I’ve always wanted to make a mega wad with my friends but none of them care about doom

haughty flower
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Same

mystic chasm
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Very familiar feels

vague bear
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and also im the only person in my friend group that knows how to use gzdb

mystic chasm
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Yeah but the rest of them know how to use Slade right?

vague bear
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nope

haughty flower
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don't care about doom
know how to use SLADE

vague bear
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oh, not they dont know how to use it

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im sorry I think I read Jadwick's message wrong

haughty flower
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Changing topics @vague bear mind playing my wad? I want to take feedback of it

vague bear
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yeah sure, can you send me the file

haughty flower
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Intended for HMP, MAP01 to 08 completed

vague bear
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I like the intermission music so far, and the first level is a nice introduction

haughty flower
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It was also the first level to be made for the wad

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will make MAP00 in the future, first level and last map i make for the wad

vague bear
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this is map 02

haughty flower
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Yes

vague bear
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I also think that there could be some shotgun shells or some ammo in this secret room

haughty flower
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Oof, didn't know i could do that back then

vague bear
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also if you select multiple textures and press the A key it aligns them so it dosent look like this

haughty flower
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Now i feel really dumb

vague bear
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no its fine, you just didnt know

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other than those things, map 2 is sweet

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In map 3 are you supposed to be able to get these?

haughty flower
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Well, another one to the "to-fix-after-finishing-the-32-levels" list

vague bear
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but mine is on a straight line

haughty flower
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I will just turn on 1 pixel grid lol

vague bear
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I toggle between 8 and 4

haughty flower
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Yeah that's good enough

vague bear
haughty flower
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you don't face a lot more enemies tho

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Wait, you killed them by yourself?

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You're supposed to trigger monster in-fighting

vague bear
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oh

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It didnt seem very clear for monster infighting to happen in that room

haughty flower
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Yeah i'm going to fix that too

vague bear
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whats the raising platform for at the end of map 3

haughty flower
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Because you're not supposed to jump

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And you can cross in front of the cyberdemon with less chance of being splitted in a billion

vague bear
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oh

haughty flower
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perhaps

vague bear
haughty flower
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It is an unmaker after all

vague bear
haughty flower
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MAP09?

vague bear
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yes

haughty flower
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Unfinished as hell

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Anyways, what do you think about the colored sectors?

vague bear
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very cool

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I dont know what midi's to use on my map

haughty flower
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i got a whole folder of MIDIs full of metal

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@vague bear soo... what do you think about the levels? was there a level you really liked/hated?

vague bear
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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

haughty flower
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What about Mossy Maze?

vague bear
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hmm, seemed a bit short

haughty flower
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But wasn't it like annoying as hell?

vague bear
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yes

haughty flower
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You... Prisioned with a lot of Spectres AND Nightmare Spectres... On a poor light level

vague bear
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what are some of the best one you have

haughty flower
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This is my first public wad btw

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that's why its called Initium (Beggining/Start in latin)

vague bear
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cool name

haughty flower
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Unless you know spanish (Inicio means Beggining)

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If you know spanish it sounds like a bootleg word (?

vague bear
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I know some spanish

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but I have no good midi files

haughty flower
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Well

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Maybe you find something useful here

vague bear
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hopefully, and thanks

haughty flower
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So, you found anything useful?

vague bear
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yeah

haughty flower
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Any hellish name level ideas for the first hell maps? I got Cerberus, Hellish Totem, Satiric Cathedral, Massacring and The Archvile Court

vague bear
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hmm

haughty flower
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i'm not edgy enough to make more names

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"t h e b l e e d i n g"

vague bear
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oh

haughty flower
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Let's see

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level 11 to 20 are supposed to be the "medium" hell maps

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and i got 6/9 names lol ( n i c e )

vague bear
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nice

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anyways, I made more lighting

haughty flower
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Cool

vague bear
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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

haughty flower
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wait a minute, 7 floors?

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TEETH.WAD flashbacks

vague bear
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:)

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thats where I got the idea, and the very unoriginal name

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The Express Elevator To Hell and Back

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which is why the level starts out normally, goes to hell, and then back to normality

haughty flower
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Let's not forget about bad dream

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It looks straight up from maximum doom

vague bear
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hold on I need to look at that one

digital wolf
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Alrighty I know I've said this before but I really need some modelers if there are any here.

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Sorry if I'm annoying some lads here with this but I require.

digital wolf
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Actually nah not yet. We'll need some designs for demons first.

