#classic-doom-maps-mods

1 messages · Page 112 of 1

still dagger
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Normally what I do (but haven't tried in full) is using a separate sprite editor with the classic sprites as a base/reference and replace the ones in the wad with the custom sprites

bold sage
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Dont you just export with slade then re-import it

cunning whale
still dagger
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In all honesty I just type in sprite maker on Google

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At least one that allows you to import/export

bold sage
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I use gimp

cunning whale
still dagger
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I use one called Piskelapp @cunning whale

cunning whale
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Oh really

cunning whale
bold sage
cunning whale
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Sure

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I do whatever i want with it?

bold sage
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Mostly

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There are gonna be limits, especially on vanilla

cunning whale
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Like what?

bold sage
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Idk

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Vanilla doom has a limited pallete ig

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DoomWiki.org

The PLAYPAL lump is a set of color palettes the Doom engine uses to set the main colors for all graphics, including full color fades and tinting effects. Since the Doom engine can only display a maximum of 256 simultaneous colors, it performs a series of palette swaps to achieve these effects. Each palette in the PLAYPAL lump contains 256 colors...

cunning whale
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alright

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aslo how do i turn on iwad saving

cunning whale
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I want to save my custom doom sprites but my shade said "Iwad disabled" like how the hell can I fix that?

timid spade
haughty flower
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@trim gorge this looks awesome. I'm excited to try it out

vital walrus
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hey, quick question, can i put custom midis here?

bold sage
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probably

vital walrus
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okay

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use them freely, but give credit

gritty bronze
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this makes me want to throw up blood inside a skull, then drink it back out of the skull all while having an octopus on my head

bold sage
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that aint really moddin

vital walrus
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uh

coarse yarrow
haughty flower
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I literally said hello the other day in the eternal chat and a Mod told me to please stay on topic

coarse yarrow
haughty flower
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Jeez all of this stuff is cool as hell

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pun not intended

sick burrow
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3d floors are really cool

odd cradle
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so the guy who was gonna do the sprites for the dababy resource pack said he couldnt do it. anyone interested in filling his position?

cunning whale
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How do I save iwads?

next spire
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You don't save iwads.

bold sage
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also dont edit the iwad directly

cunning whale
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Oh like what

bold sage
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make it a seperate wad

cunning whale
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How do I do that?

bold sage
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pretty sure theres a new button in slade

cunning whale
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Really

bold sage
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then import it in the doom format and make sure its the same name as you took it out as

cunning whale
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Sure so I put the custom sprite in the same sprite thing I edited from or what?

bold sage
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basically never save over the iwad

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because i have no idea what youre on about

cunning whale
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DOOM2.wad

bold sage
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what about it

cunning whale
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Is that the wad I should use?

bold sage
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to use for what

cunning whale
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To make my own wad

bold sage
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no

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just make a new wad in slade

cunning whale
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Really how?

bold sage
cunning whale
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Ok I'm on

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So I post the green file right?

bold sage
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what

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basically right click on the middle one to import, then when youre done save is here

cunning whale
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Oh ok

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I'm sorry man I'm new to this wad making stuff

bold sage
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ok its good

cunning whale
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So I press the button that says save right

bold sage
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yes

cunning whale
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Ok

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If I do that I won't have any saving problems

trim path
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Yeah I may have made the BFG of my deathmatch mod such a superweapon that you don't need to literally spam it to get 7 Spam medals xD

cunning whale
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iok

cunning whale
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Make it look like authentic DOOM sprite

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No help?

coarse yarrow
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You need to learn a lot of artistic techniques, and you need to grasp Doom's visual style.

I'd help you there, but I myself cannot art for shit. :mortally_challenged:

cunning whale
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Mmmm alright

eager frigate
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Try applying some shading to it

cunning whale
eager frigate
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Try using gradient tool in paint net or gimp first

cunning whale
eager frigate
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Yes, I am sure. Flat colors as pieces of clothing do not look good.

cunning whale
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oh

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let hope this works

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i got GIMP

eager frigate
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Find a tutorial online for that. It's not that complicated

cunning whale
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on what?

eager frigate
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Online

cunning whale
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i mean on the revenant sprite i made?

cunning whale
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so i'm using the gradinet told and i cleary don't know what to do with the sprite color

haughty flower
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Oh damn, you can actually share game development here?

haughty flower
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So I've been cleared to show off progress on my game being built in GZDoom. Let me introduce you to the monsters from left to right, Brachial (Or brute if you prefer) is the buff looking dude on the left that can sprint, knock you back with a stomp attack and throw proximity mine projectiles, he needs a sprite rework currently and is referred to as a noble demon. The 1 in the middle is Veratter (Riot) his shield is actually breakable but if you break it he'll fire at you faster.

