#classic-doom-maps-mods
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what os u doom?
Linux
I was purely interested in what you were "patching"
Since doom is open source
@mystic chasm sent u a pm :0
oh shit i need to work my my snapmap
i wanted to take a picture of the absolute mess of blue "wiring" of my last snapmap, but I don't even have Doom installed
99% on every limit
๐
Can I send my map pack link here or is that some other channel
Yes, you can
Post here only if you're willing to be judged ๐จโโ๏ธ
well its a map pack made by a lot younger me and probably crap but here it is hope you all like it(also note cuz I made it crappy the you need the doom 2 version in the final dark doom zip so you can play it proper any other version wont work whit the map pack I hope you can understand what I mean)https://www.moddb.com/mods/dark-doom/addons/final-dark-doom ๐
I am really curious if younger me knew what it was doing
also any questions or critics you have feel free
Damn I can all ready feel the penance
still hoping someone can help me witgh this patch thign im tryign to do
looks liek i need info on dehacked and bspatch
any old skool doom modders here?
you don't need a patch for what you're trying to do TKBS
i also don't understand why you are doing it it's just map replacements
Okay so you guys know that original Doom mod "Brutal Doom"?
Can someone explain to me why people hate it so much?
Because unlike Yandere Simulator, it actually works just fine
Is it because the creator is a jerk or something?
yea pretty much,
we don't talk about brutal doom here
too spicy of a subject
its also been talked to death for i dunno, years at this point
google it if you must
Okay well I'll just say this: At least it works and it's free so I don't really care
@woeful oracle
ONLY READ THIS IF YOU ARE READY TO ACTUALLY ENTER THE DOOM COMMUNITY.
||Sergeant Mark IV is a shitty coder. That is a fact accepted by even his fans. Because of this, he has been costantly teased by community members, and at one point, a troll account came to his Zandronum thread. I won't tell you the full story but the point is that the guy started spamming false suicidal thoughts and Mark, as he is brazilian where suicide rates are unthinkably high for us, told him to just fuck off and die. This excommunicated him from all the largest Doom websites. Also, he has an eye on all the sub-mods for his own, to the point of developing a rivalry with the sub-mod Project Brutality which claims to be independant while it really isn't. There's a ton more things that happened around his mod but it's so much of a mess we'd need to make a book on it.||
Yes. We don't censor things and has nothing against spreading some information, but just hold discussion of this out of here - this topic is so controversial it will just flame whole server. That's why we don't talk about it.
The above in short : talk about Brutal Doom, not around Brutal Doom. 
is there a way to slow the player down upon entering a sector? i can't figure it out
@haughty flower you forgot some pretty vital pieces of info, mind if I DM you them?
Oh you guys went and did it lol
@finite moon https://zdoom.org/wiki/SetActorProperty
SetActorProperty(tid, APROP_SPEED, 0.5)
Use sector things to determine when the player enters/leaves the sector, if you have multiple sectors you want them to be slow in it's more work.
If you are doing something like mud which you want to slow players down I think you can do that in a def file
Which would be based on the texture they are standing on
The TERRAIN lump is used to add sounds, liquid splashes and damaging effects to certain flats. The most common use is to create splashing sounds (such as water, mud, and lava in Heretic and Hexen), but it can also be used to give the player a custom landing sound when dropping...
I could not remember the name of that
I just remembered to ask this random question, which has been in my head for two years, why doesnโt Snapmap have the Vega Core music? I havenโt found any information on why it was cut...limitations or something else? Curious is all.
I know itโs not really important but the more you know
whats best site for getting info on this prog called dehacked, or bspatch.exe?
@mystic chasm thanks, that worked 
๐
@bleak pendant Wow, never realized its absent!
Ikr, Iโve wanted to use it so many times too
in 2015 i had downgraded Doom1 BFG to v1.1 then up to doom Ultimate, but i no longer can find the tool or patches online.. Can someone LINK me this?
fuk is doom BFA
any why peopel do this- ask a q and get a do somethign else response
i own BFG i dont know what a BFA is
DOOM BFA (previously known as Classic RBDOOM 3 BFG) is a source port of Doom 3: BFG Edition that uses RBDOOM-3-BFG source code. This source port mainly focuses on Doom Classic but also offers various additions for Doom 3 and provides various bug fixes and restored content that...
Secure Connection Failed
I'm only suggesting it because it's an easier way of getting what you want
?
DOOM BFA (previously known as Classic RBDOOM 3 BFG) is a source port of Doom 3: BFG Edition that uses RBDOOM-3-BFG source code. This source port mainly focuses on Doom Classic but also offers various additions for Doom 3 and provides various bug fixes and restored content that...
there, I removed the S
that does not give me what i want, but it is interesting thanks
it might be close enough
it's easier than messing with the wads
was no messing , i rmeeber it was drag a file onto an exe and get doom 1.1 from BFG
dunno why i deleted it :(
not sure why just replacing the wad with the Ultimate one directly wouldn't work
well fuk this then thansk for nothign guys LOL
Im working on a snapmap and there is an artificial intelligence character named TR3ZO (insisting on that name), I just cant figure out what (if anything) it should stand for. Its supposed to exist in the same universe as Doom, I though the explanation could be that this AI is for Deimos UAC
@median trail
does this help?
http://doomgate.de/files/duub/index.html
i swear i saw a forum post years ago someone in the zdaemon community made a java program that would convert any official IWAD file into any other version but god help me try to find that
I want to ask, how does custom-geo work and how can I make one?
you use blocking boxes
you can tune the height/width/depth to your own liking and give it a chosen texture
they're in the volumes tab
Have any tutorial?
nope, but you should just experiment with blocking boxes
i did, and look where it ended up
eh, it shouldnt take too long
you'll get good if you invest the time into making it good
but right now if you're just starting just think of something and try to recreate it as best as you can using the blocking boxes
custom geo is just one thing, there's also coding and stuff
@vocal shell sounds really complicated, I hope I can learn it. whats the coding stuff about?
@mystic chasm thanks for reply, losing my mind over this. Yes i have read that page before you posted, as it is one of the websites that to led me here. The java program you speak must exist becuas ei found files online that have been madeinto wads, i am only able to make binary diff patches, Not wafds.
i have an end goal , but no point explining my whole aim until i can get passed a few small hurdles, but for anyone who helps i assure you i will return the favoursomehow
lanuage auto correct on profanity on a doom server- f u king dumb!
wtf @mystic chasm -after scannign the chat it looks liek your the guru here-- what can i offer you to get ur guru skills to help me ? :)
PRxE3M2.wad is ready for tests
GOD DAMIT! I used the doom formst not Zdoom doom fotmat and now doors dont work properly for some reason.
Does anybody know how to spawn demons on top of custom geo blocks
ask jimmy, he knows literally everything about custom geo
I was thinking on giving sunglasses and a cig to my annihilator cyberdemon on my wad
can somebody test something for me (thank you if you do). I need to know if this wad has frame rate drops on your pc to. For some reason it has low frame rate on my pc for some reason
ok, so l've tested it, and have experienced some frame rate issues as well. l believe it has something to do with the fog sprites: the closer you are to them, the more significant the frame rate drop is
Is this your wad,@south ocean ?
