#classic-doom-maps-mods
1 messages Β· Page 109 of 1
archvile 
What's this room for ?
what
What is this chat for ?
making maps and stuff
Ah
speaking of maps, FLAT can you send me your wad with the levels youve finished so far
i didnt want to ping you
Hmmm
I don't have the file on my phone @sinful helm
I mean i'm in the middle of Map4
You just need to....seach in the chat the last file
Ok
@sinful helm it's Violcano.wad
Ok
Also level 3 out of bound glitch of this file isn't patched
It's patched but i need to finish map 4
Also map2 rocket launcher is broken in certain source port/mods if you play like BD
Also you can ping me
It doesn't annoy me at all
Unless it's for a bad joke or spam
Noice
I released a new update :D
hope u like
Chocolate doom pog
I'm still working on my own wad
a second one keeping on mind criticisms of my first
and also trying out custom textures :v
ooo
I just spent an hour trying to figure out how GLDEFS work
life is going great.
i don't even know what GLDEFS do
@haughty flower
Dynamic Lighting, basically.
Time to finish map 4 i hope
GLDEFS is also used for setting up shaders and PBR stuff.
@shy stratus what map builder are you using to make your maps
ok
UBD
nice
great
Long time coming with this mod still needs alot of work, works in GZdoom 4. Can be played in conjunction with basic mods like map packs. it's a playerclass mod , a revised version of my previous termiator mod
||i tested it with Brutal doom, it's very fun||
Might try later today
working on my own level atm
I took a total of four hours figuring out how to make custom key colors
@shy stratus im trying out your wad with my terminator mod
Okay
you can change the music of this wad with a file called MAPIFNO in Slade3
yea it stops at like level 4 or 5 or something and then continues on to the waist tunnels form doom 2
An easy way to replace music in slade is to just paste a midi (for vanilla compat if you map is also vanilla) or if you want, an audio file (mp3 for example) and rename it to the thing you are replacing
Me who just added Lava to a zone that nobody can go in my map to show the theme
Who tf uses a fixed point integer to denote time
Is there ever any gameplay related reason to count time any more finely than 16.16?
I dont know.
That is to say, I generally doubt almost anyone is going to go out of their way to spend more than 19 hours on a single level
In fact if memory serves, id themselves doubted anyone would spend more than one hour on a given level - hence "sucks" time
I've been working on this map for the last two days because messing with textures, graphics, dynamic lights, and ACS is hell.

looks gamer
Discussion about ZDoom
E1M7: Defiled Sanctuary
This wad looks awesome, I like the chocolate doom screenshots, looks like it was designed for low-res.
Adds to the aesthetic.
See Kevans, I said it could work, and this guy proved it.
I have always been fascinated with out-there 8 bit palette effects, also present in my code but not shown is palette cycling (no textures actually use it yet... it's hard to make art that way)
Another very interesting 8 bit palette effect
It looks really good. Is it a tc or just a Doom mod?
A commercial product
(Source is based on Choco and will be freely available, as I am required to do, but the IWAD by itself will cost money)
Woah. Where do you plan to release it?
No idea
I cannot fathom charging any more than $5 for the IWAD though, anything else doesn't seem fair to me
I agree. Any ideas for weapons and monsters yet?
Yes, I have a fairly fleshed out set of source material I'm working from

Still needs a little more work but this effect could really work well in the right use case
Am familiar, that's a neat little game engine
good
Sooo now i am making map 5 wich is a very dark map
Poggers
Dark Map? every dark map needs an Archvile trap
Lmao
I finally finished
The first level of my doom wad

I love how my pc just said that Slade was dangerous in the download
Thought this structure looked cool
Oh yeah I should show some editor shots too
Grid size 128
bruh thats
wow thank you Vega now go light yourself on fire thanks
thats cool tho
what do
You know what is GO4IT
GO4IT is Plutonia 2 secret map
And it's a doom 1 and 2 starting map with GOT2IT difficulty
ye
With help of god and Lewisk3 I did it
Saw that
Pretty sure .deh is for the room over room
I will try this tomorrow
oke
With...hmmm
I wanted to try with Kar En Tuk mod originally
But you know
I will try that with D4V or EOA
I've even got right the Thy Flesh Consumed atmosphere
Yeah with the brown
I mean yes if you want
Of course I do, I am a man with skills but no idea, and you have ideas + my skills will be fascinating
Same, so good night, I have to go
Okay bye
You can't do room-over-room with dehacked, lol.
If your map was in UDMF not quite sure why you used dehacked though...
Dehacked has less of a barrier-of-entry when compared to Decorate/Zscript
And indeed, you can do "room over room" with Dehacked, provided the source port you're playing with actually takes a thing's Height field into account (vanilla does not in terms of collision detection with the player)
Really, I'm quite interested to know how that is done, is there any post regarding it that can be linked?