Last but not least is another enemy Atina is working on, his name is Bazillus, this is only 1 frame of the sprite he's a bit of a shy guy that will try to gas the player out of their hiding spot so you better not camp, he is a lower class demon. There's a lot more I could say about these monsters but I've already talked a lot. I look forward to showing more progress.

wise idol
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Cool

shy cloud
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my first wad idk if this is the right format or whatever so if it doesnt work just tell me

shy cloud
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also important thing to note: the next level is underhalls and this is for doom 2 sorry for not saying before

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i cant really make it one map only so just pretend map 1 is the only one lmao

haughty flower
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I guess I overcomplicated it shrugs

shy cloud
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nvm sorry didnt read

haughty flower
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Yeah thought so, that means it is too complicated. Would probably be better just to show video gameplay of it.

shy cloud
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im so tired i thought bfg division might help

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now its even harder to sleep

haughty flower
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I have some MIDI's here from Eternity Blitz, the problem is if I share the youtube video Jimmy has his patreon links on it. So yeah.

shy cloud
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uh no ingles?

dusky wharf
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Guys, Guys! I've got the level names for my next wad...It still doesn't have a name but so far, I know it's gonna be a sigil-like themed wad but that's about it...What do you think about these level names?
E1M1: Belphegor's Chambers
E1M2: Cubes of Disfigurement
E1M3: Depravated Presage
E1M4: Tophet
E1M5: Burning Horizons
E1M6: Horrendous Verities
E1M7: Limbo of the Sinful
E1M8: Palace of Darkness
E1M9: Calvary

haughty flower
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Burning sounds kind of hmm. I looked up some synonyms and thought something like Blazing Horizons or Scorching Horizons might be better but that's personal preference.

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Another personal preference is Oblivion of the sinful sounds metal.

dusky wharf
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Scorching Horizons and Oblivion of The Sinful..yeah those sound badass!

haughty flower
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Other than that, these are some pretty metal names, good job coming up with them.

dusky wharf
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Thanks Nacht and also i'll be putting Scorching Horizons and Oblivion of The Sinful into the wad, they sound way better

haughty flower
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That Calvary name might be a bit confusing for folks at first but when you look up the definition, it's metal af.

dusky wharf
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Yeah xD

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Kinda reminded me of Sheol from sigil

haughty flower
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1 of the things you could really for that level in order for folks to understand the name is to put as many giblets as you can.

dusky wharf
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Oh alright

haughty flower
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But anyway the design is entirely up to you. This is just advice, good luck with your project and be sure to keep us updated.

dusky wharf
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Thanks again Nacht, I'll try to keep you updated with the wad but that hopefully we'll be later as i'm studying rn and i can't do anything about it lol...but yeah, I'll not forget about the wad

haughty flower
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Petition for a mod to change doom universe to doomiverse

echo wing
heady knot
echo wing
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simple map. like if Map08, 07, and the end of e1m9 had a child

haughty flower
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@haughty flower your time is wrong

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?

heady knot
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also nice midi lol

haughty flower
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So this was actually a piece of art I used to test the Eternity Blitz cutscene sequence in GZDoom a while back, before I even had hands for the weapons. I'm handing over a downscaled version of the original so you all can stare at the art, also above is what it looked like in game.

echo wing
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im guessing the revenant room?

heady knot
# echo wing im guessing the revenant room?

Yes, 100%. Also I'd say raise the brightness in some darker rooms. Its good to have a bit of challenge with light, but the level you have is untraversable. Also try to make the process of going from one portal to the other a bit more fitting and comfortable, other than that, fun map

novel sand
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Yeah, the revenant room is ridiculous

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I don't want to discourage you, but you should take some time to learn some more about aesthetics and flow. Playing other custom maps you like with a critical eye is good for this. It is also useful to learn how to use editor tools like the curve linedef and build stairs functions. As it stands there's not really a lot for me to say about this except for that it's a bunch of square rooms with sudden teleports and strange or frustrating encounters (the shotgunner fight is almost entirely RNG-dependant).