Yes it is and thank you for the info
Now at least know my pc isn't making this problem
@haughty flower also how bad was it was the frame drop constant or just at the fog
Hey everyone, I started the making of a doom wad (I now have around 2 minutes of gameplay) and I would like for some people to test it
It's already all packaged for windows in a .rar file with a pre-configured client
Just drag n' drop a file into the game and start playing
@south ocean I have a pretty beefy PC
-16gb ram
-gtx 1070
-i5 6500
And it worked great. Maybe I was at around 50 FPS instead of 60, so a bit of optimisation wouldn't hurt
||just use .zip||
everyone asking for help and nooen giving it, how did these people even get to the point wher ethey makign stuff and askign for help
where do they get the info from to start lol?
youtube?
doomworld?
i read that DM you sent me, i still don't know what you are trying to do
trying to edit the executable?
No one uses DEHACKED anymore for a reason, you don't need it - sourceports exist
if you want to make something vanilla compatible or boom compatible then yeah you'll still need to make a DEHACKED file but they are loaded out of the wad anymore by the sourceport, you don't actually have to run the original doom executable through DEHACKED
as for making the DEHACKED patch files there is https://www.teamhellspawn.com/exl/whacked4/
whacked looks useful THNAKS!
if you're really totally new to this you'll want to start with Ultimate Doom Builder for mapping
https://github.com/jewalky/UltimateDoomBuilder
and SLADE3 for nearly everything else (SLADE also has a decent map editor)
https://slade.mancubus.net/
most tutorials are video
if you have expensive bandwidth you'll be hard pressed to find anything in written tutorials
yeh i think JR used doombuilder, but evan from the chat here sai i might find SLADE easier to use
ill start with an import an an existing map and learn rom that
i dont use doom builder personally because it requires a friggin MS .Net framework
thast ok My win7 is perfect and uptodate with everything i need for dev
although im on win10 now- typing etc
i keep thinking about starting a compehensive yt doom modding tutorial series but there are already a bunch so
๐คท
yeh sux having no data, im sure there are peopel use older stuff around with videos, btu whaetevr ill get there eventually
i got what i wanted which was to sit down adn compolete doom for the first time in 24 years so that was nice
i made some tutorials ||12|| years ago
flol before yt
no
lost in the net now
they are still on yt
nice whats ur channel?
Joined Mar 1, 2007
lol
so i really only occasionally mess around with doombuilder
but mapmaking seems pretty fun, imma keep working with it
is there a DIR list of doom files and there meaning, ?
from within wads....not the game files
f pk3 dude u just dont get it do u, i have no interest in finalising content for gz doom, i want in running vanilla
DOS
doom 95 or BFG
no one plays on DOS, yeah I don't get it, if you are making content for other people no they aren't gonna run the original doom.exe through DEHACKED
๐
who said it was for other peopel- this conversation is not on topic dude, either help or dont discourage
if u want somethign i make coz u think u like it (not you persoanlyl - the greater you) then i MAY consider it for another sourceport, but for me doing what i want- who the fuk ar eu too judge - get me?
im not being mean, i appreciate your response, but i am tired of explainging my actions, if u dont want to help its cool dude no bad feelings
i dont see you tellign peopeol not to bother buyign a game from bethesda when u can get it from gog cheaper and use Z doom etc... so wtf
http://www.aspectsweb.co.uk/dehacked/index.html
DEHACKED is old, out-dated, limited, and I don't even know if it runs on modern systems
WHACKED uses BEX im pretty sure so even if you made a patch with it and somehow got DEHACKED working, it wouldn't know how to read the patch file
that's why I keep trying to tell you to use a sourceport, it's the easiest, fastest, most user-friendly way of getting started modding
if you want STRICT-VANILLA limits you'd still want a sourceport but specifically Chocolate Doom
https://www.chocolate-doom.org/wiki/index.php/About
that's all I'm gonna say about it
o7
so for uh
when it comes to lump editors, are any of them open source or anything?
i have a particular task i want to do with it
never mind, i got what i need from unwad
dang, i didn't realize how dated this is
maaaan, i am old
thanks for replies. i think i got a nice folder of dev tools and info now, guess i just need to start trying stuff.
3 press relase maps work fine, some missing assetts so ill work on that, then just try basic stuff liek swap textures or audio or somethign to start an understanding, eventually i make a map or maybe just remake one of my Unreal maps for Doom , save time, etc
that dehacked site is epic
anyone with a compiler thingy able to compile some github stuff for me pls?
i have no ide awht im doign with github
game development goes here too right?
like source ports
not really sure when was the last time there were updates for classic doom source ports
it might have been a while....
or at the very least, they probably don't chat here much
but that was one of the intentions of this channel right?
uh.....
dunno pariah but if u have info share it
okay so uh, this is crazy
but here goes
interface a simple cloud architecture with aws, simple and cheap
i meant doom infio bro not ur life story
there's a piece of zandronum that checks if a wad is correct or not, if not it displays the md5sum in the console for the server and your version
paired with zandronum when you first download it is doomseeker, which includes wadseeker that kind of does a grab bag of wads but doesn't check the md5sum
simply because it can't, it's not able to check the md5sum of the server
download a tool to get a tool to give u a toold that downloads random wads, sounds liek google to me bro
furthermore, there isn't really a way to store that "bad url" for future reference for other players
haha i told you this would sound crazy
๐
the funny thing is that's what it is in essence
what it would benefit from is an event-driven architecture
tool to easily change audio in wads pls?
done a sprite= success, now need an audio test
it says its for online multiplayer
that has nothign to do with what im asking
fuk is it with people here, ask them for somethign and get bizaare stuff in response
sorry, some old wads have music files in a separate wad so you could swap those out
didn't realize you meant swapping the audio lump itself in the wad
did a sprtie now try audio, like the hit sounds or enemy hurts
thast what i meant, i do not know what a lump is
oh
i tried lookign for a list and desc of every file in a wad but got stupid responses on that so gave up
i klnow most the map and level terminology now though so getting better
test
Does anyone have any tips on planning/making maps
The things I have been making just feel unoriginal and boring
@haughty flower https://doom.fandom.com/wiki/Tips_for_creating_good_WADs
- Always changing floor height when I wanted to change floor textures.
- Using special border textures between different wall segments and doorways.
- Being strict about texture alignment.
- Conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas.
- Making sure that if a player could see outside that they should be able to somehow get there.
- Being strict about designing several secret areas on every level.
- Making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level.
- Creating easily recognizable landmarks in several places for easier navigation.
- John Romero
@bold marsh you here?
hi
you this comment about the music u made
i found a file online for UTGold music for doom, but i cannot get it working, anychance u can see why?
i would like to get ti working
or doom 1 threr was no read me
yeh, i know it wont fit the game well, but i am an unreal fan so when i found the file i thought cool. Plus if i can get it working, then i can extarct the music and replace for my own music
The soundtrack of Doom II consists of music in MUS format composed by Robert Prince. 21 distinct tracks are present. At least some of these are known to have originally been written for Doom. Two of the tracks are re-adapted by Prince from his earlier work on Wolfenstein 3D.
read this, and you will find out why it won't work
ok that was useless
you will need this: https://zdoom.org/wiki/Editing_tools#Lump_management_tools
im jsut gonna stop asking for help coz its just brick wall vibes
that lump link is good
i accept your approval i guess
flol
just take the lump editor, probably SLADE 3, open your utgold music file, rename it to the names you asee in the first link
that 2nd link is more what im after- real info - thanks pariah
oh right i get u - use the link 1 for refernce, gotcha!
i may or may not develop a tool that will help new players achieve this
so LUMP contains audio, ussually music-- ormore??? and that is MUS audio
think of it like a zip file contains compressed files and stuff
.wads contain lumps which are sometimes also files (for instance, music) but need not be
so, yes it'll contain a lot of stuff
what are limitations on audio - the usual 1990s stuff? lower bitrate, etc etc
wav files i assume?
only depends if you are using a modern source port or not
hmm.
as a matter of fact, let me show you how MAPINFO lumps work
ZDoom supports a special MAPINFO lump that can be used to define special characteristics for the different maps in a WAD/PK3, in addition to defining custom skill levels, intermissions, and game settings.
more specifically
eh, there's a couple caveats to both methods
but the first method for you would probably be easier to understand and implement
and let's be honest, i did the same thing for a while
im not interested in filling my brain until it explodes
just 1 lil test at a time, so audio focus only atm
i have no aim in putting my content in z-doom, i am focussing on dos
thanks for all replies pariah- maybe i can messageu in future instead of filling the chat with shit.
