#classic-doom-maps-mods
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I must make mods somebody help
for those who want to play the version DOOM 64 Absolution TC, I have remake the version of DOOM 64 Absolution TC compatible with Brutal DOOM 64 ! https://www.moddb.com/mods/brutal-doom-64/downloads/brutal-doom-64-absolution-tc-remake/page/4
if you want more information go here https://www.doomworld.com/forum/topic/113545-brutal-doom-64-absolution-tc-remake-available/
this is a remake of DOOM 64 Absolution TC compatible with Brutal DOOM 64 ! the whole campaign of DOOM 64 absolution TC, more these new maps exclusive to DOOM 64 TC were redone,is compatible with Brutal DOOM 64! more DOOM 64 TC adds two new monsters that are exclusive to DOOM 6...
hands
this is art
@snow hearth some one finally did my only dream
glad to help
looking to play a new and original gmod/doom game? check this out:
https://steamcommunity.com/sharedfiles/filedetails/?id=2255722052
thanks man
i can never come up with good ideas for maps lmao, looks fun
@severe mica I dont either, I just either
A - go with the flow
B - look at other people's ideas and base it off of that
Also I finished this yesterday but never shared it because i imediently went to sleep afterword so
alr thx for the advice, also is there a way to actually upload the map and play it?
thats cool
what application is that?
If I had to guess it's DoomBuilder 2 though, there are other versions like GZDoomBuilder and Ultimate Doom Builder though, Ultimate being the 1 I use.
I should probably be ashamed of myself not knowing what the 1 I use looks like, but oh well that's just my memory.
Yeah, it's Ultimate Doom Builder. I feel incredibly dumb but I know that's just not my forte.
@pure elbow
@haughty flower
I use UDB
@severe mica after you're done with the wad, you just send the wad to whoever you want to play it, along with telling them what wad to play it in (Ultimate Doom, Doom 2, Plutonia, ect.)
@severe mica also one more good tip:
Looping back to previously slaughtered areas after going to get a key to enter another area is always an interesting design imo just don't rely on it.
Also if you have to go through a previous area, use a teleporter to put some more monsters in said area to make it more interesting.
I can give you an example if you want.
@haughty flower i think i know what u mean, but gimme an example anyways
kay gimmie a sec
@severe mica In Suburbs (Doom II) there is a room in this corner over here with monsters that can hear shots through a small hole in the ground. Then when the trigger for opening the door they're stuck in they run toward the player into the teleporter to teleport into the map for that super big fight near the rad suit mountain and nukage river.
You can replicate this for repopulating older areas of the map with new monsters.
ok cool but, im not creative in the slightest, i play doom and draw cartoons, what do you expect from me
Later I can make a map giving an example and dm it but other than that I cant really do anything else

I tried though
is that the dude who faked the disability?
Idk it's a emoji here
whats the dude who said he couldnt walk, but he was exposed for faking it
zillianop?
reddit bruh moment poggers keanu reeves wholesome 100
I dont speak reddit
i mean reddit isnt that bad, its ehh its hehh isti st hiisi its uhhh its uh
im trying to make an excuse for having 2k karma
laughs in 6.63k karma
๐
nice
i have that installed but i use just use doom builder, because i prefer the hud and it runs alright on my laptop
Anyone know a way I can use a greenscreen to make custom weapon sprites for doom
I thought doom used cyan for unused pixels.
Redit
Doom uses cyan for unused pixels yes i think
you can also cut out the pixels and make a transparent background
anyone able to tell me what this is and why it causes the texture to become misaligned?
i figured that's the tutti frutti effect, but i have another even odder graphical glitch which i cannot figure out
why does the middle texture bleed into the grund like that?
only appears on certain sourceports
if it goes into the floor, it does this
On GL Renderers it doesn't bleed into the ground but due to how classic doom engine acts it will bleed into the ground if the texture is in the ground (on anything other than GL renderers)
@dry ore you can fix that by having one side of the sectors have a different brightness than the other, even if just by 1.
also, in case of tutti-frutti, I am 99% sure that 128x128 textures will never cause tutti-frutti in any situation
in my case, it was caused by me using a texture with a transparent area as a lower/upper texture on a two-sided wall
for some reason it only applies when the wall is 8 pixels tall
I have one that's 16 tall and doesn't get tutti frutti
speaking of GL renderers, I am just ensuring that my map works properly in as many sourceports as possible and regardless of which renderer the player prefers
currently i'm making a little level wad (but hard)
there is a demo of the 2 map (third map WIP)
Yes
also the level don't really have a continuity and can be all pistol started
have fun i guess
(also the exit switch is not here for obvious reason)
see that 1-pixel thin line? that was supposed to be a custom texture i added via SLADE, what the hell happened to it?
it's 64x24
it's not even entirely 1-pixel, it's like it only draws random pixels from the top border of the texture
the texture:
it was supposed to replace the STEP1 texture and resize it
does it perhaps not like the size of the texture?
Sooo
The texture is showing texture in a zone where is nothing ?
Instead of the full texture ?
Isn't STEP1 a very very little texture
it is, 32x16
but i did make sure that the new size is displayed correctly in SLADE
i've had that issue before
does the doom engine somehow still think it's meant to be 32x16?
Yes
what's it determined by? :P
Because Maybe Slade only resize when the texture is less bigger than the original one
i'm confused, i deleted the texture and changed the file, i added it through SLADE, it still adds the 64x24 texture, even though it doesn't exist anymore?
where is it getting it from
i uploaded an entirely new texture, 32x16, same brick but shrunken down, same graphical glitch
it just keeps getting better
you're probably not adding textures properly
I'm not positive on this, but I think Doom doesn't like wall textures that are 64x64
maybe Doom just doesn't like that resolution
i tried making it 64x32
it's not even converting it to a doom graphic anymore
oh, NOW it asks if i want to save changes
i don't know why it gets added as this when i try adding it a different way
oh hey, i did it!
