#classic-doom-maps-mods
1 messages ยท Page 104 of 1
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.
I look forward to seeing the final product, it looks great.
thank you, the final product is way off, but for now, I can enjoy building and giving people some eye candy ๐
In ACS, how would I go about playing a different sound depending on language?
It seems to me to that you can only use the language lump in things like print and hudmessage
Holy shit
I figured it out
You can use StrParam(l:"[WHATEVER]") to return any string from the LANGUAGE lump
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);
}```
That script can play a different voice clip per language, in-case anybody wanted to do multi-language voice-acting.
Nice
๐
How does one generate a texture interpolation like what BD 21 did for liquids and slimes?
Not absolutely sure what you're talking about, but it's probably a texture warp in ANIMDEFS
@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
@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"?
Could anyone help me with something real quick Iโm 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
How difficult that is depends on what map format you are using 
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.
@coarse quail apologies, i got muted shortly after, and beforehand had sleep deprivation. yes, i did mean raytracing.
@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.
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
Kinda feels like https://www.youtube.com/watch?v=6henFAb0wGg
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Coffee at my amazon store:
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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.
quick question
what does this have to do with doom, or doom mods
like, i can't play doom on a coffee machine
or can i hold on i have an experiment to run
If you can play doom on a spectroscope, you can play it on a coffee machine
This video tutorial will explain how to mod your Porsche 911 or other car to run Doom in just three easy steps. No engineering experience is required, it only takes a couple minutes, and this works for many different cars built in the last couple years.
Demoed with Doom and ...
Anything is possible
.
@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.
anyone good with patching mods? im trying to get ZMovement to work with Pandimonia. and failing successfully
@dense sun ask only in one channel
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
Anybody heard of GMOTA?
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
All of the other translations don't have %p at all
Nvm it's a possesive pronoun. His/her/their/its
Surrealism
I like hamborger.
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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.
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.)
@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
}```
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 ๐
Ah, I see, thanks a lot!
np
I wish someone made a mod that removes the armor limit
Or maybe something like this but without limit
https://forum.zdoom.org/viewtopic.php?f=43&t=55057
Discussion about ZDoom
Who added dinosaurs with doom I appreciate them
citymorgue#1464 was muted
TIL you can get muted for mentioning that mod
even if you edit the message apparently
oh I didn't see the other messages before they got deleted
Iโm having some trouble connection some monsters and doors
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 didnโt spawn
https://youtu.be/jVkYkC60xr4 @stuck heron
This tutorial teaches how to create events that happen when a particular monster(s) dies by using ZDoom ACS scripts that are called upon the death of that monster. The configuration you'll need to use is "ZDoom (Doom in Hexen format)" rather than selecting Doom or Doom 2 fro...
Really dont know if this helps since i am not a map creator but i tried
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
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
Something like GunCaster but a bit more balanced and not power hungry
Also a good non brutal slaughter map to try this stuff on as a playground
Hmm Russian overkill thatโs suuuper balanced XD @winter oracle
Bretty Balenced :DDD
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
GunCaster was that but it was too over powered to play in a normal map
GMOTA is a close one but i have a crappy rig and not an opengl4.4
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
And i can use zandornum but not poly rendering
@winter oracle
Guncaster Vindicated is basically Guncaster meets Project Brutality. A must-have.
Your guns are still the same, but damage is nerfed
And enemies are very deadly
Upgrades are more advanced
Is it pc spec heavy cause i have a weak laptop @haughty flower
Nonetheless
I will try it
It's a bit hard on but you can toggle a toaster mode

screenshot from DBP20 - Dungeons and Demons
Limit removing doomer boards community project - releasing on 1st Feb
Nice sky
I went for purple replacing blues in PLAYPAL and modified greens (from sunder)
good
how he heck did this happen? there are no missing textures in the editor
oh... that's a walk-through wall, so just an accidental middle texture
I'm having some trouble with a DECORATE actor
is someone willing to give me an opinion?
@cursive oar https://youtu.be/t5Tyfh-grcM
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)
is this for chocolate doom? Boom? Zdoom? Zandro?
zdoom/zandronum
you have your DECORATE file?
yep here what i got for the projectile code
atm the moment i only got it for one shot. as you can see
ok you have your shotgunguy replacement code?