So far i got jadwick, evan and you - and i heave learnt more from u guys than many hrs of on my own googling
fill the chat as much as you want, that's what it's here for
thank you all!...
i'm just glad i didn't kill you with boredom because i'm pretty nerdy like that
nah man i need the nerds, as i said before, i played doom in 1995/6 and 11 dyas ago i started trying to cram 20+ years of doom changes and ciommunity stuff into my head. The geek nerd stuff really helps
once i get the basics down i will be flying since im already a pro level designer :)
ok
ok ..? more holy shit let me see ur stuff :)
could probably get duck doom finished by eternal release day
when making a WaD, is it socially acceptable to use other peoples assets (textures and music) so long as you credit them? i ask this because i am not exactly talented with texture or music making, and it would make my life easier to just use the things that are already there. however, i want to do this without pissing off the community.
I'd say ask each creator first
unless they said up front that they're ok with people using their assets
okay, sounds good! 
also, would you consider Plutonia being "source" because it is part of the final doom collection? or would that be considered taking someone elses textures? because it not all of the textures in plutonia come from doom 2.
i've been mainly just tranfering music/textures from doom1, plutonia, and tnt with slade and xwe (with doom 2 as the base for my wad), but recently i have been wanting to move textures from chillax over to my wad to try to spice things up. i am not exactly sure who did the textures for it though, but i am sure i can find out with just a couple of google searches.
is there a way to allow projectiles through 3d midtextures (hexen format)
Beep beep
I need a GZDoom fix, was told to ask here
I'm trying to fix it so certain mods overrule other ones, particularly with cosmetic differences
For example, Beautiful Doom's blood effects seem to always overrule those of Ketchup even if I change the load order to my liking
Which is a shame because I don't want to have to completely disable BD's decorations just to fix that one issue
Is there a way to set one mod to overrule the other by default?
No. A gore mod is a gore mod and you can't combine them.
The golden rule :
"Mods that replace the same things work not with each other."
@haughty flower darn
I was hoping there was some kind of overrule function
Boy you wish
Doom modding may be famous but it's not nearly as modular as any other
@haughty flower it makes me sad ;~;
I'm guessing my only option is to go into the BeautifulDoom zip and manually delete all the conflicting files?
Except it's hard to know what conflicts
Or alternatively
I could drag n drop from the other mods
And set it to replace conflicting files
Try using Nashgore Vengeance and see if it's actually each other's gore conflicting
I'll try it
Also, that won't work. Every mod uses different namings
Ah
I checked and there's some overlap
I'm guessing not all of it does tho
Only for lumps that are required to be named in a certain way
Like GAMEINFO and such
I really don't wanna have to get rid of BD for some other cool mods to work ๐
You need to. BD is only a mod in an ocean
Then again I don't really like the general look of it (stuff like imp fireballs look weird)
But I really like all the details it adds
It is a military-styled mod aimed at interactivity, and should be used with fitting mapsets.
It works well with Plutonia, but not as much with the rest.
I'm just playing thru normal Ultimate Doom
I need to hurry it up so I can move on to Doom II
Then you might wanna check out Brutal Doom Black Edition. Slow and tactical yet fast and engaging gameplay, mixing Doom 3 and 2016 togheter, goes hand in hand with 1. Though you might wanna check out its Fatum tweaks.
I'll check that out
My only gripe is exaggerated damage visuals, your screen gets all fucked up
I'm trying to keep the gameplay as vanilla as possible aside from cosmetics and little things like Beautiful's alt fires
Then you might want to use Smooth Doom
Because it's just like Doom, same artstyle but modernized
Ah
I'll try that
I'm gonna miss some of the BeautifulDoom things like bullet casings n such
It also has some chunky yet cartoony gore
I love it when the gore is so excessive it's comical
I like gore and blood only when it gives an epic sensation of "fighting at your limits", so I love seeing my Doomguy at low health while using the chaingun
It's thrilliiing
@haughty flower so iyo I should just not use Beautiful Doom?
Try both Smooth and Beautiful, then pick your mod. They're both peak vanilla experience.
Ah oki
It's kinda sad I can't use the Beautiful weapon things
It conflicts with a character skin I'm using but I do really like the improved sound effects and casings/shells flying off
@haughty flower last thing, I promise, thanks for the help
Happy to help.
Something else has gone all WEIRD
The character skin I'm using for some reason changes the graphics of the health pickups to have a UAC logo instead of a cross
But when I open the wad in Slade, the graphics aren't there
Where'd you find the skin
The only truly reliable player skins are from the Epidermis Emporium... lemme check what you have
@haughty flower here
https://forum.zdoom.org/viewtopic.php?f=46&t=61919
Discussion about ZDoom
You can even see the weird healthkit in the second screenshot
There's no trace of it in the wad and i can't find any similar sprite thru Google
Then it's intended, I think.
But
Try asking the OP.
How is it not in the wad
It's spooky
Maybe it's in a subfolder. Sprites are sometimes well hidden.
Ah
I didn't see any subfolder but I'll check again
Try the Graphics folder if it's there.
I can't see any folders
It's just the graphics and some basic wad stuff
Can there be hidden folders and files in wads?
No. Check every graphic 
I did
Several times
WAIT
IT'S THERE
Mother fucker
I swear, it wasnt there before

But after I sorted the files by name,there it is
Lmao
I'm either mentally impaired or I've downloaded a haunted wad, I'm not sure which I'm more comfortable with
Also I have some new challenge on my plate
I found some other neat Doomgirl skins from like 2013 but all the download links are dead
So i need to hunt them down
Which is a fucking pain in the ass
It's very fucking frustrating
Because every time you think a lead is what you're looking for it's another dead end
Hunting down obscure media/files is the opposite of fun
anbody used wintex before?
guys, who uses isabelle companion mod, how do I high-five her?
melee doesnt work, use button just switches her modes
lol i can set her on fire
is there a way to allow projectiles through 3d midtextures (Hexen format)
@grand tulip
-block players
-block monsters
I forget what Hexen format has available but if you are mapping for doom in Hexen you might as well be using UDMF instead since the only ports that support doom in Hexen support UDMF too
Not doable in Hexen format then u need 3dmidtex in UDMF
i can make a 3dmidtex but not enough flags
my friend showed me this but its in udmf i asked cuz i thought there should be something in hexen too
i didn't realize people actually used 3d floors these days heh
used to be frowned upon back in the day lol
then again, so were slopes back then
you might only need half as many hk's up there though to be honest
its just 8 hks ๐
fuk yeh bois
got a mini dos app for sound swapping, mini dos app for music swapping, swapped sprites with ease. imlike adoom pro now lol
Cool stuff.
yeh its pretty cool
im shooting micheal jackson sprites that go ""oooh""
and using the moonwalker sountrack instead of doom flol
so i created JRDoom, MJDoom and DuckDoom in like a week lol
Is there a server dedicated to doom was development?
i been checkign z doom forums and the links @mystic chasm provides, they can be very useful!
so far i have found no "dedicated server for DEV" but there are a few niche groups around
tbh the mos tknowledge i have is from simply finding old doom community releases and reading the text files
hi
i didn't realize people actually used 3d floors these days heh
They're a perfectly standard feature of any modern forward-leaning source port. Why wouldn't people use them?
