#classic-doom-maps-mods
1 messages · Page 106 of 1
i have an idea for a doom wad but i feel like it will just end up being unoriginal and boring
Well what is it?
Snow/ice themed levels all around with a focus on visuals, progressively getting weirder and more psychedelic in the visual department. level design would probably be relatively open and somewhat vanilla in terms of difficulty, i just want to make something pretty honestly
sorry for late reply lol
also probably some changes to some of the vanilla graphics, maybe slightly different guns
Sounds interesting
i have had this idea but honestly im still working on playing through the original games themselves and then i want to play some other maps to get an idea of how to design levels
but once i do that i'll probably map out the actual levels for my wad if i still want to make it in the next few days
I love snow levels. Akeldama has some good ones
i'm a huge fan of cozy winter levels in games, i want to make that in doom but it slowly gets more crazy the farther in you get eventually treading into entirely different territory
i'm a huge fan of cozy winter levels in games, i want to make that in doom but it slowly gets more crazy the farther in you get eventually treading into entirely different territory
@hasty hound Try Winter's Fury
neat
i still haven't even finished doom 2 but i already started mapping out the first level of my wad
anyone made a marauder enemy for doom 2 yet
I need help trying to make a custom doom map using doom builder but i don't know where to get the wads for the ultimate doom (which is the doom that i have) So if anybody can help me that would cool. I'm pretty new to map design.
@narrow cliff do you have it on Steam?
yea
so, on steam, right click the game, go to 'Properties', then in the new window go to 'Local Files', and then 'Browse Local Files'
the main folder for Ultimate Doom should open, go into 'base' and there you will find DOOM.wad
if you mean Doom Builder, as in, the original one, you really shouldn't use that one. It is veeery old and hasn't been updated in about a decade.
this is the most recent one, still receiving updates https://forum.zdoom.org/viewtopic.php?t=66745
Discussion about ZDoom
alright cool thx
RIP my map
working on vanilla? same
@haughty flower is Zdoom a map builder or an add for doom if its a map builder then im gonna need a download link cause idk where to find it
sorry for disturbing you im just trying to get started
cool thx
remember that Google is your friend
of course
Hey does anyone know if there is a mod to change the music from the standard Fluid Synth Midi tracks to the actual ost
like from this https://youtu.be/Z_LfE6gV9ok?t=2194
Doom II MIDI Soundtrack on a Roland SC-55 mkII module.
Music written by Robert C. Prince III (aka Bobby Prince).
00:09 Title Music
00:27 Running From Evil (MAP01/MAP15)
04:20The Healer Stalks (MAP02/MAP11/MAP17)
09:16 Countdown To Death (MAP03/MAP21)
13:09 Between Levels (...
Bobby Prince: "When I was composing the songs for DOOM, I did not get to see any finished levels. In the case of DOOM II, there were some levels that changed very little from the very early days of development. One of these was what I called "Sandy's City" because it was a lev...
to this
@haughty flower SC-55 IS the original OST, though...
that was the original module used by Bobby Prince when making the midis for Doom
you need to download soundfonts if you want to change the way midis sound
Imma try to port Doom 2 to scratch :P
Ooo
Oh dam.
What are you porting it to?
"Imma try to port Doom 2 to scratch"
^
@hasty hound Pen for walls, stamping for skyboxes, sprites for everything else (available as an exe as well) https://jeneral-jubb.itch.io/jetta
Interesting
Wow, i tried the 2.0 version from the page, actually super impressive
The aesthetic here is really nice to the point where i feel like it's being a bit bottlenecked by being a 3d game in scratch
@hasty hound It'll get better, I promise.
it mean, it can get better but at some point it's just limited by being in scratch as opposed to literally anything else
still looks great though
i like the color palette a lot
@hasty hound I've Got 3D Realms to thank for the colors, I'm using Ion Fury's 256 color palette :0
i mean i kind of just meant the blues and purples
It's got alotta those 😅
3DR only published Ion Fury, Voidpoint made all of it
It's got a good palette.
hmm, i think my first mod project will actually be redrawing everything in doom 1 by hand
Here was my progress today, I added a firing range a lil' while after so I might work on that next weekend
so question is that going to be the full screen of the game aka fov?
hey guys, first time map. why the hell is my door doing this?
Let’s say either side of the door your floor height is 0 and your celing height is 128. For the sector of the door, both floor amd ceiling height should be 0. Then you won’t get that effect
both of them are zero
i'm still getting this effect
post a screenshot of the door in the 2D view
only thing I can think of is that the floor is higher than it should be
i think i found the problem
the floor and celling are at the exact same spot
i'm just gonna rebuild it
doom is nice
@silk dragon During development of the engine, I like a 100% stable frame rate. During release, FOV and other settings will be available.
ah ok
That's improve
made the floor a different color, the level needed some color variance
i can't wait to see the first enemy
Dope
@neat torrent I would love to play that, it looks pretty cool
@thorny delta https://jeneral-jubb.itch.io/jetta
A map editor should be out pretty soon
Gotta say it works amazingly well and smooth
I've seen some doom on scratch and it was 3 FPS experience
lol
Filthy zombiemen
what the hell..
Oh god
TNT EVILUTION is now TNT Evildootion
Imps are replaced by succubi too
And if you watch Civvie 11 I can see what he means in that TNT Evilution is boring
because it is
No DOOM game should ever be boring
@inner heron Do i need CS:S For the textures?
Luckily no
oh thank god
TNT Evildootion even comes with a story:
"After successfully defeating the Icon of Sin in Hell [again] and Dr. McNugget, our hero, the Dootslayer, returns to Earth to discover that another invasion is in progress by the interstellar-galactic race known as the Nutelloid, and motherfuckin’ demons from the planet Jupiter have arrived through the Manhattan super portal spawned by the Omega-Doot, a cosmic force capable of destroying dimensions without more than two sweats."
"BUT HURRY, as on Jupiter’s secret moon Dootonius, a master plan is conceived to resurrect the astro-demonoid GIGA-NGGA, and it’s all up to you to annihilate the 2.5 Octodecillion alien scum across the multiverse before GIGA-NGGA can unleash his infinite fury!"
I hate this already
Someone got it
I made a game like this, but I think I left it on a harddrive somewhere in Connecticut (I'm living in florida so I'm not getting that back)
Maybe I have it cloud saved somewhere? imma go look
I want to put this as a pre-game slideshow in my WAD but I can't find jack about how to do it
maybe have like some uac briefing room with the slides on like a projector or something, and when you interact with the image it displays the text on your hud?
Still don't know how to do
then just make a bunch of images in a hall way? 🤣
Good idea
Is 4chan the game ?
thats an album - two maps out of 8 done so far
https://cdn.discordapp.com/attachments/417747579489615885/702225476890001448/unknown.png shitty UAC trolley car
added some animation to the walls
Hmmm, @spiral onyx, that trolley car reminds me of the one from Half Life... Just in 1993
i love mods
doesn't everyone
I don't remember the hands in BD having shading that awful
That's Project Brutality
yep
graphics settings, in case one of you owns a toaster
wish there was a way to combine smooth doom death variants with beautiful doom
what are you talking about, every doom is beautiful
This isn't made by me, but ladies and gentlemen we now have Doom running in Sonic the hedgehog 2006
https://youtu.be/-ttwgcdKhLM
And yes, that is the 32x music
It's really 4chan the mod
Holy shit youre right
But 4Chan is the internet
No ?