Finally lmao
What was the issue then
currently i'm making a little level wad (but hard)
@shy stratus
I will take inspiration of Deathless and Plutonia
Little map but hard
i'm not even sure honestly rofl
Hey so i've been trying to compile eureka doom editor but this error keeps popping up does anyone know how to fix it?
Tbh idk if i should put this problem here or on support
Tbh idk if i should put this problem here or on support
@exotic flame If someone knows then the people here ^^
trying to make a floor lower instantly, help? this isn't working, i only managed to make a sector raise instantly, but not lower
i'm not touching those, i want this trick to work on other sourceports than gzdoom
That mean if there isn't in the pre-craft that mean there isn't lmao
And customized sector are an only GZdoom thing
||TIL||
Okay
I'm making a Volcano level lmao
For my wad
It's Plutonia but instead of chaingunner
There are
Arachnotron
HMP is just imps and zombieman but UV there is
Hell knight
Double arachnotron
And other
With only a Shotgun
I think the SSG will come at the 13 level or something
I'm just sadistic
And even there are 20% damage per second floor
I don't know if i'll do a UV+ option with 3x everithing
I want to destroy mind but still cool, Classic and fun to play
i mean
what youre saying doesnt imply "cool classic and fun to play"
it sounds like hell
||i mean by classic=Texture and shit||
i see
ok
The first level is a breeze
The second is pretty bad imo and very very short, basically an adrenaline shot
The third (volcano) will be a normal level just hell knight and Arachno with a Shotgun and maybe a chaingun
lol
Remember than the second level will maybe be changed
is it for doom one or two
oh
for some reason doom 2 wads dont work for me but ill try it
im in school rn tho
ok
also remember to always watch your back when starting a level, some level have weapon
ok
Just need two hallways, two room and the ending room and its finished
ok
And mapping is very very long to do
First map is always terrible and 4h to do a door lmao
honestly reminds me of the skeld from among us
that DM map is something I couldnt make even if I tried lol
honestly it kinda seems more like a normal doom map
worst thing about that is
when you change the heights they have untextures sides.
The best way to deal with untextured linedefs is to group select them all in 2d mode and texture them that way
linedef moment
honestly reminds me of the skeld from among us
@unreal solstice Coincidentally, I have began to remake the Skeld into a DM map
neato
bro you stoler my idea!!1111 >:(((((( ๐ jk jk I actually had the idea to make mira or skeld in doom lol
i actually started on the layout a few days ago
I even considered doing polus after making it
For Polus a frozen texture map would be rad
There are many cool things the classic engine can handle
heck i even made a "3d" floor
in vanilla
it's actually a texture trick
I need to learn that
||@coarse yarrow also now i have a Pixel art maker sooo i can modify the texture||
I can show a 2d ver and explain how it works
Yes
Basically first I put flat4 on the ground. second I switch to 1 mp and zoomed in close to get it exact. I than drew lines in the part than arent a grate, than I would make the parts that arent the grate low. than for the untextured linedefs I used blakwall and aliened it correctly
resulting in a 3d grate that's just textures and sectors used correctly
I see
Just like the "tiles" of floor that people made to show abandonned thing on floor
yeah
Depending on what you wanna make "3d" things can be possible
just like the 3d light i made awhile ago
Yeah
doom's engine can handle many awesome things
Still need to know how to make transparent thing
Like bars
I think its a linedef thing buuut
It is\
select a linedef (NOT A WALL) and then put the midbars or whatever in the middle section, the stuff will appear and you can move it accordingly
Its just that
also by not a wall i mean put it in something like a line inbetween a area
yeah basically
Holy shit the number of time i tried to do it lmao
oof
I mean my maps currently don't need them buut
I will take it
Anyway i still thinking that my second map is way shittier than the two other
Feel like rushed 
It's really good for stuff like windows
If you feel like your maps are getting rush take your time to make it the best you can
when you feel like the map is ready start on the next one or whatever you are wanting to do with it after
I'm currently making my third map
I mean i wanted the second to be hard, a minute short and to introduce the fact that the very first level was a surprise trap
And its working well
I'm making a lot of details, i'm not the rush type of mappers but
This second in particular
Its pretty weird
alri
My signature for the wad i'm making is
HMP is very easy mode and UV hoh god why
Arachnotron will be my chaingunner
Imagine having a Shotgun with only 20 ammo on pistol start and manage to kill two arachnotron
What a feeling
pretty sure the chaingunner does too
make sure their sprite positions are correct
And the name too
actually if the name is different it will use the default enemy sprites which wouldnt really explain the transparent part lol
heck i even made a "3d" floor
@haughty flower i used the same method to make exposed pipes in the broken floor
can someone tell me what i just did and how the fuck this happened
it looks like someone's grandma knitted a doom texture
Is that a custom texture
no, i think that's some severe tutti-frutti effect
i don't even know, it happened when i used a step middle texture on an attempted 3D floor, and for some reason it only worked on this map, as in copy-pasting it to a different map in the same pwad just displayed the step texture as it should
Holy shit you have a lot of issues everytime
The Builder don't want to cooperate with you
I want to stream the b u i l d
whispers
how do you fix slime trails
it's usually easy but this time i'm having more trouble with them than ever
anyone have an error screen that pops up whenever you try to test out levels on doom builder? im using windows 10 with doom builder.
does anyone also have a .wad file opener
Imagine not purposefuly misaligning textures to get that sweet 90s vibe...
if it doesnt use all the chex quest assets i think it would be fine
you can make a mod for chex quest though
yeah you could
I like your maps Videous, they give off a 90s vibe, and they're well designed. Keep up the good work!
BRUTAL DOOM Schism/Rebalance 0.92 mod together with Doom II Dark World, 100% Secrets achieved on the Hyper Violence difficulty level (think of really fast Ultra Violence). Brutal Doom Schism or Rebalance, is a modded version of Brutal Doom v21, adding 3 different classes (UAC ...