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As a very first map, it does demonstrate that you know the basics and some linedef functions, which is good.

echo wing
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yeah, i'll tone down the revenants and add more stuff in there. less square rooms, more decoration, and less shotgunners. originally it was gonna be demons and chaingunners, then i changed it because of difficulty

novel sand
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When you've got large numbers of non-zombieman hitscanners you ought to give the player some cover, unless they've got a weapon that can kill loads at once like the rocket launcher or BFG

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The biggest thing that can help new mappers with decoration is trying to put some height variation into your map. Enemies on ledges, ceiling and floor decoration (although be careful the latter doesn't impede movement or aiming), grooves in the walls with different textures - these can all make your encounters and locations more exciting for the player

tepid plank
haughty flower
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Haha yes you got it.

haughty flower
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That image isn't going to be used in the final game, just something I had drawn to test how a high quality image would go through GZDoom.

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I think I might just go with comic strips though.

haughty flower
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Any got a XWE or eXtendable wad editor link that works or a file, i cant download it, If you can find a link or send a file it would help a ton thanks!

haughty flower
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So it's nothing much and I did just tweak it so there's a 6/10 chance it will jump to the side but I was helping with a friend's D64 mod and I decided to make an aberrant Cacodemon inspired by Doom Eternal's pain element when it jumps to the side.

For those who don't know, Doom 64's bestiary is very limited and as a result there aren't that many monsters in it's palette, so I just tweaked a cacodemon instead.

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Damn those FPS on that video, odd. Might have to fiddle around later on.

glacial skiff
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Still figuring out the aesthetics here but I think I'm onto something

shy cloud
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my wad :) (map wad and its kinda small)

shy cloud
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lol thx :)

still dagger
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Been awhile since I last posted here, but I am beginning to like the layout of this map for once

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Taking some inspiration from Doom Zero

still dagger
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I'll post the wad when done

wheat crystal
# still dagger

that looks good, it reminds me a bit of e1m1 a little, good job!

vital walrus
still dagger
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Thanks a bunch, it isn't final yet, so lots of stuff needs to be done

wheat crystal
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no problem!

still dagger
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And when in comparison to some of my earlier maps that I made to improve, it is marginally better

wheat crystal
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i think both look good but i haven't played so i can't really say

haughty flower
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that looks cool

wheat crystal
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archviles pog

still dagger
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I was using it as a comparison

wheat crystal
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ah, it looks alright to me but i'm pretty amateur in terms of map design

haughty flower
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i listen to the doom sound track while i cook

shy cloud
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i fixed it so the achy vile room is 10 sepectrees and the pain elementl is areveenent

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i love the map so much more now

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still tedious but now imposible on higher dificulties

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oh god my spelling

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i meant 1 arch vile and 10 spectres

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here is the new and improved one

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also try to find the secret its really clever

vital walrus
shy cloud
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new better version lol

glacial skiff
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@tidal pike From the Github readme:

If it does not reside in "C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)"
you will need to update the project files accordingly.```
The errors indicate you may not have done this
runic hull
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I have fully completed my second map. I'd like to hear everyone's critiques and compliments!

glacial skiff
runic hull
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Ooo that looks pretty dang good doomguy_grin

haughty flower
shy cloud
dusky wharf
vital walrus
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cool

glacial skiff
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Skirt bushes or nah? (see green shrubbery on left around the elevated tree trunks)

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(I do realize I need to color grade them a bit so they fit with the rest of the greenery)

vital walrus
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nah i think that the bushes should be made with slopes like actual terrain

dusky wharf
vital walrus
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okay

willow ore
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yo im learning to use Doom Builder, how do i remove something like a placed shotgun or enemy?

novel sand
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Click on it and press del/backspace

willow ore
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ok

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that doesnt seem to work, i click on it then the icon turns red and press delete and nothing!

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are you sure thats how i do it?

novel sand
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Yep, there must be some other issue

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I probably do it hundreds of times a day haha

silver gyro
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Hello idk if this is the right place but I've tried using Eternal mods, my game is outdated and I can't seem to find a modloader that is up to date to 4.1, I am trying to play Delta's master campaign and I can't seem to install it properly.

haughty flower
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I'm wanting to start making mods for DOOM, starting with simple mods that just use the basic DOOM or DOOM II assets. I heard GZDoom Builder was good for this, but can someone give me a link to it?

echo wing
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GZDoom Builder is for making maps

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Slade is what you need

haughty flower
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Sorry, meant to say maps, not mods.