I'd also say that for what they're doing, with a really simple weapon swap, Decorate/ZScript would've been easier.
No, it's simply a self-explanatory effect: provided any static thing that has the flag MF_NOGRAVITY and a height of, say, 8, you can force them to spawn exactly where you want by surrounding the thing with the floor level at the "ceiling" you want and the ceiling of that sector 8 units above; then, at map start, instantly lower the floor and raise the ceiling to the lowest and highest surrounding sector, respectively
These things can now be used as bridges
Ah, I see. So you're still limited to midtex in terms of visuals.
I said things though, not midtextures
I understand.
Demo of the Ylfe soundtrack
I'm not responsible for the actual production, I just wrote the chainsaw lead and drum tracks
Weapon swap is all in the .deh
I used WhackEd4 but it autocompressed into .deh
Yeah, I'm aware.
Did you play the map?
It's a pretty well done recreation π
Thanks
Fun fact: if you put a .deh file into a wad using slade, the .deh file will load by default on most GZDoom-Derrived SourcePorts.
that's what I heard, at least. Correct me if I'm wrong.
There's not much reason to use Dehacked if you're targeting ZDoom ports though.
I decided to collab with F L A T
There's not much reason to use Dehacked if you're targeting ZDoom ports though.
@pastel bane Again, barrier of entry
Gameming
The barrier for learning basic Decorate/ZScript really isn't that high at all.
In your opinion, sure
Tomorrow be workin mappin
Regardless of opinion, it's more useful to pickup Decorate or ZScript skill, because it'll be more useful and less niche in the long run.
Sky maybe lmao
You forgot doom 2 texture ?
Because i use doom 2 texture
I mean after i will see because
I will get my pc
@haughty flower i tried the first level and it's incredible
almost done the 2nd level
can i have the ressource tho, there is still problem with first map
the shotgun secret don't have a way to obtain it, apart from jumping, or i am just dumb
also door can only be used 2 times
okay i'll try it
Zscript and Decorate are by definition more niche than Dehacked - the former is only supported by two source ports in particular. Dehacked practically runs on everything
@haughty flower incredible
gotta finish map5 tho
yeah
hoh shit i forgot
the ending lmao
@haughty flower i saw some problem, you forgot the SSG/supercharge secret and some door don't work
i'm finishing the level
holy crap it looks so good
i mean you can modify my maps/secret, you don't need to be 100% the same wad but fancier @haughty flower
added ending (and a better one than just a switch)
i wanna make your maps more e n j o y a b l e
also damn that is cool ending
i just remake your maps and make them fancy cuz i have no fantasy for levels
of my own
Idea: improve Final DOOM
thanks for the idea
but this is actually VERY hard
so i will think about it
anymore ideas anyone?
A slaughter map where you are a Doctor Who Dalek

I mean i have Fantasy but
Since i am a beginner at mapping lmao
yeah
I mean i must need to do just an one map wad
Just got an idea for a one map wad
But it will be secondary
Me working on my own maps be like
"That looks weird."
"That texture is weird."
"The monster is facing the wrong way."
"Why is the skybox Texture missing ._ ."
"Wait but I just had that texture..."
"... Was the .pk3 unloaded?"
"Wait now my script is screwing up?"
"no- wait- AAAAAAA"
Hmmm
I can get good, but I can't do good without something to do
I suggest you to do just one level wad
It will be fun i'm sure
If you have inspiration
okay i'll try
but there is no inspiration so imma just do a UAC map that looks cool
Yeah
I mean inspiration can just be an idea and more you go into the level more it's better
Pretty cool
It looks even cooler when I enable the unfinished 640x400 mode
I'm pushing the envelope on computer graphics obviously
How could would be a McDonald map be
There's Just a McDonald in the middle of hell
Full of Mancubi
I don't know why but i feel like Revenants should be the workers
And an Archie as manager
Then you could go in the basement and see how the meat Is made of tortured humans and the tomatoes are cacodemons
I don't know what the french fries would be
You literally described a level from Mock2
Why there is no Cacodemon pogchamp sticker
Hello, I have been working on this map for 5 months. I wanted to share my work with you. You can access my map using the IDCLEV 34 cheat. The map is very challenging I recommend calm mind and a lot of patience. If you are not patient I recommend the cheat IDDGD and IDKFA. After completing the map, write the number of deaths in the comments below...
hey guys please watch this new map. my brother doing this map 6 months
I tried UMDF
What the fuck are those option
Idk where I need to yell for this but whoever put 876 enemies in one Eviternity level can go screw themselves lol
Fun level, but my god was that hell lol
Classic doom chat the correct one if you want to talk about that
I mean
There is Sunlust god machine wlth 3500 enemies
That's just sadism at that point lol
Those enemy counts are not very high at all compared to some maps I've played. SF2012 has a map with 10,000 enemies in it.