Ye, DOOM can have 3D floors.
And 3d models
but only in GZDoom
Getting GZDoom right now
oh
i know about 3d models, d4d has them
every weapon pickup, health and ammo is 3d, except for the little ones which drop from demons
they are voxels, not 3d-models
https://m.youtube.com/watch?v=cQz8dYfUtDE
They finally brought Isabelle to Doom!
Mod links in the description
My Patreon!
https://www.patreon.com/itsmeveronica
Download the Isabelle Companion mod here!
https://forum.zdoom.org/viewtopic.php?f=43&t=67848
Deltarune Companion mods:
https://forum.zdoom.org/viewtopic.php?f=43&t=67682
How to join my Minecraft server. (With timestamp):
http...
I have a problem with doom builder
It set up a exit switch but when I press it nothing happens
why?
what map format?
If it's doom in hexen or UDMF make sure you have "player presses use" ticked in the options
mm yes doom modding
something i shouldnt be doing
How do I turn on all the mutators in Smooth Doom?
I wanna have the random enemy skins and animations and stuff but the options aren't in the menu
Ah NVM they got removed, RIP
@mystic chasm I have the Zdoom, doom 2 format. I selected the line, actions, exit and S1 exit
Nvm got it
misspelled entity name, maybe?
you have the map source file for this?
I'm not sure if you'll be able to figure out what entity that is unless you have the map source
that you can load in your editor of choice and see what it is
strange
I don't know much about Doom modding, but there seems to be something wrong with that map
as in it was made for a different sourceport or something
Sonic the Hedgehog in Doom release 0.5 is available for download now! This release features the removal of the Chaos Blaster as the default weapon and instead focuses more on speed! Download now at https://t.co/rNaBflZiub.
hope this is okay to put here
nice
beautiful
i love that the monsters are so suprised that you backhanded them they become paralyzed
parry
shh

I literally just discovered doom golf is a thing
no its just golf
Thumbnail done by WildWeasel.
Hope everyone else in America had a good Memorial Day weekend! Did you enjoy your three-day vacation?
I took advantage of my three-day vacation to make a tiny, tiny, tiny little gameplay change.
@gloomy gorge sword animation is kinda trashy. should probably add 2-3 swing frames in between. it's the one player will see the most, so makes sense if it's extra detailed.
I wonder why id software/Bethesda don't go Unreal Engine/ CryEngine route with their Id Teck 7!!
It looks amazing!
@haughty flower no
what do you mean by Unreal Engine/Cry Engine route ? @sleek light
license it out?
@median epoch @gloomy gorge yes! Make it available to devs and charge them in case of commercial use!!
just GPL it in like 7 years
oh wait, they probably won't do that either since Carmack left
still waiting for the id tech 5 source release lol
isabelle in the classic doom
what if the build engine things put to doom
you get doom styled build engine game
what
why do you need a cleanhud
if you want to play the mod or you already have the mod
use gzdoom
dosbox?
and you mean the mod doesnt work
i know
use zdoom luancher
i have the dev ver which the cretor of the mod send to me
do you know the mod name
here is the extra frames with doom 64 reation a mod
why are you playing in software rendering mode?
why are you playing in software rendering mode?
@hushed oasis it s fine
@haughty flower it s a gzdoom port and not the steam ver and it s made months ago
Dont you mean retribution?
yea
@gloomy gorge what do you mean "no"?
I wont do that thing you said
because its unnecessary
i need to focus on level design
ah, okay
okay, so
i have no idea if anyone remembers me but
I am going to attempt to revive this mod
I have made no progress but hopefully things will go better than last time, and I will actually get a feasible amount of work done
Composed by Mick Gordon.
Wallpaper by Rizza D. Marco.
made by Micky.G himself
@median trail i dont see the problem, its doom related isnt it?

the song sounds like its from doom
i have a mario mod but i forgot where it s on my compute
KI's music was also composed by Mick Gordon
oh, that is Mick alright
Okay, i made simple program to unpack files from *.resource files of Doom Eternal
I won't publish it yet since i still in process of reverse engineering Doom Eternal formats, but if you really want - i can give you extractor tool.
I still don't know if program works 100% correct (probably it don't)
Sadly Doom Eternal won't let you change any of existing archives because checksum will fail, so same trick as in Doom 2016 is needed to boot the game
Key thing is that game shuts down on start once some files are changes. Checksums are stored in resource files i think.
And well, to launch game with modified files you need dev mode enabled like in Doom 2016 or something like that. Yet i don't know how
when i go to test map, it just sends me to doom 2
what test map for what game
Doom builder
It's a WIP but idk where I should begin with the Chief's arms https://cdn.discordapp.com/attachments/421871110355681310/692267728970448916/unknown-28.png
Cool
Very cool
"I may have gone to far in a few places"
incase you guys forgot this is a mod that exists

Here is my very first WAD. https://www.doomworld.com/forum/topic/113066-my-first-map-wrong-mistake/
Tis but a short, simple and single map for Doom II; Wrong Mistake My First map, in fact A run n gun map, in fact Not that hard, in fact Requirements: The map has been tested with GZDoom and Crispy Doom and does NOT work with Chocolate Doom because of visual glitches that confu...
Can we get irl collectible toys?
I got doom eternal's dash somewhat working in snapmap
gif doesn't show it that well, but to set it up
- connect a player-input node to a player proxy node (I set it to player-input-2)
- tell it to set-modifier and pick speed - 300% (the highest)
- then connect the player-input node to a timer node set to 0.2s
- connect that timer to the player proxy and have it set the speed back to 100% on finish
still working on limiting how much you can dash
also jumping mid dash will keep the momentum while you are in the air, I might keep that in
tfw jimmy did that a year before Eternal release 
I just want a mod that makes the doot skin make horn sounds when firing
@mighty marsh I'll take a look at this when I get home
@gaunt lagoon your stuff looks amazing
why ty
Yw
https://twitter.com/thebluevertigo/status/1153215649851871232?s=20 Figured I'd show off an upcoming project of mine, The Space Pirate! This video is a bit old, but I think it gives a good idea of what this is all about.
is that some Bestrack I hear?
https://www.youtube.com/watch?v=_BB2Jy4ZO8E
Wanted to make a map with a mystical design, this is the starting room.
@mystic chasm Absolutely!
Hey, do you guys know why the steaming pile of trash Endless can't run GZDoom despite it being updated it to the newest version?
So we show off mods here
Yep
epic
I've been making this in my free time, not much but I enjoy playing it
I run it with Brutal Doom always, and I enjoy it for the most part
i found a old mod that combine project brutality with russian overkill
I've updated the first Golden Souls demo with some stuff I've been working on for almost 1 year. It doesn't have new maps but it has more refined gameplay and weapons!
Get the updated demo here: https://t.co/810ACD4wcl
Have fun! #goldensouls #gzdoom #DOOM https://t.co/rnpWXeh...