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Also, I've decided on Ultimate Doom Builder after a suggestion from someone else on the server.

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Speaking of UDB: I can't get out of visual mode, and I don't know what the shortcut for switching is.

novel sand
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Q

runic hull
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I fixed some small problems with my map. Kind of glad no one seemed to play it the first time I posted it. Here is the better version of my second map in case you're interested.

grand urchin
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hello all, i announce that i am preparing a big update for Brutal DOOM 64 Absolution TC REMAKE, this updates consist of adding a new campaign and some map will have a small change on the Absolution REMAKE campaign to respect the original version of DOOM 64 Absolution TC

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two maps are finished i still have 7 other maps to redo !

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best regards, styd051

neon pike
haughty flower
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I'm using the F_SKY1 texture, but it only renders the skybox on the ceiling- is there no way to render the sky on walls? Or is my editor just bugged?

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(Using the DOOM 2 .wad as my resource if that means anything)

echo wing
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Set the walls to no texture

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There is a text box under the preview of the texture you've chosen. Replace the text with "-"

haughty flower
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Oh, got it

haughty flower
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progress on my gm_construct remake, probably gonna use custom textures later if i can figure out how

echo wing
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Nice

quiet oasis
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woah you guys have really cool maps

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im new to mapping

vernal stag
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oh and it does require gzdoom

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if anyone is not using that

bold sage
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Mostly purists

vernal stag
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mouse movement

quiet oasis
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hey how do you delete a map from a wad

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someone @ me when answer please

bold sage
haughty flower
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Open the wad up and delete that map.

haughty flower
quiet oasis
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Yeah mines not that easy

quiet oasis
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i am on ultimate doom builder

novel sand
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Download Slade to use when working with the wad as a whole

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UDB is only used for making the actual maps themselves. To compile them, change music, add textures etc. use Slade

quiet oasis
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ok

haughty flower
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To clarify, MAPINFO is used to change the music, other than that if you want custom music you'll have to insert it using Slade.

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Keep in mind it's actually possible to change the music in game via scripts.

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In this day and age though, I really wish GZDoom would have the option to use more than 1 channel for music along with some other neat stuff like controlling the volume on channels. I once wanted to create a symphogear-like Doom mod where if the player keeps fighting, vocals would play.

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With Doom Eternal out there, people would like to imitate the way Doom Eternal plays the tracks too.

quiet oasis
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ok how do i get slade

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send link

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nvm i got the file how do i open it and use it

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what do i open it with

novel sand
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what format is it

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use 7zip to open anything that isn't a .zip that has files in it

quiet oasis
novel sand
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yeah get 7zip

haughty flower
haughty flower
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@haughty flower awesome

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Looks like a legit fallen angel

spring thistle
quick flax
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Holy shit- Lo wang

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2 possessed archies

shy cloud
viral notch
vital walrus
oak hemlock
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not offcial but yes you can do some nasty things

vital walrus
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ok cool

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but i thought tsp got cancelled?

viral notch
vital walrus
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POGGERS

haughty flower
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IMO the combo system in TSP is so awesome and fluid.

quiet oasis
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what floor should i use

coarse yarrow
quiet oasis
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ok

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i mean like a normal floor

coarse yarrow
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not sure

trail island
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gravel?

coarse yarrow
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try something more vibrant like a red

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but not too vibrant, you know?

trail island
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i’d kill for a blue fire blanket

bold sage
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also add more variation in height

coarse yarrow
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FIREBLU blanket would make my life 100x better

bold sage
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it looks flat

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ok now i want fireblu blanket as merch

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i would buy for an inflated price

trail island
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FIREBLU blanket would cure my depression

vagrant hatch
coarse yarrow
quiet oasis
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imagine if it was a rick roll or something

quiet oasis
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am i allowed to post a wad in here that im working on

novel sand
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Do it

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I'll test it and give you some detailed feedback

quiet oasis
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ok

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maps 1-7

novel sand
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I'll play it when I get to my computer

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How long are the maps?

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Map 01 done. You had a missing texture creating a hall of mirrors in the final room's zombieman alcove.

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I assume this map is meant to be played in GZDoom, since none of the doors in map 02 open in Boom. I'll try that.

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Had to stop for now midway through Map02. Will continue shortly.

novel sand
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@quiet oasis Alright, I finished all seven levels. For a first try at mapping I've certainly seen worse. It didn't manage to kill me, but some of the fights were fairly entertaining.