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Don't worry bois.

haughty flower
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i'm not falling for that, Randy

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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"

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..oh. oh no

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RANDY

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forbidden i ripped on that safety tape concept for my shipping dock and mwah

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this is a slow nightmare of tagging things but does it ever make my other map look like puke

vague bear
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looks pretty frickin sweet

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the thing is that your map is probably more original than mine

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my map is based off of TEETH.wad

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hence the 8 levels

haughty flower
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yeah, this is for an osha thing i've been messing with

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hydraulics testing facility is gonna be a blast

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but i pull inspiration from everywhere. noticed a good way to blend 2 wall layers on the grocery store of all places

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the science lab was me being too much of a wimp to just make the exploding barrel factory

vague bear
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my super original idea right here guys

haughty flower
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original character do not steal

vague bear
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I only took the elevator idea and the name

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everything else is basically off my mind

haughty flower
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i wonder if i can change KILLS% to OSHA VIOLATIONS

vague bear
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lOl

haughty flower
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was the jank intended? no. is the jank staying? ooh yea brother

digital wolf
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@haughty flower these midis are the best fucking thing I've heard

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Enter Sandman especially.

digital wolf
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Did ya make these or just found them?

haughty flower
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Found them

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@digital wolf

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I am pretty strict with the quality of my MIDIs

digital wolf
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Aight.

haughty flower
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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"

torn remnant
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now thats cool

digital wolf
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Nice.

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Wish we had a cool teacher like that.

haughty flower
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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

mystic chasm
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Why not trackers?

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Instead of midi

haughty flower
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bruh

sleek mountain
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oof

haughty flower
haughty flower
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and i still don't know how to make 3D floors

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UDMF?

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yes´

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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.

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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.

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ohnice

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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.

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and there's nothing stopping you from overlapping 3d floors. just make sure all the right spots have got every tag you need.

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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

haughty flower
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any luck?

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Probably going to test it on the Hellish Totem level for the Totem Itself

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I'll appreciate some map names. I am already running out of level concepts

lilac star
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@haughty flower You also don't need to make the dummy sector match the size/shape of the actual sector

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You can use just small triangles off the side of the map

haughty flower
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Lmao thanks for that

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My sector graveyard is growing

lilac star
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haha

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do you just have a skeleton of your map off the side?

haughty flower
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Just a cluster of the 3d haphazardly thrown in

haughty flower
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watching some AD and i think we need a wad called a nu start

finite moon
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so this just happened when i tried to view a doom 64 map i made in gzdoom builder in slade 3

sleek mountain
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Oof

haughty flower
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Looks like you blew up star fox

pastel oak
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looks like that old tank game spectre

haughty flower
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STARFOX 64

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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?

hallow wraith
lilac star
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looks sweet, big 90s vibe

hallow wraith
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i tend to be better at detailing than coming up with layouts

mystic chasm
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i like the floating pillars & rings

haughty flower
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Anyone interesed in working on a megawad with me and Mr_Forbidden? I'd love to get help

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Mainly based in Doom 2, with Doom 1 and Plutonia textures included

haughty flower
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i bet you could downplay the drums a little and turn project pat's "chickenheads" into a doom midi nobody catches on to

hallow wraith
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@haughty flower maybe

haughty flower
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I can send you the wad and see if you like it

haughty flower
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kill a town's worth of monsters, hop into bed and finally get a nap in

royal wave
haughty flower
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Epic

heavy maple
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Nice

haughty flower
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it's full of story and character development or whatever

haughty flower
vague bear
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I polish as I go and pay attention so most details

haughty flower
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it's mostly a few empty side rooms

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and deciding on different ways to do things after staring at them long enough, of course

vague bear
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you are going to finish your map before me

haughty flower
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this one. my OSHA map is a slog. hyper detailed compared to this

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and this is a couple weeks in

vague bear
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I have no Idea how long ive been working on TEETHAB.wad

haughty flower
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its probably best we dont know the exact time

dry ore
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is it possible to enlarge the canvas of a texture in slade? the texture is 55x54, i want to fix that

dry ore
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is it possible to resize a texture at all

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i resized it inside ms paint and exported it, then converted it into a doom graphic

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no effect, still getting graphical errors whenever i run my map on a different source port

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it doesn't even look resized in gz doom builder, as if i never touched it, the changes are only visible in slade

royal wave
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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

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@dry ore

dry ore
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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

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so far neither prboom+ nor crispy doom are displaying the texture correctly, nor am i able to resize it through slade

mystic chasm
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It's not power of 2

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Drop it on a 64x64 image and reimport it

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Older source ports do not play well with textures that aren't in power of 2 dimensions

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8, 16, 32, 64, 128, 256, 512

dry ore
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yes, i made it exactly 64x64

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it shows as 64x64 in slade, but not in the maker, it still gets cut off around the edges

dry ore
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another issue i can't find an answer to, what is this bug called and what's causing it?