(Btw where i can download this mod ?)
Meh need more handsome Archie
Who now
The sexy Arch-Vile
Yeah
I intention was you walk in and see the wall and freeze because it was a fake archvile on the wall, and in the meantime real archviles show up behind you
Oh...
Too bad I don't know how to make doors
How i do make doors ?
I feel like this is the laziest way to make a 'non linear' map
just... 3 switches that control the way to the exit
is there a writeup or something on non-linear maps i can read to help me think of better layouts
(and no those are not the final textures lol)
hud change?
*** D4V 3.2 RELEASED! **
DOWNLOAD: https://www.doomworld.com/forum/topic/108725-doom-4-vanilla-v32-new-fixes-and-improved-compatibility/?page=26&tab=comments#comment-2116664
Playing MAP09 of Back To Saturn X E1 (Some Drilling Implied) on Crispy Doom, with mouse and keyboard (...
I had the idea of doing one map with three different sets of monsters, items and keys, depending on difficulty
kind of like Timesplitters 2
I worked out that in UDMF, you can have one teleporter linedef take you to multiple teleport locations - it's just a matter of assigning a specific difficulty setting to each one
So I'm new to anything that isn't basic DOOM and I keep seeing videos of projectiles with actual particle and lighting effects. Is that really high quality sprite edits or just a setting in Source Ports?
Video has an example what i mean
https://youtu.be/kBEs4aIj8Lk?t=37
Guncaster All Weapons Showcase - th is one of the best mods to get when you want to play DOOM, especially the hardest maps with thousands and monsters, smooth gameplay guaranteed. If you want just to casually any type of the WAD, this mod is truly for you - amazing experience ...
skybox parallax
Too bad i can't make a mod
I'm too stupid to make a mod, that's why I made my own 3D engine with scratch
@haughty flower It's source-port specific. GZDoom based ports have them via GLDEFS (https://zdoom.org/wiki/GLDEFS), Doomsday has them too.
Not sure if this is necessarily allowed, I understand if my comment gets deleted, but I stumbled across this mod on Fallout 4 on my Xbox 1 that gives you the Praetor Armor.
The 2016 one definitely works better cause otherwise you have these cool looking accessories that do nothing with the Eternal version, lol. It also gives you overcapped strength and agility, a double barrel shotgun, and a ridiculously buffed plasma sniper rifle. Both of which have 666 extra rounds, obviously.
Oh, and you get additional color variants. Here's Piper in the Vault Tec one.
Nice, does it have a quest or does it just exist
if it doesn't it would be cool if it replaced the marine armors from the CC mod
Sadly no quest. It's just amazing armor you have. Heads up though! Don't have the mod installed or active until after you start a new game. Otherwise it doesn't appear in your inventory. Wait until you leave Vault 111, save and quit, and then download and activate the mod.
Dootonia
Arch-vile

anyone got any suggestions on more mods that touch up classic doom while retaining the original gameplay and spirit?
sans beautiful doom
I'm making a one liner/ taunt pack for brutal doom, is it possible to make taunts that play during fatalities?
I'm super new to making sprites/textures and keep seeing references to this palette. Is it like, a specific color palette you have to use for any custom content?
that's the Doom palette
modern advanced sourceports support true color, so you could use whatever colors you want if you're working with sourceports such as ZDoom. But most, especially minimalistic sourceports, support only the Doom palette
And color nerds will tell you to try to stick to that pallette regardless of limitations
Probably more down to personal taste but do people prefer centered or standard fps angled weapons?
i'm trying to use a second sky in my doom wad, but it's only showing the first sky i put in
the sectors i want to use the second sky in (shown below) have the effect used to show it (200), and the sky2 is defined in my mapinfo
why isn't this working?
please tell me if you need any more info
note: the furthest out sector is used to make sure that the walls of the room show the sky texture even in software rendering
@finite moon So you want to use two different sky textures in one map?
yeah, for an ending part
lol yall saw my archvile screw the doom palette
map I started working on today. First time making decent looking terrain
Look good and solid , but weird with all the plane walls and floor, but i know its just the beginning
Very SIGIL vibe
thanks. I'm not gonna have the walls and floor surrounding that be like that in the final map. just placeholders
added some more stuff
Its a hell level ?
No. I'm gonna have it be at a cultist fortress on Earth (like cultist base in eternal but different and less futuristic). The pipe the blood is coming from is gonna connect to the fortress. It's like excess blood from some shady things going on in there.
I might have the fortress be seen from a distance here connecting to the pipe
I see
Just realized Bitmoji actually has a use for me
Custom Doomguy faces
i found a purple bedroom i made once with flat colors in the doom engine (well gzdoom)
how does it looks this angel
interesting. guessing your going to shade it afterwards?
yes
but im afraid of the size
the angels are 2 night sentinels bur the arch-vile dont know
Hmm
progress on map
Going to put a secret here. Despite its looks, the player can still get up here without cheats
Nice, a whole map with that kinda look would be sick
In a part looks like a tetxture glitch but it was a hole in a wall
This , it's good but i didn't see it
Is there a full list of all available linedef type conversions on a single page somewhere? Search engines have been useless for me so far
h-doom
I’m here for h-doom
@orchid crane is this what you are looking for? https://doomwiki.org/wiki/Linedef_type
A linedef can create special effects by having a type. Over a hundred linedef types are available for use between Doom and Doom II. Heretic, Strife, and Doom 64 include additional linedef types. Hexen generalizes them into action specials, usable not just on linedefs but also ...
@mild storm Yep! Thank you!
Ugh. a note for every mapmaker. stop doing maps which are too fucking dark. this is unacceptable. these quake textures don't have any hard contrast on them - they expect to be hit by light baker
and on this lighting, especially when your face getting side-hit by daylight - without cranking up gamma, which screws with system gamma still it is unbearable
WTF are this wad
@haughty flower doesnt look too dark to me
@mild storm as it is no. during daylight - sure as shit does.
Well yeah, that’s more on you for playing with daylight glare though
is there a mod that enhances parkour and jumping? i wanna play golden souls right
@mild storm no i think it falls on the author to remember good level design. play any AAA shooter before HDR lighting adjustment became a thing - all of them have brightness lit up enough to see it in any conditions, at 1.0 gamma and even today it's mostly adjusted unless it's an area which is either secret or part of them map where player isn't even at. so don't feed me that bullshit.
which source port are you using? gzdoom is very dark by default
in a way that if a texture is even somewhat dark, you won't see anything even with a lot of lighting
a lot of mappers use low brightness as a way of generating atmosphere, which wouldn't be possible if they crank up the brightness like you suggest. in the case of your screenshot, the problem isn;t the core brightness, it's texture monotony and lack of contrast
also, play Hellscape xD
Are there any utilities to convert oblige maps to UDMF?