Time to rework my Doom 2016 map pack
Hi, guys. I have a question. Is there something like UDB map editor for Doom Eternal? I've seen only mods and stuff that seems to be relying on just file modification
(recommanded:D4V)
is a button that teleports 3 archviles into one room too mean?
because that's exactly what I put in a section of my wad
tight corridors with little hiding spots.
If they have bad weapons to deal with them it can be a bit evil
same if it's a small room with no walls to hide behind
yeah it depends on a lot of things
I've seen several wads do that before though
W.I.P tell me what'd you think (also play it on an easy difficulty unless you're a doom god)
@orchid ore it does
@snow hearth compatibility?
vanilla
runs on crispy for me
it still only 3 fights but I want to make sure every part of the wad is as good as possilbe
just played it, and the map's pretty easy apart from the Archvile part
the Archvile part is very RNG reliant, the Archviles can cover the entire room, leaving zero opportunity to take cover from their fire
including blocking the door
does vanilla doom not support replacing object sprites?
@orchid ore so. my friend told me due to how the doom engine works
you'd need to replace ALL sprites for it to work
however boom and most sourceports dont have this issue
you just have to copy and paste all the doom 2 sprites onto your wad, it's not hard work
actually, that's a lie. You don't have to do that
yeah i think it would be illegal
so you'd have to make most of them custom i think
it's not necessary anyways
this video teaches how to do it https://youtu.be/PTn-oK8m2KU
Modding Doom is easy once you get the hang of it! Download the tools here:
WhackEd 4: http://www.teamhellspawn.com/exl/whacked4/
DeHackEd: https://www.doomworld.com/idgames/utils/exe_edit/dhe31
Slade3: http://slade.mancubus.net/index.php?page=downloads
Even more modding info: ...
with vanilla compatibility
however if you didnt want to use dehacked you'd have to use it the way i did describe
he starts talking about how to replace sprites at about 21:40 in the video
@snow hearth I'm guessing that's one of your first levels?
there's definitely a lot of newcomer mistakes there, but you'll learn to sort them out as you go
that's a drawseg overflow
it happens when there's over 256 linedefs onscreen at a time
if you simplify it enough, yeah
@haughty flower Yes it's my first I want as much critique/criticism as possible
the best tip I can give you is to play more wads and analyze what they do best
The goal of my wad is to be extremely difficult but never unfair/rng based, can you recommend wads with a similar concept
I just watched the first level of sunlust and realized how difficult becoming a good mapper is
I guess Sunlust applies to that
once you get the hang of the editor and workflow, it's really just about your own creativity
and time and patience
depending on how complicated you want your level to be
I wish I could map well.
if you tried, you could
I do, all the time even.
I wish I could map well.
@coarse yarrow
Same smh
post some of your maps @coarse yarrow @shy stratus
I will, lemme find the wads again, lol
It's barely much, but it's the only wad I found in my few minutes of looking. I'm not very organized..
what's the compatibility for those
I'm trying to demake Doom 2016
Mine should run fine on vanilla.
I think
First is playable everywere
Second GZDoom or maybe other
Also
(Doom 2000+16 recommanded with D4V for ambiance reason)
I don't use custom thing soooo
But it run on GZDoom for sure
Mine was tested with crispy doom, so it should run on anything
Crispy Doom is limit-removing, so it's some steps above vanilla
I could run it in that, but not in Chocolate Doom
I am aware
my thoughts on the map -- very short and easy
But I also didn't use too many objects, or complex geometry.
you can definitely do better with more time
Well no shit, I made it in 45 minutes.
some things to note, Barons in large open areas are far from threatening
even if they've got some Spectres to accompany them
Woah, it's like, I knew that and designed it to not be difficult to keep in line with Doom 1's difficulty.
Thanks for the criticisms though.
Omegaflat is very evil but...weird in a way you will see
I can make an evil vanilla map, mark my words..
i'm guessing these are some of your first levels as well? @shy stratus
I managed to run the demake in Crispy but not Choco
I think this is a really funny idea, I really like it. It's like a 90s wad but resembling Doom 2016
Yes
they are posessed
I thing its maybe the source port or
I wrong a copy-paste
Wrong texture
yeah, there's a lot of these around the map
I know all of that
Litteraly my demake i have 0 will to do it so sometimes i rush the shit out of it and i didn't patch that
And today i did a big big patch
I think my second map pack is more polished since i have will to do
if you've got no will for it, then better drop it if you can't help it
Yeah
I dropped it for my second map pack
This is my....3th level that i made
In OMEGAFLAT, its less bigger but more polished in my eyes
And hard 
flat is justice
I'mma try it
hey, this already looks better. Although it needs more to spice up this first room, such as ceiling and floor height variation, for example, and more fitting texture usage on certain sectors such as ceiling lights
these computers are misaligned too -- these textures need to be around 64px tall to show up in entirety, but it seems it's only 56
otherwise there's a very noticeable vertical cut-off
Wasn't an error tho, i think i wanted that when i made the map
uhhhhhh you know, is this supposed to be flat, actually...? cuz of the filename
Its a beta name
There is 0 connexion between flat and other shit
Its just to find in the files easily 
then, I'mma tell you, just because something is intentional, doesn't make it good rly
I mean its not even finished
And like i said
Just for the files really
I don't want to search the quitillion MAP01
sure, I'm just giving you criticism
another thing I see beginners often do, ceilings being the same height as skies
it seems like you barely started working on it tho
I mean, you should keep working on it before you give up so fast
I will not give up
if you don't mind, I can give you an example of a way to improve the first room in the first map, so you can have an idea of what'd look more natural
I prefer doing the map first and after patch like every dev
although just playing other player wads would usually give you more than one idea
Hooh yes i have tons of idea
Also the third level isn't quite finished
It's finished but after i need to learn monster closet making
And it will be way better
Last tutorial i saw i did litteraly the same thing and it didn't work lmao
yup
what kind of monster closet do you wanna make tho
just have a wall open up, revealing monsters? that's as easy as just making another room
Sector/lindef
With wall open up
yeah I can make that in a second
Also for the second map originally after the ending switch there were a tunnel to an another zone
But i decided to cut it since its just like the second level
nothing wrong with introducing surprises early on
it's a good way to hook players to your wad. A lot of people will quit if the first few levels are uninteresting
just open this in the editor, I bet you can figure it out yourself, it's very simple
Hoh wait
I don't even need your tutorial because i think i found my error
I did a Linedef with
W1 open etc etc
Tag1
And
Linedef of the wall
Tag1
Instead of the sector
lol
Mega dumb
If you didn't finished the third level (Pretty sure you did)
Look at the void that is the last hallway
There were an evil trap that i failed so i cutted it because
Enemy counter impossible
oh, I'll play it, got distracted, sorry
Also you played on HMP or UV ?