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it's not HOM, but it cuts off part of the floor texture

haughty flower
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have you tried changing the render method? @dry ore

haughty flower
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you might have to redo the sector

mystic chasm
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^ do that

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also you need to make sure the texture definition in TEXTURE1 is set to 64x64 as well

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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

haughty flower
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What are some nice hell textures not included in DB2's "hell" category?

digital wolf
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Not much to choose from

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you can add your own textures

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which might be a better option.

haughty flower
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I mostly want to stay vanilla. I hate when non-vanilla styled textures clash with vanilla textures on my wads

royal wave
orchid crane
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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

dry ore
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you might have to redo the sector
done that, still getting the glitch

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also you need to make sure the texture definition in TEXTURE1 is set to 64x64 as well
where do i check that?

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what exactly is "texture definition"?

haughty flower
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finally started messing with MAPINFO. having the actual song i want in my map is 👌

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And you can change the sky WOOOAH

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ehh

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Change it to FIREBLU

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:I

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can i have an animated blood sky

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You can have an animated fire sky

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The one from PSX Doom and i think also from Doom 64

mystic chasm
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@dry ore
open up slade and find the TEXTURE1 resource

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then in the right-hand panel hit "edit textures"

dry ore
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ohhh i see, thanks!

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that was it, i think it should look fine now!

mystic chasm
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what was wrong with it then?

haughty flower
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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

mystic chasm
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i would

haughty flower
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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)

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look at that thicc boi

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i'm a svelte 4mb

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This bad boi has all of doom 1 and plutonia textures in it

mystic chasm
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whats the reccomended port?

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limit removing?

haughty flower
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GZdoom

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Or just normal ZDoom, but GZDoom is recommended

mystic chasm
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Aight

haughty flower
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Because c o l o r e d s e c t o r s

haughty flower
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@mystic chasm forgot to say

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UV difficulty is currently in Working Progress

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Intended difficulty is HMP

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play on easy

mystic chasm
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okey

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...put this in my playtesting folder

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jumping or crouching allowed?

haughty flower
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no

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I think i should write that on a readme

lilac star
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@haughty flower you should definitely remove superfluous textures from your wad

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no reason to have two iwads worth of tex in your pwad

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it's get insta-rejected from idgames if you try to upload it

haughty flower
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i really didn't noticed

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But at the alpha release i will polish everything so it's not brutal messy

mystic chasm
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@haughty flower I'm through map06 so far

haughty flower
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What do you think?

mystic chasm
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taking notes and screenshots as I go

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i think you need to redo everything before map04

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everything after is a considerable quality increase

haughty flower
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true

mystic chasm
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if you want i can send you what I have so far, im probably done for tonight friends wanna play road redemption

haughty flower
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sure

hallow wraith
haughty flower
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Brutal mode

vague bear
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I dont know how this happened but I just lost all my data

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all of my doom wad data

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yes im talking about TEETHAB

sleek mountain
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oh, not good. Do you have backups?

vague bear
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no

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I was just trying to get a program on my computer, and it almost wiped all of my files and folders in my SSD

sleek mountain
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oh shit

haughty flower
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What program? @vague bear

vague bear
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it might sound stupid but 3d movie maker

haughty flower
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How did it happend?

vague bear
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I should probably also mention that this is a family computer, so there were very important files on it

sleek mountain
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even worse

lilac star
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that sucks @vague bear 😦

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What I do is have Google Drive sync my idtech1/doom folder

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so if my HDD fucks out it's all backed up on my google drive

haughty flower
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@vague bear if your wad has express elevator in the name, I have a backup from november 30

waxen fern
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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

lilac star
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@waxen fern is this doom2016 crashing to desktop?

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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"

haughty flower
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How can i simulate MAP07 Tag 666 effect on other map?