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 } }
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
unless you want all 3 projectiles fired at the same time
^ that what i am trying to do
ok
(all at the same time)
i'm a little rusty with my DECORATE, but looking at the wiki here: https://zdoom.org/wiki/A_SpawnProjectile
probably want CMF_AIMOFFSET
oh no
right in the regular params
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
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
(i believe)
alright i think i done something horrible wrong i getting crashes.
do you have your wad file?
if you would pm me it i can mess around with it, i dont feel like making a test one rn
also
if you want your shotgun guy to replace the regular one you have to specify that too
the issue has been resovled
{
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
}
}```
Does anyone know why this actor won't go to its active state when used?
The community project I ran last month has been released :)
https://www.doomworld.com/forum/topic/111782-dbp20-dungeons-and-demons/
Theres almost nothing as boring as being stationed on a backwater Deimos base - maybe playing some DnD with the squad will liven things up?Dungeons and Demons is a 8-map limit-removing episode for Doom II from various members of Doomer Boards. In the words of adventuresmith @...
Loooots of purple in there
Just give it a read and give me some feedback
Bully But In Doom
Not necessarily, you start off as a
Weakling
The bullies are the barons of hell and their dad's are a cyber demon
Yeah
Graf Zahl (GZDoom) has just unveiled Raze: An EDuke32 based port combined with GZDoom. - https://github.com/coelckers/Raze/
How to launch mods: https://forum.zdoom.org/viewtopic.php?f=39&t=67207
fuck man
I thought he'd call it GZBuild
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. ๐
Are we allowed to talk about ZDoom here? My friend is trying to make a mod for it
yes, this channel is for mods, @still knot
Okay, so in short
My mod is essentially a port of a character from another Doom platform
[Character] Paper Mario Bros. Characters (2.1.X)
I want to port Mario into Doom as a companion character
Talk about awesome DOOM-related mods,
I think your mod's a better fit for #644801803355029514
yeah Frax, fireblu does work good as a portal, thanks
It's like Quake's portal texture, but Doomy!
Now put an actual portal behind it and make the FIREBLU transparent
It actually looks creepy like that
does anyone here have experience with using heretical doom?
specifically the monster addon
the red circles don't look right to me
Screenshot from my Doom 3 WAD.
why is it so dark tho?
Because it's inspired by Doom 3
basically, I imagine a new Doom 3 mapset that someone then demade in Doom 2
I have already released a map that will be part of the pack back in 2018
Lemme show youhttps://www.youtube.com/watch?v=w3lNpnGlOT4&t=868s
Looks good! Although the lighting looks a little flat. Doom 3 textures work well with dynamic lights if you're targeting GZDoom
For example:
@tender seal Well, It's going to be more vanilla style, even if using gzdoom
so no fancy lighting or slopes. I use GZDoom because I can align flats
Otherwise I would be using boom for it.
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
They look good but a little square.
It seems you want to bring Doom 3 in the Doom 2 engine. My intent is to blend the two together.
Just looks for now, not changing any of the gameplay.
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.
Make sure the blockout is interesting and fun to navigate first
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
I get you 100%
It's really hard for me to make interesting layouts but I am persistent and they end up right in the end
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!
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
Nah, Doom 1 textures are tricky
Doom 3 textures go really well together
You can kinda tell the D1 textures were not really made to be cohesive
Ravitex is also working on a Doom 3 style map. He has some great screenshots from the last few weeks:
Oh wow, is that GZDoom?
I presume so yes. Judging by the Bloom I'd say so
You sure that is not Quake? If it's Gzdoom, that's rather astonishing
Oh no that's definitely a Doom engine. I mean it could be Zandonrum, but I'm pretty sure it's GZDoom
Wow, I'm kind of jealous
He puts a tonne of work in, the map view shots make me feel exhausted just thinking about the time it would have taken
Never worked with slopes or fancy stuff. Is it hard to pull off?
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.
I found a mapshot of his for the first image above, looks like this:
He just posted these on Dragonfly's Discord, no specific thread as far as I'm aware
Mine does though yes! https://www.doomworld.com/forum/topic/100102-wip-elementalism-a-32-map-udmf-megawad-dec-1st-update/
Announcing Elementalism, a brand new megawad for GZDoom! Coming soon(ish). Elementalism takes classic Doom gameplay and combines it with GZDoom enhanced graphical features for an all-new six-episode Megawad. Update posts: 23rd June 2018 2nd September 2018 27th October 2018 12...
Man, that's really dope
Thanks! Do you have a thread for your map?