Yeah, 800 is pretty sizable, but there's worse. I should probably start attempting wads like SF2012 and Scythe 2. Sunlust was only the beginning.
I did some UDMF mappin today
It was very very long
Where
Also what do you mean by broken ?
If there is nothing after it's the old patch
I can't open it from the inside
I mean i don't know
Maybe i forgot a linedef of forgot to modify a lindef
I didn't stop doing violcano (for the moment)
I'm just testin' UMDF
Dynamic light are my jam
Once you learn the layout of where everything is, and the control you have over the smallest things, you won't want to go back.
I actually can't go back
Ikr, UDMF is just way too useful.
And dont even get me started on 3d floors, those things are just
π
I dont normally use water tbch.
since I normally dont make my maps with jumping or crouching in mind.
I like to use water when it's a secoundary zone with a little secret inside
I mean i use jump but not crouch
Right now I'm making a big level that's basically a cave
and there's a little stream
so I just use the water texture and be done with it.
I saw a script menu
Pretty sure it's for linedef/sector script and map script right ?
Like MAPINFO or someshit
Sorta
It runs ACS.
You can find more about it on the DoomWiki
but it's basically
it's kinda like java
but not
for lack of a better term
Yeah
Wanted to try slade and my pc just reject it
I mean i don't care i prefer the classic texture and other
ACS is kinda strange, it cannot really technically be compared to any other language. It's got similar syntax to the C languages at times.
Every data-type internally is stored as an int as well.
Also the fact that there isn't the original Script in UDMF is triggering me
I want the classic flickering lmao
not finished
i see you improved
i liked
now i need to figure out how to made keyed door in UDMF
bruh that is EASY
i build in UDMF
ooh
i have an idea
gonna build dusk e1m1
I found it Before ya 
Shit, I have to play your wads still.
Y e s
I mean don't play it for the moment it's just an test
The level isn't finished
@coarse yarrow
k
It will be finished tomorrow in-between homework
I love how it's 300ko but there is like no changing apart dynamic light @coarse yarrow
your custom hud is only white numbers?
For the inventory of ammo
Yeah, that makes sense
I finally did it with the help of vertigo
Helped me with the STBAR graphics because I couldn't pull them out myself
Hoh boy i need to map with Doom classic
Cool
Trying to make this area a little less monotone
nice
I just opened script editor and my level just thought that i wrote a script
I almost broke my dynamic map
I'm getting better with Slade3, courtesy of vertigo :>
lookit this cool hud I made, ft. pool table :)
Also 69 ammo :v
Reminds me of the Red Light District map in Duke 3D. I approve π
Cool I liked
Hey people who use SLADE
Which version did you download
I mean which type
Because i downloaded the "easy" and my computer said no
Finished
d y n a m i c l i g h t and spooky
this will probably a 9 level wad or something
also temporary name
like a very temporary name
I'm gonna add enemies for UV, ITYTD and UV+ ||for gougaru||
finished
It's intense
IWAD is not compatible with GZDoom, but this area is very hard to understand/see anything in the intended exe
In motion it's fine, but that suggests to me this area needs some more work to break up the brown everywhere
I mean if its a classic of course it don't play on GZDoom
What I mean is that there are line flags and specials that 100% don't work at all in GZDoom, just because of the way this is being developed
i know, and its cool
(As in this is a separate exe with its own behaviors)
Yes, but the source for the game will be freely available as it's based on Chocolate Doom
Anyone will be free to support it in source ports if there is ... somehow doubtful enough demand for that, though I suspect a few things aren't going to be pleasant to support in GZDoom unfortunately
Yeah, probably the first problem is the "GZDoom fanboy"
Well no, what I mean is that there are specific effects we use that I don't think will play nicely in OpenGL
As an example, the grass and foliage in this area use a lookup table to give them the "softened" "antialiased" effect
Unless Graf or whoever were to figure out a way to calculate alpha from the texture if a line flag is set, I'm not sure how this would translate in OpenGL
pretty sure it doesn't since you did this on the classic source code
I'd like to remain optimistic that if there is enough demand to play the game, then someone will figure out a way to translate the trickery to OpenGL
Yes i did it
Time to make custom HUD
or not, im lazy
after
finished level 1
but its really finished
with even UV+ support lmao
Possibly broken sector at 256,64
You do not need to use lots of triangulated sectors for slopes; just two is enough given the way you are using them, or really, just one square sector is fine too
(See line effect: 181)
Said "possibly broken sector" (forgive the screwed palette)
How lmao
It's not broken at all in game
I will see after
But i'm sure its not broken
The error is on line 181 ?@glacial skiff
No; line effect 181 will slope either the front or back floor/ceiling/both to match the height of the opposite side of the line
In other words, there is no need to make lots of triangle sectors
Hoh okay it's just that ?