Hoh no
I think i know
I Ctrl-z so much that i deleted the last door
Because i did a big wrong
nor is the yellow door, too
by "marked" I mean an indication that they require keys to open
same actually
Also i put a lot of Arachnotron because i think they are managable
shotgunning a lot of medium and high tier enemies can be boring
I felt that a bit after the third Arachnotron
in moderation, it can definitely be well executed
Yeah, i need to rework the second volcano part
i want my map to be hard, so get ready for tight corridors.
you wanna play my levels? I posted a 5-level demo on Doomworld a year ago
can send you an updated version of 'em if you'd wanna bother
I can't now but i will maybe play them
My real first map is technically the first map of my little pack
But originaly there were multiple bedroom and hell invasion started
Like in the Story from the manual
And the second level was a Garden with a fountain
my first level of the wad is one of my first levels, and one I'm most proud of
it went through so many changes in gameplay it's crazy. But I originally made it in one night
should work in any sp. Map01-05 and map15 all finished
oh, actually, MAP03's got some WIP sections, but you could still finish it by just noclipping to the next area, which is right next to the blue door room
Made some progress, gonna continue later. I have archviles in dark sections, everyone's absolute favorite... 
You monster
ooh no
getting my IDKFA and IDDQD Ready
@haughty flower I loved that, and I see you used the mission complete sound from Descent, keep up the good work
it aint much, but this is what I have so far

thats not the hard part, mainly just posted to show off the drain, lol
and there is no other demon in that arena, the cyber happens earlier
gosh the sky is nauseating af
A little teaser for a little something.
#DOOMEternal #DOOM https://t.co/QNwY5zUZqN
not sure if this is the right channel for this but have people figured out how to rip the moels from Doom Eternal? i want to use the ARC Carrier for something
I think you can ?
But you need an extractor or some shit
Can someone please write me a CLI Program that I can just input a directory and it'll incrementally rename all of the files to 'VAL0001.PNG', and then 0002 and so forth, so that I don't have to put in the names manually, a quaint 4,582 times? Also I looked this up already and people have wrote "programs" to do this, but I understand none of how to tell it the prefix, the suffix, the number of zeros in the increment, or the file extension in any of them, and the one that was simple enough for me to at least run for it to do more than just spit out an error, it added WAY too many numbers, so that DOOM won't even recognize the names anymore, it won't recognize any names above a 8 character limit.
Are the 0's required? If not, from slade you can just highlight all of them and press rename then type VAL&
I would prefer all of them to have the same length of a name
I donโt know if thereโs a technical requirement as dumb as that, so Iโll just say itโs triggering to not have them all the same length.
Since they are textures, and I will see them more often.
If it's relevant, I use UDB for level editing and SLADE of various other things such as management.
Move them all into 1 folder, make sure they've all got the same extension. Then open powershell, navigate to that directory and do powershell $i = 1 Get-ChildItem *.png | %{Rename-Item $_ -NewName ('VAL{0:D4}.jpg' -f $i++)} This assumes they all have a .png extension.
Ok
Also, this will take ANY file with .PNG extension, so make 100% sure you're in the right directory.
Yeah
That was much quicker than the other command, that one took a few minutes, this one took a few seconds!
If you were trying to do it from slade, yeah it'll be slower.
I think my problem is my Google Searching.
I searched powershell batch sequential rename
I keep trying to make a map and then halfway through I just give up and start again ._ .
Same
This is the premise (and the whole info): https://docs.google.com/document/d/1NvLhyaIBJrabHFZLYbYmLE3DGEktg4UcHg4suZyFAIw/edit?usp=sharing
What the hell is a Gigawad
If you're going to be providing IWAD maps in that WAD, I don't think that's quite legal, btw.
I don't know if this thing is a "dev" or "fan game buuut"
Its a scenario for a text-based AI dungeon thing
It's a WIP
AI Dungeon, an infinitely generated text adventure powered by deep learning
Sometimes its broken sooo
Don't put your hope here
And Also
Always try to remember the bot
Sometimes he didn't
Also all demons except from imps and caco are just named demons
And you can still inventing you too
New Version Release
- Massive bug correction
- DOOM 1 support
- A lot of things I will not list all
a mod I made hope you guys like
@shy stratus I originally was going to call it an Omegawad, but someone afterwards said โWhatโs after megawad? Gigawad.โ Which just makes sense, also for the fact that itโs going to be gigabytes in size when Iโm done.
Holy shit
And I wonโt be distributing the original files in the final version, only before, since I want people to just download it and run it with GZDoom, with no additional things.
I probably could distribute the original files without legal trouble, and I might as well, since the original WAD I was modifying (Ultimate_Doom_Combo.wad) had ALL OF THE ORIGINAL GAME FILES from EVERY GAME.
And countless people have downloaded that from many sites, including a few forum posts and ModDB.
I didnโt mention my own site since it gets minimal traffic and doesnโt have an SSO set up or whatever itโs called.
you could get in a lotta trouble distributing those files you know.