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(LowerFloorToLowest when all manccubus die)

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Yes, i'm using UDMF format

mystic chasm
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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

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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
haughty flower
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oh thanks

dry ore
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what are slime trails caused by? I never truly understood, and I have a couple scattered around my map

haughty flower
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I think it's straight up because of the doom engine itself

haughty flower
#

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

haughty flower
#

Any way to make a ceiling raise when all monster with a specific tag die?

mystic chasm
#

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

vague bear
#

well teethab is lost

haughty flower
#

ive got a backup from the start of the month, did you share it with anyone after that?

vague bear
#

no I didnt

haughty flower
#

boourns

vague bear
haughty flower
#

yup, that was still blocked off when i downloaded yours at the time

vague bear
#

damn that really sucks because I donw want to do it again

haughty flower
#

Talking about Initium, here's the first Pre-Alpha!
Includes: The first 13 levels and music, with some other stuff

sleek mountain
#

where?

haughty flower
#

Here @sleek mountain

sleek mountain
#

cool, will play in the future

haughty flower
#

Thanks, i'd love to get feedback

#

It's my first public mega-wad, that will explain why it's so messy lol

sleek mountain
#

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)

haughty flower
#

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

sleek mountain
#

right

haughty flower
#

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

sleek mountain
#

tbh, anything beyond HmP is too difficult for me

haughty flower
#

And the easier ones are... a little surprise

sleek mountain
#

oh?

haughty flower
#

i don't want to spoil it

sleek mountain
#

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

haughty flower
#

true

mystic chasm
#

Just need a pinned message with links in it

#

'course we'd need a mod for that

sleek mountain
#

^

mystic chasm
#

I think a channel for posting wads isn't great either

#

Forums are better for that stuff

sleek mountain
#

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

haughty flower
#

I just made my own discord to keep track of my backups lol

sleek mountain
#

Lol

vague bear
#

hmmm, wonder what this could be

haughty flower
#

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
#

@haughty flower I think you may be interesed in this

haughty flower
#

lol might have to take a crack at it, my mapping dropped off a cliff

vague bear
#

?

#

what do you mean your mapping dropped off a cliff

haughty flower
#

yay

vague bear
#

hey you got the floating sectors to work

haughty flower
#

sadbrains kills productivity

vague bear
#

oof

haughty flower
#

man i never thought to try those wood textures on a large scale. i like it

vague bear
haughty flower
#

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

vague bear
#

heh

#

now I have to find a good rock midi and a name

sleek mountain
#

nice

haughty flower
#

I got a shit ton of midis

vague bear
#

I found one

haughty flower
#

stuck in the midi with you . midi

vague bear
#

so im keeping the doom intermission until I find a new or better one

haughty flower
#

So...

#

Anyone wants to play the beta version of my new map?

vague bear
#

final version of map one, called Electro-Facility

haughty flower
#

that's nice

vague bear
#

thanks

#

since teethab was corrupted I wanted to make a little fun 9 map episode

#

then put it out on doomworld

twilit lichen
#

cyberdemons are for BULLY

#

(i'm making a monster addon for the mod Hideous Destructor)

haughty flower
#

I found this on Realm667, does it fit well?

haughty flower
#

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

haughty flower
#

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

torn remnant
haughty flower
#

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?

torn remnant
#

yes

haughty flower
#

....can we play it?

torn remnant
#

not yet

torn remnant
#

never seen a forest in doom before btw

vague bear
#

woah

haughty flower
#

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

torn remnant
sleek mountain
#

on the inside?

amber glade
#

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?

lilac star
#

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/

amber glade
#

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

mental swan
#

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.

haughty flower
#

Slade should support mp3 and ogg @mental swan

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.

haughty flower
#

I was thinking on making a separate music pack for my wad, with mp3 stuff

mental swan
#

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.

torn remnant
lilac star
#

that looks sweet rev

mental swan
#

For some reason, gives me Amulets & Armor vibes, just with a Sci-Fi twang to it, because of that building aesthetic, lol. @torn remnant

haughty flower
#

Any hard version mod for Doom that modifies the levels?

hushed oasis
#

does Maps of Chaos count?
it takes the standard IWAD maps and turns them into slaughter maps

haughty flower
#

So it basically Go2Itfies every map? i like it

hushed oasis
#

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

haughty flower
#

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

minor wren
#

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

haughty flower
#

it's because it's made by sandy petersen AND it has barrels

#

can't bastardize what is already cursed @minor wren

minor wren
#

I played it last night and yeah I guess you could call it cursed

haughty flower
#

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

royal wave
mental swan
royal wave
#

yes

#

WIP means work in progress

mental swan
#

Ah, alrighty. Just got confused, lmao.

royal wave
#

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

mental swan
#

I need to get into programming, heh.

royal wave
#

well better late then never. Pick a language and get going!

mental swan
#

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.

royal wave
#

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

odd hare
#

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

mental swan
#

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

odd hare
#

Then C is the way.