I mean it's not very
Dangerous
Not that this actually matters on modern machines except if you go overboard with it, but making lots of triangle sectors just for a single direction slope will perform worse than just using line effect 181
More level data for no reason
That's basically my point, yes
Doin a spicy doom 3
Imma play when my dad will stop playing BF2
Okay
Didn't lied 
Floor and ceiling triangulation is almost done for my Doom engine: https://t.co/mvPG7wkGqR #haxe #doom
Some teeny edge cases I have to fix, as seen in picture, but it is working for most sectors!
Does it use the BSP structures at all or is it purely sector->trianglesoup
The BSP is only used for geometry visibility, everything has to be converted into a triangle on hardware rendering
Of course, I just meant to ask if you are dealing with subsectors and segs, as if not that implies a question of nonstatic geometry
Very neat either way
decently detailed
Can't play for now sooo
https://www.doomworld.com/forum/topic/118322 a wad i made, if anyone's interested
See Doom through the eyes of a colorblind person, be it for entertainment purposes or to test your custom textures visibility to everyone. I made custom palettes for Doom, simulating 8 different types of colorblindness. Each is in a separate WAD file, however I was not able to remove the red dama...
@dry ore The red tint from damage is part of playpal; note that this lump is 14*768 bytes. There are 8 palettes for that tint
They can be generated automatically in SLADE if you wish
@glacial skiff so there is a way to recolor it after all? I did some googling but couldn't find an answer
Yes. In SLADE, there are additional buttons you may not be aware of in the palette view:
Note also the other buttons to the right; these will help you automagically generate some stuff
The way I did it was by first creating the normal, unmodified playpal in GIMP, importing that, then duplicating the palette (using the button in the palette viewer, NOT duplicating the entry) and using SLADE's built in functions to tint it
I did notice the buttons, but I'm gonna have to try this out when I'm on pc
I haven't finished them but I have map name and my enter script in all of them
Along with the midi I'm using for each one.

and I have notes written down for each map that I want to do, and the theme/gimmick
welcome to me procrastinating over making DOOM MAPS lmao

nice
My texture won't import tho
It's in slade at the correct place
But still don't work
Nevermind found it
I forgot S_START
No joke my texture are made in PAINT

just the new texture, i will change the first frame (the one with the shotgun in your hand) to feel less off
All shotgun texture were draw by hand
E n e r g y s h o t g u n
https://www.youtube.com/watch?v=xbeGrNr0tCA&t=1s&ab_channel=DoomRetro
hey guys please watch this new map. my brother doing this map 6 months
Hello, I have been working on this map for 6 months. I wanted to share my work with you. You can access my map using the IDCLEV 34 cheat. The map is very challenging I recommend calm mind and a lot of patience. If you are not patient I recommend the cheat IDDGD and IDKFA. After completing the map, write the number of deaths in the comments below...
check
https://www.doomworld.com/forum/topic/118322 forgot to share the updated version here
See Doom through the eyes of a colorblind person, be it for entertainment purposes or to test your custom textures visibility to everyone. I made custom palettes for Doom, simulating 8 different types of colorblindness. Each is in a separate WAD file. Works with both Doom and Doom II, tested with...
Is that Embers of Armageddon?
Looks like D4V.
Prototyping some different kinds of HUDs that don't rely on numbers
noice
Plazma Burst 2... Oh that game...
It's so good
Yooo PB2!! @oak monolith That game is amazing!
hey everybody, having some doom builder troubles. anybody on that cares to help?
what type of trouble?
What do you need help with?
i dont need help with anything

Does anyone know a decent Doom Eternal HOE wad for classic doom?
There is Kar en Tuk is dev
@shy stratus how's Violcano
lel
Yes
Also in every linedef in your sector or your teleport will only work on one side
did you make a new tag
I set the tag to 1 for both entrance and exit, so I dont understand. Idk I'm new to this thing anyway
So I was fucking around on Ultimate Doom Builder and I copied about 1,000,000 pinkies and 6 line defs
My computer crashed.
You need to tag the door different than the portal tag
The teleport works too
You just take the door linedef
TAG1
And then portal tag
Tag 2
It works fine, the level is complete
Almost...
Just gotta put some enemies and decoration in there and bam done
Just discovered that the mancubus class is called "fatso"
Fatso is also the name of the keyboard cat
Mancubus is keyboard cat confirmed?