Which is why I probably wonโt be. No one will think getting me in trouble is going to be worth it. If someone does, they shouldnโt waste their time. I can think of many other people and websites that do the same thing 10x worse lol
Itโs like if I was at the head of a company and I feel like I need to sue a kid that doesnโt earn any money from his creation but he used an extremely old part of one of mine. I shouldnโt do that because thereโs so much I could be doing that would be so much more worth it than that.
ModDB is honestly home to the vast majority of sketchy doom mods. One of the main reasons I don't use it.
so I made this with Lewisk3 help
next update will bring
- lump filtering to detect which doom your playing
- close menu bug solving
- when you select an map it automatically closes the menu
- custom maps will work again
- better ui with centered text and better menu organization
if someone know how to centralize the menu dm me please

hey guys
i started making a deathmatch arena, but i feel like its kind of weird
it just doesn't feel right
any tips?
Just make sure to use the original doom levels for inspiration and make the area more open and big
yeah, but I feel like its too open
If itโs too open add a few obstacles here and there like pillars and others.
Just make sure to not put too much or it can become very hard to keep momentum
im probably gonna add some pillars
also when i try to test the map none of the items show up
Here are a few tips Iโve got for Deathmatch Wads
-
Make sure maps arenโt too open as plasma rifle and rockets donโt travel that fast so it would make them a bit useless
-
Include more than one powerup most of the time. Having 2 or more per map can make the game more randomized and non predictable
-
Make sure there is atleast 2 exits each room. Exits themselves as in the switches and stuff can be immune.
-
Keep most hallways atleast 128 units long (about the size on a regular doom door)
-
Donโt put too many traps in a map. Unless you wanna make a map that really pisses people off donโt include much traps. One or two here and there are ok but too many might make people rage
hmmm
And my final tip: when making your first dm map and first few ALWAYS use either doom or boom to get the hang of it. Than move onto other ones like zdoom, eternity, etc
Got a replacement for the cyberdemon working - https://streamable.com/7rkkx0
nice
Is that a descent mod or a doom mod?
GZDoom mod.
Holy shit. It looks nice
thanks
There's a customization system as well, so you can build your mech how you'd please. There's currently 21 different mech chassis as well, which are all purchasable from the shop system.
nice
I wish i was that good at doom mod making
Just takes time, I'm a programmer irl so, it was a bit easier to pickup. The mod has been a WIP on and off for around 2 years.
The only coding I really know is Zdoomโs decorate. Although I do excel at sprite making
Yeah, it's impossible to do this sort of thing with decorate, lol.
I bet. If it were it would probably take alot of time to get it somewhat functional
The playerclass is 4000 lines of code currently, as well.
Jesus. Thatโs alot
I usually stay away from ZScript because Iโm not really good at it and itโs not compatible with zandronum sadly
ZScript is what really enabled me to do whatever I wanted, I felt really heavily restricted with Decorate and hACS.
Hmm, can't share github links? Interesting.
Huh. I thought they were allowed
Hmm, can't share github links? Interesting.
@pastel bane Because some people thought its a cool idea to share pirated wad's through github here...
Ah, I see.
sry guys :/
Why not just ban those github pages, why all of github though?
Because there are plenty of them
:/
I tried making a doom source port once but i failed horribly
Oh, even with my experience I wouldn't attempt making a sourceport, lol.
Anyways, besides Zandro being 10000 years out of date, the transition from Decorate to ZScript isn't really that big at first.
Mostly just some syntax changes and you can continue doing things the same way you did before just with more semicolons.
Whenever you reach a point where you think "Hmm, I need ACS for this" then you'd instead make use of ZScript to avoid that, and before you know it, you've got a good grasp on ZScript.
@pastel bane can you try again pls?
Same result
Cool, thanks
hello
Anyone know how to create a mod for D2 that displays the song title in the top right? (like the plutonia midi pack does, which I tried to just modify, but I can't get it to display something different)
I'm making a song pack for myself, and I like the idea of it announcing the song when the level loads, plus if I were to share it with my friends then they'd know what's playing
Try finding the exit on Map04 of the WAD (Yes, it IS there and within bounds): http://jadenswebmc.us.to/pub_cdn/useful_things/mods/jadenmade/testmap1.wad
@dusty escarp i mean okay, why?
Iโm trying to make a map on doom builder but when I test it with gzdoom none of the items show up
Hoooh is that a Meathook and platforming training
this looks so fun. many people will enjoys this

Isn't that your engine ?
it is
Palette based shader, I gave it the instruction to cycle through the swatches to make sure it worked
gave an interesting effect
Hoh so you did indeed ad shader effect to doom
That mean custom lighting on walls and not just floor
Well to be hardware accelerated, it needs to go through a shader to begin with
But yes, stuff like that is possible
Just here, instead of assembling a .png of the texture, it actually runs a function to check what color the pixel should be based on the provided palette
The thing i wanted to say
Its like now the dynamic lighting can change color palette and sprite
Not just floating lighting
Terraria is a good example actually
The "shaders" are just colored sprite on top of the original sprite
that game is a materpiece in efficient graphics rendering
Yes
For example the dye in this game are shaders
this is why the 3ds version don't have dye, shader not supported
But making shader would hard
That mean you need to put 256 color from the pallette (or FFFFFF/00000 colors)
And that the engine detect the correct one and put it on a wall
And that he detect pixels and color the pixel
And not just a pure blue 3d thing like GZDoom
Because pretty sure you want prรฉcise coloring
Not just the whole wall painted in a color lmao
The 3DS version was annoying for me to play
3DS Terraria had decent controls, but it was doomed to be abandoned and never updated, which sucks.
As do all console ports. Have consoles even gotten 1.4?
No

Mobile will got first and console after
That makes zero sense, but ok.
Consoles are getting 1.4 soon
1.3 was like 4 Month ago
(Tm)
Saw the tweet somewhere or something
Like they were excited to say the wait wouldnโt be forever
In order it was
Pc
Mobile
Console
Unlike 1.3 to console... which took 2 fucking years
Surprised it even happened for consoles
505 said "Fuck it, I'm out."