The fact that somebody took the time to commit a change because of this milquetoast and barely-offensive joke is just sad and pathetic.
yeah, i think my faith in humanity has just gone as low as it can go
Too much internet
@sonic mortar imo i suggest modelling it after some bits of the classic archvile
oh also i suggest you using zombiemen as a reference instead
also, kinda weird of a suggestion but i suggest you doing some sort of a bigger draft for the sprite set to use as a reference for the actual one you're making, like for example in comparison, classic doom mostly uses real life models or reference images and such for it's sprites, doom 64 uses actual 3d models that get converted, if you want to get something of the same quality you gotta at least have a reference to take from
and before you mention eternal itself remember that it doesn't have the same artstyle as classic
eitherway yeah
np
Still working on my shitty 2.5D engine thing
I tried something weird and not great
Its a very cool animation, but the gun is weird
How so
Maybe the Shading
Ah probably
Because Hand Shading is very detailed and gun shading not
I know shade on black things is hard
I've only been learning pixel art for the last few weeks
imo in your case, instead of having to detail every frame of your gun to match the detailing and such of the hands, how about you make the hands less details?
unless you're like, doing it vanilla-style
aside from that, the vanilla guns aren't really that much detailed
but yeah maybe some anti analising could work too?
https://youtu.be/cJt6aK5SYvg engine progress vid thing
Does anyone know how "Bad V_DrawPatch" is caused, and how to fix it?
Made a thing. Download is in the video description.
https://youtu.be/8-ppdEQWCm0
A Doom Eternal PC Mod to increases the duration and amount of particle effects for all player weapons and several explosion effects while also increasing the light radius of all player weapon lights to make them feel more dynamic/interactive with the environment.
Download Her...
ah
Download at NexusMods: https://www.nexusmods.com/doometernal/mods/8
This mod makes ammo loot drops all brown/yellow (2016/quakecon 2018 style - no more confetti ammo!), removes the bracket and icon around all loot drops (ammo, health, armor) and reduces the tracer effects whe...
Doom eternal is pretty moddable now. Main thing we don't have access to are sound files and textures
custom fitter
@woeful lion is it possible to make a bhopping mod for doom eternal ?
@woeful lion you were trying to send me a message
yeah I tried to send a link
@woeful lion just dm it too me
this was the message: I don't wanna mess with any gameplay mechanics since we'll eventually have invasions for singleplayer. That being said, some other modders are and you can try asking them on the modding discord.
ok
Customizable Glory Kill Highlights Modification (v1)
This mod provides 11 new glory kill highlight options to choose from. These include:
- Blue color only (no more distance dependant colors)
- Orange color only (no more distance dependant colors)
- Reduced pulse frequency
- Reduced pulse frequency - Blue color only
- Reduced pulse frequency - Orange color only
- Reduced glow effect
- Reduced glow effect - Blue color only
- Reduced glow effect - Orange color only
- Reduced pulse and glow effect
- Reduced pulse and glow effect - Blue color only
- Reduced pulse and glow effect - Orange color only
This mod provides 11 new glory kill highlight options to choose from. These include, for example, reduced pulse frequency, reduced glow effect, blue color only, orange color only, and more.
Download at NexusMods: https://www.nexusmods.com/doometernal/mods/14/
This mod provides 11 new glory kill highlight options to choose from. These include:
- Blue color only (no more distance dependant colors)
- Orange color only (no more distance dependant colors)
- Reduced ...
Found a whiplash spectre in the game files and I restored it.
were they seriously planning on a whiplash spectre oh my god
That is pure evil
@woeful lion Not gonna lie, those particles clash with a lot of the weapons. In a few places, the particles look more acceptable... but only a few. For hard ammo, it doesn't work (except possibly for some explosives, but definitely not with purely kinetic projectiles), since bullets/pellets actually don't spark (lest they're explosive).
@royal wave What's that project you're doing there?
A 3D automap?
Porting Doom to Haxe
Oh ok.
That’s an older branch now so that code isn’t as up to date
When it’s time for the next alpha release it’ll reflect the changes I’ve been working on
Hey
I still use Slade to edit assets in map files. Has Slade been replaced by something better?
Slade 3
@haughty flower yeah I just like the effect haha. Made the mod more so for myself and figured I'd release it
Made another thing. Download in the description:
https://youtu.be/v81a_EWjsH8
A Doom Eternal PC Mod that removes and/or lessens the overbearing red tint the screen gets when at low health
Download Here: https://www.nexusmods.com/doometernal/mods/13
Modding Tools by Zwip-Zwap Zapony, SutandoTsukai181,
and emoose on the Doom Eternal Modding Discord
Do...
god damn that red vignette stresses me out a shit ton
it does for everyone. thats why they added it, to make the player stressed
I still don't know how to first person sprites properly
https://www.moddb.com/mods/dark-doom its a map pack if you have like idk 2h to spare pls try it out and be sure tell me if its any good 😛 thank you for playing
does anyone have the crucible soundfiles? i'd like to use them for SFM.
has anyone done a mod for the demon legs in 1, 2, and 64?
Havent finished the weapon yet but I plan on making a big doom wad focused around OP weapons XD
Oh and the hand is changed because the character is gonna be a completely different guy
What even is he holding
i dont even know my self
It just came into my head randomly and I was like "I should make that"
This is the pickup sprite (tbh I think it's actually like a alien of sorts XD)
This Was Too Much For My PC!
Mods Used:
-Keep The Dead 0.53b (Knightmare077 / NikkMan / SamIam76 / Blubber)
-Particles 9000 (NikkMann)
-Locomotive (Negate The Stars)
-Restored Graphics and Effects + Reshade (NikkMann)
-Nicer Loot Drops FX (Proteh)
-Hud Low Health De-Crapif...
Oh yeah I did a quicker version, but have to work to make it more fluid again
I've gotten some criticism in a few places and I'll take it into account:
- Bigger gun
- More angles in the muzzle flip
Decided to change the sprite entirely along with the hud sprite (But I'll show that when I finish scripting it)
Big upgrade lmao
https://youtu.be/z7UsQQ-qdyo This video showcases the weapon
that looks like you took parts of every weapon in doom 2 and put them all into 1 weapon
I just took the BFG and rocket launcher for the base then the rest was drawn (except the hands)
but for the overworld sprite I did combine alotta weapons XD
Those who like some industrial metal while ripping an tearing, here's the mod we released with the band some time ago. Enjoy! https://www.moddb.com/mods/spankraght-tsditbotc/downloads/spankraght-for-doom-ii
that looks like you took parts of every weapon in doom 2 and put them all into 1 weapon
actually that is a good idea
were they seriously planning on a whiplash spectre oh my god
spectre corpse
I shouldn't of said that. I'm scared now @haughty flower
Would anyone be willing to walk me through coding something very basic for a classic doom mod? I'm still learning the basics and having someone guide me through something simple would help me a ton
could someone help me, I’m trying to do something like in Plutonia Map06 where passing a linedef gives you items. I have done this before but it doesn’t seem to work now. How do I give the normal spawnpoint priority over the voodoo doll spawnpoint
ping me when you have a solution
Just play ultra nightmare
jUsT pLaY uLtRa nIgHtMaRe
i mean im not wrong
proteh, i love it your modes. the modes that you developed was useful.