Mancubus is just a bit chunky. 
oh i just tall it a big health pack with flame throwers
Still need to know what is the Hexen format so different than normal format
But i think next week i will do a one map wad but hard
Raven software went nuts
I created one map after a few years of break from mapping. I got so excited that I even added titlepic and intermission music. What do you guys think about it? It should run well with every limit removing port, but I tested it with crispy doom and doom retro.
midi and custom pictures take half of this wad
The map itself is small. You can beat it in 2 minutes
File size is not a good indicator of the size of a map or set
A few of the more developed maps in Ylfe are 1 or 2 MB, but that doesnβt mean they are always large
rick roll
I have a powerful ass PC
I expected next to no slow down
There exists engine bottlenecks, where no matter how powerful your hardware is, it makes no difference at that point.
A good example being that Doom is next to impossible to multithread...
So guys how do I turn my room into a secret?
It has a soul sphere and a yellow key in, and I have made a secret door to it
Only one map so far but there are a couple secrets. its pretty hard though
"It's pretty hard, though"
me on my phone finishing it first try:
you have to give a special effect number 9 to a sector
Also the wad doesnt like chocolate doom I had to run it in Zandronum 
your map is boring and visually chaotic. It's flat and full of misaligned door textures. Feels like shovelware from 1995. With its features, it should be boom in format, not gzdoom.
Here are some things you should remember in the future:
- Give some sort of visual clue to where the secrets are. I had to open your map in editor to find them.
- Give the player ammo and health outside of secrets.
- Add some sort of geometry to your level, so it's not just a flat box with blue floor.
- Align your door textures properly.
- Apply different brightness levels to sectors in your map.
I mean what did you expect from a child
Plus the "it's pretty hard though" was a joke
It's a stupid, jokey wad that is intended to do nothing more than be a timewaster
The entire point is it borders on fun but isn't at the same time
That does not mean you can't improve
Improve the point by diverging from it? You got it, King Harkinian
that looks like hell
I mean
It's still DOOM after all
yeah
Tomorrow will start my one level wad named
"WhenHeavenLiftGoWrong"
I have very few idea
It will be hard and a MBF map
https://www.doomworld.com/forum/topic/118419-six-map-wad-demo/
Seeing as the link I gave mere seconds ago got auto-deleted by a bot for whatever reason, I'm linking the forum post I made on doomworld, pertaining to my six-map demo wad.
J25, having been started on the 25th of June, 2020, is a six map demo project that I had worked on, by myself. I have been mapping for two years now, and have gotten past my Babys First WadTM stage in my mapping. That being said, I know well enough to tell you that this isnt perfect; nothing is. ...
Afternoon time to do an hard map
Time to do the hard map
I will name my map "Casual exterminator"
the year is 20XX and skynet has developed new method of time travel going to the future and past. Given that skynet is a cpu it would try to see future events and calculate its moves to win the battle against mankind. however the future wasnt so bright for anyone. skynets time machine opened a po...
my terminator mod 4.4 is up for download, close to being finished^
Doom referance
Nothing is impossible in the world of programming.
No, multi threading Doom is quite nearly impossible due to the nature of how it works
help
in doom 2 there is 3 skyboxes
i wanna build a map with city skybox
but i dunno how
pls help
Set the map to map 12.
Now things are getting spicy
Hoooh
99 percent sure my floor triangulation algorithm is working now for my engine: https://kevansevans.github.io/HxDoom/demo/
pressing ` will open the console, map E1M# to change map, flat_wireframe 1/0 and wall_wireframe 1/0 to toggle wireframes
View culling seems to be designed for a specific aspect ratio
Looking at the actual thing you were probably looking for feedback on though, I tried every case I could think of in E1 where there were unusual sector shapes and I couldn't find any obvious holes
Aside from the aforementioned and some secondary issues, the actual scene drawing seems pretty solid in most cases
I did notice something interesting that happens though: if you go to E1M9 and look at the yellow key door, the door inherits BROWN96 as its upper texture for ... no clear reason
Specifically within around 64-128 map units and looking almost dead-on at the door
Or ... sometimes further away too, I guess this just happens whenever it feels like
Oh hey thanks, didn't see this till just now
Appreciate the feedback
Overall solid presentation, just some teething issues I presume
Yeah super early stuff and what not. Fact that I made it this far is pretty incredible for me
I think the wrong textures being shown is due to the incorrect face culling. A lot of sidedefs have textures defined on them despite never being visible. E1M2 has this on the toxic pit path just a bit before the exit
yeah exactly as I guessed
Pico-8
Watching dean of doom while making maps for ideas π π
hey fellas. how would one change the textscreens at the end of episodes
tryna make a mod called murica and i wanna change the text to be more murican
I got warned for shitposting
you're gonna need a doom editor for that
something like Slade 3
@echo wing Depends on what port you are making a mod for. You either want a dehacked editor (Whacked4 is great), or SLADE if you're using a port that uses something like MAPINFO (ZDoom for example)
Cool
I can help with that in like half an hour, depending on what kind of wad you're making (vanilla compatable, ZDoom, ect.)