But mobile phones it isn't....?
In other words "This console's deader than Great Uncle Tim, we're not updating anything for it."
It was difficult for Wii u because theyโre all the same model, so if it was impossible, no need to really attempt
Phones however come in different capacities
Worth a shot to try if the average person can do it
Switch ver was more easier to port toward Shader
Switch have the same shader than a pc
Compared to ps4 and xbox
Yup. Uses an Nvidia Tegra x1 chip
One of the bigger reasons porting to the switch is so easy. Less code to remake
Wonder how much convincing it took internally for them to realize them making custom hardware chips isnโt cutting it anymore
@digital smelt Where was it?
working on a new custom weapon
now I just have to add the hand
this my 2nd megawad
this is meant to play with mod like eoa
@dusty escarp in the little room with all the pickups. It was an unmarked interactable wall
yo doom 3 classic map looks cool tho
What do you mean?
where can i download horde mode
@dusty escarp I didnโt know there was something special about it. When I first loaded the map I thought it was going to be a death exit where you had to kill the voodoo doll.
I wish I knew how to anything cool like that. Just making Stairs and making rooms at non-90degree angles are a stretch for me.
What do you mean by making stairs
Very very little stairs ?
ANY Staircases
It took me an hour to figure out how to use stair builder mode in Ultimate DOOM Builder, with the devโs help.
Don't use stairs builder
And I tried to make an addon mod but nothing did anything
I refuse to make staircases one-by-one
Its easy to made one by one stairs
Big sector divided in little one then change height
It would have taken me an hour and a half
As there would be around 36 stairs to adjust
Now that I know how to use stair builder mode, it may only take me 20-30 mins next time
Since Iโll still have to manually adjust hights
Why that would take you 1h and a half ?
Haaah you count texturing right ?
Hmmm
I mean stairs sector is the only thing that i don't use because who created that unreadable sector
What?
I mean by unreadable is i don't understand anything about Stairs sector mode
The thing I did wrong for 50 mins was that I didnโt know that the stair building mode worked off of lines and not off sectors, so I was just converting a whole sector into stairs. It was creating stairs inside stairs, idk it was strange.
Thatโs what the dev helped me with.
The small stairs section at the end (where I ran out if room) are just normally created sectors and one is stretched slightly so doomfat can fit up them.
Hoooh so you need to glue the stairs sector to the linedef
If the linedef is pointing the wrong way, quite literally, press f. That may help for the direction the stairs go I think.
I developed a trick for adjusting the hights.
Yeah because me i was just putting the sector out of nowhere
Select all the stair sectors and then scroll up twice, then deselect the first one, scroll, then deselect the 2nd one and repeat.
Hoooh
H O O O H
I'm still thinking how a Builder can have update like wtf
Yea Bob is a little outdated nowadays.
Making a Builder is very simple
I mean how can you make bug in a Builder
The only bug that i can saw are UI or Object placement
Because pretty sure GZDoom or other sourceport detect bug
Bug the Builder
Big bug the Builder
btw if you were wondering the source port is chocolate doom
love the crisp
ive never actually played crispy doom
from what i've heard it just seems like a version of chocolate doom but with cool stuff
And widescreen
That look good
I want to do a cursed image buuut
You know that the cursed mod don't combined with the Brutol dum
And i need this two to combine, to do a cursed image 
Hmmm
Eat the doom
kwispy doom
This is how crispy the sourceport is. It's good for testing maps that are slightly more vanilla though.
Crispy Doom is a limit-removing version of Chocolate Doom
can run more maps than Choco can
"more vanilla maps" implying not fully vanilla but pretty close
choco is better for strict vanilla of course.
my wording was shit though
Its understandable at least
"more vanilla" I mean...
if it's more vanilla, it wouldn't need limit-removing
vanilla is really just defined as levels that are compatible, and can be played in the original Doom 1 or 2 executables
Crispy is arguably in the top 3 for vanilla-ish ports
Crispy's my favorite
I mean vanilla-ish as in not Boom or ZDoom.
Chocolate doom is always what i use to test vanilla doom levels
I recommend you try chocorenderlimits. It's Chocolate Doom but made with the purpose of playtesting
so it'll tell you all the info about the area you're standing on, like visplanes and drawsegs
but just regular Choco and the builder's built-in visplane explorer is probably good enough
PLUTONIA EXPERIMENT: BLEEDING EDGE Maps 01-06 demo released!
https://www.doomworld.com/forum/topic/117835-plutonia-experiment-bleeding-edge/
Plutonia Experiment: Bleeding Edge is a PWAD that was started as a mapping experiment that I could play Brutal Doom Sperglord Edition in. I love Plutonia but I felt that BDSE made it much too easy, so I intend to update it in a way that accounts for the features included in BD...
Time to play without brutal doom.
@coarse yarrow
It can be played with or without, without is much harder, good luck.
Is it kinda like MapsOfChaos but for Plutonia?
Hey
I'm having a problem in DOOM Snapmap, no matter what I place, demons won't spawn for some reason, I did place a couple but even some of those didn't spawn as well, does anyone know what's going on?
E1M1 remake binge idk felt like mapping, might delete later
sweet
Looks good so far
Finished my 1st map. Any help/criticism is greatly appreciated
would be great if you can upload it here so we can try it
Question: How do you make secrets count towards the secrets in the level and display the secret message?
Thatโs only in zdoom i think
And zdoom derivatives
Also if you mean in general you can tag sectors as a secret by right clicking the sector and going to actions
Ive done that with zdoom in but it doesnt seem to work
@sick stream what kind of map is it / what builder are you using?
Also what sourceport
Based on the Builder Looking like DoomBuilder2 I'm assuming you're doing a regular map, and not UDMF or Hexen or whatever. If this is the case, you need to first off have a secret. You can test this easily with two sectors and a spawn outside of the secret sector. Setting the secret sector should be as easy as turning on the switch for the secret by selecting it within the sector properties (the thing with the damaging floor effects, strobe light effects, ect) and chosing "Secret". If memory serves correctly, it should be #11. If you are using a UDMF map, the secret option is a bit more obscure because you need to select it to be number 1024 instead of 11 or whatever.
