#classic-doom-maps-mods

1 messages ยท Page 104 of 1

blissful kernel
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@gaunt lagoon is that the same "ship" map you were working on a few months ago? I remember you posting some really nice screenshots of it

gaunt lagoon
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yeah, I was contemplating a new system build as the project grew larger, I have several components ready, just going to look for a different motherboard, as the one I got is just a standard workstation one, so gonna look for a gaming motherboard instead. With the release of Ultimate Doom Builder, and with it being continously improved, Titanic is able to be resumed without the new system upgrade, though i will be switching to a new system at some point.

blissful kernel
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I look forward to seeing the final product, it looks great.

gaunt lagoon
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thank you, the final product is way off, but for now, I can enjoy building and giving people some eye candy ๐Ÿ™‚

golden drum
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In ACS, how would I go about playing a different sound depending on language?

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It seems to me to that you can only use the language lump in things like print and hudmessage

golden drum
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Holy shit

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I figured it out

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You can use StrParam(l:"[WHATEVER]") to return any string from the LANGUAGE lump

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script "LangSwitch" (void) {
    HudMessage(l:"PLAYINGTXT";
        HUDMSG_TYPEON | HUDMSG_LOG, 0, CR_GOLD, 0.5, 0.3, 3.0,
        0.02, 2);
    PlaySound(0, StrParam(l:"PLAYING"), CHAN_BODY, 1.0, FALSE, ATTN_NONE);
}```
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That script can play a different voice clip per language, in-case anybody wanted to do multi-language voice-acting.

mystic chasm
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Nice
๐Ÿ‘

orchid crane
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How does one generate a texture interpolation like what BD 21 did for liquids and slimes?

mystic chasm
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Not absolutely sure what you're talking about, but it's probably a texture warp in ANIMDEFS

haughty flower
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@coarse quail you know. throwing raycasting at everything kinda starts to feel like a scam. case in point - aside from projectile reflections - quake rtx can be made with baking all that light into lightmaps and achieving 1:1 result

coarse quail
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@haughty flower Quake RTX does not raycast things, it path traces the entire scene with multiple bounces, vastly different from raycasting.

Besides, you say "raycasting" - dont you mean "raytracing"?

harsh token
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Could anyone help me with something real quick Iโ€™m trying to design an encounter with specific enemies to spawn in specific spots in a room and when you enter the room they spawn and it locks the doors until you kill all of them

mystic chasm
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How difficult that is depends on what map format you are using doomguy_thonk

fringe dust
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Just released my "redux" version of my spawn hub mod for GZDOOM on moddb. Mostly bugfixes, but the game has also been rebalanced, had the difficulty increased, had some design revisions and the lighting system updated. Here's the link for download: https://www.moddb.com/mods/spawn-redux Check it out and let me know what you think.

Mod DB

Initially a (very) belated bugfix, so many changes and improvements have been made (including graphics and gameplay) that it is now being re-released as a redux version. Improvements over the old version include: * Improved lighting system * Countless...

orchid tendon
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How conspicuous?

haughty flower
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@coarse quail apologies, i got muted shortly after, and beforehand had sleep deprivation. yes, i did mean raytracing.

coarse quail
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@haughty flower Raytracing is not a scam however. How it is marketed is however more dubious.

Quake 2 RTX uses path tracing, which is more refined than raytracing.

haughty flower
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I am not saying it's a scam. i am saying - where it is used - feels like a scam. Throwing an overpowered and resource hungry solution at something which could be done with near same quality while using methods which are about 20 years old already

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for one thing - quake 2 rtx deliberately breaks original aesthetic by throwing bright and sunny skies at itself so when you toggle between the two it tricks you into thinking that rtx looks better. it doesn't. it looks different because aesthetic been hijacked.

exotic swallow
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quick question

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what does this have to do with doom, or doom mods

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like, i can't play doom on a coffee machine

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or can i hold on i have an experiment to run

mystic chasm
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If you can play doom on a spectroscope, you can play it on a coffee machine

lapis cobalt
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Anything is possible

sturdy parcel
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.

coarse quail
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@haughty flower its because its used as a marketing device abusing the naivety of consumers.

Sonething like Localrsy at CES acts like it has RT on smartphones but it is not.

dense sun
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anyone good with patching mods? im trying to get ZMovement to work with Pandimonia. and failing successfully

odd hare
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@dense sun ask only in one channel

dense sun
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sorry my bad

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still new

finite moon
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how do you even change the speed of a moving camera
i'm trying to make a slowly rotating camera for a titlemap but it's going hyperspeed

steep jolt
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Anybody heard of GMOTA?

golden drum
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Working on translating HacX into Esperanto right now. Can anybody tell me the context of this string?
%o didn't get %p three wishes. OB_GENIE

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All of the other translations don't have %p at all

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Nvm it's a possesive pronoun. His/her/their/its

haughty flower
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Surrealism

lapis cobalt
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Jurassic doom

quasi pike
gaunt lagoon
true citrus
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Hey hey people, doesn anyone know how to write MAPINFO lumps in Slade? I'm trying to make a map pack, and I need to know how to link maps, and implement secret levels, and do intermissions and all that, I heard that's the lump that does it.

gaunt lagoon
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everything you need is there my friend

true citrus
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Just to be sure I know what i'm doing when i write it, can i see an example? (If it's not too much trouble.)

gaunt lagoon
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@true citrus I don't use MAPINFO that much, but here's an example of my section of MAPINFO for MAP01 of titanic doom:

{
levelnum = 1
music = "HYMN"
nointermission
UsePlayerStartZ
}```
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its easy enough, as long as you read about each property based on the definiton you want to play around with, you'll be fine ๐Ÿ™‚

true citrus
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Ah, I see, thanks a lot!

gaunt lagoon
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np

signal iron
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I wish someone made a mod that removes the armor limit

brave pilot
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Who added dinosaurs with doom I appreciate them

hard elmBOT
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dynoSuccess citymorgue#1464 was muted

minor wren
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TIL you can get muted for mentioning that mod
even if you edit the message apparently

odd hare
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That wasn't for mention

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That was spamming/dublication of message across channels

minor wren
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oh I didn't see the other messages before they got deleted

stuck heron
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Iโ€™m having some trouble connection some monsters and doors

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Like I set it up that 3 barons of hell would spawn one after the other and once the last one died a door would open letting you continue but only one baron spawned and on death the other ones didnโ€™t spawn

winter oracle
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Really dont know if this helps since i am not a map creator but i tried

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Maybe using this with the barrons so the first barron's death opens a door to another barron to tele in and the so on until the door opens

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I also want to ask if anyone knows any good doom gameplay mod where it has ok weapons to start but you have a leveling up system for the weapons and or the player
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Something like GunCaster but a bit more balanced and not power hungry

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Also a good non brutal slaughter map to try this stuff on as a playground

stuck heron
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Hmm Russian overkill thatโ€™s suuuper balanced XD @winter oracle

winter oracle
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Bretty Balenced :DDD

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But i kinda want something that makes one feel satisfied with what he has done and can come back and not feel op because he knows the quirks and more of cause he knows how to adapt with the guns

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GunCaster was that but it was too over powered to play in a normal map

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GMOTA is a close one but i have a crappy rig and not an opengl4.4

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Which makes me use lzdoom instead of gzdoom and lzdoom doesnt have all the stuff and i cant use the bfg replacement in it idk why

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And i can use zandornum but not poly rendering

haughty flower
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@winter oracle
Guncaster Vindicated is basically Guncaster meets Project Brutality. A must-have.