with like the finer details on how to do it
You available a little later? It's 8pm rn for me so I'm tryna get my sleep schedule together
Just dm me anytime basically. I dont sleep unless I die from sleep deprivation.
woohoo makin doom in a crappy game engine called the games factory 2 for school
I never thought I would ever use so much of that calculus class I took last year
In fairness, a vast majority of Doom (really, all of it) can be replicated with no calculus
Most of it is straightforward trig
I never actually took trig, that was included with the calculus class in my school district
i went from algebra to geometry to algebra 2 to pre-cal to cal
im currently trying to figure out how to stretch the image properly
Define "stretch" in this context
Are you referring to the aspect ratio correction?
no, Im talking about stretches like this
because of the limits of the engine im using I plan to have a new picture like that set for the animation, and then select which image I want to pull when I turn
gameplay of a new weapon in DOOM classic that allows you to throw a spear, that comes back to you via the form of a liquid metal puddle!
Nice AI
i couldn't do it without ALOT of help form the GZdoom discord believe me!:D
Yeah i know i see you sometimes
I am trying to practice making good visuals, I put invisible walls so it seems like the lava goes forever but it doesnt look that good, what to do?
i put a bunch of mods together and now doom looks cool as hell. just watch
oh yeah, this is filmed with gzdoom 4.5.0
In computer graphics, a digital differential analyzer (DDA) is hardware or software used for interpolation of variables over an interval between start and end point. DDAs are used for rasterization of lines, triangles and polygons. They can be extended to non linear functions, such as perspective correct texture mapping, quadratic curves, and tr...
You may want to take a peek here, keeping in mind that in Doom all columns are a fixed Z away from the camera so you can skip some of the math
Thatll be great, i was trying to visualize everything with this desmos graph i threw together
Once vertices are mapped to screenspace, you may even be able to do something like lerp between them and use a lookup table based on the results per column
Not sure a lookup table would even be that necessary given modern hardware, haha
Oh the games factory 2 is like more than 10 years old, and i kind of have to work with that if i want this to end up as my final lol
Does it give you a linear framebuffer or is everything managed through sprites/tiles/etc
Even being able to paint a pixel arbitrarily is enough
Sprites, and i cant stretch them the way i need to in the program so i have to do each frame manually
Each sprite is a different active object and i have a limit of 300
Is there a mod that modifies doom eternal's textures to look like the classic doom?
Is there a background layer composed of tiles?
So i have to make each frame of the animation of that sprite be a different stretch and the parse it to look for that frame when i need it
Yes
Sort of, i can make the tiles bigger and smaller and then i can make a quick background object that tiles it across the screen however far i want it to
Well, this idea may be a lot slower, but more faithful: generate 256 single-pixel tiles that are literally the palette colors, and store references to those tiles in an array. You now have essentially a linear bitmap screen
[in theory, anyways]
You will obviously have to do all the column rasterizing yourself rather than relying on precalculated rotations/frames, and it may be a lot more work but could be more flexible
Christ, yea that does sound like a lot
This implies an actual 1:1 port of the Doom engine as close as possible, which may not be quite what you want anyways. Just an idea that I hope helps in some way
I appreciate the effort, but considering its a school project i think ill have to go with stretching the image for each frame because i can zoom in and out easily and choose which frame of its animation i want.
My aim is just to make it visually look like doom in the fastest way possible, both in rendering time and work time so i dont think a 10 year old cery limited game making program is going to like a bitmap very much lmao
Considering its a 2d engine, and im trying to make something that mimics 3d haha
GM6/7 had similar limitations back in the day, and somehow people managed to do it using the same principle you're considering - so I don't doubt it's possible
oh hey, the mods i used are:
a whole load of HD texture packs, ill guarantee you have at least one.
smooth doom (though you could also use beautiful doom if you want)
IDKFAv1.2 (a music mod by Andrew Hulshult, makes it sound very gamer)
maps of chaos (makes every map more realistic, while keeping the original map intact)
Nash's gore mod (makes the gore super smooth)
Tilt ++ (Makes the camera tilt accurately to how the player moves)
hd sound pack (the original gun sounds, but HQ)
and finally, the default lights and brightmaps files included with gzdoom
And the original ar gun ?