Not mine, just thought I might share it here
Whatโs everyoneโs recommended doom builder?
who played sonic doom 2
My new snapmap is up
Enter the Dungeon of the Blood Gear
Its a 3-key singleplayer level where you have a Doom Eternal style dash and "Pop Quads" A spendable resource that gives you 1 second of quad damage.
Its mostly using hell modules with some custom geo used sparingly to make the layouts more interesting.
PXFPDJSP, if you can't find it in most-recent
And it has alot of gear props
sonic + doom = sonic doom
are we able to rip models from eternal yet? I wanna 3D print some of them but I need to get the models first
I've seen few models on twitter (means someone made extractor?). Maybe yes. I also made game resources extractor, dunno if it works correctly. Should be. Models are still md6 format.
how did people extract models from 2016?
should be the same engine so similar extractor
There is Doom Extractor for 2016 @obsidian aspen
trying that now
It has function to view and convert models
Eternal has different packaging format so that won't work
im not actually totally sure which file im supposed to open though
it doesn't let me open the executable
I made extractor for eternal, but haven't found separate md6 model converter
In 2016 you have to open index or pindex files iirc. It has helper
All files are in base folder
hm, opening eternal seems to crash it
Eternal has different package format so Doom Extractor won't work
Reread my messages please
I made one, dunno if it works fully correct. Also if people on twitter already posting model screenshots, someone else done it too.
Tho i have extractor, i haven't found md6 converter script
There's a fully dedicated extractor for eternal, you'll have manually apply the texture maps tho.
https://twitter.com/dtzxporter/status/1243281572981243906
Some static model UV don't align, and world models have to be stitched manually.
Vega v1.00 (Beta) https://t.co/ZWrjMvcr90
- Skinned models
- Static model format 1 (of 2) (some bugs being fixed still)
- Material export
- Image export
- Animations being worked on
DONATE to show your support (And continued updates).
102
Sky isnโt rendering properly. Anyone know how to fix it?
@fossil dawn can i get normal maps with this? I don't seem to be able to
Using it for 2016 or eternal? make sure the image export format isn't dds
eternal
In 2016, they've channel packed the normal into the diffuse and specular texture
Yeah, dds export seems to bugged for that tool, go into settings and change the image format to either .png or .tiff
im not talking about exporting
I can't even find them, specifically the assault rifle one
You have to search them by name
I am
search "weapons\assaultrifles"
only comes up with the model
It exports the model along with the images
ah, that's why I don't have them, i need to make it a PNG export
^
cool, should get it now, thanks
Yeah, dds export seems to bugged for that tool, go into settings and change the image format to either .png or .tiff
Nice.
still didn't get it
changed to PNG and didn't get the textures
@fossil dawn any ideas?
or if you can get it, can you send me the normalmap please
@steep pebble use f_sky for that to work
Can anyone point me in the direction of some midis and on how to change music in Plutonia? I'm editing maps and want to change about half of the music.
idk how to change music yet, so i cant help you there.
Ah okay. Thanks for lookin' out though.
no problem, if i do figure out how, i will let you know, k?
im actually making a map mod for classic doom, basically im going to recreate some of the levels from SM64 in the Doom engine
nice, good luck on bridges though.
why would bridges be an issue? im more worried about slanted surfaces such as the mountain in bobomb battlefield
idk
Do you guys know if theres ever been a doom mod that takes place in heaven? I was thinking about making one like that but idk if someones already done it
Eviternity
If anyone is interested please checkout my snapmap called Icon Of Sin V3 by author Vi-sion i think. its pretty much a recreation of the final doom 2 boss but the entrance is more like the PSX doom 2 last level Redemption Denied, but with a doom 3 sort of feel to that bit. hope you enjoy
Is that made in quake?
no, I think it's GZDoom in UDMF
UDMF?
Speaking of GZDoom I canโt seem to get dynamic lighting right. The lighting props are still static decoration without any light
@steep pebble Universal Doom Map Format
it's a text-based form of mapping
@steep pebble haha, it's GZDoom Engine ๐
I use GZDoom but I guess I canโt find the right setting for it
Wow looks amazing
How do you make the grates transparent
is that a midtexture?
looks like an uppertexture
only midtextures can be transparent
This HXRTC Mod is pretty awesome
hiya! so basically my mom was rly into doom back in the day and she still likes it a lot but never knew about the modding scene, so i was going to get some for her to play but dont know shit about which ones are good. does anyone know of some mods for original doom that are good for a casual player who enjoys the game a lot for the atmosphere and stuff? thanks!
(im gonna have the server muted so @ me if you have any good suggestions)
Pls send me map maker in dms
I thought the way the shotgun was held was off so I had to fix up some things. Despite the arms, is it good enough or is there still some more work to be done with the shotgun view?
How do you make the grates transparent
@steep pebble right-click in the line
@haughty flower it doesn't look foreshortened enough if you were going for an original look, it kinda looks like it's being held up
https://image.shutterstock.com/z/stock-photo-mp-assault-rifle-weapon-gun-in-first-person-shooting-view-isolated-on-white-background-485467642.jpg
https://doomwiki.org/w/images/a/a4/MAP11_shotgun.png
course I am NOT a sprite artist
what I can suggest from some art classes I've taken though is; block out everything first which should be fairly easy for mechanical stuff like guns, then do your detailing after its been blocked out so you have your proportions correct
Making Doom levels was more complex than I thought
yep
I'd love to make mandalorian doom when the series ends
I'm suprised there hasnt been a baby yoda companion mod
The Icon of TRUTH
Preach it.
Facts
Next Project:
Do any of you have a .wad player
If so
V1
2 of his attack frames are now trumpet
is there any documentation on what the practical limits of boom related mapping are
particularly for things like recreating the ideas of map07, but with boom mapping rather then the tag 666
Boom supports generics, you can use pretty much any combination of trigger and line action
And voodoo dolls on conveyors will allow you to make complex 'scripts'
Fun
@mystic chasm so you could do it then? neato . could you use KEEN_DIE? that's what tarns was saying might work
in addition to voodoo dolll scripting as another way
high quality wads
Doot
yo anyone got any good tutorials or advice for someone trying to merge 2 game overhaul mods together?
merge 2 game overhaul mods together
good luck
advice? Learn DECORATE and ACS I guess, ZScript if they use it
You're gonna be doing a lot of dependacy work
I hope you're not trying to get Brutal Doom to work with something
Anyone good with hands? Because I'm bad with them and I'll need help trying to make them not look weird.
is that the halo shotgun?
Yeah
Enjoy this... thing
@haughty flower sure, but before that do you know any good sprite editor users?
I'd like to see a first person glory kill mod in doom2
yeah
I'm developing a 32 level map-pack, at least i'll have something to do during quarantine
Nice
if only the monster teleporters would work it would be amazing
Amazing
quarantine mapjam
@inner heron how'd you do that? ๐ฒ
hey im new to the whole modding scene for doom and i really want to know how make my own custom map for doom classic but idk what software to use
i would also need some help learning that software
@narrow cliff
Check the tutorials online.
for what software cause ive been trying search online and i've been getting mixed messages
Doom Builder derivatives DBX and ultimate doom builder.
@haughty flower you need to download better discord for desktop and need the discord app for computer
@narrow cliff what OS do you use (i.e. Windows, Mac)
Actually finished my map!
Here is my DoomWorld post
https://www.doomworld.com/forum/topic/113066-my-first-map-wrong-mistake/
Tis but a short, simple and single map for Doom II; Wrong Mistake My First map, in fact A run n gun map, in fact Not that hard, in fact Requirements: The map has been tested with GZDoom and Crispy Doom and does NOT work with Chocolate Doom because of visual glitches that confu...