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Your guns are still the same, but damage is nerfed

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And enemies are very deadly
Upgrades are more advanced

winter oracle
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Is it pc spec heavy cause i have a weak laptop @haughty flower

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Nonetheless

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I will try it

haughty flower
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It's a bit hard on but you can toggle a toaster mode

winter oracle
lilac star
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Limit removing doomer boards community project - releasing on 1st Feb

haughty flower
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Nice sky

brave pilot
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I like the purple

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Itโ€™s a nice purple

lilac star
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I went for purple replacing blues in PLAYPAL and modified greens (from sunder)

haughty flower
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good

dry ore
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oh... that's a walk-through wall, so just an accidental middle texture

strong dust
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I'm having some trouble with a DECORATE actor

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is someone willing to give me an opinion?

twin shadow
keen stirrup
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hey all i am trying to make the shotgunguy shoot 3 projectiles at once. i have been able to get him to shoot a single projectile but i seem to be unable to get him to shoot 2 more. (doom 2)

mystic chasm
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is this for chocolate doom? Boom? Zdoom? Zandro?

keen stirrup
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zdoom/zandronum

mystic chasm
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you have your DECORATE file?

keen stirrup
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yep here what i got for the projectile code

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atm the moment i only got it for one shot. as you can see

mystic chasm
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ok you have your shotgunguy replacement code?

keen stirrup
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Actor SShotgunguy : Shotgunguy { Health 30 Radius 20 Height 56 Mass 100 Speed 8 PainChance 170 Monster +NOTELESTOMP +FLOORCLIP +NOBLOCKMONST SeeSound "shotguy/sight" AttackSound "shotguy/attack" PainSound "shotguy/pain" DeathSound "shotguy/death" ActiveSound "shotguy/active" Obituary "$OB_SHOTGUY" DropItem "sshotgun" DropItem "bosstarget" States { Spawn: SPOS AB 10 A_Look Loop See: SPOS AABBCCDD 3 A_Chase Loop Missile: SPOS E 10 A_FaceTarget SPOS F 10 Bright A_CustomMissile("shellproject") SPOS E 10 Goto See Pain: SPOS G 3 SPOS G 3 A_Pain Goto See Death: SPOS H 5 SPOS I 5 A_Scream SPOS J 5 A_NoBlocking SPOS K 5 SPOS L -1 Stop XDeath: SPOS M 5 SPOS N 5 A_XScream SPOS O 5 A_NoBlocking SPOS PQRST 5 SPOS U -1 Stop Raise: SPOS L 5 SPOS KJIH 5 Goto See } }

mystic chasm
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so your missle state should look like:

    SPOS E 10 A_FaceTarget
    SPOS F 10 Bright A_CustomMissile("shellproject")
    SPOS E 10 A_FaceTarget
    SPOS F 10 Bright A_CustomMissile("shellproject")
    SPOS E 10 A_FaceTarget
    SPOS F 10 Bright A_CustomMissile("shellproject")
    SPOS E 10
    Goto See
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unless you want all 3 projectiles fired at the same time

keen stirrup
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^ that what i am trying to do

mystic chasm
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ok

keen stirrup
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(all at the same time)

mystic chasm
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probably want CMF_AIMOFFSET

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oh no

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right in the regular params

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Missile:
    SPOS E 10 A_FaceTarget
    SPOS F 0 Bright A_CustomMissile("shellproject")
    SPOS F 0 Bright A_CustomMissile("shellproject", 32, 0, -2)
    SPOS F 10 Bright A_CustomMissile("shellproject", 32, 0, 2)
    SPOS E 10
    Goto See
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will fire 3 shots on the same frame, 1 aimed right at the target, one 2 degrees right of the target, and one 2 degrees left of the target

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(i believe)

keen stirrup
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alright i think i done something horrible wrong i getting crashes.

mystic chasm
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do you have your wad file?

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if you would pm me it i can mess around with it, i dont feel like making a test one rn

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also

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if you want your shotgun guy to replace the regular one you have to specify that too

keen stirrup
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the issue has been resovled

strong dust
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{
    Radius 6
    Height 6
    Projectile
    Speed 13
    Damage (random (10, 10))
    Damagetype Fire
    Gravity 0.7
    Projectile
    +MISSILE
    -NOGRAVITY
    -BLOODSPLATTER
    -EXTREMEDEATH
    +BOUNCEONFLOORS
    +BOUNCEONWALLS
    +BOUNCEONCEILINGS
    -NOTELEPORT
    +THRUSPECIES
    +USESPECIAL
    Activation THINGSPEC_Activate
    Species "Marines"
    BounceFactor 0.5
    WallBounceFactor 0.25
    Health 5
    SeeSound "GRNBNCE"
    DeathSound "none"
  scale 0.5
  Radius 15
  Height 11
  +touchy
  States
  {
  Spawn:
    FLAR F 0 Bright
    FLAR F 0 Bright 
    
    Midair:
    FFLA ABCDEFGHABCDEFGHGFGHG 2 Bright
    
    Death:
    FFLA P 0 Bright A_PlaySoundEx("Flare/Loop", "SoundSlot7", 1, -1)
    FFLA PQ 2 Bright
    loop
    
    Active:
    FFLA P 0
    FFLA P 1 ACS_NamedExecute("PICKFLARE")
    TNT1 A -1
    Stop
    
  }
}```
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Does anyone know why this actor won't go to its active state when used?

lilac star
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Loooots of purple in there

steep jolt
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This is just an idea pitch and NOT WHAT YOU THINK IT IS!

haughty flower
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Pump up my kicks

steep jolt
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Just give it a read and give me some feedback

mystic chasm
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Bully But In Doom

steep jolt
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Not necessarily, you start off as a

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Weakling

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The bullies are the barons of hell and their dad's are a cyber demon

mystic chasm
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I like that you atleast started a design doc tho

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That's good planning

steep jolt
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Yeah

coarse quail
gloomy gorge
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fuck man
I thought he'd call it GZBuild

coarse quail
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I never would have thought of Raze either, especially with the hint it has something to do with Build as a reference. Its confirmed again: Germans are not funny. ๐Ÿ˜›

still knot
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Are we allowed to talk about ZDoom here? My friend is trying to make a mod for it

blissful kernel
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yes, this channel is for mods, @still knot

keen arrow
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Oh, okay then. I'm the friend hi

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Wait, should I explain what I'm trying to do first?

keen arrow
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Okay, so in short

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My mod is essentially a port of a character from another Doom platform

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I want to port Mario into Doom as a companion character

hushed oasis
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Talk about awesome DOOM-related mods,

keen arrow
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Oh, okay

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I'll move over then

hallow wraith
haughty flower
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It's like Quake's portal texture, but Doomy!

mystic chasm
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Now put an actual portal behind it and make the FIREBLU transparent

twilit atlas
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It actually looks creepy like that

twin shadow
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does anyone here have experience with using heretical doom?
specifically the monster addon

pseudo oasis
hazy lantern
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why is it so dark tho?

pseudo oasis
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Because it's inspired by Doom 3

hazy lantern
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ah

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okay

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cool

pseudo oasis
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basically, I imagine a new Doom 3 mapset that someone then demade in Doom 2

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I have already released a map that will be part of the pack back in 2018

hazy lantern
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nice one

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keep it up!

tender seal
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Looks good! Although the lighting looks a little flat. Doom 3 textures work well with dynamic lights if you're targeting GZDoom

pseudo oasis
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@tender seal Well, It's going to be more vanilla style, even if using gzdoom

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so no fancy lighting or slopes. I use GZDoom because I can align flats

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Otherwise I would be using boom for it.

tender seal
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Ah ok. Still, I'd lean heavily on sector lighting then. Watching the video you posted, almost everything is the same light level. It makes things look rather flat sometimes. Sector lighting can make for some very notable scenes, so don't be shy about using it. Doom 3 was known for its harsh, high-contrast lighting anyway

pseudo oasis
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Noted, will make some adjustments.

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Do you have more screens btw?

tender seal
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Sure, I've couple more to hand:

pseudo oasis
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They look good but a little square.

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It seems you want to bring Doom 3 in the Doom 2 engine. My intent is to blend the two together.

tender seal
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Just looks for now, not changing any of the gameplay.

pseudo oasis
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Still, be careful with square rooms, they can get boring fast and fancy stuff won't hide that. I know because I struggle with that.

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Make sure the blockout is interesting and fun to navigate first

tender seal
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Yeah, despite my best efforts I do still sometimes find myself basically making square rooms and trying to make them interesting after the fact. It's infinitely better to begin with a more organic shape than try to force one after the fact

pseudo oasis
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I get you 100%

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It's really hard for me to make interesting layouts but I am persistent and they end up right in the end

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This is more the style I am going for. Retro but somewhat modern. I love seeing Doom 3 get some love. It's kind of underrated. Glad I am not the only one making maps with its textures!

tender seal
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That looks great, with the stronger contrast in lighting. And yeah I totally agree, Doom 3 textures can be tricky to work with but looks really excellent

pseudo oasis
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Nah, Doom 1 textures are tricky

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Doom 3 textures go really well together

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You can kinda tell the D1 textures were not really made to be cohesive

tender seal
pseudo oasis
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Oh wow, is that GZDoom?

tender seal
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I presume so yes. Judging by the Bloom I'd say so

pseudo oasis
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You sure that is not Quake? If it's Gzdoom, that's rather astonishing

tender seal
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Oh no that's definitely a Doom engine. I mean it could be Zandonrum, but I'm pretty sure it's GZDoom

pseudo oasis
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Wow, I'm kind of jealous

tender seal
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He puts a tonne of work in, the map view shots make me feel exhausted just thinking about the time it would have taken

pseudo oasis
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Never worked with slopes or fancy stuff. Is it hard to pull off?

tender seal
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Not really no. There are a few different options for how to make them, so the only real difficulty is getting to know the different options. But the simplest approach (vertex dragging) is literally as straight forward as selecting a vertex and rolling the mouse.

pseudo oasis
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I see. Do you have a link to his thread?