I don't I got banned lol. But I do have a thread for the one that appears in the video
It's this one, it is meant to be played without running https://www.doomworld.com/files/file/19062-doom-3-primary-exavation-site/
This is a map for Doom 2 made with the 256 color version of the new Doom 3 for Doom 2 Textures WAD.
Anyway, gtg now. C'yall!
Are there any mods for Doom (2016)?
i haven't seen any, i'm sure model swaps are possible but that's about it
where are the mappers at?
i made a doom 2 map a couple of years ago
alright ๐
that's cool, still have some maps, used to make it for Doomsday doomport
hey ThatHomestar il go check your map ๐
of course im playin through my map again and i immediately notice a small but unaligned texture
Checking
oh yeah my map is somewhat tough on UV but it supports all difficulties
sure
how much does damage does a bfg ball make?
GZDoom
i'm trying to figure out how to the event handeler scrips work, i do using a Damage number mod
i've implied it to my gunwad, so that's that
the gunwad i'm using is homebrewed
now i'm trying to figure out how to make moveable poly-j objects like in DukeNukem 3D the train level from episode 3
just experimenting with the Doom port here and there
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.
God no. Too hacky even for me. I got it working once out of sheer intrigue but the practical limitations are too numerous
well
you can go the Blood route, if you can't get off the train in the level
Make the train itself stationary but make the scenery move. World of Warcraft did this too in one of its dungeons
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
The big limitation is that you can't get off the train
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.
i want to know what actually the size limit of a map, how big can you make a sector in a Doom map,
65536 by 65536 map units?
trying alot to augment real life building sizes, like a shopping mall
my local shopping mall has a area of 3250 mยฒ so i'm trying to do this in a map
64 map units vertical = 2 meters roughly
a true tribute to the Hell on Earth storyline, should have a Shopping Mall infested with hellspawn
It's much smaller than that unfortunately
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
so the reality start to fall apart
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
i know, like they used it in Hexen, know i understand why they designed there levels with a level hub
Yep! UDMF map format helps removes limits on the complexity of the maps, but the overall size limits are pretty fixed
i see, alright then
i was planning to do a map with a moving train, might just loop it with some variables
does the rules apply also for the vertical plane?
alright then
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
so no anomalies huh? ๐
Well... not quite no anomalies: https://www.doomworld.com/forum/topic/103009-did-you-know-if-you-fall-onto-a-floor-at-32768-units-it-turns-into-a-portal/
haha nice trick, might use it for some hectic level design
it tell me alot that i havn't experimented enough
not enough to crash the GZDoom port
Ultimate Doom Builder is the most advanced. Alternatively Doom Builder X is an equally modern, but more simplistic version
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
ty @tender seal (:
No problem!
since you were talking about them...
Is anyone open to helping me with coding for my mod?
Hi there
@keen arrow what kind of coding?
Conversion, I guess? SRB2's coding isn't the same as Doom's, so I want to try converting it
or well zdoom's anyway
o that, all i know is ACS coding for GZDoom
now trying to teach myself evenhandeler scripting
event handeler*
See i know how the damage num wad works, but iโm trying to make a counter, havnt figured out that yet
something that sums all the damage the player inflicted and goed well with my gunwad reward system
goes*
Oh, so a more advanced version of that other damage numbers mod?
yes iโm looking at a damage score
Would it be visible during gameplay?
Or would it show up during the results screen after you finish a level?
visible all time and there will be a sub menu on the option list to set if on or off
more like a arcade based score counter
Ah, I see
And something to enter your name in as well?
havnโt figured that yet
because Doom doesnโt have a life system
i could change the gameplay that not where iโm aiming yet
its for a gunwad, so you could use it sandwitch it with Boom or PrBoom compatible wads
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
donโt sweat it
look at me chatting while eating pizza in my car at the front of my house such manners
living in the lap of luxury
Oh wow, I actually forgot what timezones were for a second
It's sunny as ever outside me house
I usually go by 12 hour time so that's 8:19, right?
It's 2 in the afternoon for me
US right lets see -6 means your from CA
Nnnnah
canada?
You were on track the first time, just on the wrong coast
i see, hmm wild guess is the golden bridge in your yard?
Nope, lower
arizona... hmm?
Nope, even lower.
Sonora
thatโs the East coast right?
Yeah
new orleans?
Florida!
how the weather there?