i mean you can always not pick up the 1-ups
That seems easier
and if you happen to accidentally somehow pick one up, then just reload checkpoint whenever its used
What about the extra lives being counted as collectibles? If you just don't pick them up, then you'll finish the mission with missing collectibles
And no, having to collect them on first run then replay the missions without collecting them is not a valid solution
hey guys, how do i extract files from the steam version of ultimate doom?
but they do have icons on the map
Bros, i think i fell in love with complex doom
I enjoyed it more than brutal doom
I made a decorate script that gives you infinite inventory space, that's not cheating right
My engine's pretty stable now, so I just released this today https://gabrielman25.itch.io/pdc
i just downloaded your game
Is it good
yeah
Aliens TC is fucking amazing, but please be sure to play the proper version
it's the first link here
http://www.doomwadstation.net/main/aliens.html
Doom Wad Station is THE site on the internet for Doom and Doom2 total conversion wads, utilities, animations, screenshots and more.
because in the other versions the DEH patch doesn't work with GZDoom but this version has a special BEX patch that does work with GZDoom
"BEX", short for "Boom Extended", is basically a slightly more versatile DeHackEd
and also it works really well with PSX Doom's soundtrack, so be sure to use another addon that has that too
i need some help with my doom 2 stuff
i don't know whether it's a setting or the doom wad i have, but everything gets really pixelly the farther back i go
how the fuck do i do a switch door
dewm mapping community
how the fuck do i make a switch door
ok what version of doom map making are you using?
slade?
Ultimate doom builder?
(Orignial) Doom builder
gzdoom builder
so Ultimate doom builder?
i recommend switching over to ulitmate doom builder. its a much more updated version then the others
don't worry. you can transfer your map over in a wad file
https://forum.zdoom.org/viewtopic.php?t=66745 download for it here if you need it
Discussion about ZDoom
ok so how do i do a switch door
hold on let try and do a switch door in the boom format
what
the door and the switch has to have the same tag?
ok i have the switch door working
but i can also open it just by interacting with the door
i dont want it to do that
@jade rain it works both ways just have the line act like a door
ok
Hey! I'm currently working on a classic Doom1/2 styled megawad called The Slayer Project. You'll need a branch of ZDoom (most compatibility out of GZDoom) to play. A vanilla-compatible version does exist but is outdated by about 2 months.
https://www.doomworld.com/forum/topic/112469-13th-may-major-update-the-slayer-project-v10
Send any feedback my way!
THE SLAYER PROJECT This is a megawad of 27 maps, split into 3 episodes, similar to the original Ultimate Doom. The WAD boasts a brand new original MIDI soundtrack, all new areas to explore and challenge modes available from the main menu! Episodes: (1) Back To Work [Maps 1-9] ...
Hello. I am working on a custom snapmap campaign for Doom 2016. Does anyone here know how to have friendly AI follow the player?
Making the game brighter
oh dear god
it has the body of a bfg, sides of a pistol and shotgun, top middle rocket launcher but has the plasma in the front
Oh and dont worry. It will shoot every, single, projectile
where is the minigun part?
that’s so cursed I love it
why have lots of weapons when you can have 1 weapon that can do it for you
Indeed
Indeed!
I did not know that it would say that
Indeed
Indeed!
@haughty flower dang that looks awesome
indeed
how the fuck do i edit the map names and the music
@pastel cape is that for doom 2016?
Now I have a choice oh no what ammo should I make the everything gun use
Hi
@haughty flower rockets
Yeah rocket
anyone got ideas for map30 im creating
awesome
but i need room ideas
on the teleporter
where it should teleport you
but the revenant holds the marine captive on all maps
make the teleporter teleport you to space XD
how the fuck do i edit the map names and the music
Slade
ok but how in slade
Aight so to do anything press create new wad archive. to replace music you can either use a MIDI or a MP3 (idk about WAVs and stuff) you need to find the music (labeled as MUS) and find the one you want to replace (E.G D_IN_CIT) that is into sandy's city. Now we need to import our files and then Copy that name. After that. save the wad and run it
I have to go but there are tutorials on yt on how to use slade
ok
how do i make it so when you kill a demon something is activated

@haughty flower use zmapinfo it works well
@jade rain a switch can teleport a monster so it telefrags that demon that could work
No like when you kill the cyberdemon and the game ends
hi
w H o P i N g E d M e
can someone tell me what is the "PATCHINF" on slade is, what commands does it use or its just plain text

@placid bridge for eoa, a mod for doom 2
yeah realized it myself
city map
7 difficulties (sorry for the bad quality I took the image with my phone)
Last difficulty should be haha you go die now
nah, last should be click this to instantly die
Version 0.5 of Robot J's Doom Pack has been released! Download in the topic: https://www.doomworld.com/forum/topic/114500-robot-js-doom-pack-version-05-release/
Yep. The first public release on Robot Js Doom Pack is here! After studing decorate Ive learned to make weapons and was able to make alot. and I mean ALOT. So I will list the summon list (although I recommend to use IDKFA) Summon List: SuperChaingun, Knife, BFL9000, AA12, Plas...
its easy and fun
@haughty flower
I think this might be more of the room you might wanna bring that up
doom eternal gameplay suggestions to make the end game last longer and have more things to do:
- add turbo mode (permanent buff totem demons and overdrive slayer without the slayer having infinite ammo)
- add glory kill only mode where enemies can only die by getting glory killed
- make chainsaw_gloryKillsCostNoAmmo 1 by default or as a cheat code so you can choose to either chainsaw or glory kill a stunned enemy, pls @id 😔
- super shotgun with an alternate mode for the meathook that pulls demons in and if they are staggered an additional sick glory kill animation with the super shotgun hook plays.
reasoning for such a weapon mod would be that the super shotgun only has one weapon mod, the meathook, not two, u could have the meathook change its functionality to pulling enemies in towards the slayer when you press the switch weapon mod key, along with the crosshair changing to indicate that the shotgun hook now pulls enemies in rather than the slayer towards enemies
and an inlore reasoning for this would be that the slayer is strong as hell OBVIOUSLY so he should be able to do more with the meathook, he should easily pull enemies in with it, obviously not all enemies, not a tyrant or a baron of hell since they are too big, besides, the slayer rn obviously kinda has inspiration from the predator, with the armblade and shoulder cannon, so why not also give him something inspired by say scorpion from mortal kombat
besides these theres the harder to implement obvious horde/endless survival mode, an arcade mode and maybe a co-op mode eventually, in the following years
that is if this game is to provide content to truly make it ETERNAL, with the amount of content it has now and some of these painfully obvious additions that are missing, i feel my boner has sort of faded after playing it for over 100 hours now
the "campaign quality of life improvements" youve made with Update 1 are a bit...lacking, i was expecting some more solid improvements? the things changed are really small, hopefully future updates will add these gamemodes and game modifiers that are missing currently and maybe add that functionality for the super shotgun, along with DLC adding hopefully co-op, arcade mode, endless survival mode and the new story continuation thats been promised
signed big doom fan thats been playing this game since it came out and literally has nothing else to do
Hey uh... got a problem with GZDoom
oh God, Treasure Tech is fucking amazing
I never played the Wario Land series per se, but I knew enough about to understand how this mod is based on it
Treasure Guy's voice clips are even filtered like Wario's GBA voice clips
and some of them have the pitch change too
As a fan of the Wario Land series, I'm looking forward to play it sometime
It looks really good from what I've seen from the trailer
Any recommended mods beside Brutal DooM?