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Does your project have a thread too btw?

tender seal
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He just posted these on Dragonfly's Discord, no specific thread as far as I'm aware

pseudo oasis
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Man, that's really dope

tender seal
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Thanks! Do you have a thread for your map?

pseudo oasis
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I don't I got banned lol. But I do have a thread for the one that appears in the video

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Anyway, gtg now. C'yall!

candid sage
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Are there any mods for Doom (2016)?

oblique marten
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i haven't seen any, i'm sure model swaps are possible but that's about it

short plank
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where are the mappers at?

oblique marten
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i made a doom 2 map a couple of years ago

short plank
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alright ๐Ÿ™‚

oblique marten
short plank
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that's cool, still have some maps, used to make it for Doomsday doomport

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hey ThatHomestar il go check your map ๐Ÿ™‚

oblique marten
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of course im playin through my map again and i immediately notice a small but unaligned texture

short plank
oblique marten
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oh yeah my map is somewhat tough on UV but it supports all difficulties

short plank
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nice map btw

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hey i have a trivial question

oblique marten
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sure

short plank
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how much does damage does a bfg ball make?

oblique marten
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the ball itself is like 100 to 600 damage

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i think

short plank
oblique marten
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ah, 100 to 800

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what port is that?

short plank
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GZDoom

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i'm trying to figure out how to the event handeler scrips work, i do using a Damage number mod

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i've implied it to my gunwad, so that's that

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the gunwad i'm using is homebrewed

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now i'm trying to figure out how to make moveable poly-j objects like in DukeNukem 3D the train level from episode 3

tender seal
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now i'm trying to figure out how to make moveable poly-j objects like in DukeNukem 3D the train level from episode 3
Incredibly difficult in Doom I'm afraid. The fundamental limits of sector tech means "riding" on a horizontally moving sector is incredibly complex and needs a whole host of hacky solutions to work.

The most reliable methods I've seen involve using poly-objects with portals on them. In effect the player steps through a portal to a separate room, the portal then moves along with the polyobject (giving the sense that the room itself is moving), and then the player steps out to the new location.

pseudo oasis
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That sounds like a nightmare

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Lemme guess, you want a train in your Doom 3 map?

tender seal
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God no. Too hacky even for me. I got it working once out of sheer intrigue but the practical limitations are too numerous

pseudo oasis
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well

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you can go the Blood route, if you can't get off the train in the level

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Make the train itself stationary but make the scenery move. World of Warcraft did this too in one of its dungeons

tender seal
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Yeah, that's much more doable. I've seen a few Doom maps use that method. World Devastation by Dreadopp, in Skulldash Expanded Edition, has one of the nicer implementations. Baron Skies at the end of 48,000 Hell Knights has a fun flying-through-clouds equivalent too

pseudo oasis
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The big limitation is that you can't get off the train

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ALTHOUGH, you might be able to get off the train at certain, scripted points. So for example, there is an ambush, the train stops and the lights go out to make the transition.

short plank
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i want to know what actually the size limit of a map, how big can you make a sector in a Doom map,

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65536 by 65536 map units?

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trying alot to augment real life building sizes, like a shopping mall

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my local shopping mall has a area of 3250 mยฒ so i'm trying to do this in a map

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64 map units vertical = 2 meters roughly

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a true tribute to the Hell on Earth storyline, should have a Shopping Mall infested with hellspawn

tender seal
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It's much smaller than that unfortunately

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If you go above about 20,000 units from the map origin, things start to go super wonky (enemies falling through the floor, walls dissapearing etc.). A single sector that is above about 15,000 map units across will cause even the most robust node builder to have an annurism

short plank
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so the reality start to fall apart

tender seal
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The Doom map format, as it currently stands, is fundamentally unsuited to super large levels. However, as Doom maps load so quickly, you can use a method where the player walks from one map to another without really noticing

short plank
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i know, like they used it in Hexen, know i understand why they designed there levels with a level hub

tender seal
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Yep! UDMF map format helps removes limits on the complexity of the maps, but the overall size limits are pretty fixed

short plank
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i see, alright then

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i was planning to do a map with a moving train, might just loop it with some variables

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does the rules apply also for the vertical plane?

tender seal
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As in maximum height?

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Pretty much yeah.

short plank
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alright then

tender seal
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Although ironically it's more robust - you can push the height right to the limit and there won't be any errors. It just can't go any further

short plank
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so no anomalies huh? ๐Ÿ™‚

short plank
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haha nice trick, might use it for some hectic level design

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it tell me alot that i havn't experimented enough

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not enough to crash the GZDoom port

sinful sparrow
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doom maker or gz doom builder?

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i dont know what to use for mapping

tender seal
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Ultimate Doom Builder is the most advanced. Alternatively Doom Builder X is an equally modern, but more simplistic version

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I'd never heard of Doom Maker, but a quick Google shows it's somewhere between Slade and Dehacked - basically not something you use to make maps. So for maps I'd stick to one of the two Doom Builders I listed above

sinful sparrow
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ty @tender seal (:

tender seal
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No problem!

short plank
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That's new, damn i'm way out of date

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thanks for the update @tender seal

mystic chasm
keen arrow
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Is anyone open to helping me with coding for my mod?

topaz sky
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Hi there

short plank
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@keen arrow what kind of coding?

keen arrow
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Conversion, I guess? SRB2's coding isn't the same as Doom's, so I want to try converting it

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or well zdoom's anyway

short plank
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o that, all i know is ACS coding for GZDoom

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now trying to teach myself evenhandeler scripting

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event handeler*

keen arrow
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I have...

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no coding experience hah

short plank
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See i know how the damage num wad works, but iโ€™m trying to make a counter, havnt figured out that yet

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something that sums all the damage the player inflicted and goed well with my gunwad reward system

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goes*

keen arrow
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Oh, so a more advanced version of that other damage numbers mod?

short plank
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yes iโ€™m looking at a damage score

keen arrow
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Would it be visible during gameplay?

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Or would it show up during the results screen after you finish a level?

short plank
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visible all time and there will be a sub menu on the option list to set if on or off

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more like a arcade based score counter

keen arrow
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Ah, I see
And something to enter your name in as well?

short plank
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havnโ€™t figured that yet

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because Doom doesnโ€™t have a life system

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i could change the gameplay that not where iโ€™m aiming yet

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its for a gunwad, so you could use it sandwitch it with Boom or PrBoom compatible wads

keen arrow
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Well now I feel dumb lol
All I wanted to do (in theory anyway) was copy paste Mario into Doom
But yours has a way better chance at being executed properly and actually being practical

short plank
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donโ€™t sweat it

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look at me chatting while eating pizza in my car at the front of my house such manners

keen arrow
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living in the lap of luxury

short plank
keen arrow
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Oh wow, I actually forgot what timezones were for a second
It's sunny as ever outside me house

short plank
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its 20.19h here in Belgium

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gmt +1 i think

keen arrow
#

I usually go by 12 hour time so that's 8:19, right?

short plank
#

yup

#

8.19 PM exactly

keen arrow
#

It's 2 in the afternoon for me

short plank
#

US right lets see -6 means your from CA

keen arrow
#

Nnnnah

short plank
#

canada?

keen arrow
#

You were on track the first time, just on the wrong coast

short plank
#

i see, hmm wild guess is the golden bridge in your yard?

keen arrow
#

Nope, lower

short plank
#

arizona... hmm?

keen arrow
#

Nope, even lower.

short plank
#

Sonora

keen arrow
#

No,

#

I'm in the one with the alligators

short plank
#

thatโ€™s the East coast right?

keen arrow
#

Yeah

short plank
#

new orleans?

keen arrow
#

Florida!

short plank
#

how the weather there?

keen arrow
#

Oh, it's great, except for winter

short plank
#

cuz havnโ€™t had a white winter yet no flakes have fallen yet here

keen arrow
#

we're used to tropical sunshine 24/7, so we literally cannot survive in weather that would be normal to you

short plank
#

only my friend who lives in norway is knee deep in Snow

#

i mean 3 feet of snow

#

anyway lol iโ€™m zoning off topic lol

keen arrow
#

Lol alright

#

god, I don't even know where to start with what I plan to do

#

I mean, I know what I want to do, but I have no idea how code works at all

#

And I feel like if I ask someone, it's going to amount to "Hey, can you do 70% percent of the work while I handle the rest?"

mystic chasm
#

Not to mention you have to pick between zscript and DECORATE/ACS

keen arrow
#

Wait, what's DECORATE?

tender seal
#

ZScript and Decorate are the scripting languages for defining new Things in id Tech 1 games. Decorate is the original language, and was so named as it was originally written for creating new props. Over time it was expanded to cover basically everything, and now can be used to create new weapons, enemies, powerups etc. etc.