Oh, it's great, except for winter
cuz havnโt had a white winter yet no flakes have fallen yet here
we're used to tropical sunshine 24/7, so we literally cannot survive in weather that would be normal to you
only my friend who lives in norway is knee deep in Snow
i mean 3 feet of snow
anyway lol iโm zoning off topic lol
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?"
Not to mention you have to pick between zscript and DECORATE/ACS
Wait, what's DECORATE?
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
You can read more about Decorate and ZScript over on the ZDoom wiki: https://zdoom.org/wiki/DECORATE and https://zdoom.org/wiki/ZScript
zscript isnt supported by zandronum yet
@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
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
that sounds like a acs script can do
I know how to make it I'm more concerned about the blur effect
are you trying to blur the HUD face or just the player, the same effect when you pick up the partial invisibilty sphere?
the screen
I've seen a motion blur mod but I'm not sure if it will work the way I want
it's possible but i don't know how yet
depends on how that code looks
i've seen wads with custom screen displays and some effects
I found a solution: turn on texture filtering whenever the glasses crack
Check out these first-person interaction animations I'm making for an upcoming update to my mod, Embers Of Armageddon:
https://cdn.discordapp.com/attachments/387116006356549632/643935802094518275/2019-11-12_15-08-58.mp4
https://cdn.discordapp.com/attachments/529472502540271617/666118030471725066/2020-01-08_02-19-00.mp4
https://cdn.discordapp.com/attachments/529472502540271617/666118113263353876/2020-01-12_15-04-30.mp4
https://cdn.discordapp.com/attachments/529472502540271617/666118132552826880/2020-01-06_02-36-32.mp4
project brutality 3.0 is crashing on me constantly, and it's seemingly at random
Is it a crash, or a VM Execution Abortion?
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
when did it release?
Wanna join the PB Discord? You can probably get it sorted out with the devteam, there...
yes, i would love to. thank you man!
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
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.
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
?
Wait, have you seen my mod?
I haven't.
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
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
And I'm guessing that's why he doesn't have a monster profile
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
I have a theory, and I will test it out.
I have no idea how to work with SRB2, so I wish you luck there. ๐
Thank you!
@cinder moon what mod is this?
A mod Iโm working on called โhellwalkerโ
Does it have a mod page/download yet?
Nope, Iโm not releasing until everything is done and polished
Alright. I'll keep an eye open for it.
I can tell you it will be done far after doom eternalโs release date
Cause I still have weapons , items and enemies to work on
Then ontop balancing
Thank ya
@cinder moon
Just wanted to tell you there is already a mod called Hellwaker.
I did not factor in that I needed to wait for my account to be activated
@keen arrow Iโm well aware
I give the cursed (more shells addon for PB)
interesthing hitbox
@zinc saddle are they Ricochet shells or something? It looks cool, I'm just confused at what I'm looking at
https://www.moddb.com/games/doom-4/downloads/keep-the-dead-05
Hopefully ETERNAL gives the PC players options either in graphics settings or via the console to make this happen properly. I mean come on, its Doom!
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
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.
@upper solstice they're sonic slugs and they used to yeet shit to its death
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.
I like it because g o r e
I think it's for performance reasons.
Yeah it's entirely for performance reasons. 3D games have been removing corpses to keep FPS since forever
Would be interesting if they added the option to keep gibs there.
Gibs 'n corpses.
"Use at your own risk!"
metadoom is fantastic, but now i impatiently wait for it to incorporate doom eternal
Looking good
I wonder if you could make a dash
you can in snapmap
Yeah could you do the same thing in classic doom ie increase you speed for a seconds
ZMovement has an air dash of that kind
@quick flax there is already a dash mechanic, I didnโt forget that :3
Sweet
I see Lost Civilization 
is there any doom eternal mods? like d4d or metadoom, but with doom eternal's replicated mechanics?
why does this crap happen
it worked until i added some sprites to the textures.txt file
the textures are truecolor png
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
HENLO BOIS
A new version of my mod is out, if you wanna check it out!
Doom exp is pretty fun
I need help playing a mod
Its called serpents ressurection
I dont know how to load it properly
#community-support would be more suited for this.
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
i already got that one, but that's a good one
Dont know a good Eternal mod, there are a few cool snapmaps though!
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
No it didn't
Kinsie's waiting for release
So do joining physically separate sectors reduce or increase visplanes?
Just wanted to try out something with DECORATE and stuff
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.
I... hm. Did you check the ZDoom wiki? (unless youโre not using ZDoom in which case I feel pretty stupid now)
I did and it said the property was "Text = <line>[, [other line[, ...]]", Which I don't understand.