The Good

  • It was cool to see your mapping develop over the course of the wad. There was a marked difference between the first map and the later ones, especially when it came to usage of height, traps, and more interesting mapping functions (elevators, raising/lowering floors, teleporters, etc.)
  • Some of the later fights were actually pretty decent. Special mention goes to the final fight of map 04, the key trap in map 06, and the final battle on top of the tower in map 07. Map 07's fight was especially nice in its use of height and enemy variety.
  • The pacing of the maps is pretty good, consistent combat and a high body count for the map sizes, which prevented me from getting bored.

The Bad

  • A lot of the encounters felt pretty expendable. Once you SSG a big group of cacodemons and imps in a corridor once you've done it a hundred times.
  • Sometimes it got a bit tedious. Specifically, picking off all the mancubi in the lower level of Map 07 without rockets got old pretty fast.

The Ugly

  • Your aesthetics are very basic. I'd recommend reading Romero's design rules. Also, you have a lot of tall doors - try putting them in a shorter sector so their texture doesn't tile. The Doom textures don't tend to tile very well, so try not to slap them on big walls without additional details.
  • This mostly applies to the earlier maps, but I'd advise picking a theme for a map and sticking with it, texture-wise. Mixing lots of different types of textures with no apparent link can be pretty patchwork.
quiet oasis
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bro thank you for playing and thank you so much for the feedback

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@novel sand

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ur cool

novel sand
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No worries dude, I added some stuff to the last section cos I sent it too earlyu

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Keep mapping! It's good that you could finish an episode, so just keep improving

quiet oasis
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mapping is cool

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thank you

novel sand
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Oh, speaking of, I wouldn't recommend using Wolfenstein SS in regular maps

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There were only two in map 06 I think but it's something you should avoid

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they're very out of place in normal Doom levels

dusky wharf
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E1M1: Belphegor's Chambers
E1M2: Cubes Of Disfigurement
E1M3: Depravated Presage
E1M4: Tophet
E1M5: Scorching Horizons
E1M6: Horrendous Verities
E1M7: Oblivion Of The Sinful
E1M8: Calvary
E1M9: Palace Of The Darkness

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The First episode of my new wad: Cruel Existence..What do you think?

echo wing
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Nice

dusky wharf
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Thanks!

vocal crypt
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did GZDoom Builder bugfix stop getting updated?
I looked at the site and the years of the build are in 2019.
Am I missing something, where is the latest one?

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Ultimate Doom Builder is apparently what to use.

eager frigate
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One or two fights more, and I will consider this map to be finished ;D

haughty flower
proven idol
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@novel sand hey would you be up for a test of my wip wad?

novel sand
proven idol
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ah the pain of the uk

novel sand
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Only one small part of it lmao

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But yeah send it and I'll get back to you asap

proven idol
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ohh boy yeah

novel sand
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How many maps/what port?

proven idol
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sure, i’d have to get on my pc tho- lmao

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it’s zdoom lump based but vanilla otherwise, and 3 maps and 2 secret levels (though one of them is very shit and pretty much not at all finished!)

novel sand
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Ooh, nice. Yeah, I'll talk to you tomorrow

proven idol
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oki :)

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total length is about 30 mins from all testing

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so no 50 minute first maps LOL

dusky wharf
novel sand
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Now to actually make the maps so I can playtest them 😈

haughty flower
novel sand
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Anybody need some playtests? Bored

quiet oasis
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@haughty flower thank you for your feedback

sick burrow
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I can post it here if yo want, its still very early in progress

novel sand
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It's best to get play-testers once you've got most of the map done, otherwise you'll get bogged down with the granular details

sick burrow
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makes sense

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problem is I plan on making this one of those single map wads so the level itself is probably gonna get pretty lenghty when its near finished

novel sand
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How much have you got?

sick burrow
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but ill hold on posting it for now then

novel sand
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I'm still happy to test if you want

sick burrow
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well, if you insist

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just let me save db real quick

novel sand
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It'll be a few hours as I'm just about to sit down for my dinner

sick burrow
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ok

vocal crypt
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y'know.
I think I'm just not good at Doom mapping.
I'm worrying too much about its looks and whatnot

sick burrow
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never forget that function should always take priority over form

vocal crypt
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I really probably should just focus on height/verticality and design over looks atm.

sick burrow
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sandy petersen's maps werent always the prettiest but they were always fun

vocal crypt
sick burrow
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those jagged edges remind me of that one hand shaped map john romero made