Misplaced texture be like
Making a texture at all be like
Lmao
That comes with smooth doom, its meant to be the rifle the standard zombiemen carry
I see
@echo wing What specific texture mod did you use? I've been trying to use DHTP But that isn't working
Currently reworking some of the levels of my Violcano
Changing texture , some linedef and shit
Map 5 rework
there is it
I plan to add custom texture
Known issue
-Map1 fuck himself for no reason sometimes
-map 5 have a broken door
patched
I love how there is 0 dif in the size
@shy stratus Nice mod, pretty fun
And does anyone know what texture mod that bunch of trash used? I pinged him but nrs
ill dm them to you
Thanks, Trying to make a video and seeing the same boring textures is daunting
@shy stratus I think a teleport or a lift would be good here because right now if you fall you die
It was meant to be like that buuut
oh
Uhh
shhh
I'd delete that if I were you, but I also enjoy not being banned.
kk but shh
Whatever dude
It stays beetween me and you... All of what happened
I posted in the wrong server
Not really a mod per se, just an interesting effect
(Using GZDoom's regular sky rendering plus one 3D floor)
I'd like to request a mod: https://www.reddit.com/r/Doom/comments/k8xqqe/doom_mod_request_magicka_qwerasdfwizards/
Something I'll see about making - The Zorg ZF-2 (A gun for handling many different situations)
Of course, I'll have to figure out how modding works and all of that, but here's the specs for now (attached as txt).
I made a Shotgun texture that work
And know i learned that the texture is also a wall
You've hit a wall in the development process?
Lmao no
My Texture is indeed a Shotgun texture
But it's also a wall texture
Because i used the thing for wall texture 
Looks sick
sick
6 level map pack that takes insparation from doom 2's excellent level design ;)
aka tricks traps, too many monsters and an underwhelming boss
SANDY
Tried out your map @idle shuttle. The aesthetic and level design is very nice, and the music choice of "Going After The Fat Commander" is brilliant. However, the blue door doesn't work and is causing sector collapse. Check the tags and linedef actions to clear up the issue.
I found the issue. You're using a switch action on the door itself to open fast. For that action to work properly you have to use tags.
yo question what engine does doom/doom 2 run on
The Doom Engine
yes
i mean it does


which map/ wad
if its in Doom2mapmakersbelike.wad i left in all of the non game breaking bugs as a design choice
but Chapel.wad should have no bugs
Chapel.wad. I tried it out on Crispy Doom, PrBoom+, and Chocolate and the blue & yellow doors did the same thing. Maybe it works fine in GZDoom, but for it to work in other ports, you'll have to tag the door if you want to use that fast door action.
ah thats probably why im using gzdoom there is only one option for blue doors on the editor im using but i will try to fix with a switch or somthing
You can have the action on the door, but you have to set tags for the linedef and door sector, or else the map freaks out not knowing what sector is the door.
@idle shuttle you made your map on UMDF or Boom ?
GZDB using Doom 2 settings
Hoh okay
i have set it to be a door so it should work now, but that is slightly unsettling as all my other wads probably have the same issue
Yeah your normally need to tag the door sector, not the linedef
this should be a fixed version (same map different name with a bonus second map thats 90% complete)
good idea
Now that's is a good E3 vibes
I will call it in honor of DOOM alpha
DOOM: Evil Unleashed
You're Welcome!
If I will recreate DOOM 2 with DOOM 1 assets, I will have a lot of troubles with monsters, but I will use Tom Hall method.
you will add the pistol?
@haughty flower
Since you asked me that last time
I changed map 5 and fixed some level and add level name
i'm continuing violcano and also latest version is here just above lmao
Bruh, pistol is the weapon you start with
Ok thanks and good luck
i was asking serious i didnt knew
That happens to everyone
are the punches more op in 1 or 2?
They are same
I will mix assets so there will be icon of sin, no more
It'll be a blessing because would be no archviles
where are you gonna upload it?
Right here as a file and on ModDB
ok
Shaders are fun https://www.youtube.com/watch?v=_hfVuymDLD0
Experimenting with shaders that uses the Z depth of geometry, I made the shader pick the swatch color using z % 255. This produced a very trippy, and personally a bit nauseating in some areas, visual effect.
Visit the HxDoom project here: https://github.com/kevansevans/HxDoom
Indeed
Indeed!
Lmao
I was playing Akinator
And he couldn't guess Adrian Carmack, Bobby Prince, and Sandy Petersen
i know this isnt really DOOM related but i be making maps in this video game... its kinda fun
That game looks familiar
hmmm
i dont have coding stuff and making video games so i just make maps and stuff and this... its all i got
True
But im saying that this game clicks with my memories a bit
Like ive seen it somewhere
yea ... its called plazma burst 2.... its about 10 years old now ._.
no ... only 1 guy made it... 1 GUY ... Strike force heroes was an awesome game thoe
??? :D
Eventually you will be skilled enough to maybe make a map that gets in game
yea... my latest published map was called MOON :D.... it got 8th place in most populer maps...
Nice!
seems like a cool idea il check it it
I recommend TF2 or CSGO
TF2 :O
Yep
that brings back memeorys .... awesome game
da map id is theshadowmaster101-moon
TF2 thoe.... i remember watching youtube videos and was dissaponted it wasnt on xbox one xD
yea.... my pc cant run steam thats why i wanted it on the the one
Cant run Steam?