Epic
@inner heron windows 10
slade3, eureka, doom editor, etc.
@narrow cliff Wads are archives that contains pretty much the whole game, except for the code. The client has the code, don't worry about that
A wad contains maps, sounds, music, sprites and some other stuff.
If you want to edit wads, Slade3 is your guy
If you want to edit images, then whatever can make bitmaps is great. Gimp is my personal favorite.
If you want to make maps, you'll have to get a map editor and a node builder, but most map editors come with a node builder, so you don't have to worry about that
https://www.doomworld.com/classicdoom/utils/editors.php
Here is all you need
Cool thx
:doomguy
What are the dimensions for weapon sprites?
so uh, does anyone here report bugs / view the zandronum bug tracker? or any of the source port trackers
or visit the repos and make reports that way
just want to get an idea for how many people here pay occasional visits to the places aforementioned
@haughty flower cute. this is mine. get a point if you know where the original image (before all the edits) came from :p
@haughty flower do you know how perspective actually work m8? you might wanna go read up on that https://www.youtube.com/watch?v=ePv-9mVnTVk
PERSPECTIVE DRAWING 01 - THE BASICS - Horizon Line, Vanishing Points 1,2 & 3
The start of a new series of tutorials covering perspective drawing! We are starting off with the basics and working our way up.
MUSIC BY ZEEKY: https://www.youtube.com/user/TheGeckow
Subscribe Tod...
@here do any of you guys know how to change the background of a level in slade3?
@inner heron you mean sky?
yeah
two options. first - mapdefs, second acs command
Could you link a tutorial vid cause IDK how to do either of those
why tf do you need a video tutorial for that
good point
void ChangeSky (str sky1, str sky2);
Useful in conjunction with SetSkyScrollSpeed.
ZDoom supports a special MAPINFO lump that can be used to define special characteristics for the different maps in a WAD/PK3, in addition to defining custom skill levels, intermissions, and game settings.
Do you know when he releases the mod of DOOM eternal in the style of Death foretold? I can't wait any longer!
@naive anchor that's a good inisiative, you modding a megawad if you need beta testers or some expert advice beam me up
is anyone here proficient is audio
It seems like doom has every sound effect as one large AU file
What would it take to edit one sound in the whole file without causing other files to glitch
Is it possible to resize the pistol without making it look like a blurry mess? If so how?
If it's not vector art, then unfortunately no.
You'd have to redraw it to fit the required size.
Looks like I'll have to cut some corners then
Simple solution is to keep drawing down the arms
I'm terrible with gimp but I don't think I have a choice
I used piskel when making the Magnum
MS Paint is such a blessing
which doom builder should i download? i have windows 10
theyre all the same
its just different download locations
speaking of which i gotta see if doom builder runs on wine
the real answer is none of those
you want Ultimate Dooom Builder: https://forum.zdoom.org/viewtopic.php?f=232&t=66745
Discussion about ZDoom
Better Linux compatibility implemented by dpJudas & Talon1024
||it still requires wine though||
the end screen to my wad
cool thx @floral sandal
My first tutorial for Ultimate Doom Builder (or GZDoombuilder) on the basics of how to use the ellipse tool, stairbuilder and curve tool. Otherwise known as how to make the perfect pentagram
Join The Hellforge to talk level design, share your work, follow my project The Age o...
Gonna upload some Plutonia Edits.
The first 2 are Map 01 (Congo), this first image is the room wher ethe player gets the rocket launcher. When they enter, 4 floors raise and can crush the player. They have to reveal the 4 Revenants and 4 switches in each room. Floor is low enough that if the player falls in, they will die.
This is Congo's Super Shotgun room, now with a cage trap, a bunch of Imps, and 2 Archviles.
And last is Map02 (Well Of Souls) which only got a few edits, biggest edit is now this area is mostly limited to what can be looped into itself. There are 4 switches that must be pressed to raise the stone floors, so the player can access the yellow key.
That is all for now, so I'm not just straight spamming the chat.
hey uh. I'm trying to make a camera move but its doing nothing. could someone help me?
I'm using Ultimate Doom Builder and i got the camera to work in a box area but not in other maps
@echo frost
Which game is this?
@inner heron you know Eddy Wally?

Maybe
@zealous cosmos DOOM II mod via GZDoom Engine
Man, could have fooled me. I would have sworn this was Doom 3. Fantastic work.
What the Hell how
scripts and stuff probably
I made the starting room for a small doom wad I'm creating, give me criticism
imma try and make the smallest room in doom
Oh no this better not make a challenge youtube series for the smallest map
@haughty flower
4 so far.
Congo: 2->3
Well of Souls: 0->1
The Super Shotgun room in Congo now has 2 and more than a few Imps, the room is also now darker. Well of Souls has 1 in the basement with the chain gunners, but the Baron of Hell got moved.
Hi guys new here
in these couple of days I started modding some doom
i found this dude Al-97 https://www.youtube.com/watch?v=_UwAhzsGh3o
Playthrough of The Darkened Outpost, tech outpost themed, vaguely Darkening E2 inspired map that uses those new OTEX resources. Done with EriGuns and Beautiful Doom mods, on Ultra-Violence difficulty and with 100% kills and secrets achieved on the map.
Gameplay mods:
EriGuns:...
I'm not looking for ultra everything tipe of mods, having a good slightly updated and organic graphics.
I found this vid to be the peak doom experience in terms of how well it blends with the doom estethic in general.
so i'm currently trying to recreate this but my main point is learning how to do things.
if someone here could give me some help with some minor problems would be greatly appreciated.
I'm currently doing this on gzdoom and have learned how to load mods or modpacks both manually and then with ZDL
- I'm not rly able to run this particular custom map, it needs OTEX an expanded texture pack which I have but I'm not sure if its correctly loaded. And more in general I'd like to learn how to use custom WADs maps (not whole overhauls, only single maps) along with Doom WAD, even if u could point me toward a tutorial would be good
- I'm having problems with the HUD, i really like the HUD disposition in the vid, but i think the Beautiful Doom hud is interfering with that mod. Also I dont really know how to change the very texture of the statusbar.
Neat
first the pistol now fists? are they trying to tell us something in the code?
Anyone know how to make a moving camera move. I know how to do the changecamera thing in the scripts but it's not moving
It's the same as making a path for a monster I believe, I'm not familiar though. There should be yt tutorials on either one of those things, if you can't find one or the other
https://zdoom.org/wiki/Classes:MovingCamera
Classes: PathFollowerโMovingCamera
thank you @mystic chasm got it working
GBF 8000?
@long thunder To your two questions:
- I'm not rly able to run this particular custom map, it needs OTEX an expanded texture pack which I have but I'm not sure if its correctly loaded. And more in general I'd like to learn how to use custom WADs maps (not whole overhauls, only single maps) along with Doom WAD, even if u could point me toward a tutorial would be good
If you're using ZDL you already know how to loads wads - it's the same way regardless of what the content is. Just pop all the wad files into the launcher and off you go. Load order can be important when you stack conflicting mods (whatever you load last will overwrite anything you load earlier), but for most things you don't have to worry about it.
- I'm having problems with the HUD, i really like the HUD disposition in the vid, but i think the Beautiful Doom hud is interfering with that mod. Also I dont really know how to change the very texture of the statusbar.
I think the status bar in that vid is from the EriGuns mod. Try putting that last in the load order to overwrite anything Beautiful Doom does
@tender seal Hey dude thank you very much!