#

C and assembler

mental swan
#

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.

odd hare
#

Anyway. Let's continue keeping this doom related

mental swan
#

Alrighty.

minor wren
#

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

haughty flower
#

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

shy grove
#

I'm looking for some wads so that I can enjoy my shitty RO

shy grove
#

never mind, I got sf3 and now all my shitty "I need to unwind" needs are complete

twilit lichen
#

slaughterfest 2012 is better

dry ore
#

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

mystic chasm
#

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

#

he also covers the basics of mikoportals

odd hare
#

Well yes. This channel is solely dedicated for discussion and sharing of your wads

mystic chasm
#

Very dark, which lighting setting are you using in gzdoom?

haughty flower
#

Dark

#

@mystic chasm

haughty flower
#

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

mystic chasm
#

i need to finish your other mapset too

mystic chasm
#

hey @haughty flower i can speedrun your map in 10 seconds

mystic chasm
haughty flower
#

Lel

#

Luckly this map was just for showcasing fancy light effects

mystic chasm
#

i sent you the notes for the rest of your maps in intium too

orchid crane
mystic chasm
#

are you using UDMF?

#

looks like you have a texture offset

orchid crane
#

Whats weird is that I imported another texture the exact same way and yet it shows up on my ceiling just fine:

orchid crane
#

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 :)

haughty flower
#

That ceiling looks grate

haughty flower
#

In Doom and ZDoom format there's W1 exit, S1 Exit and G1 Exit, what's the last one used for?

mystic chasm
#

Gunfire

#

Where is it used?

#

I dunno

haughty flower
#

shoots level ends
Nice

strong dust
#

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

haughty flower
#

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

minor wren
#

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

haughty flower
#

I would like to mainly focus the team on mapping tho

minor wren
#

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

haughty flower
#

Well, if you get into mapping and want to join let me know

minor wren
#

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?

haughty flower
#

Like Slade or...?

minor wren
#

I've heard of that
Programs like that, with a map editor and other modding tools all in one program

haughty flower
#

I prefer to use Slade 3 and GZDoom Builder Bug Fix

minor wren
#

Ok thanks I'll check it out

haughty flower
#

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.

vocal shell
#

how do i make a demon like this guy right here not look like he's walking through the floor?

narrow sphinx
#

@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

vocal shell
#

oh ok, thank you

haughty flower
prisma saddle
dry ore
#

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?

mystic chasm
#

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

candid charm
#

theres a door you have to open

haughty flower
#

@candid charm can you show us a photo of the map in the editor?

candid charm
haughty flower
#

is the ceiling where it should be? drawing the line didn't create a second door-type sector?

candid charm
#

@haughty flower deleting the line fixed it, thanks

torn remnant
#

interiors

mystic chasm
#

lot of detail in the floor there

#

none in the ceiling

haughty flower
#

Maybe you're not supposed to see the ceiling?

haughty flower
#

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

rich wagon
haughty flower
#

still better than tnt

mystic chasm
#

why plutonia tho?

rich wagon
#

***its one room with a shotgun and 2 enemies ***

mystic chasm
#

is the room square?

rich wagon
#

Yup

mystic chasm
#

how many sectors?

rich wagon
#

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

mystic chasm
#

look here bud, it can't be your first map unless its a square room made out of 2 sectors

haughty flower
#

@mystic chasm because textures

haughty flower
#

Well, i hope i get some reviews tomorrow, good night!

mystic chasm
#

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

haughty flower
#

@mystic chasm yeah umm you're supposed to kill them later, there's a lift on the left platform

torn remnant
past horizon
#

i laugh, i laugh!

haughty flower
#

You gave me an idea

torn remnant
#

oh no

willow lodge
vocal crypt
#

Remind me, if I had a sprite named DALKA, would it be continuous like DALKB,
or would it be DALKA1 then DALKA2?

haughty flower
#

i think the second one

mystic chasm
#

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

vocal crypt
#

Yeah uh,
How would I solve them having invisible sprites?
The game sees the actual actor (I can bump into it.)