Guncaster
Russian Overkill
any mods can help with coop? Infinite lives kinda break any challenge. Maybe one that add limited lives or a partner revive mechanic?
Arms mmmm
I mean you could just play on survival mode
Any recommended mods beside Brutal DooM?
nuts.wad is truly an experience
can confirm, I combined the two and I instantly crashed
nuts.wad crashed you? Ouch
prboom+ might run it better than gzdoom, it did for me
- add turbo mode (permanent buff totem demons and overdrive slayer without the slayer having infinite ammo)
- add glory kill only mode where enemies can only die by getting glory killed
- make chainsaw_gloryKillsCostNoAmmo 1 by default or as a cheat code so you can choose to either chainsaw or glory kill a stunned enemy, pls @id 😔
@haughty flower the turbo mode or something like it was requested before, the main problem with it is that it will be too hard on the hardvare, while I was playing on slightly lower specs than recommended to my harvare there were framedrops in some sections with many demons. Your suggestion seems to be to have infinite demons or some really clever way of waves, which would probably eliminate the purpose of the gamemode. I think chainsaw costs ammo so if you overuse it you have to swich weapons, till it at least aout fills. Pretty much encouraging you to be a better player, a game mechanic that I think should be there to stay
as for the others, I personally dont see the reason to have SSG have another weapon mod, not only would it screw with achievements and progression system, but lets be honest it just wouldnt be as useful as the meat hook.
u didnt read what i wrote
only skimmed thru it, and thats ok, hopefully someone at id or bethesda reads instead
pretty sure they must of got this sort of feedback before anyways, i dont doubt that they'll eventually add this stuff
Slowly getting work done on my own Doom engine https://twitter.com/kbeevans/status/1263569990722207758?s=20
Why there is yellow ?
I guess it's using the wrong palette or something
Reading from the wrong location or reading the wrong values
afaik I have the palette being read correctly, but I won't know for a bit
I like
@haughty flower I read it all but Im not here for arguing
feedback is good tho, Im not against that
@royal wave it would be so great if you could turn those fucked up sprites into an iwad
so we can play doom with corrupted fucked up visuals
And even the sound bug or are random
@floral sandal you can play lilith.pk3 for that lol
i know it sounds fucked up but i kind of wanted to do that in gmod
💀
@royal wave What is your project trying to accomplish, out of curiosity?
Or is this more of an exercise?
Making my own doom engine as an exercise
Sweet. I’ve only read about Carmack’s attempts at optimization, so I imagine studying the source code has been educational.
Scrolling backgrounds, loading textures, etc.
Definitely a lot of neat tricks behind it
when you try to install a mod for doom eternal but now the game instantly crashes
Started work on a sprite-based 2.5D engine using Adobe Flash :P https://youtu.be/dGQndadWoL8
jubbcraft alpha. Infinite terrain, infinite cows, next update will include horses
I suggest adopting a different platform than flash, unless you plan on deploying through Adobe Air
OpenFL is a great alternative if you want the least headache getting your AS3 code ported over
Works now
Library/Source port
One of the bigger flaws, imo, is making any sort of doom related tools more or less involves making things from scratch or forking someone else's code
I think I can alleviate that by providing a viable base that can take doom related assets and allow the dev to manipulate them as needed
Interesting
I don't intend for it to really gain popularity. I'm happy getting the bare minimum and then moving onto a new project
But i figured while I'm at this, i might as well approach it from a different angle than just "Doom but in a different programming language"
Closest thing I’ve done to messing with the doom engine is making the worst joke maps in history
Good joke maps are hard anyways
does nuts with only pain elementals count?
Redundant if you ask me. Nuts but different enemies
Nuts but every demon is randomized

Ha ha I'm in danger
I suppose you could make that a reality by downloading this https://youtu.be/4tUVCzwiNzI
Mod that basicaly randomizes every monster in the map.
Download link for this crap: https://www.mediafire.com/file/39hu9uioaodqh6s/Chaotic_Doom.wad/file
im having an issue, when i edit a doom wad, it reverts back to it's previous state and the edits disappear and i get a weird error that says the game is not legal or something
it's my mod btw
If you are using slade I believe it’s because it doesn’t allow you to edit commercial wads
Make sure you press “new wad archive” if you are using slade
Robot J’s Doom Pack V1.0 is approaching! It will feature 7 new weapons (dont worry the 0.5 weapons will be there too) Map Support, and I am gonna add a few more power ups (and maybe a new monster)
I know it involved ACS scripting but I forgot how to do it. I know there is a tutorial for changing music with linedefs and scripts so you could try that
Remade the super chaingun. Made it look less ugly and made it more powerful (although now it has to charge up and wind down)
Is there anyway I can have my map change music based on context of the level?
@haughty flower Yes you can change the music mid-level. In an advanced sourceport like GZDoom you can use the ACS command SetMusic: https://zdoom.org/wiki/SetMusic
void SetMusic (str song [, int order [, int unused]]);
I have this list in my head of revised weapon mods, as well as the enemies that drop them. Who here can direct me to a forum or a board where I can write these ideas down and suggest them to a modder?
@stoic hatch Word of advice: People turning up to forums and such and suggesting mod ideas happens quite frequently. But in all the years of my Doom mapping and modding, I have never seen anyone ever take them up on their ideas.
People mod for Doom because they enjoy coming up with ideas, solving them, and sharing their ideas with their peers. Few people have interest in executing other people's ideas, unless it's a group effort and everyone has a vested interest. No-one is going to just say "ok, I'll make your ideas for you". You have to give them some kind of inspiration to want to.
Sharing ideas alone won't cut it. Ideas are 10 a penny. If you have a bunch of them and you want to see them realized, you have to start the process. You don't have to do it all - if you can get people inspired they will want to join you and help out, but you have to get the ball rolling yourself. It's not that difficult - Doom modding is popular because it has a low barrier to entry. Perhaps start by Googling for basic weapon tutorials and go from there.
I have no idea how to make Doom mods. It would all be total Greek to me.
Writing the software, animating he weapons, hell, designing the weapons, giving them sound; it’s all completely foreign to me.
In truth, I’ve never actually played Brutal Doom.
Hence why I'm seeking other people's help.
What sort of skill set would I need to "start the process"?
It depends on the kind of thing you're interested in. Do you like the idea of programming the monsters and/or weapons? Or drawing the sprites? Or creating the sounds? Etc. etc. Few people do all of these, so no-one would expect you to learn all of them
I have no idea how to program. Or draw sprites. Or create the sounds. All I have are a storm of ideas bouncing around in my skull. And from what you tell me, that simply will not be enough. I've got to learn one or all of these skills.
You know where I can learn to do these things? I'm teaching myself to proofread and write copy right now.
Well that's what I meant. Of those things I listed, which interests you the most?
If you like the idea of coming up with how they work and tweaking their behavior, then you should start learning ZScript. If you like the idea of creating how they look and making cool sprites, you need to learn pixel art.