ZScript, developed a few years back, is the successor to Decorate. It's significantly more powerful as it taps directly into the code of GZDoom. In fact it's so powerful a year or two ago they discovered you could write a ZScript script could delete files on your PC. They patched that pretty quick! It's more complex though, and documentation for it is a little minimal at this time, so it helps a lot if you already know how to code

keen arrow
#

Oop, sorry! Got caught in stuff

#

But I am checking this out immediately

mystic chasm
#

zscript isnt supported by zandronum yet

short plank
#

@safe crater i learned how to script by self-teaching using Zdoom wiki, you can use it a curse but not all is completly explained

#

sometimes i open gunwads or megawads how they coded the thing i need want know

#

i need to know*

#

sorry for my grammer

dusk terrace
#

anyone know if it's possible to add a blur effect in gzdoom?

#

I want to add a joke if the player has under 5 health his glasses will crack and everything is blurry

#

and has to find new glasses

short plank
#

that sounds like a acs script can do

dusk terrace
#

I know how to make it I'm more concerned about the blur effect

short plank
#

are you trying to blur the HUD face or just the player, the same effect when you pick up the partial invisibilty sphere?

dusk terrace
#

the screen

#

I've seen a motion blur mod but I'm not sure if it will work the way I want

short plank
#

it's possible but i don't know how yet

dusk terrace
#

depends on how that code looks

short plank
#

i've seen wads with custom screen displays and some effects

dusk terrace
#

I found a solution: turn on texture filtering whenever the glasses crack

small crown
#

This is a mod I made recently

#

Thought I would post it here

exotic swallow
#

project brutality 3.0 is crashing on me constantly, and it's seemingly at random

haughty flower
#

Is it a crash, or a VM Execution Abortion?

exotic swallow
#

it says abort most of the time. it always crashes to the console.

#

i've looked online, and i tried a few things; a hotfix pk3, turning off motion blur, i've tried turning all the graphics to potato mode, and nothing works so far

#

' VM execution aborted: tried to read from address zero. in function parameter "target" '

#

this time i was just dicking around with the chainsaw, not even hitting anyone

haughty flower
#

Ah.

#

Still in its beta phase, though. Plenty of kinks to work out.

exotic swallow
#

when did it release?

haughty flower
#

Wanna join the PB Discord? You can probably get it sorted out with the devteam, there...

exotic swallow
#

yes, i would love to. thank you man!

exotic swallow
#

when it comes to satisfying weapons minus the difficulty, russian overkill takes the cake by a longshot.
as for satisfying movement and gameplay mechanics, exp doom is a really good mod.
brutal doom is a good overhaul mod, but project brutality seems a bit more visually appealing.

#

hey, what's the best gore mod so far? i love me some gibs

#

the less buttons i can find due to caked blood, the better uwu

haughty flower
#

Anyone can make overkill mods. What makes Russian Overkill so special is the fact that it's so unashamedly self-aware, and looks daaaaaamn sexy doing so.

keen arrow
#

okay, so, err

#

I think I'll start by trying to change a character (who I conveniently have for testing) to be non solid

#

because that seems like the simplest thing to do

#

oh wait this character is in zscript

haughty flower
#

?

keen arrow
#

Wait, have you seen my mod?

haughty flower
#

I haven't.

keen arrow
#

posting...

#

from there I started breaking into decorate and zscript and now I'm trying to figure out how the heck both work by going backwards

#

I haven't done much with the actual file I plan to use other than sort sprites and set the right palette to said sprites

haughty flower
#

Huh.

#

So what is it you're trying to accomplish, exactly?

keen arrow
#

I'm making a companion mod, but by porting a character from SRB2

#

But that means I'll need to ditch the skin defs and OBJECTCFG

#

and I don't even know what to do with lua

#

The thing about Mario, is that he's meant to be playable

#

which means that as opposed to being a monster, he's closer to a skin

#

Then again, I have only seen two examples of companion mods and both of which are extremely complicated to someone who doesn't know how they work

cinder moon
keen arrow
#

I have a theory, and I will test it out.

haughty flower
#

I have no idea how to work with SRB2, so I wish you luck there. ๐Ÿ˜„

keen arrow
#

Thank you!

cinder moon
small crown
#

@cinder moon what mod is this?

cinder moon
#

A mod Iโ€™m working on called โ€œhellwalkerโ€

small crown
#

Does it have a mod page/download yet?

cinder moon
#

Nope, Iโ€™m not releasing until everything is done and polished

small crown
#

Alright. I'll keep an eye open for it.

cinder moon
#

I can tell you it will be done far after doom eternalโ€™s release date

#

Cause I still have weapons , items and enemies to work on

#

Then ontop balancing

small crown
#

I wish you good luck

#

So far it looks good

cinder moon
#

Thank ya

haughty flower
#

@cinder moon
Just wanted to tell you there is already a mod called Hellwaker.

keen arrow
#

alright, new idea

#

I'm gonna ask the creator of the original mod how it works

keen arrow
#

I did not factor in that I needed to wait for my account to be activated

cinder moon
#

@keen arrow Iโ€™m well aware

zinc saddle
fossil elk
#

interesthing hitbox

upper solstice
#

@zinc saddle are they Ricochet shells or something? It looks cool, I'm just confused at what I'm looking at

fathom remnant
upper solstice
#

I wouldn't mind it, though I think it's different in 3D and 2D. In the OG doom games I didn't mind seeing all the demon bodies littered around, but in 3D it's a bit distracting

#

if it's optional then it'd be great

fathom remnant
#

Yes, options is what I'm hoping for.

#

Ability to tweak from default to essentially keep all you want laying around.

#

It's a esthetic that's been missing since classic Doom. These Gore engines and techniques they use is quite good , it's a real shame it just burns away. Especially for Eternal, I mean wow. Pitty it looks like it just vanishes.

zinc saddle
#

@upper solstice they're sonic slugs and they used to yeet shit to its death

drowsy forum
#

I agree with Trav Guy. I dont like the 3D bodies lingering around because it also takes up more resources, and its distracting.

#

That's the primary reason they make them go away, or so I believe.

forest epoch
#

I like it because g o r e

haughty flower
#

I think it's for performance reasons.

tender seal
#

Yeah it's entirely for performance reasons. 3D games have been removing corpses to keep FPS since forever

haughty flower
#

Would be interesting if they added the option to keep gibs there.

#

Gibs 'n corpses.

#

"Use at your own risk!"

exotic swallow
#

metadoom is fantastic, but now i impatiently wait for it to incorporate doom eternal

cinder moon
haughty flower
#

Looking good

quick flax
#

I wonder if you could make a dash

crystal perch
#

you can in snapmap

quick flax
#

Yeah could you do the same thing in classic doom ie increase you speed for a seconds

haughty flower
#

ZMovement has an air dash of that kind

cinder moon
#

@quick flax there is already a dash mechanic, I didnโ€™t forget that :3

quick flax
#

Sweet

zinc saddle
#

I see Lost Civilization LOOKING

exotic swallow
#

is there any doom eternal mods? like d4d or metadoom, but with doom eternal's replicated mechanics?

dusk terrace
#

it worked until i added some sprites to the textures.txt file

#

the textures are truecolor png

torn hatch
#

Hey anyone wanna play some snapmap? I made some awesome 4 player co-op cod zombie style maps, but better ofc, would be fun to find a crew to hype for Eternal

strong dust
#

HENLO BOIS

#

A new version of my mod is out, if you wanna check it out!

haughty flower
#

Doom exp is pretty fun

steep jolt
#

I need help playing a mod

#

Its called serpents ressurection

#

I dont know how to load it properly

odd hare
exotic swallow
#

is there any doom eternal mods? like d4d or metadoom, but with doom eternal's replicated mechanics?

#

was too lazy to type it, so i copypasted

hushed oasis
#

Doom EXP

#

it has the Meat Hook and Doomblade
@exotic swallow

exotic swallow
#

i already got that one, but that's a good one

errant prism
#

Dont know a good Eternal mod, there are a few cool snapmaps though!

dull crane
#

doom exp is the most similar to eternal

#

it has the meathook glory kills dashing the crucible the arm blade and the most important thing about this mod is

#

monsters occasionally shit themselves when they doe

#

wait did metadoom get updated

haughty flower
#

No it didn't
Kinsie's waiting for release

golden drum
#

So do joining physically separate sectors reduce or increase visplanes?

neat sierra
#

Just wanted to try out something with DECORATE and stuff

true citrus
#

Hey hey people, it's me again, if i wanted to create an intermission that displayed text then kicked the player back to the menu, how would I do it? I've heard it's a mapinfo thing, but i don't know how to structure it.

neat sierra
#

I... hm. Did you check the ZDoom wiki? (unless youโ€™re not using ZDoom in which case I feel pretty stupid now)

true citrus
#

I did and it said the property was "Text = <line>[, [other line[, ...]]", Which I don't understand.

neat sierra
#

Letโ€™s do an example
Letโ€™s say you want a level to end and take you to MAP02
next = MAP02

#

Iโ€™m not sure how youโ€™d get back to the title screen, but you can go to the Doom 2 end screen by not including the next statement entirely

true citrus
#

Well I remember there being an intermission command along the lines of GoToTitle, which would take you home, but to start, how do I do a text screen in an intermission?

mental niche
golden drum
#

Kewl

#

What format is it?

mental niche
#

UDMF.