mystic chasm
#

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

vocal crypt
#

What about using the same PNGs for different things.
Or am I asking for something the engine can't do.

mystic chasm
#

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

vocal crypt
#

Am I going to have to duplicate such sprites for, say the Spawn state, See state, etc?

mystic chasm
#

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

vocal crypt
#

OH.
I forgot.
S_START, S_END.

mystic chasm
#

uhhh

#

i think your sprites are mislabeled unless you have a sprite with 16 angles of rotation

vocal crypt
#

Yeh, I do.

mystic chasm
#

o ok

#

p sure they use hexadecimal then

#

1-F

vocal crypt
#

Also fucking christ the sprites are big.

#

in game.

mystic chasm
#

scale it in your decorate

vocal crypt
#

How do I go bout that.

#

Also, 1-F?
what's the pattern on that.

mystic chasm
#

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.

vocal crypt
#

infact, does that still go on DALK like DALK1-F?

mystic chasm
#

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

vocal crypt
#

Ah.

vocal crypt
#

...Wait.
So I still use the traditional 8 rotation things,
But then use, say DALK8A for the "tweening" sprites?

mystic chasm
#

i believe 9 would be between 1 and 2

#

in the rotation

vocal crypt
#

This crap is confusing the hell out of me rip.

mystic chasm
#

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

vocal crypt
#

Wait, so keep the numbers?
DALKA1, DALKA9, DALKA2?

#

And then switch to letters??

mystic chasm
#

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)

vocal crypt
#

Where does the 16 rotation part come in.

mystic chasm
#

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?

vocal crypt
#

IDK, it was so big I couldn't tell.

#

No it ain't.

mystic chasm
#

so you have 16 frames of animation of the dalek doing stuff all from the same viewing angle then?

vocal crypt
#

Er, no.
It's just using the DALKA1-8 sprites.
They're angled at whatever.

mystic chasm
#

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

vocal crypt
#

Yeh.

mystic chasm
#

ok so i trimmed a bunch of the sprites out

#

those sprites are fuggin huge too

vocal crypt
#

It's what happens when you have to use SFM and not HLMV.

mystic chasm
#

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

vocal crypt
#

Scaled them down using...Snippet Tool.

#

...still 636 KB.

#

I think it's just the resolution they're so big.
(1080p)

mystic chasm
#

h-hey guys, i found an undocumented configuration option in MAPINFO

#

pixelratio = 0.2

#

so if you want square pixels (say in a total conversion you're making) you'd use a pixelratio of 1.0

vocal crypt
#

Whut.

#

How would we use this

mystic chasm
#

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

#

I'm just happy because now I can have a consistent scale across everything

finite moon
#

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

haughty flower
#

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

finite moon
#

alright, sounds easy enough

finite moon
#

that... didn't work for me
probably the issue: i'm using lzdoom (long story short, my laptop is bad)

torn remnant
#

@finite moon can you show a screenshot of the editor ?

finite moon
#

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

torn remnant
#

can i see not visual mode ?

finite moon
haughty flower
#

@finite moon Maybe it's the render you're currently using. i think one of those doesn't allow sky walls

finite moon
#

i can only use the software renderer as somehow, my computer doesn't have opengl 3.3

haughty flower
#

(also i'm working on this, any opinions on the style of the map?)

finite moon
#

looks good!

haughty flower
#

@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

finite moon
#

h

#

yeah i dropped the project the window was for 40 minutes after starting it

haughty flower
#

oof

torn remnant
#

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 ?

finite moon
#

uhhh sure?

#

it's really dark and it's only 1 room but sure

torn remnant
#

ok

elfin halo
#

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.

haughty flower
#

@elfin halo you tried using the screenshot key?

elfin halo
#

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.

haughty flower
#

it's called print screen dude

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@YeOldFellerNoob#4381 i think you can assign one for doom

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@elfin halo *

elfin halo
#

Oh

mystic chasm
#

f12 in zdoom

orchid crane
#

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?

mystic chasm
#

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

orchid crane
#

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?

mystic chasm
#

unsigned ints can hold like a max value of around 4.3 billion

#

i have no idea how DECORATE is parsed though

#

i don't remember much of strife i guess

#

don't even remember that weapon

orchid crane
mystic chasm
#

PM me the wad/pk3 and I can take a look?

haughty flower
#

Preparing a very evil level~

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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