But you dont need to learn all of it. Say you learned how to program new weapons, I guarantee if you turned up on say the ZDoom forums and said "I have all these cool new weapons I've programmed, but I need someone to make the sprites for them" you are way, way more likely to get interested sprite artists than if you dont come with anything
If you wanna make custom weapons there is a great tutorial on YT on how to do it. Might wanna also watch spriting tutorials too and study the doom sprites
Send me the video.
I found it.
Christ, this is complicated. I'd be better off just commissioning someone to bring these ideas to life for me.
I could help if you'd like
Could be worse
Print(i:random(1,10));
Will print a random number between 1 and 10
thanx ill try
made a snazzy singleplayer snapmap, pretty closely mirrors the campaign but with some extra lives cause this shit's hard. the code is BHYBMSCX if you wanna lose at doom 
Hey umm quick question guys so I made a script it and i set the ammouse to 0 BUt I added a TakeInventory("(ammo)",1) but it makes the gun infinite. I want to know how i can fix this and IF i can
oh and reason it uses take inventory is because it fires multiple projectiles at once
been screwing around with substance designer to make doom logo generator. it's...close but i need some sort of original texture used for bottom lettering
For-eternal?
I was having a clearout at home today, and found an old map design from 1996, when I was 11
It's a complete and utter mess but I'm gonna make it anyway, just for fun
Very nice!
I was having a clearout at home today, and found an old map design from 1996, when I was 11
@sacred onyx I've spent ten minutes cursing my 11-year-old self for not having the faintest idea about coherent map design
@sacred onyx that’s awesome!
im interested to know what it looks like
@silk dragon Here it is
Where do you start
11-year-old me liked to use IDDQD and IDFA a lot so armor, health packs and ammo are virtually nonexistent
Bottom left
Right in front of the arch vile?
No, to the left of it
Seems interesting
I'm glad I drew that big blue line all over it to depict the route taken, otherwise I wouldn't have had a clue
Also apparently young Skull seemed to think arachnotrons were the same width as imps or archviles lmao
and that having to face three archviles and five revenants with nothing but a shotgun is perfectly fine
One side of the map seems a bit harder then the other
Once I'm done making it, I'm gonna go back and redo it properly
Huh. Your 11 year old self loved corridors by the looks of it
And dead ends!
I'd been playing a lot of Knee Deep in the Dead - that star at the top is straight out of E1M5
im just thinking that your young self thought of adding a secret room in one of the dead ends but couldn't think of place. so you just left them there till you found one
Definitely considering that for the remake
It's potentially beatable - I got 41% kills, including one archvile.
fancy, i'll try
So after releasing a 13 hour speed map (JOM 6) and making a 1k line limited vanilla map (1K lines CP) I am finally releasing some maps of my own. As you may or may not have heard my maps for Refracted Reality are no longer wanted in the project so I have bundled them up and am...
fancy, i'll try
@haughty flower Whoops, I found a missing texture after the upload. Here's the fixed version.
i gave up, im too impatient to beat it without much weapons xD
also should separate arachnotrons a bit more, they get stuck with ther wide hitboxes
Yeah, young Skull thought arachnotrons were the same width as imps 😆
I'm adding more weapons/ammo/medikits/armour, a few extra rooms, and some secrets that kinda justify the dead ends
plus I'm tidying up the geometry and adding lighting
It'll definitely look the same but it should hopefully be a much smoother ride overall
Coming to a source port near you from your world famous doomerboardskrew is a brand new episode full of heart stopping space scrapping non-stop total ball popping action that will leave you hanging from the edge of your balls seat. Screening now in reputable forums near you. S...
Spaceballs themed Doom wad released
It's RC2 but likely to be idgames release
Nice, another dbp project, ill check out soon
1st of the month, every month for new dbps
Hey anyone know how to add more then one XDeath sound effect or death sound effects?
Presumably through the monster properties via decorate
I'm much more familiar with dehacked than decorate tho so I cant tell you exactly how
darn. ive been looking everywhere on how to have more then one for awhile
I believe on the SNDINFO entry you can add more death sounds
yeah i know it has something to do with sndinfo but no clue for it to work
you use the function $random
misc/exp1 DSEXP1
misc/exp2 DSEXP2
misc/exp3 RPGHIT
misc/exp4 FIREEXP
misc/exp5 DSEXP3
here is an example of an explosion sound that will vary to play a different sound each time it is triggered
very basic function of calling some different sounds
you define each death sound separately, then define them all together in the $random funtion between the " { } "
as a single name, in this case "misc/explosion" is the one i will put as an exploding sound to play the many different sounds i defined
ok i remember that using this function, you will have to call the sound with a function in the xdeath frames, instead of defining the xdeath sound in the class player or actor
but it's an idea of how to achieve, im sure there could be other way
but how do i get the xdeath frames of the player?. is there a way to find them?
This is what i have @haughty flower. i feel like i messed something up
depends
what is the purpose of using it? creating a new actor? or replacing the sounds of an existing one, like a skin?
i just want to have the player have more Death sound effects mainly.
so a skin sound pack?
a skin sound pack?
yeah, as in replacing the actual xdeath sound of the player with new sounds withouth altering the code
because what i described to you would need to alter the code of a player, and i wouldn't know how to implement more random sounds withouth creating a new kind of player class
well i dont want to alter the code that much, i simply want to have more sound effects for the player when dying
yeah well i wouldnt know to do just a replace then with more sounds withouth making new code that would conflict other mods
sorry
hopefully i can find someone to help me
i mean why dont you look up at the wiki, i just found an example that might work
SNDINFO contains many sound-related definitions. It allows any sound referred to by its lump name (DSSAWHIT, DSBAREXP, etc.) to be associated with any game event sound such as player pain, death, and revealing of secrets. The names by which the predefined sounds are referred t...
$random pl_death { player/death1 player/death2 player/death3 }
player/death1 pldth1
player/death2 pldth2
player/death3 pldth3
$playeralias player male *death pl_death
// example for long file names
shield/confirm "sounds/player/ShieldConfirm.ogg"```
probably $playeralias will do, combined with the $random function i explained
doesn't hurt to try, instead of *death, put *xdeath
but yeah, the way you called "$random" will work, so keep that
$playeralias player male *xdeath misc/xdeath
this is how you might need to put it on your case
No luck so far, going to try have the xdeath state call theses
so it is a new class you are creating..not a replacing sound
yeah i forgot to mention that.. god i feel so dumb
so the new class is on decorate or zscript?
Decorate. i've never used zscript before
This?
yeah
you're missing to define the sound then
put this
Player.SoundClass "Ulando"
in the decorate actor
added
nothing plays. But thats a good sign that it sees it!
i wouldnt be sure what else could it be that it doesnt play it
probably because i changed it awhile ago
ah ok
the sounds are working
at least one right now but thats probably because of rng
Wait they work
forgot to add a number at the first one. Thank you So Much @haughty flower
that's good
Anyone know a good program to make midis for Doom wads
just use fl studio
then export to midi, then use some sort of midi editing software to fix the instruments, that's what i do
gonna take a break from my weapon pack to focus on a map pack I was putting off to the side for awhile (although I probably wont be able to do much) Infact here is a screenshot
you know if theres one thing i'll like to add to my mod. is a plasma caster that charges
How does one access the map editor
You mean ultimate doom builder
Ultimate doom builder thanks
GZDoom Builder is just an outdated version of Ultimate Doom Builder
i use gzdoombuilder but maybe i should switch
Hey! If anyone is interested, Ive found a way to easily circumvent the D16 multiplayer echelon leveling system, and instantly unlock all customization content. It requires the use of a few third party tools but has no impact on your client and just skips the experience requirement to gain a level, instead setting it such that playing a single match will put you at max level.