#

I pretty much exclusively use UDMF nowadays.

#

Also, the cacodemons here are exclusive to UV+. Basically you get ambushed by a cacodemon as you go down. Pick up the shotgun, shoot back, the other two come along to vomit plasmaballs at you.

golden drum
#

I don't blame you for just using UDMF. Right now I'm de-making one of my limit-removing maps so it'll run in vanilla doom and I wanna die.

#

Too many god damn visplanes.

mental niche
#

Yeh. I do have an idea for a big megawaddy thing but I know it's gonna kill me. It's gonna kill me, it's gonna make me want to never play classic doom again, it's too big. So i'm trying at this first instead to break all my teeth on.

#

What lands UDMF for me is the ability to arrange texture placement precisely, making it a lot easier to use textures for utilitarian needs.

golden drum
#

Tru. Vanilla makes you move lowers, uppers, and mids with only one value. Pretty annoying imo

#

Or do you mean flats?

mental niche
#

Flats too tbh.

#

For example, the paint lines on the road. There is no basic white flat texture.

#

I had to take a light texture and blow up the scale.

golden drum
#

Huh. I wouldn't have thought of that. Cool.

mental niche
#

I hope that the next image I can share is the parking lot for the foundry and the front facade.

tender seal
#

So do joining physically separate sectors reduce or increase visplanes?
@golden drum Neither, it has no effect on visplanes at all I'm afraid. It can slightly improve other aspects (like the block map) but for aiming to stay under the visplane limit it doesn't have any impact.

golden drum
#

RIP. This is gonna be a pain in the ass then

tender seal
#

Welcome to vanilla mapping! Pain in the ass is kind of par for the course

haughty flower
#

"Doom is highly moddable!"
Doom :

golden drum
#

I've been testing with ChocoRendeLimits and it seems the issue is that, at a certain distance, the renderer just STOPS merging visplanes.

#

Sooooooo no large rooms then I guess, no matter how much i try to optimize it.

true citrus
#

So I'm just going to ask again, does anyone know how to do a text screen intermission thru MAPINFO?

dry fog
#

Anyone know how the crafting works in Trailblazer?

mental niche
#

@true citrus Have you looked on the appropriate page in the ZDoom wiki?

true citrus
#

@mental niche I have, but the example they give and how to write it is kinda vague. I was wondering if I could see an example.

mental niche
#
Intermission MapIntermiss

{
textscreen
{
Text="Wow, you killed all the demons.","Now you can go home and sip a latte."
}
} ```
true citrus
#

Thanks a bunch!

minor citrus
#

made this addon (mod) nash

dreamy barn
#

Grezzo 2 best offensive mod

fossil elk
#

meh...only offensive if you're turbo SJW feminist and painting pink your hair

short plank
#

@mental niche sipping a latte huh? ๐Ÿ˜‹

haughty flower
#

I just installed my first brutal mod

#

Man these things are refreshing

#

Which is it?

#

Brutal doom 64

#

BD64 is good if a bit rough around edges, but I feel the original is fine enough.

#

Project Nightmare submod is perfect as a gameplay mod though.

tender seal
golden drum
#

Behold my power

#

Who would've thought adding MORE geometry would've reduced visplanes?

grim cedar
#

not me because idk these kinds of things

golden drum
#

You ever make maps for vanilla doom?

grim cedar
#

I made one in the past

#

It was small

golden drum
#

In vanilla doom and chocolate doom, if too many visplanes are being rendered at once, it crashes.

grim cedar
#

chocolatedoomwhaT

candid oxide
#

So what are the red areas?

golden drum
#

The red areas are where the engine is rendering too many visplanes.

candid oxide
#

And what are visplanes?

golden drum
#

A bit hard to explain, but it's tiad to how many different flat planes are being rendered at once on the screen

candid oxide
#

Is that was causes some to flicker?

golden drum
#

Not sure

candid oxide
#

Iโ€™ve seen some ares flicker between 2 different textures, like they overlap

golden drum
#

here one sec. I'll post some screenshots

grim cedar
#

EWW

golden drum
#

The highlighted areas are visplanes

#

obviously they don't normally render with border like that, but that's just to help see them

grim cedar
#

That map looks sick. Can I play it once you're done?

golden drum
#

Sure. I procratinate alot, but I'll release it once I'm done.

#

I want to make this a 5 map megawad.

candid oxide
#

I will say this, i like the first one WITH the red, it looks like there was a huge splatter of blood

golden drum
#

Well i guess it wouldn't be a MEGAwad then but you know

#

Tru, but the blood is my blood after bashing my head into the desk from frustration.

mental niche
#

Moving right along I think.

keen arrow
#

Alright, status update

#

I have made it onto the SRB2 forums, now I just need to create a thread

#

I think this'll go well

vague bear
#

hey if you all dont remember, I was the creator of a wad file called The Express Elevator to Hell and Back, yes the name is very similar, but I wanted to put my own spin on it, and a while back I lost most of my progress on it, and now im going to continue it, ill probably release it some time

haughty flower
#

How can i create a megawad ? With GZDoomBuilder or is there a official WAD Builder from ID

hushed oasis
#

well, for maps, use GZDoomBuilder
and tidy up everything in SLADE3

haughty flower
#

Oh okcacodemon cacodemon

short plank
#

@vague bear ow, i though that megawad called goingup was yours

vague bear
#

Never heard of that one before

short plank
#

@vague bear correction i mean going down https://doomwiki.org/wiki/Going_Down

DoomWiki.org

Going Down is a 32-level megawad for Doom II released by Cyriak Harris (mouldy), featuring its own original soundtrack by the same author and a custom DeHackEd boss monster (replacing the Wolfenstein SS). It requires a Boom-compatible source port to play. It is known for its ...

oblique marten
short plank
#

no doubt his the author, you can find his signature in his maps, the morphing shit

vague bear
#

that doom wad dosent ring a bell, ill check it out

short plank
#

alright man, no prob

haughty flower
#

im just starting to edit maps in doom

#

im still learning doom builder's tools

vague bear
#

cool

#

i prefer GZDoom Builder

mental niche
#

Ah yes Cyriak.

tender seal
#

GZDoom Builder isn't being developed any more. I'd strongly suggest either Ultimate Doom Builder (UDB), or Doom Builder X for a slightly simpler version (DBX)

#

For compiling the wad itself, the most used wad management tool is Slade 3.

oblique marten
#

I didn't know GZDB bugfix was discontinued

mental niche
#

GZDB Bugfix still gets some attention.

#

What makes UDB better than GZDB tho?

#

Oh. I see. No, it turns out that GZDB Bugfix is discontinued, in fact. UDB is actually further continuation of GZDB Bugfix.

#

Fascinating.

vague bear
#

im going to continue to use gzdb until I finish TEETHAB, I dont want to lose any actions or anything

mental niche
#

You can absolutely use UDB if you want. I was able to load up the map i'm working on and it came up just fine without any problems. Even preserved my old config.

tender seal
#

Yep, basically UDB is GZDB, just the next next version of it. Essentially the current devs felt that GZDB Bugfix wasn't an appropriate name for it when they'd done some pretty major improvements (most notably a whole new renderer that isn't tied to Direct3D any more) so renamed it

vague bear
#

ah, I guess ill switch to it then

mental niche
#

One immediate plus is how you can see what the skybox looks like, if you've set a sky1 texture in MAPINFO.

#

It shows up in visual mode. I like that.

slow galleon
#

Does anyone know how to use the Puller/pushers on the BOOM engine in doom builder 2? i have been looking everywhere for a guide but haven't gotten any luck.

digital wolf
#

it's basically a random level generator for DOOM.

#

The result is actually really good.

lean oriole
#

How do I use secondary weapon abilities/mods in d4d?

#

or where do I find keybinds?

digital wolf
#

Was about to say try keybinding that, but I don't know where they are.

lean oriole
#

I looked both keybind menus

#

And didn't find anything relating to secondary weapon ablities

haughty flower
#

D4D bad
D4T good

#

D4D old
D4T new
D4D complicated
D4T streamlined
D4D spaghetti
D4T well-coded

#

I hope I drove the point home.

lean oriole
#

i like how d4d feels

#

and i don't know what is d4t

haughty flower
#

D4T is D4D's successor after drama between Major Cooke and DBThanatos

#

D4D is deprecated basically

lean oriole
#

oh

#

so gameplay is the same?

haughty flower
#

Slightly different and adapted to Doom's level design. No shop, enemies drop upgrades non-randomly assigned to them at the start of the level.