As a final note, first the "You Found a Secret!" Text to appear, you must be playing in ZDoom or a ZDoom derivative. These include:
- Z/LZ/GZDoom
- Zandronum
- The Eternity Engine (I think, quote me if I'm wrong)
- Skulltag (one again, I think)
and - ZDaemon (which is a derivative of Skulltag i think)
once again, quote me if I'm wrong with any info.
Thanks, i was using the checkboxes.
๐ ๐
Although I can't play your map myself atm @sick stream (I'm currently not on my pc) I can say that the map looks pretty solid.
Something I would reccomend, about the section after the lava section (with all the monsters and pillars) is spread out the monsters a bit more and add a bit more space to dodge monsters, because otherwise you will be required to bottleneck the monsters through the door to progress.
and another thing, try messing with lighting values. Make a room kinda dark with bright effects for example (like small torches and firewall textures that are really bright compared to the rest of room)
or if you want to go the extra mile, you could always try UDMF mapping.
It's pretty complex though and requires a better Doom Builder derivative than the original.
Got it. I mainly map with doom in hexen format but ill try udmf
if you do use UDMF I recommend using either GZDoom Builder or Ultimate Doom Builder, which is the one I use myself.
UDMF has lots of custom stuff but it can be hard to find the correct one so let me know if you need help at all with it you can DM me
one of the biggest reasons I love UDMF is that you can align floor textures like wall textures which doesn't seem like much but when you're making teleporters it is actually heaven

Thanks again for the help!
anytime
like I said feel free to dm me whenever, I'll respond whenever I'm not busy (or awake in this case bc I'm about to go to bed lmao)
oh yeah btw @sick stream
action 202 is door. I'm saying that now because it's really hard to find the first time lmfao

hey, how would you go about displaying a random message from an array in ACS? i'm trying to make a random tip pop up every time you enter a new area in my WAD
nevermind, figured it out
Doesn't the unity port also use the 'You found a secret' text?
@sleek mountain it technically does, however the sound and the way the text appears is different.
- different from ZDoom-derived source ports
Check out my newest mod. https://www.doomworld.com/forum/topic/117977-release-lost-civilization-2-part-1-the-introduction/
Post feedback & bug reports here! This is introduction to the projects new gameplay features. This mod should have something for everyone. Main selling point of the mod is being able to watch and play beach soccer with demons! Play some beach soccer! There is also dynamically ...
One screenshot to here also
glorious
Reminds me of the Sierra Madre
Looks kinda cool
I just spent the last hour and a half learning how I use the "exittext" cluster in ZScript. My life is going swimmingly
That's MAPINFO not ZScript, lol.
Eh whatever it says ZScript Mapinfo I lump it all together into ZScript
Yeah, totally different.
ZScript is also only supported in GZDoom, MAPINFO is used in all ZDoom-derived ports.
Calm down, jeez. I'm a very experienced modder and I know what I'm talking about. You're going to run into issues/confusion if you continue to do so.
Yeah, it's important to know them by name.
also if you want your wad or pk3 to be zandronum compatible you always wanna stay away from zscript
Yep
Boom had silent teleporters which can be very useful
especally for funny traps but mostly useful for room over room
Wonder why more Boom maps don't use them more?
idk
in boom you could also make colored rooms
as in the light color
but idk how you do that
I believe that's a GZDoom thing.
There is a wad with everything boom can do
it's called BOOMEDIT.wad
boom had colormaps but idk how you use them
@haughty flower I can do that in UBD by using the light parameter
I can get an image of it later
also MAP02 finished pog
Calm down, jeez. I'm a very experienced modder and I know what I'm talking about. You're going to run into issues/confusion if you continue to do so.
@pastel bane fair I didn't mean to get hasty at all. It was early morning when I posted that so I think I was just very tired
You know you're obsessed with mapping when you have two Doom dreams in as many nights, and both times find yourself thinking "Oh yeah, I'm gonna make this!"
@sacred onyx I do the same when it comes to things I'm interested in, then I actually try them and fail miserably. So many amazing map ideas and zero skill to make said maps. 
I can't map but as a general advice to any tool or skill
Start small and get to know your tools
Later you can dream bigger and better
I had an idea for a ladder but I dont think it would work well
Working on big projects while being inexperienced is pretty annoying because, you'll be interacting with things you created a long time ago and you'll realize just how terrible they are and you'll pretty much end up re-implementing them entirely.
I've gone through quite a lot of headache rewriting thousands of lines of code due to this, lol.
So
I'm a novice GZDoom builder user
Does anyone have any tips or something I can use?
My "doom dreams" was nightmare, because I never hit heavy gun sniper shots
I'm bad
I'm a novice GZDoom builder user
Does anyone have any tips or something I can use?
@orchid gorge
Following Romero's General Mapping tips can help, a quick google search can throw you in the right direction.
Custom texture hell.
Just finished my 2nd map. Please tell me if certain things dont work or need to be added
I might in a minute I'm working on my first major-release wad right now
only four maps but
wow
No 
@sick stream some of the doors were a bit too big, making the texture for it look a bit strange, and the button textures could have been put lower.
The idea of quietly teleporting into a relit map of the same area was kinda interesting, because it gave you the chance to also repopulate the area with monsters, however I wasn't given enough ammunition or healthkits to get through perfectly (I had to use the resurrect command at the end to even finish it). If i infighted a bit more i could have gone through without a hitch, however.
Light sources were also a bit lacking, i would recomend adding a bit more, and putting them more-so in corners to help with player movement.
One more thing is that the rooms felt a bit empty. Really big, but with not much going on. One thing you could have done for example, is in the area where you have to click the three buttons to progress, that middle room could have had a tower or something, filled with imps or whatever, and then at the top, you could reward the player with a bit of health and maybe a rocket launcher or something similar.