Letโs do an example
Letโs say you want a level to end and take you to MAP02
next = MAP02
Iโm not sure how youโd get back to the title screen, but you can go to the Doom 2 end screen by not including the next statement entirely
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?
Started work on a classic map.
It's gonna be a multi-map foundry building of sorts.
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.
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.
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.
Tru. Vanilla makes you move lowers, uppers, and mids with only one value. Pretty annoying imo
Or do you mean flats?
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.
Huh. I wouldn't have thought of that. Cool.
I hope that the next image I can share is the parking lot for the foundry and the front facade.
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.
RIP. This is gonna be a pain in the ass then
Welcome to vanilla mapping! Pain in the ass is kind of par for the course
"Doom is highly moddable!"
Doom :
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.
So I'm just going to ask again, does anyone know how to do a text screen intermission thru MAPINFO?
Mod - https://forum.zdoom.org/viewtopic.php?f=43&t=29915
WAD - Plutonia
Engine - https://www.zdoom.org/downloads
My Discord server : https://discord.gg/uKj2ynp
My Twitch : https://www.twitch.tv/vakarian849
Anyone know how the crafting works in Trailblazer?
@true citrus Have you looked on the appropriate page in the ZDoom wiki?
@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.
Intermission MapIntermiss
{
textscreen
{
Text="Wow, you killed all the demons.","Now you can go home and sip a latte."
}
} ```
Thanks a bunch!
Grezzo 2 best offensive mod
meh...only offensive if you're turbo SJW feminist and painting pink your hair
@mental niche sipping a latte huh? ๐
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.
So I'm just going to ask again, does anyone know how to do a text screen intermission thru MAPINFO?
You can also use the Cluster definition in Mapinfo: https://zdoom.org/wiki/MAPINFO/Cluster_definition
Behold my power
before
After
Who would've thought adding MORE geometry would've reduced visplanes?
not me because idk these kinds of things
You ever make maps for vanilla doom?
In vanilla doom and chocolate doom, if too many visplanes are being rendered at once, it crashes.
chocolatedoomwhaT
So what are the red areas?
The red areas are where the engine is rendering too many visplanes.
And what are visplanes?
A bit hard to explain, but it's tiad to how many different flat planes are being rendered at once on the screen
Is that was causes some to flicker?
Not sure
Iโve seen some ares flicker between 2 different textures, like they overlap
EWW
The highlighted areas are visplanes
obviously they don't normally render with border like that, but that's just to help see them
That map looks sick. Can I play it once you're done?
Sure. I procratinate alot, but I'll release it once I'm done.
I want to make this a 5 map megawad.
I will say this, i like the first one WITH the red, it looks like there was a huge splatter of blood
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.
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
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
How can i create a megawad ? With GZDoomBuilder or is there a official WAD Builder from ID
well, for maps, use GZDoomBuilder
and tidy up everything in SLADE3
Oh ok

@vague bear ow, i though that megawad called goingup was yours
Never heard of that one before
@vague bear correction i mean going down https://doomwiki.org/wiki/Going_Down
fun fact: the guy who made Going Down also makes these videos https://www.youtube.com/watch?v=WQO-aOdJLiw
Experiments in ovine geometry.
Music available here: http://www.cyriak.co.uk/music.html
Software used: adobe after effects.
no doubt his the author, you can find his signature in his maps, the morphing shit
that doom wad dosent ring a bell, ill check it out
alright man, no prob
Ah yes Cyriak.
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.
I didn't know GZDB bugfix was discontinued
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.
im going to continue to use gzdb until I finish TEETHAB, I dont want to lose any actions or anything
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.
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
ah, I guess ill switch to it then
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.
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.
My friend found this interesting program http://oblige.sourceforge.net/
it's basically a random level generator for DOOM.
The result is actually really good.
Was about to say try keybinding that, but I don't know where they are.
I looked both keybind menus
And didn't find anything relating to secondary weapon ablities
D4D bad
D4T good
D4D old
D4T new
D4D complicated
D4T streamlined
D4D spaghetti
D4T well-coded
I hope I drove the point home.