The app or the games on it?
well... u hav to have the app to get the games.... so the app
Is the app slow or does it give you a error?
error
Ahh
do u remember DOOM 2016 ... it was fun.... i still play it cuz i dont hav doom eternal yet
I cant remember 2016 too well
:/
doom eternal is basicly prazed for being doom 2016 but miles better... AND ITS AWESOME
I remember it being fun
yea... but when u go back... no dash... no dubble jump at start... no running dry on ammo every 5 seconds... differnt gun mods
Yeah
im garbage at making snapmaps ... the best thing i can do is make a survive map with a ton of rooms
:/
yea
You can always share them here too
See ya
Currently doing map 6 
cool
good
i am freaking lucky
i was playing map 5 and i stunned the archvile 3 times in a row
Map5 is horrible in UV
nice map pack, quite fun
(August 2023 edit: holy shit please don't play my old mods this is full of stolen assets)
Map 4 is my favorite for the moment lmao
But how map 6 will look 
i played up to map 2. very fun, well made
MAP 6 is the last map ~easy ?
Map 7 will be i don't know
I have a idea
Pretty sure you got idea for a theme or someshit
You are currently making Doom 2 in doom 1
It's a theme
oh yeah you are right
also
you can mix assets to have more cool textures for cool maps
hold on
i just got an idea for a map
You see 
I have ideas but no ability. So I'll have to work on that second part.
Hability is easy to train
@snow hearth now all you need is HDoom
I actually downloaded once and I regret it
We'll see. Some of my ideas are a bit ambitious: https://www.reddit.com/r/Doom/comments/k8xqqe/doom_mod_request_magicka_qwerasdfwizards/
oh hey, i am literally opposite
I have ideas but lack any motivation
Did it take a long time to learn how to do the stuff?
I also lack motivation somewhat, but not so much to be unable to come up with ideas
How long would I need to make something like this?
if you want to edit weapons you need WhackEd4 and Slade 3
I'll make a note of that. Thx.

For the stuff gd1 wants to do, dehacked isn't going to cut it. You'll need to use ZDoom features to achieve that.
uh oh i made a trailer
(August 2023 edit: there was a trailer here but I deleted it because the embed had my IRL name in it)
no u dont
i made music, recorded gameplay, and showed off my mod. how is it not a trailer
The trailer looks good!
hahahah now get doomsday
thx doomfan
"finished" wad, probably full of bugs but the 4 levels work so here it is
is it compatible with crispy
What map type did you use
base doom2
yeah i didnt use the gzdoom doom2
aigh
room on room is a sin against doom level design >:)
so after a lot of trig, this is how far ive gotten with animating walls as the player turns around in my mock doom engine
woohoo! its coming alonggg
very gamer
ayo, i'm tryna rip some models from Eternal. Does anyone here know how to do that?
So I'll have to learn how to use ZDoom then to do the stuff I want. Now for the next step. Gaining motivation. Also, someone needs to make a doom wad with a few maps that include all the sins of doom level design. (If it hasn't already been done)
I can DM you some stuff to help you learn.
Mock and Mock 2: The Speed of Stupid are both great places to start as to what NOT to do.
And by that I really only mean Mock 2
Map 6 lookin good
Where
No
awesome
My map 6 isn't even at 20%
Lol
i'm just constantly adding thing on the first room
the boss battle was a little bit broken and shit so i have fixed it
you should make the entire map a photo realistic replacation of john romero's face when you open the map
YES
what did i say
secret level: realm of romero
Lmao
Currently vibing because I just learned about how to playback Midis in slade3 finally with timidity
So now I can find whatever level's music I want and just listen to it
π©
Even I can't do it
I am stupid π
Do what, midi stuff
Yes
I even can't import textures
π

I'm so addicted to mechwarrior online and caves roguelike. It's preventing me from learning how to mod. I'll have to think about this while playing some mechwarrior online and/or caves roguelike.
crates
Blood crate room 2
Made some vanilla Doom 2 maps. More are on the way.
If you use GZDoom, set the compatibility to Doom (strict).

How do I change skybox no matter what map I am on?
Mapinfo
@haughty flower
For example
map MAP01
{
levelnum=1
skybox=sky1
}
@haughty flower
Example here
You don't need to copy all the thing lmao
Some of them are useless
Is this void script like spawning monsters with map spot?
That script void or something
Oh ok thanks
Oke
how do yall crazy mod makers like F L A T make doom fan games like that
TELL ME
tHe eGgs mUsT kNoW
GZDoom
Zscript
Slade 3 Editor
(August 2023 edit: this used to be a link to a shitty mod I made one time)
Crazy mod ?
I don't know how to do more than just map and texture
a project which i started this summer but havent had the motivation to work on for a few months now
basically a rework of doom 1's episode 1 with otex textures, doom 2 weapons and monsters and some changes to the level layout
Wow



)