-
I loaded everything in zdl this time, map included and everything worked fine TY. I am assuming that I have to restart the game for every custom map that I want to load right?
-
I tried with EriGuns last but it's not from that sadly...
The HUD its from a mod called Final Doomer, I've managed to get it by loading the Final Doomer mod. Buuut that comes with a specific set of weapons and I also am not getting the split layout that I'm looking for.
In the Final Doomer thread (https://forum.zdoom.org/viewtopic.php?f=43&t=55061) the author says that "the HUDs can be downloaded separately", I loaded those on ZDL on top of everything but I'm stuck with the vanilla bar and vanilla layout.
Discussion about ZDoom
- I loaded everything in zdl this time, map included and everything worked fine TY. I am assuming that I have to restart the game for every custom map that I want to load right?
most likely, unless for some odd reason the custom map doesn't replace MAP01
I've finally released my mod to the public! Check it out in the ZDoom Forums, Doomworld, or my Discord! ๐
https://forum.zdoom.org/viewtopic.php?f=43&t=68111
https://www.doomworld.com/forum/topic/113506-embers-of-armageddon/
Discussion about ZDoom
At long last, I am ready to share this mod with you guys and the world! I am excited to announce the official public release of Embers Of Armageddon: a 2016-to-Doom partial conversion that attempts to faithfully recreate the weapons, items, combat mechanics, and upgrade system...
๐
Cheers on the release, Krakken!
๐
Heyo
I have a few questions about map making for og doom
Mainly what program should I get and how do I get it
Anyone?
oh i recommend Ultimate doom builder. let me go get the link for it
Discussion about ZDoom
should be in Get UDB for the download link
you need the doom2.wad which is from the steam version
its in the files of doom 2 hell on earth
doom 1 also works
Soo only get doom 2 cuz doom 2 is just doom 1 with more stuff
but with new story
Finally got monster closets to work properly, if anyone wants to try out my maps hmu
@naive anchor send em over I'll try it
@haughty flower Whoa what? You can use monster cosmetics on monsters that appear in-game?
@naive anchor I can run through it with my mod. ๐
I posted an update for my project. It's been nearly three years in the making, but it's getting there slowly! https://www.doomworld.com/forum/post/2111188
8 hours ago, Bauul said: However, to give you a taste of what they have in-store for you, here is a glimpse of the Test Arena with the Fire Boss unleashed in all its glory. We cant wait to show you more when its ready! Seeing that I couldnt help but think about that guy who re...
Can someone make a mod that replaces every switch with this
Or a mod that randomly plays the archvile chase sound
Update to Plutonia's Aztec, thinking of renaming the map. Changed the song to "Sign of Evil".
Mancubus behind the gate
SI6IL-style evil eye switch to raise platform leading to Mancubus.
I think I'm going to turn Aztec into a fire-based enemies only level, something like a volcano meets a temple.
Going to keep some of the original traps, already removed the chainsaw room.
@zealous cosmos reference to Phobos Anomaly OST?
@haughty flower
Nah, E1M8 (Doom 1) song is called "Sign of Evil".
I might actually, "Aztec" is kind of lame. Thanks for the idea. lol
Same with "Congo" and "Speed".
Nah. I'd probably name Congo "Fortress Garrison" or something. And rename Speed to "Blood And Wood", then rename the actual Blood And Wood to something else.
Fortress Garrison
Well Of Souls
Sign Of Evil
hmm needs work
@haughty flower if you were just drawing at 2x you can downsize in gimp with nearest neighbor. also good job, that doesn't look half bad. guess you took perspective seriously :V
@narrow cliff definitely none of these
Discussion about ZDoom
it's the lastest one it supports both lastest gzdoom and zandronum features
Final Doomer+ and Rampancy make a good combo
i saw the marauder axe crucible mod in showroom, and i gotta ask, is mod support finally here?
@exotic swallow
You can modify weapon statistics and swap models around. I guess it's basic modding
so rapid fire bfg is a possibility now
the first step toward Russian Overkill Eternal
Actually, I'm 99% sure you can make an utterly OP weapons mod
y e s
pillowblaster where you A T
yo, if a russian overkill mod comes to eternal, it should take the screen graphic of the world's demon coverage, and edit it to have russia devoid of demon activity
Xim's Star Wars and Yholl's Rampancy go well together
WIP

im new to map making, whenever I save the wad and try to launch it it always launches map01 instead of the wad
What am I doing wrong
Wait
Nvm, I loaded the .dbs file, Iโm dumb
i want to learn how to make maps
@gleaming zodiac https://forum.zdoom.org/viewtopic.php?f=232&t=66745
Discussion about ZDoom
the primary tool you need is a level builder, and that's the most up-to-date one
that one hasn't been updated in almost a decade now, iirc
if you have any worries, levels should load fine from editor to editor as long as you pick the same editing format
if Iโm trying to make a map for gzdoom which format do I use
there's plenty, but the most advanced and high-level one is UDMF
ok, I need the newbie one then
most formats should work for GZDoom
GZDoom IS the most compatible/accessible sourceport afterall
so doom: doom 2 would work?
yeah. That will work with about most sourceports even
thank you
different sourceports hold different engine/technical limitations and stuff
Chocolate Doom/DOSBox should only be able to load levels that strictly follow the harsh limitations of level designing that the original iwads had to follow, such as not going higher than a 128 visplane limit (which doing so can cause the level to crash), avoiding tutti-frutti errors, HOMs, and several others
you probably ought not to worry about that but I recommend you do some research on level/editing compatibility
and understand the difference between vanilla, limit-removing, Boom/MBF, UDMF, etc.
that goes for everyone/anyone that wants to make levels
so gzdoom is generally the best for extremely large stuff
depends on what you mean by 'large stuff'
Iโm having trouble making an exit switch, I have the switch sector on and itโs action is set to exit level on switch
What am I doing wrong
Do I need to turn on pass use action?
oof
I got it
How can I change map names in Plutonia? I know how to edit the map title graphic, but how do I change the map name?
shotgun.wad: 524 shotgunners. 1 shotgun. 1 secret rocket launcher.
Horrible and pain
I am a pain elemental after all
Sandy would be proud
i also put it on MAP07 for the music.
No. This is wrong
what map do I put it on then
you have to use slade if you want to have the map07 music on map01.
it's easy, here comes nothing: 1. Make a map. (1.5 download slade) 2. Open the map in slade. 3. open file manager and drag the music into the slade. 4. Then rename the music in slade to D_RUNNIN (DOOM 2 MAP01) because that's the first map music name.
Ah
How to give your Doom / Doom2 level a new name!
Programs needed:
slade - https://slade.mancubus.net/index.php?page=downloads
whacked 4 - https://www.teamhellspawn.com/exl/whacked4/
Doom Writer - http://www.mydoomsite.com/programs/programs/Doom Writer Setup v2.0.0.zip
D...
this video is also can help with making a doom map/wad.
its that shotgun map just filled with shotguns?
@silk dragon
thereโs only 1 shotgun, all of the dots you see are shot gunners
so its sort of filled with shotguns
yeah, you just have to not get turned into Swiss cheese
Iโm just adding more shotgunners, Iโll dm you the wad file when Iโm done
what you going to do next? chaingun and have chaingunners
so remake plutonia?
you know this could be a interesting map wad where all the maps are weapons
the rocket launcher level is gonna be music to your ears...
the only demon that uses a rocket launcher is the cyber demon could be a boss
did you forget about
ohhh almost forgot
so uhh, big bruh moment happened
something fucked up with the main file and I have to re add all of the shotgunners
maybe you can use a backup?
only backup I have is the one without things
Doom Builders make them automatically, they have a ".bak" at the end of the filename, you just have to remove that and leave the .wad in and boom
oh I see
@silk dragon itโs ready
epic
I managed to nearly triple the amount of shotgunners
oh how perfect
I did it boys! i completed the Shotgun map
Lmao? Can i have the Shotgun wad, i will try to lunch in my phone
I need to Use Doom 2 ?