I'm lowkey interested
😂
Alright, send me a DM, and when I do a full writeup of the process, I will either link you it or send you it directly.
sounds scary...
@lime kindle DM it to me too lol
Insert virus link here
Is there a way to balance shooty with story but make shooty more prevelant?
Yes I'm trying to make my first wad have a story
you can use MapInfo to make clusters after each level
this way you can make a story
Is there a way to make a crusher be activated by a switch in doom builder 2?
@lime cedar Yeah, MAP06 of Doom 2 does exactly that. You have to set the switch's linedef action number to #49 (S1 Ceiling lower to 8 above floor (perpetual slow crusher damage)
Here's a quick-and-dirty example map I made, if you want to see one in action 🙂
I made one with pressure plates now but I might use that. Thanks
i've finish my map, if its really dark, you might have to change the brightness and gamma, but the map should be somewhat dark.
How do I make it Like e2m8 and e3m8 where when you kill a boss it ends the level?
How do I make it Like e2m8 and e3m8 where when you kill a boss it ends the level?
@jade rain ig you’re using ultimate doom builder I’ve found that adding the end level/game action to the demon you want killed works
I think there is a way to remove the pistol but not the fist i believe
Here's my updated map. Runs fine in GZDoom.
do items automatically respawn on a timer in multiplayer in doom 2 deathmatch
@sacred onyx I have played your previous map before and you have improved a lot. It is fun
@short dock Thanks! I had to tell myself to stop trying to add stuff to it and just release it already, haha
Would anyone be able to point me in the direction of a straightforward guide to install a mod in Doom Eternal?
https://www.nexusmods.com/doometernal/mods/15https://www.nexusmods.com/doometernal/mods/15
This is the mod I want to install for reference.
have you googled it
oh yeah just finished a simple 1v1 deathmatch map
hey gang i have an odd question
how many frames do ya'll think is enough for a weapon?
Like one of my issues when working with placeholders from Brutality and a few other wads is that they feel too animated to where it distracts
~20, like classic
Wait really? I thought classic was like. 6
outside of certain things like the SSG
classic has very few frames yeah
it might be that brutal doom used interpolation techniques to create additional frames, at least it looks like that for me
but really, focus more on key frames, and eventually, you will realize if you need more
New custom monster for Robot J's Doom Pack: The Railgun Security Bot, Made by UAC to keep unwanted guests out of the labs but when the demons arrived the bots have started killing anything in it's path including you.
IIRC the majority of BD's weapon animation frames consist of the same sprite repeated several times in slightly different positions
Ive made a terminator mod that has several player classes and each class has a powerup with the berserk2 replacement! marine - is basic doom guy: powerup is speed and firespeed t800- has a pump action shotgun: powerup, power protection and the 45longslide one shot pistol ENDOS...
some of the weapons cannot be accesed once you change weapon
they might not be defined in a weapon slot, but i can access the T1000 and T3000 melee with only the next weapon function, not the weapon slot one
thanks for pointing that out, i'll work on it
Hey guys opinions?
Looks-like 64 plasma rifle with the original Plasma rifle
Pretty good actually
I can't seem to find the "blue waterfall" animated texture in Ultimate Doom Builder
I've got the red and green falls but not the blue, brown or lava ones.
I'm using Doom2.wad's textures so they should be there
Yup <@&162901871168585728>
weed_nose#2187 was banned
@shy stratus Thank you
@shy stratus actually it's both BFGs
Correct
D64 BFG mixed with Doom BFG. I kinda did try to go with a D64 plasma rifle look too
It shoots a giant red ball of plasma. Originally it would shoot a giant ball of plasma THEN when it explodes it would fire off 10 balls in different angles but that wouldnt work. Basically it's the bfg ball without the bfgspray
Hah yes
hey guys what do you think of this
I call it the plasma hose cause it will basically spray out like water
the plasma it sprays out is a bit more powerful than normal plasma but it eats up ammo quickly
hmm
make it short range if you can and that would be a badass flamethrower with some sprite changes
It has a little bit for everyone
7/10
actually it was gonna shoot fire but then i decided to scrap that idea
Shoot bluefire
Aight V1 is almost done for release
Right now I am tidying up a few things before release to make it look clean
RELEASED! https://www.doomworld.com/forum/topic/115072-robot-js-doom-pack-v1-release/ if you find any bugs please report them to me as soon as you can
Its here! The pack is here! About that map support though I wasnt able to do it for some reason but I made up for that by adding GORE. Yep, Inspried by brutal doom I have added gore to the ZombieMan, DoomImp, ShotgunGuy, and Demon. RECOMMENDED ENGINE: GZDOOM RECOMMENDED GAME M...
Def will try this when I have time
i will give a warning that some sprites will definitely look ugly since alot are some old sprites
Hey guys opinions?
Looks like the original bfg mixed with doom 64 bfg
So what else does this add
Weapons and some gore
There are like 17? (I forgot) New weapons
Right now I’m remaking some of the old sprites since some look ugly
Just downloaded
The screenshots look promising
@haughty flower the plasma hose doesn’t make sound
I also posted a comment on your doom world post
Pretty good mod
I love the plasma weapons
Hey guys how do you like this rifle (It's for an different doom wad and not the weapons pack) (although I still might add it for fun)
wait forgot the image
Here's the rifle
Well it does use the shotgun as a base
I’m trying my best to make it look more like a rifle and I have a pretty good idea on how
I made it use rockets since I asked the server for what I should do xd
yes
Right now I’m revising most of the sprites but I am gonna ask one thing for everyone here. What style should I use for every sprite then and onward? Doom 64 style or Doom 1&2 Style?
Doom 64 weapons would be cool but wouldn’t fit into the doom 1 and 2 environments
Yeah true
Maybe I could make doom styled weapons for slots 1-7 but add doom64 styled weapons into slots 8-0
Kinda like a catagory like thing
Will jot that down
I already got some new weapon ideas but I will still write that down just incase
Cool
@crystal perch I’m guessing thats the underground alley before the demonic invasion and during the demonic invasion
i dont know how to find/make good textures, i dont know how to add custom decorations, weapons, or monsters, i only know how to add downloaded monsters
can anyone help??
(for doom 2)
I can link a video that covers adding/making custom weapons
https://youtu.be/hG7nIJ3NVaA this one is a good one (although can be a bit hard to understand at time) https://youtu.be/5s9UPDIHR-Y this one covers mostly everything including spriting
This is my very first tutorial. and it is about making custom doom weapons. no much to say otherwise, but subscribe, and follow me on G+ and Facebook.
It's been a while! In this tutorial we'll be creating a brand new weapon called "Hombre Skullinazor"! Part 1 consists of creating cool sprites from pictures using Photoshop CS6, yay!