D4T is D4D's successor after drama between Major Cooke and DBThanatos
D4D is deprecated basically
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.
demon runes are fun
You mean those that morph you? They're in D4T too
And they feel better than most morphs in other mods
Nice
D4T's built specifically for older GZDoom builds, Zandronum, and mobile GZDoom
it's short for "Doom 4 Touch"
No
Death Foretold
That's bs. While it IS compatible with older GZ, it's merely for multiplayer and it still replaces D4D
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
It ALSO works on mobile GZ
But then again since Delta Touch 99% mods work on mobile
I thought Delta Touch was based on like a pre-2.4 build
D-Touch was
Delta Touch is like the only proper sourceports for android, and pretty much can play doom 1 & 2 with no account needed
Actually, you do need an account. A google account
so, i can't use mods in d4d as I can see
i can't even scope with vortex rifle, that's sad :(
well, d4t is easier
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
hardest/wackiest monster addon mods
go
"no spamming". Since when this chat got so anal about aux links?
@haughty flower too many repeated dots, not link
Why do people even need more than three - idk
https://twitter.com/SpectreSkully/status/1229099411172741120 this thing...is going places.
Crocotile 3d (version 1.3.3) released. A tile-based modeling editor! #pixelart #lowpoly #3dmodeling Great tool for #gamedev #indiedev Learn more at https://t.co/FrZhnDwDMn
237
does give that zdoom builder feel.
my sad attempt at a star
Any tutorials for doom mapping?
Only mapping experience i have is with hammer
Doom and quake use a similar engine, right?
Depends on what mapping tool you will be using there are plenty of tutorials
Idk which to use
Outdated tutorials for outdated DoomBuilder
iirc there is GZDoomBuilder now for more advanced maps, but this one will work too
http://www.doombuilder.com/index.php?p=tutorials
Doom Builder map editor
I am not much into mapping, just tried this one once
You should probably also wait for other responses
Will it work with GZDoom + ultimate doom?
Yes
Cool
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'
uwu
is it frowned on to stream modded "brutal DooM" in here ?
No
kk
This ain't Doomworld
๐
Go and try Embers of Armageddon
Also, normal Brutal Doom is a little on the old side of mods. Get Tomtefars' Extension for an istant quality upgrade
Or project brutality
forget that, because i have discovered the B E S T doom mod
brutal doom < project brutality <<<<<<< Slayer's Rampage 1.3
PB is completely unrelated to BD now
Ah yes
Slayer's Rampage is pretty good
But idk what mapset to use it on
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
I think MOC-OK is better with RPG/leveling mods
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]||
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
No, sadly.
@violet wolf You only need winrar
any good music revamp mods? doommetalvolume4 and musicpack1 are starting to get pretty damn old
@exotic swallow check addons section on Doom Exp's moddb page
Also try googling synthwave doom
kk
@feral kraken works with .wad file?
Yes, a wad or a pk3 is essentially a zip file
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
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?
Map02
the map does seem to be about 21376 units wide
That map kinda looks like a gun
that looks like hammer
looks like a track from some racing game
Looks like the raygun from CoD Zombies
Looks like a map that is instantly crashing when you trying to open it in chocolate doom
Oh shit that DOES look like the raygun
Found the problem. This little line here (Not even sure how it got there) crashes vanilla doom.
Changing it to this completely fixes the issue.
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.)
Been working on my own Doom engine as a way to learn hardware acceleration. Just managed to get a rudimentary first person view down
What software is that?
wdym?
Idk i would like to use it myself
Well the actual Doom looking part of it is GZDoom
the colorful squares layered on top is the engine I'm working on
Nice
@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
Cool, il use boom. How different is this editor from doom builder 2
Any good tutorial series you would recommend?
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
I downloaded UDB from github, how exactly do i set it up
I think i downloaded the source code by accident lol
lol gg
Development Builds
get the latest one from there. Not the visual sloping test ones tho
so yeah i cant use it, apparently my pc doesn't support 4.7.2
Oh shit what are your specs?
No graphics card?
no,
Intel HD graphics?
RIP. What GZDoom version are you running then?
If it works with that then it should work with UDB
it literally cant for some reason
Oh shit I had the same problem actually.
idk why but every time i tryna download a windows update, it just eventually stops
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
Actually it's a doom 2 wad
oh ok
One sec
i just have doom 1
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.
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
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
God-dammit. Now when I look at this map, all I see is the raygun. Fuck you @grim cedar \s
Lmao
I am using SLADE3 but I have issue with the doors
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?
The engine itself or the format?
the format
idk, theres an option for boom but idk if i need any files
im setting up the game config btw
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
k
Cya. Aso fuck slow mode
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
I know SLADE's editor has separate modes for linedefs and sectors
Preauninf you're using Doom Builder (or a fork thereof), press L to enter Linedef mode.