#

The more equipment you get, the stronger demons will also be to counter your higher options.

#

Also, D4D has a lot of balancing issues.

lean oriole
#

demon runes are fun

haughty flower
#

You mean those that morph you? They're in D4T too

#

And they feel better than most morphs in other mods

lean oriole
#

Nice

hushed oasis
#

D4T's built specifically for older GZDoom builds, Zandronum, and mobile GZDoom
it's short for "Doom 4 Touch"

haughty flower
#

No
Death Foretold

hushed oasis
#

well, that too

#

it can go both ways

haughty flower
#

That's bs. While it IS compatible with older GZ, it's merely for multiplayer and it still replaces D4D

hushed oasis
#

I thought one of the main points of it was that it worked on mobile GZDoom

#

and the original post said it would work with older PC builds as well if your rig didn't support OpenGL 3x

haughty flower
#

It ALSO works on mobile GZ
But then again since Delta Touch 99% mods work on mobile

hushed oasis
#

I thought Delta Touch was based on like a pre-2.4 build

haughty flower
#

D-Touch was

violet wolf
#

Delta Touch is like the only proper sourceports for android, and pretty much can play doom 1 & 2 with no account needed

haughty flower
#

Actually, you do need an account. A google account

lean oriole
#

so, i can't use mods in d4d as I can see

#

i can't even scope with vortex rifle, that's sad :(

lean oriole
#

well, d4t is easier

faint quail
#

idk if this is the right place to ask this but can someone tell me how the 2016 executable is compressed?

#

zip, 7zip, and rar don't seem to work

#

nvm I'm just blind

exotic swallow
#

hardest/wackiest monster addon mods
go

hushed oasis
#

anything Doomguy 2000 makes is wacky

haughty flower
#

"no spamming". Since when this chat got so anal about aux links?

odd hare
#

@haughty flower too many repeated dots, not link

#

Why do people even need more than three - idk

haughty flower
#

does give that zdoom builder feel.

vague bear
#

woahh

#

thats really cool

haughty flower
#

yeah. albeit interface is a bit shit

#

i am trying it out rn

vague bear
#

I finished floor 6

vague bear
frozen halo
#

Any tutorials for doom mapping?

#

Only mapping experience i have is with hammer

#

Doom and quake use a similar engine, right?

odd hare
#

Depends on what mapping tool you will be using there are plenty of tutorials

frozen halo
#

Idk which to use

odd hare
#

I am not much into mapping, just tried this one once

#

You should probably also wait for other responses

frozen halo
#

Will it work with GZDoom + ultimate doom?

odd hare
#

Yes

frozen halo
#

Cool

exotic swallow
#

are there any mods that make demons 100 percent passive and friendly until you hit them?

#

i wanna pair it with HOD baron, for a mild taste of 'i'm not just doomguy in a baron suit'

exotic swallow
#

uwu

thin crow
#

is it frowned on to stream modded "brutal DooM" in here ?

haughty flower
#

No

thin crow
#

kk

haughty flower
#

This ain't Doomworld

thin crow
#

๐Ÿ˜†

violet wolf
#

Go and try Embers of Armageddon

haughty flower
#

Also, normal Brutal Doom is a little on the old side of mods. Get Tomtefars' Extension for an istant quality upgrade

gentle juniper
#

Or project brutality

exotic swallow
#

forget that, because i have discovered the B E S T doom mod

#

brutal doom < project brutality <<<<<<< Slayer's Rampage 1.3

haughty flower
#

PB is completely unrelated to BD now

#

Ah yes
Slayer's Rampage is pretty good
But idk what mapset to use it on

exotic swallow
#

maps of chaos overkill

#

play it with doommetal volume 4, mapsofchaos overkill, and dhtp alterations

#

it morphs it into the perfect doom experience
until eternal comes out, then it hits a close second

haughty flower
#

I think MOC-OK is better with RPG/leveling mods

exotic swallow
#

it's brutally hard with slayer's rampage, which is why i love it so much. it almost perfectly replicates eternal's theoreticized difficulty, even in easy mode.

#

except for the fact that 80 percent of my deaths were caused by, and i quote from each and every time i had died like that, "SUM BULLSHIT"

#

my shotgun grenade would bounce back and kill me every fucking time i used it, when i fired a rocket, a pinky would show up from fucking nowhere

#

may have been a glitch, but a room full of barons killed me, even with an invincibility powerup on.

#

okay maybe not 80 percent of my deaths, more like 25 percent

#

another 25 percent was due to the map's bullshit enemy placement completely, and mercilessly shoving a bunch of chaingunners up my fucking ||[Redacted]||

violet wolf
#

Embers of Armageddon is hella rocking mod, it resembles closely to Doom 4 with custom monster support (yes you can glory-kill them too)

#

Also generally speaking, is there any slade-like app for android? Maybe could make some wad on the go

haughty flower
#

No, sadly.

feral kraken
#

@violet wolf You only need winrar

exotic swallow
#

any good music revamp mods? doommetalvolume4 and musicpack1 are starting to get pretty damn old

feral kraken
#

@exotic swallow check addons section on Doom Exp's moddb page

#

Also try googling synthwave doom

exotic swallow
#

kk

violet wolf
#

@feral kraken works with .wad file?

feral kraken
#

Yes, a wad or a pk3 is essentially a zip file

gentle juniper
#

Argh can someone tell me what the mapset is called where the first one starts with opening a door and looking at the backs of 2 revenants and an archvile, there's 2 pillars with chaingunners on top, nukage running down the walls

#

It's pretty popular and I just can't remember the name

golden drum
#

Halp plz.
Trying to open this in chocolate doom results in an instant crash. No error message or anything. What limit am I hitting? Blockmap?

#

the map does seem to be about 21376 units wide

frosty coyote
#

That map kinda looks like a gun

frozen halo
#

that looks like hammer

lean oriole
#

looks like a track from some racing game

grim cedar
#

Looks like the raygun from CoD Zombies

haughty flower
#

Looks like a map that is instantly crashing when you trying to open it in chocolate doom

golden drum
#

Oh shit that DOES look like the raygun

golden drum
frozen halo
#

I reckon im gonna give doom mapping a try. I have some questions.

#

I use ult doom + gzdoom, do people need to have gzdoom installed to play the map?

#

And what map editor should i use?

#

(i only have source mapping experience, so correct me if i get anything wrong.)

royal wave
cunning whale
#

What software is that?

royal wave
#

wdym?

cunning whale
#

Idk i would like to use it myself

royal wave
#

Well the actual Doom looking part of it is GZDoom

#

the colorful squares layered on top is the engine I'm working on

cunning whale
#

Nice

golden drum
#

@frozen halo The most up-to-date doom map editor out there right now is Ultimate Doom Builder. It's windows-only, so if you're on linux or something, you can run it through wine or use SLADE instead. The first thing you should know is that there are different map formats. There are a bunch, but the most common ones from what I've seen are:

  • Doom format, which is the same format that the original games use (Doom 1, Doom 2, Final Doom). This format will run on every source port, but the original doom.exe has certain limits built in that prevent maps from being too complex. Pmuch every source port fixes these limits though, so unless you're real strict about vanilla compatibility, it doesn't matter.

  • Boom Format, which is like Doom format, but with some quality of life improvements and a few neat features like scrolling floors, deep water, the ability to have 6 different keys (normally doom treats a colored keycard and colored skullkey as the same), wind, slippery floors, and generally giving you more control than Doom format.

  • GZDoom UDMF format, which is the most advanced format. It lets you do all sorts of crazy stuff you wouldn't see in the other formats. stuff like fog, slopes, room-over-room, portals, scripting, dynamic lights, actually being able to move floor textures, being able to use floor textures on walls and wall textures on floors. The big downside to this format tho is that it ONLY works on GZDoom and Zandronum, which some people (namely purists) don't really like. Not great for speedrunning either, since you can't reliably record demos in GZDoom.

#

A wall of text, I know, but long story short, I'd suggest starting off using using Boom format so that you don't get too reliant on UDMF stuff. Boom format runs on most source ports, including GZDoom, PrBoom+, Eternity, etc.

#

The only thing it doesn't work on is vanilla doom/chocolate doom

frozen halo
#

Cool, il use boom. How different is this editor from doom builder 2

#

Any good tutorial series you would recommend?

golden drum
#

Well, Doom builder 2 is old and I'm psure doesn't support UDMF and all of its features, so some people forked it and made GZDoom Builder out it, then they forked THAT and made ultimate Doom builder out of GZDoom builder.