If i can run Brutal Doom 19 without crash lmao i think i can run your wad
@mental patio shotgun.wad would go well with something like a doomguy.wad aswell
A Megawad only on weapon or monster lmao
Is there any way to rotate a wall texture 90 degrees (in a gzdoom umdf format) or do I have to import a rotated graphic as a separate texture?
there is indeed a way
I used UDMF a few times and clearly remember rotating and scaling textures. How exactly, I don't remember, but it's probably visible in the linedef options
There are options for doing this for floor textures, but nothing for wall textures (only offsets)
you want to use floor textures for walls?
Not in this case (though I do that all over the place ๐คจ ). I just want SUPPORT3 variant which is oriented horizontally ๐
for a second I thought you talking about slopes in a different way.
I will probably have to make a separate texture
I assume if the way to rotate them existed, it would be listed here https://zdoom.org/wiki/Sidedef
A sidedef is a structure bound to a linedef in order to specify for one side of the linedef which sector to refer to, what texture to use and where, and how to display and offset that texture. Sidedefs are assigned to linedefs, not the other way around. Just like sector data, ...
There, looks good I think
what the fuck
ok now tell me how to do this.
@shy stratus did you ever get the wad from someone else
bc Iโll send it to you if you didnโt
i want (not really, just a thought) a wad (mod?) that replaces all of the sound effects with the one grunting noise you hear when (iโm guessing) you try to open a door when there is no door
UNF
UNF
you can mod Eternal?
wat
I'm new to map-making. and I wanted to ask
how do I make doors?
I use Ultimate Doom Builder
@cedar geyser Make a sector which is ceiling height equal to its floor height (the door itself being closed initially). Make sure the linedefs which form the door faces are pointing outwards (flip them with F if needed). Then go to Properties of door linedefs and set their action to Door Open (there will be quite a few variants depending on which map format you chose, but Door Open generally works). Depending on map format check appropriate checkboxes below the action (eg. in the UMDF format "Repeatable action" and "Player presses use" which govern how the action is actually triggered) I would really recommend to watch a tutorial though, there are quite a few on youtube.
First three maps of PLUTONIA EXPERIMENT: BLEEDING EDGE
https://youtu.be/QmhT2TQ1KuM
https://youtu.be/QZXYl9WX5aY
https://youtu.be/xHprxv8Ji-o
How would I go about making custom events? Iโve never modded before and most of the places Iโve looked arenโt helpful
i'm trying to figure out how to make a monster move forward let alone doing a battle scene
someone needs to make a meat hook mod for the ssg in doom 2
That would be an interesting challenge
Sounds like something to expect in the next Brutal Doom ๐
The hooking itself shouldn't be that hard, don't know how to do the chain graphic though.
Shoot a projectile, remember (assign) a thing ID to watever it hits, then periodically nudge the player towards that thing (also checking whether the chain is broken)
can someone help me get mods running on ultimate doom
someone needs to make a meat hook mod for the ssg in doom 2
@hasty hound check out Doom Exp
It's basically Doom Eternal XP at this moment
Messing around with some fancy effects for portals for my latest map. Adds no gameplay, but kind of looks cool!
https://www.youtube.com/watch?v=cRqg-Vamlhw How's my map for Batman Doom lookin?
Or perhaps BFG shots instead? https://youtu.be/iOcoSpTXPLg
I expected it to shoot BFG shots. Was not disappointed
Godlike
Once i am finished with my playthrough of all the classic doom stuff i'm probably going to make some basic texture/sound replacement wads based on some games i like
(by that i mean i am going to make undertale doom)
I have no motivation to come up with level designs
like, the layout
unable to come up with a layout
Just released my first map pack for doom 2. It's 5 Maps long, and has a Spider Mastermind battle at the end.
https://drive.google.com/file/d/1lizIvyMZ5p7nXiA_dCimRIrjG0RrcS3u/view?usp=sharing
https://www.nexusmods.com/doom/mods/16
More Persistent gore for Doom 2016? Why this has to be a "Mod" and not just options out of the box I'll never understand. Especially for a Doom game???
Maybe this will get figured out for Eternal...maybe..
Probably for FPS
Also off topic. anyone know how to make a monster walk to a location, like just from point A to point B in ultimate doom builder
Maybe Voodoo doll ? Idk
I think you need to use at least Hexen format for that
@haughty flower explain
i am collecting midis to use in wads (with credit ofc)
@hasty hound
http://jamespaddockmusic.com/midis/
if you are targeting zdoom you can also use tracker music instead of ||inferior|| midis
http://modarchive.org/
keep the dead is already for doom eternal
Screenshots + Download Spoiler Download =========================================================================== Advanced engine needed: No. Vanilla compatible. Tested with GZDoom and Chocolate Doom. Primary purpose: Single Player ===========================================...
@mighty marsh Are these checkered textures there on purpose?
@upper island Please read the title of my post, along with the required IWAD in the description
Right
https://freedoom.github.io/download.html
My mod requires the Freedoom 2 IWAD instead of Doom 2
Thought freedoom was compatible against the analogous official wad
Don't really like the visual style
Freedoom has all the textures of the original doom plus some bonus ones
I use those bonus ones, Doom2.wad doesn't have those
is it possible to exit doom via crossing a linedef, for a secret that you can only access via cheating (e.g. idclip, idkfa, etc.)
pretty sure the new versions of G/ZDoom don't allow for settings changes in the player's game
or any forceful stuff like closing the exe itself
that would be stupid
alright
might as well put this here
this is a hot topic for all DOOM modders to take a look at https://www.doomworld.com/forum/topic/113341-do-you-think-zandronum-should-merge-with-glzdoom-at-some-point/
I dont know if this has been asked before, but I figured Id put this here since this seems like a good place to do so. Anyways, Ive noticed that theres been quite the divide of mod compatibility ever since ZScript (or an overhaul of ZScript, I dont entirely know) was introduce...
the more feedback, the better
I would personally really appreciate it
I mentioned this last night in a different room, but I have an idea for an experiential WAD inspired by synthwave and psychedelic pop music. I don't have the skills or patience to create it by myself, but I feel the ideas in my head are too good to let go to waste nonetheless...
keep the dead is already for doom eternal
@haughty flower
Yea, i put it out there as I thought it would be kinda a easy solution when tools were available but it didnt really turn out that way as it still doesn't work like I want it too.
Likely the next DE update will break it and honestly, if I dont have anything new to bring to the table it's going to stay that way until I can get it where I want it.
Small update for HxDoom (being made in #haxe and #lime). Reduced memory useage from 300mb to about 80mb. https://t.co/C6KY1LS2E0
This is great because GZDoom runs at about 300mb, and is actually able to play #Doom and pulls out all the stops to be the fancy engine.
Hey someone at id or Bethesda hire me /sarcasm
can't possibly imagine what's the relevance though
that's what happens when I disappear from Doom for 4/5 years ๐
ohhh, it has an x in the name
Naming it HaxeDoom would've prevented confusion with a certain mod
I was going to say
Those maps barely function even on modern hardware