W A C K
so im making some levels, im posting them here for constructive criticism. (The levels are "Map01", and "Map08".)
@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.
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!
Some screenshots of a map I've worked on with another member of the doom community, Terminus, for a community project
many places, like ModDB
an attempt to port a mobile game sprite over to Doom.
i hope thats the replacement of a demon 
@pastel widget it's a WIP player skin 
@fading light Map08 is incomplete, right?
Is it bugged outside of cdoom and vanilla
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
@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.
This pillar clips into the ceiling. Raising the ceiling height would be an easy fix to that.
Alot of the textures are mis-aligned
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
I would replace these doorstop textures to a silver step texture maybe
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.
You should raise this room up a little bit, and then change the floor texture. It would look more natural that way.
This wall should be made a tad wider to account for the texture. Cutting these monitors in half is pretty wasteful for the UAC.
You should rotate these lights on the ceiling and floor and also change the wall texture between them to something interesting
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.
You should change up the starting room in MAP08, just so that it looks a bit different from MAP01's starting room.
You should consider adding a MAPINFO to the WAD just to change level names and change music. Not that it's a bad song, but D_RUNNIN is so over-used.
https://zdoom.org/wiki/MAPINFO/Map_definition
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.
Doom 3
GZDoom Engine ๐
Yes but
Doom 3
Sure. Its style.
are there any mech related mods for doom?
There is a straight up Mech mod
it's just straight called mech mod? or is there a more elaborate name to it
Pretty sure it is called just Mech-something. There's are Project Ironclad or something.
https://twitter.com/archillect/status/1233230578230714374 "these tree sprites are shit!"
Wack
just raise the ceiling 
The textures do seem a bit cut off at the top, could use a little fixing I admit
@haughty flower is that napoleon 's backyard in Compiรจgne by any chanceฬ?
no idea
@haughty flower just disable always mouselook
lol
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?
Yo
Yo
Can you see the nasty little surprise I set up here?
https://i.imgur.com/vqvIFAl.jpg how about now : X
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.
how do i mod doom
are we able to spitball random mod ideas? get a way for non modders to fill modder's heads with ideas?
how the fuck do you spell trebuchet
Like that
Still going :p, current WIP beginning on B deck.
should i make a snapmap based on battlemode from doom eternal ๐ค

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?
@golden drum
One thing about the exit door, i had 17,392,831 strokes making it, the exit is stupid.
Lol F
You should have computers on the ceiling above the door @fading light also what map format did you use?
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
how do i disable selecting linedefs when i have linedefs mode enabled
so im learning how to use UDB, and made a secret and a door.
the door is behind you to your left
C, I think?
@keen dagger what is too limiting about the doom engine? There's 3D floors and polyobjects you can do
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
You would be better off moving to the source engine tbh
Its wayy better for this sorta stuff.
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
No idea. I am not good with that stuff. Sorry.
i added some more stuff, like lighting and some more enemies
@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 ๐ค
@keen dagger you can do rooms over rooms with 3D Floors, actually.
is there a site where you can upload and download wads
doomworld too
okay thank you!
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
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
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
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)
Is there a wad specifically designed to play with Death foretold?
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.
should i add an ultra-nightmare mode to my phobos snapmap?
it's gonna be almost insanely difficult
@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...
Thank you!
Need some good soundtrack mod pls
I don't know if this is the right chanbel but I am working on some maps and would need play testers.
has anyone else noticed this?
his horns are pieced? Never saw that
Well this is Doom texture work before UDMF format.
holy shit, DemonSteele is amazing
Yes I was talking about the gap between the two textures
i am now making a snapmap campaign called "Brutal And Rage"
anyone has gzdb 1.14
@lime plume this is dope, is there any music randomizer like this? I've only found rebel rumble music pack
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
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 ๐
Making a TC for Doom 2, here's a screenshot of a level while it was in progress
Holy fuck, and its not even done. Thats the current amount of wiring at the START.
thats barely anything
Oof
I wasn't gonna hit him with that but Jimmy did
With what jimmy has done, he has the right to say that
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
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
@median trail what the heck r u doin'?
finally fucking finished the first level, now to work on the 2nd level
hi @mystic chasm thanks for reply
i actually made the patch last night, ill release it later today maybe
Yeah I mean what does it do?