If you don't have a heart and want to skip to a certain section, please, go ahead:
1:32 Secti...
thanks
How does this look for a rifle
not really imo
maybe make it longer
@haughty flower have you considered a bolt action rifle
slow fire rate but high damage
That’s what I was doin
That gray thing in the middle is my bad attempt at a bolt
I have made it thiner tho to try to make it look more like a rifle
It still looks like a shotgun
maybe try changing the stock? That would probably help it look less like a shotgun
otherwise it looks good
@haughty flower try making it look like a mosin nagant
i wanna post something
but idk if it would be an insensitive joke, i made an edit of doomguy's front facing sprite
im gonna re-read the rules now
q
i made doomguy but withouthis helmet yesterday, idk if i got the hair right though, or anything tbh
I am thinking about implementing a cut doom 64 weapon into my wad but making it a bit more doom 1 and 2 styled
@snow compass pretty sure Skulltag had a player skin like that, but way better
you can download the skins file here:
https://zandronum.com/forum/viewtopic.php?t=418
oh ok
thanks
i downloaded a random one, and its all gray and stuff
i tried making it a bit better
@snow compass change the palette
the palette selection dropdown is at the top
the palette just called "Doom" should be good
oh
i think i made it better
the first one looked like a ditto
o
@snow compass make the mouth a skin tone and the eyes black with white pupils
and use antialiasing paintbrush to shade the mouth in with the rest of the skin
^^ like that
sorry white with black pupils, if you give me the skin i can improve it, you did excellent with the hair, also if you are finished with the sprite set i want to use them in my mod i'll credit you
ok
???????
thats the only one i have, plus, ive been trying to sleep for the past few hours and just woke up
i cant, i dont want to sleep the whole day
also just copy paste a shotgunner head on doomguy change the skintone then add all the stuff, and prolly not tbh
im working on sprites atm want to see?
sure
doomguy but terminator
yes
dun dun du du du lol
right i think imma go now, have a nice day
alright, have a nice day man good luck with those sprites.
i might not finish them
hmm
that's what i use for pixel art
same
i use keyboard and mouse for drawing, it took some practice
adding mugs to all my player classes for my terminator player class mod
im back, looks good
thanks
yw
right so i was looking at the pickups in classes how do i make a custom weapon that i can actually pick up
or rather how do decorate files work
brb imma go watch tutorials
@snow compass it's very difficult for me to explain, there are two methods of making something, make a decorate file, then classify it as ACTOR, "name of gun" then DoomWeapon
yes
Today I’m gonna try my first time making an IWAD through slade. Probably will be a testing iwad but might aswell
bruh
I want an animator to do the same thing with a Marauder
And tho, its not a doom related thing
technically is since it's involving a doom enemy
I haven't posted here in a long time, but here is a 24 hour speedmap (I say speedmap because when I make a map, it usually takes like a couple weeks to a month to make because of creative blocks and procrastination. I put my nose to the grindstone, on this one.) I made as a proof of concept for what could become a considerably larger project.
This server doesn't get much foot-traffic for me, so @ me or DM me if you want to get my attention.
that's a pretty cool little map -- if you're doing more I look forward to it 🙂
Putting a full hold on all of my doom projects to start a new and big one. Doom: Retribution. It is a non canon doom wad That makes a new storyline for doom 1 and 2 where it follows after 2
That looks bloody great
https://www.mediafire.com/file/t58ohyb9552b7w8/J25_01_03_Fixed.zip/file
Due to an issue, I have deleted the previous uploads of the project, in favor of this fixed version.
Few screenshots of the first level (I promise this is not a horror wad)
thats alot of gray
they got all ripped and torn up
I deleted all previous uploads of the J25 Project in favor of this version, which includes new maps, music, sfx, and a different pistol sound, after I had gotten a complaint from someone about how the chaingun sounded janky.
Same basic setup still applies; run on GZDoom, with the doom2 iwad
I liked the wad, but it has several texture alignment errors and some errors like the whole ceiling goes down blocking the player
nothing a little map editing can fix
What?
Dammit, I thought I fixed that already.
Well, I'll see what I can do, and hope I can get that sorted out in the next update.
this is a test wad to see if you like this is this style of levels
hey i just switched to gzdoom builder and i cant figureout how to open doors im using doom in hexin format i can get the door to open and when it closes the side i orginally opened it from no longer lets me opon it i just make a hmf
im using generic door
I’m gonna boot up gzdoom builder really quick and check
ok thank you
yes
nope
Welp now we found the problem
thanks man im not used to this i just stopped using doom builder 2
It’s aight
hey i need some helps with snapmaps of doom 2016
it's about demons group, can't get them to work
sick
Niceeee
I have decided to turn Doom Retribution into a new doom wad nicked Retribution of Evil. It’s a doom 3+Doom 64 type wad that includes most og doom weapons (with newlooks ofc) and 3 new weapons (Grenade Launcher, Plasma Charger, and the Quad Barrel Shotgun)
I've been working on a HUB wad for DOOM 2, just entering beta phase at the moment:
This is a wad file I've been working on for quite awhile, mainly to improve my design skills
@umbral skiff I tried it. The wad is nice. Caleb's voice is really a touch of class. 👍
Glad to hear you approve!
looks coo'
Updated version of J25 is a go.
Features four full maps, with a minor tweak to the second map.
Also big thanks to @short dock for bringing the nasty bug in Map02 to my attention. I honestly thought I fixed it.
Nice so far, love the new updated sounds
@umbral skiff you are welcome
A note: During testing, I pistol-start each map in order to make sure they're fair.
Dunno if this is on purpose but a few of the doors have the doortrak textures moving
There is also a door in map 2 that has an untextured back and is unopenable
Which door is bugged? Screencap and I'll see if I can fix it.
maybe I forgot to tag it as "repeatable action"...
I'll check it out
I just checked both of those doors.
They're tagged as repeatable, and the appropriate linedefs are facing outward. I don't know what could be causing your bug
Also the moving doortrak is my fault.
I realized way too late that I was supposed to tag them as lower unpegged.
I re-tested the map, and both doors seem to be in working order.
I've been using hardware accelerated
same. Seems like nothing happens tho
Just get a more trippier sight
I also did walk on the candles in the chainsaw room which I think triggered the door
Strange
I tried to make a harder icon of sin fight... I hate my life
This is how I go about constructing a map.
I am listing out my steps, in hopes of learning if there is a better way of doing things:
- Starting room + Player Start
- General map layout
- Light sources and sector lighting
- Architectural flourishes/decorations
- Secrets
- Enemy and Item placement
That’s exactly what I do except I mix in secrets with 2
I also draw a map design on paint.net or irl to have a plan kinda
I prioritise enemy placement earlier because I want to design the maps around the enemies that'll be in it
I see.
My reasoning for putting enemy placement last, is because I feel that there should be a flow to how the map itself plays, and I place the enemies in, once the map is finished, so that I can see just how they interfere with the player's progress. After all, that's all the enemies are; a roadblock in the way of progress. They aren't targets in a shooting range, they're obstacles that get in your way.
Play Chex Quest HD for free on Steam now: https://store.steampowered.com/app/804270/Chex_Quest_HD/
Chex Quest HD is a modern, multiplayer remake of the classic 1996 FPS advergame of the same name.
The Intergalactic Federation of Snacks' outpost on the remote planet of Bazoik...
chex quest is back
It’s been back for a few months i think