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And that's just the beggining

orchid crane
#

Jadwick its a mashup mod, unfortunately. Are you still OK with looking at it?

mystic chasm
#

sure? just need to know what other mods i might need

stray finch
still snow
#

Too hard

stray finch
#

?

still snow
#

In old dooms doomguy walks very fast. It'll be too hard not to fall in poisons

#

Especially with many players

stray finch
#

Hmmm ok

mystic chasm
#

looks like a gimmick map

strong dust
#

If you'd like to play vanilla games or custom map pack in a more immersive and atmospheric way, check it out!

strong dust
#

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

slim perch
#

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

▶ Play video
haughty flower
#

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

royal wave
iron holly
#

Sounds like piracy

mystic chasm
#

You'd actually have to be distributing protected works for it to be piracy, since you didn't like my joke

iron holly
#

Bruh

#

I like fucking with Kevans cos he's a nerd

#

Also what joke?

mystic chasm
#

my post you that was deleted

iron holly
#

Oh, well I didn't see it

haughty flower
#

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?

slim perch
#

That sounds like it could come in handy for a texture like a tv or something

haughty flower
#

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.

mystic chasm
#

if you have a gif you want to turn into an animated texture you'll have to break it apart into each frame first

haughty flower
#

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

mystic chasm
#

you redo any maps?

haughty flower
#

Nope, just fixed some internal stuff

#

I mean, the wad is still a mess

coarse quail
#

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/

mental swan
#

Was fucking with Slade, as usual, it fucks with me. But gotta admit, this palette fuckery made this sprite look a shit cooler, lmao.

graceful hedge
#

Nemesis pinky

lilac star
#

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

teal fable
#

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.

coarse quail
#

You may better ask this at the ZDoom forums - You can even ask this without an account. 🙂

teal fable
#

ok thx for the info!! 😁

coarse quail
#

Welcome!

orchid crane
#

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?

mystic chasm
orchid crane
#

Ja correct

#

Reading it nao

mystic chasm
#

Pretty sure that can be used to the effect you want

orchid crane
#

Ja. Where exactly do I write the filter name? In the file name, or the folder name?

mystic chasm
#

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

orchid crane
#

I have it on my google drive now if you want me to DM it for a look?

mystic chasm
#

sure, but ill have to look tomorrow

orchid crane
#

Ja fair enough

bold marsh
#

what gamma do mappers design their maps for? [I meant DOOM (2016)]

light ferry
#

Is there such thing as a DOOM hazbin hotel wad where you blast your way through unfunniness

mystic chasm
#

Be your own hero villan @light ferry mods is EZ

mystic chasm
#

@orchid crane any luck with your pk3?
I just got home I'll take a look at it now

sour coyote
#

suggest a map set that goes above and beyond with stock assets

haughty flower
#

@sour coyote Can you elaborate on that?

sour coyote
#

Like more detailed designs, sicker battles

mystic chasm
#

i totally read that as sticker battles

sour coyote
#

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!

mystic chasm
#

@gaunt lagoon are you building that to any sort of scale?

#

or just whatever looks correct

gaunt lagoon
#

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.

mystic chasm
#

any 3d models or all 3d floors only?

gaunt lagoon
#

floors lol I have decided to decorate rooms now, then add all the furniture later

#

UDB and GZDoom seem to be coping so far

mystic chasm
#

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

gaunt lagoon
#

hmm whats that do?

mystic chasm
#

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

gaunt lagoon
#

ah would that explain why some of the textures go pissed when I scale?

mystic chasm
#

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

gaunt lagoon
#

hmm may have to look at that

mystic chasm
#

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

haughty flower
#

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

mystic chasm
#

"...Not as hard..."
-Scarlet458

haughty flower
#

Lite plutonia

#

(?????????

mystic chasm
#

less focused on actually killing demons and more just finding the spot to hide until you can move on to the next part

haughty flower
#

It's hard for me to make a difficult but fair map

#

But wait a minute, Plutonia is unfair as hell :>

mystic chasm
#

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

haughty flower
#

Any tips to improve my mapping? I'm currently trying a lot of vanilla styles

mystic chasm
#

just keep doing it, play other people's maps too

#

man doom to scale feels weird

gaunt lagoon
mystic chasm
#

its probably cuz im not using properly scaled textures in my test map

#

9' tall room
6' tall player, 20" wide
80" x 32" door
each line on the floor is 1' apart

#

i lowered player speed to 10mph walking, 20mph running