#

So ultimate doom builder is pretty the same as doom builder 2, but with more features. As for tutorials idk. I just sort-of learned by the seat of my pants and watched random tutorial videos whenever I didn't understand something. I think I remember one good set tho. One sec

#

Keep in mind I'm no expert doom mapper or anything, I just make doom maps for fun every now and then. There are plenty of people who know way more about this than I do

frozen halo
#

I downloaded UDB from github, how exactly do i set it up

#

I think i downloaded the source code by accident lol

golden drum
#

lol gg

#

get the latest one from there. Not the visual sloping test ones tho

frozen halo
#

so yeah i cant use it, apparently my pc doesn't support 4.7.2

golden drum
#

Oh shit what are your specs?

frozen halo
golden drum
#

No graphics card?

frozen halo
#

no,

golden drum
#

Intel HD graphics?

frozen halo
#

i just stick to source games

#

yeah its a bad pc

golden drum
#

RIP. What GZDoom version are you running then?

frozen halo
#

latest

#

i swear to fucking god if it wants me to update my pc

golden drum
#

If it works with that then it should work with UDB

frozen halo
#

it literally cant for some reason

golden drum
#

Oh shit I had the same problem actually.

frozen halo
#

idk why but every time i tryna download a windows update, it just eventually stops

golden drum
#

I had to upgrade to a newer version of windows manually with the media creation tool.

#

I was stuck on an old version from 2018

frozen halo
#

holy fucking shit i think its actually installing for once

golden drum
#

Want to see the greatest map I've ever made?

frozen halo
#

k

#

i tried booting it up

golden drum
#

Actually it's a doom 2 wad

frozen halo
#

oh ok

golden drum
#

One sec

frozen halo
#

i just have doom 1

golden drum
#

There now it's an E1M1 replacement

frozen halo
#

thank

#

the "fuck you" message filled with literal guts resonated with me

golden drum
#

I worked long and hard on this

#

Send it to all your friends

#

Anyway I'll post a real map in a few days or so once I'm finished this one I'm working on

#

The one everyone said looks like the COD Zombies Raygun, a hammer, or a track from a racing game.

frozen halo
#

what i meant by hammer

#

is the editor you were using looked like the hammere editor

golden drum
#

Nah it was ultimate doom builder

#

Btw one thing that's gonna be weird in doom builder is that in 3d mode, you actually move with ESDF, not WASD. Idk what they were smoking when they made it like that, but you can rebind it @frozen halo

frozen halo
#

cool

#

update is downloaded, and i grabbed some wads from doomworld, gonna play some, i have the update set to install in about 15 minutes

golden drum
#

God-dammit. Now when I look at this map, all I see is the raygun. Fuck you @grim cedar \s

grim cedar
#

Lmao

orchid karma
#

I am using SLADE3 but I have issue with the doors

frozen halo
#

Holy shit finally it finished installing the update

#

Took it long enough

#

@golden drum how do i set up Boom? do i need any files for it?

golden drum
#

The engine itself or the format?

frozen halo
#

the format

#

idk, theres an option for boom but idk if i need any files

#

im setting up the game config btw

golden drum
#

You just select it in the editor. Go into your configurations page in there. GZDoom and prboom+ are good engines for boom format testing.

#

But no you don't need any external files

frozen halo
#

ok good

#

so i just select the doom wad?

golden drum
#

Yeah

#

Anyway imma go sleep now

frozen halo
#

k

golden drum
#

Cya. Aso fuck slow mode

frozen halo
#

how do i disable selecting sectors when making linedefs?

#

it gets annoying when i try and make a hallway but end up selecting the sector im making a hallway into

minor wren
#

I know SLADE's editor has separate modes for linedefs and sectors

tender seal
#

Preauninf you're using Doom Builder (or a fork thereof), press L to enter Linedef mode.

royal wave
jaunty brook
#

W A C K

fading light
#

so im making some levels, im posting them here for constructive criticism. (The levels are "Map01", and "Map08".)

verbal sparrow
#

@fading light Well I only found this misplaced texture. (sry for the windowed mode but I can only screenshot like this.)

#

+the map is too tiny.

#

I mean the rooms are really small. You need to make there some larger room's/areas where the demons and the player can move freely.

fading light
#

Well those misplaced textures were put there intentionally but i fixed them anyways. And there's nothing i can really do about the map being too small, but I'll try to make the other maps bigger. (And keep in mind the end of map01 isn't finished being decorated. And only the gameplay of map08 has been made.) But thank you for the criticism!

chrome gate
#

Some screenshots of a map I've worked on with another member of the doom community, Terminus, for a community project

exotic swallow
#

recently found guncaster

#

and holy fucking shit

gentle juniper
#

Ikr, it's so mad

#

I've had hours of fun with it

quick flax
#

How does one download a mod

#

Pc newbie so please donโ€™t roast me that i donโ€™t know

hushed oasis
#

many places, like ModDB

hollow quartz
pastel widget
#

i hope thats the replacement of a demon Bockglock

hollow quartz
#

@pastel widget it's a WIP player skin spooky

golden drum
#

@fading light Map08 is incomplete, right?

frozen halo
#

Is it bugged outside of cdoom and vanilla

golden drum
#

My map?

#

Shouldn't be. Lemme test it in PrBoom+

#

Oh shit

#

@frozen halo don't play it yet

#

I fucked up with the spawn point lol

#

The map works on vanilla, and I ask to anybody who wants to try it to play it in vanilla or chocolate doom to help test it. (But of/c you don't have to if you don't want to)
I welcome any criticism, so if you find anything you don't like, let me know.

#

@frozen halo @grim cedar This one

#

I had the spawn point at the wrong place in MAP02

golden drum
#

@fading light Well, I played your maps, and I have some criticisms.

In terms of gameplay, MAP01 is made far too easy with all the health items. The only way you'd need all that health is if you're hemorrhaging health the entire time, where-as if you're careful at all, you barely need any of it and can stay 100% health the whole way through. You should cut the amount of health items by 60% IMO.
(Yes I played this on ultra-violence.)

Another thing is the ammo. The ammo distribution in this level is just kind of lazy. Right off the bat, you've immediately maxed out the players shotgun ammo, which completely removes any shred of ammo-conservation strategy and ammo-scavenging for the whole map, making it a bit more more boring. I'd suggest distributing the ammo throughout the level more equally (Queue soviet anthem), giving the player a tad bit more ammo then they need to beat the next encounter in the map.

The map was very short, which is actually good, since a starter map should be and usually is very short. (example: All of the official MAP01s and ExM1s, except for plutonia's). One thing I might change about that though is to add a few optional areas to extend the length of the map for those who want it, similarly to the side-room with the lower-able platforms in DOOM 2 MAP01.

This isn't a criticism but rather an idea: in the final room before the door, I suggest remove the enemies simply standing in the room and instead add a trigger line that lowers the brightness of the room, and a trigger line to lower the monitors down, revealing a few powerful monsters.

#

As for texture choices, some of them are a bit odd, like this one using a wall texture for a ceiling. It looks out of place IMO. It would look better with some sort of generic metal flat or something.

#

I liked the chainsaw secret. It was hidden well in a place most wouldn't immediately look, but not so hidden that it's impossible to find. I would suggest setting that line to "display as one-sided on automap", since I found it due to it having a different color on the map.

#

unless your map format doesn't support this, you can rotate those doorstop textures 90ยฐ to make them look way better. If you can't rotate though, you should just change it. It could be changed to something that looks like a similar material to the lower wall anyway

#

Lots of texture misalignment. In my opinion though, it would look better if you put a border texture here (like doorstop or silversupport offset by 4 to the left) and made the these walls different textures, just to add some contrast.

#

Also these windows are bugged in the software renderer. Going into ultimate doom builder shows that you have a raised sector in front of the window for some reason. Just lowering that will solve the problem, and you can set the windows lines to non-passible if you're worried about people leaving the play area.

#

Also the exit sign on MAP01 is repeated way too many times, and is too high up to see well with mouselook turned off. I'd suggest lowering the ceiling around it so that the exit sign is hanging from a ceiling closer to the player.

#

I assume that this is a rough sketch with just the layout and gameplay set up for now, right? So you probably know all the aesthetic issues.

#

As for MAP08's gameplay, I would actually ditch the medkit in the first room โ€” the difficulty of that first encounter is mostly just an illusion, and if a player dies there, they immediately restart from the same point, and most players will tear through it just fine anyway.

#

I liked the usage of the stealth imps.

#

You should seriously consider expanding upon the area in the vent, just to make the detour around the locked door feel more like a challenge rather than just a minor roadbump. Maybe have the vent curve to the left at first and make a maze out of it, full of spectres, stealth monsters, and darkness.

#

IMO you should move the cyberdemon to the back of its room, just to give the player a bit more time to think and figure out that they should rush in and circle-strafe the guy before the cyberdemon corners them.