If you want to make a dark map, try going with the tactic I'm doing, where the room itself is dark, but the torches and backlights make it so you can see the monsters just fine (look at the images I took below of my own level I am working on as an example.)
That look cool thio
Any one I hope I dont bother any of you but do you have any dialogue scripts I can use ZDoom AcS format I keep re writing them but the losing them
https://www.moddb.com/mods/map-loader Finally the Final update is released more custom wads/maps support in future
Doomdiscord.wad 
lmao
Anybody got any suggestions for some good map packs with the Cyberpunk aesthetic?
dont
dont what
exactly
Haven't been doing much but here is a generator I made, along with the HUD I changed the colors of to look really cool ๐
da ba dee da ba die
If I were green I would die
what should i build
i kinda wanna start making wads for classic doom but idk how
like which programs i should use
GZDoom has some on their site.
imma try slade
how do i make doors
I know but i don't know how to explain
Probably the most useless guide but whatever. If i can do it, anyone can do it even better.
Download: https://forum.zdoom.org/viewtopic.php?t=66745
Zdoom Wiki: https://zdoom.org/wiki/Main_Page
1.How to get Doom Builder - 0:04
2.Setting up a map - 0:18
3.Explain...
oh im using slade
i guess ill still use that video tho, they're both for the same game so they're probably similar
i almost got it to work but the door starts out open for some reason
you need a level editor to make maps
imma try slade
@haughty flower I recomend using Doom Builder (or what I use, UltimateDoomBuilder) and then using Slade for changing stuff like textures, sounds, music, level names, ect.
I also recommend NEVER uploading your first map as a legitimate "how'd I do". I would instead post screenshots, get feedback, and then make another map, keeping the feedback in mind.
If you need help with anything in particular, feel free to DM me about it, I'm never super busy.
Also mapping like a champ, ft blood fountain ๐
HI! this is a playerclass mod by yours truly. it allows you to play as various termiators and use cool weapons such as the t1000 arm blade and the Pulse rifle as seen in the terminator series. Play as excyting new classes such as the ENDOSKELETON, T1000, T3000, ect. It is GZdo...
Almost finished my first remade map
finished map1 remake and QOL update on map2, i will still remade map2 and 3
I changed arachnotron to hell knight
refinished map2
finished map3, now it's more funnier i hope
Need to patch some texture and misaligned items
FINALLY finished
and i think now it's vanilla compatible
because i changed some custom things into vanilla
Sooo people who tried Before
Retry now
@shy stratus I just finished the 3 maps in crispy doom, and mostly everything works except map 3
I can say though you're really improving
Hmmm
Why map 3 dosen't work so much
i mean i am improving because of my playtrought and i saw videos
Okay
W h a t
T h e f u c k
I think its my monster closet
Patched it
@snow hearth
i tagged the whole sector + missing texture
Will try if this works
also today i discovered portal if you can tell lmao
The door works fine, but the monster closet is just a gate to the void
It's still bugged ?
yeah it is
Okay
I saw the problem
The linedef didn't load correctly
It's patched now
I am fucking gonna kill myself
I don't remember how to add a map into your wad
Are you using Doom Builder or GZDoom Builder?
Ultimate doom Builder
Without using all the thing UBD have because i want to stay classic
well first of all you start a new map
you click on file > new map or click Ctrl + N
Make sure resources and format are the same
Then you click File > Save Map Into
hah okay
Also after that i finish my wad i will do some slade to change level name and other
"Ylfe", a standalone iwad
That is all
Oh, one more thing: custom translucency lookup tables are an untapped market - now that is all
I finished my first wad
Not my first WAD, but first posted wad.THIS ISNT PERFECT, PLEASE DONT YELL AT ME! This wad comes with custom configs for Zandronum, and GZDoom. Please make sure that if you do NOT use the configs, that Dynamic Lights are on (use lights.pk3 stuff for GZDoom). Download available...
Anyone with experience with TECTUREx and TEXTURE?
I want make my mod menu more beautiful
Is there any way to wake up a specific monster from ACS?
(in ZDoom context)
Seems obvious that there would be, can't find a function like that on the wiki though
Waking up all monsters in sound propagation range would be good enough too
Why are language lumps so hard to make ._ .
I wanted someone to help me with texture lumps โข~โข
If some WAD creators need ideas for a WAD.
If some of you are Doctor Who fans, I wonder how a wad would play where you are a Dalek
ZScript was a mistake... :P (The best mistake ever)
please help
What're you trying to do?
i try to swap pistol and shotgun
I don't know that you can really do that easily, the Pistol has a different number of states than the Shotgun does.
Which format are you making this for btw?
This worked for me under Boom format (bex)
Ultimate Doom 1.9
Your states are really different compared to mine, for some reason.
Oh, I see you're trying to swap the states themselves.
You can just swap the weapon state pointers.
i tried the same in BOOM format and it works fine but
it shakes the weapon agressively in bob state
also when i select the weapon it makes a shot automatically and shows somewhere lower
Try this
wtf is a .deh
deh is DeHackEd.
I just moved the state pointers, you don't need to edit the states themselves.
how do i do that
now with swapped weps i can do Doom Eternal map with shotgun start and use modified pistol as assault rifle
Map 4 out of....32
@shy stratus keep it up bro don't stop i liked it
cool
Compared to my old wad when it was just pure rush
And now i know how to do some tricks
good
Like tp trap thing and closet
i feel blessed
Lmao
Everytime i do a map i modify the maps that are before
For example after this map i will modify some texture and add some decoration and barrel
on map 3 you have a bugged texture in 2 hell knights closet
you can go through it and see 2 comandos
Yeah i patched it
I just didn't add the new patch
Into this channel
Because i was already starting map 4
And so for the moment you need to wait a long time lmao
i mean tomorrow and wednesday
W h a t
why
Archvile are less dangerous if you have walls
but if it's an arena with no walls
oh