#

And finally, considering these are relatively simple maps, you should try making these maps in the Boom format or vanilla Doom format. I'm not even sure what format they're in now, since Ultimate Doom Builder couldn't even tell, but I assume it's ZDoom Doom format or ZDoom Doom in Hexen format, correct? Having these maps in Boom or vanilla format will make your potential audience larger, and considering these maps simplicity, it would be fairly easy to convert them.

#

Sorry if I sounded mean-spirited or anything, but I think it's important to point out the flaws in a map, so that in a little while, you can come back strong with MyLevelPack.WAD Version Two: Electric Boogaloo.

haughty flower
#

Doom 3

echo frost
#

GZDoom Engine ๐Ÿ˜‰

haughty flower
#

Yes but
Doom 3

echo frost
#

Sure. Its style.

exotic swallow
#

are there any mech related mods for doom?

haughty flower
#

There is a straight up Mech mod

exotic swallow
#

it's just straight called mech mod? or is there a more elaborate name to it

haughty flower
#

Pretty sure it is called just Mech-something. There's are Project Ironclad or something.

haughty flower
jaunty brook
#

Wack

haughty flower
#

just raise the ceiling Kappa

jaunty brook
#

The textures do seem a bit cut off at the top, could use a little fixing I admit

short plank
#

@haughty flower is that napoleon 's backyard in Compiรจgne by any chanceฬ?

haughty flower
#

no idea

verbal sparrow
#

@haughty flower just disable always mouselook

haughty flower
#

lol

vocal crypt
#

I wonder.
Is there a mod for classic doom that has a buncha upgrades ala Doom 2016.
And bullshit weapons but not insane like Russian Overkill?

viscid talon
#

Yo

quick flax
#

Yo

mental niche
#

Can you see the nasty little surprise I set up here?

#

If that's not enough, you can't trick the trap early. They're set as dormant and become un-dormanted when you come close.

lapis olive
#

how do i mod doom

mental niche
#

What do you want to do specifically

#

Make maps? Add new enemy or weapon?

haughty flower
#

I'd like to add new weapons

#

Follow the ZDoom Wiki's instructions.

exotic swallow
#

are we able to spitball random mod ideas? get a way for non modders to fill modder's heads with ideas?

verbal sparrow
exotic swallow
#

how the fuck do you spell trebuchet

oblique marten
#

Like that

gaunt lagoon
wanton stone
#

should i make a snapmap based on battlemode from doom eternal ๐Ÿค”

lavish pier
wanton stone
#

im making a battlemode based snapmap but right now its a PVB (Player Vs Bots), i will make a PVP one though

#

i need help: how can i make it so when the 2 demons are killed the game ends instead of one?

fading light
#

@golden drum
One thing about the exit door, i had 17,392,831 strokes making it, the exit is stupid.

golden drum
#

Lol F

#

You should have computers on the ceiling above the door @fading light also what map format did you use?

proud echo
keen dagger
#

I have a problem, I have an idea.........for a WAD, 48 total levels, 36 singleplayer/4 player co-op maps, divided into 4 9 map episodes, with the 9th map as a secret level and 12 multiplayer maps, 4 small for 1-4 players, 4 medium for 5-8 players and 4 large maps for 9-12 players

#

on top of that, I wanna be extrelely detailed

#

I'm talking Quake Level Detail, fully 3D levels

#

so what's my problem

#

Doom is too limiting

#

So how do I achieve my goal while not moving my idea to a Quake mod, which I cannot code for shit on

frozen halo
#

how do i disable selecting linedefs when i have linedefs mode enabled

frozen halo
#

the door is behind you to your left

mental niche
#

C, I think?

#

@keen dagger what is too limiting about the doom engine? There's 3D floors and polyobjects you can do

keen dagger
#

I mean for example, lets say I wanna make a good looking reception desk, complete with a pc, unless I spend nearly a whole day fiddling around tying to get a convincing looking pc(that looks like an all in one jammed in a crt screen) and doom engine is too limiting, so how do i achieve the result im after without having to go into making it a quake map instread, doom does not allow rooms on top of rooms and god forbid it doesnt have brusxhes

frozen halo
#

You would be better off moving to the source engine tbh

#

Its wayy better for this sorta stuff.

frozen halo
#

ahhhhhh how the fuck do i stop udb from selecting shit when i try to put down linedefs and sectors

#

its such a fucking useless feature

#

i want to be able to make a sector without accidently dragging the fucking sector im trying to put a sector in halfway across the fucking map

#

how to i turn it off

haughty flower
#

No idea. I am not good with that stuff. Sorry.

frozen halo
errant prism
#

@wanton stone just use counter

#

After demon revives he spawns in a room with a countdown - after countdown ends open teleport or doors. And add 1 back to the counter. Starting position 3, after demon killed take one. Or when it reaches 2, doesnt matter.

#

Then make some trigger, in order for the doors to be closes back. Maybe make it like a chamber with two buttons in total ๐Ÿค”

mental niche
#

@keen dagger you can do rooms over rooms with 3D Floors, actually.

slow galleon
#

is there a site where you can upload and download wads

twilit slate
#

moddb

#

nexusmods

#

zdoom forums

frozen halo
#

doomworld too

slow galleon
#

okay thank you!

thorn salmon
#

What are your opinions on extra difficulty settings in Doom WADS? I'm thinking about adding challenges to my WAD like a no healing challenge where all health is replaced with weapons, ammo and enemies

abstract isle
#

That'd be a neat challenge. Just be sure you add plenty of places to take cover in so you can bait the enemies in small chunks

velvet ivy
#

I'm thinking of taking my first try at vanilla Doom levels. Any advice you all have? I know a few things already that don't need to be told to me:

  • No enemy spam (especially stronger enemies)
  • Don't make the space too cramped
  • Adjust enemy count and positions to difficulty
median trail
#

hey guys posted in other section but been advised to try here

#

is someone able to help me get a doom.wad setup, im a little noobish at this, old timer doom person so mind blown by all the yeras of changes

#

here's my original message: [REQUEST] can someone help me create a doom.wad? - i am lost in a sea of Doom-net

  • usual stuff, [AIM] turn my Doom BFG (steam) into doom v1.1 original and doom v1.9Ultimate (original/ but also uncensored)
lean oriole
#

Is there a wad specifically designed to play with Death foretold?

wintry flame
#

Can someone point me in the direction of some good weapon modding tutorials for Doom/Heretic?
I'd love to be able to create a semi-realistic medival arsenal.

vocal shell
#

should i add an ultra-nightmare mode to my phobos snapmap?

#

it's gonna be almost insanely difficult

haughty flower
#

@wintry flame
Essentials in code : https://zdoom.org/wiki/Creating_new_weapons

While making a custom weapon in ZDoom is a bit tricky, this guide should help you get on your way.
Note: This tutorial uses custom sprites, which are not provided. You should provide sprites with these names or adapt the code to use standard sprite names if you want to actuall...

wintry flame
#

Thank you!

violet wolf
#

Need some good soundtrack mod pls

neon glade
#

I don't know if this is the right chanbel but I am working on some maps and would need play testers.

vague bear
neon glade
#

his horns are pieced? Never saw that

hushed oasis
#

I think he's talking about the gap between textures

#

unless you were joking

mental niche
#

Well this is Doom texture work before UDMF format.

lime plume
#

@violet wolf

hushed oasis
#

holy shit, DemonSteele is amazing

vague bear
#

Yes I was talking about the gap between the two textures

wanton stone
#

i am now making a snapmap campaign called "Brutal And Rage"

grand tulip
#

anyone has gzdb 1.14

violet wolf
#

@lime plume this is dope, is there any music randomizer like this? I've only found rebel rumble music pack

lime plume
#

Not that I know, I got it with a mod named demonsteele, witch by itself is really gud. You could always just mess around with it in slade 3 and change it to whatever u got

thorn salmon
#

if y'all want some soundtrack stuff, i'm currently working on a doom 1 wad in my off time from making my main wad which replaces all of the doom 1 music with mp3 remakes made by yours truly ๐Ÿ™‚

true citrus
wanton stone
narrow sphinx
#

thats barely anything

jaunty brook
#

Oof

blissful kernel
#

I wasn't gonna hit him with that but Jimmy did

jaunty brook
#

With what jimmy has done, he has the right to say that

median trail
#

just aske din general : anybody interested in helping make a patch for doom? i have the primitive scripts sortve done, just need someone with doom patch knowledge, or someone better at bat files / cmd files

exotic swallow
#

here's a bad combo
russian overkill and a wad with small maps

here's a good combo
PB 3.0 with maps of chaos overkill

mystic chasm
#

@median trail what the heck r u doin'?

wanton stone
#

finally fucking finished the first level, now to work on the 2nd level

median trail
#

hi @mystic chasm thanks for reply

#

i actually made the patch last night, ill release it later today maybe

mystic chasm
#

Yeah I mean what does it do?

median trail
#

oh lol sorry

#

would u like to test it#?