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well you could start trimming the edges of that big box where the player is unlikely to go

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look at this, the areas outside the red could be inaccessible and the blue lines could be changes in elevation

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sorry if it looks bad i made it in paint

vocal crypt
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inaccessible

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by like, 'natural' formations and whatnot.

sick burrow
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yeah imagine a big cliff face to indicate where the playable area ends

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you can draw patches of collectibles along walls or edges of sectors since they often look best there, but you dont have to follow these types of rules strictly

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the yellow Xs are good places you could leave ammo and health bonuses

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dont take everything im saying as gospel tho, thats the most important tip i have to give you ironically

vocal crypt
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don't think I have much of a theme except 'brown desert ish outside with techbase stuff, but you have to wear a radiation suit in outdoor areas."

sick burrow
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that sounds really nice

vocal crypt
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The radiation suit idea I can't remember the inspiration from, except some map that needed you to wear a suit in some rooms because it's irradiated.

sick burrow
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if you do stick to the theme of having cliff faces along the outer walls you could make narrow passages and caves with rivers of nukage along the floor

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and use this central area you already made as a starting point to branching paths

vocal crypt
sick burrow
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sweet

vocal crypt
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it's still kinda decoration though, haven't added a secret or anything to the outside yet.

sick burrow
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I see you already added decorations
personally i prefer adding them last but thats fine

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also the mass grave looks sick
just make sure the player has a way of getting out if they fall in

echo wing
#

Finally discovered H in gzdoom builder. Boy am I happy now

#

This is arguably the highlight of my map making so far

haughty flower
haughty flower
#

Is anyone here familiar with the classic doom source code? I have a couple questions about it, because I'm doing some tweaks for balance. Just for personal use, not a public mod, I just hit a wall.

#

I don't know much about the code, but I could possibly direct you to a place that does.

#

Oh actually, you are already in it.

#

So, I'm not sure about the specific channel and you might get told where to put it after asking. But Zdoom has some folks who are well versed in scripting and probably know a lot about the engine.

#

That's true. I'm a member of the Zdoom community, I am just intentionally not using their port for this particular project. I'm trying to give hitscan monsters a vertical spread using the source code rather than any third party modding tools, and I'm having trouble with one of the functions in their attack spread. (P_AimLineAttack seems to control the vertical spread, and I'm having trouble modifying it without breaking the attack.)

I was able to successfully change the player weapon spreads, however.

haughty flower
#

Alright. does anyone know any of these people?

E-mail : Xsnake_david@hotmail.com
Release date : 03/2011
Team : 
-DrDoctor : Textures, Decorate (Pushable chair, Bulbs...).
-kgsws : Decorate (Pottery, Glass break...), help with ACS.
-Minigunner : Decorate, HUD bar.
``` preferably through discord, i cannot be arsed to do email boxing
snow hearth
#

I dont know any of those but this skybox looks awesome

haughty flower
#

yeah it kinda does. bit too low res and has awful sky grating

#

i need original files so i can redo it with higher colors

snow hearth
#

maybe they are on doomworld?

#

I found their website but it uses the same contact information

haughty flower
#

Minigunner is on Zdoom I believe.

#

Could also be in Doomworld.

crystal perch
#

I finished my SnapMap in Doom 2016 that is based off the Cultist Base/Doom Hunter Base aesthetic. There are custom Doom Hunters and modded content!

Agaddon Stronghold [WMD5F8EV]

echo wing
haughty flower
#

eh

echo wing
#

Colour banding is when there aren't enough shades of a colour to support the amount of change in the colour

#

So by blurring, you can remove colour banding

haughty flower
#

except i discovered that my screen then doesn't have enough colordepth to support it either. dark shades of indigo pretty much whack old TN panels about

sick burrow
#

@crystal perch hey that reminds me, back before Eternal came out I used snapmap to make monkeybars

#

never used them in a published level, but I still have a video here somewhere

coarse torrent
#

hiya im starting to learn some DeePsea to try to make a doom2 wad, any tips or resources i should know about?

novel sand
#

My suggestion is to use some variant of Doom Builder along with Slade instead of DeePsea

#

I don't hear anything about DeePsea these days, and Ultimate Doom Builder is more up-to-date and has a better interface along with more guides online

coarse torrent
#

can doom builder do palette swaps? or can i use deepsea for that and then map with builder?

novel sand
#

Slade can do palette swaps I believe

#

I don't know much about DeePsea, but the fact that literally every mapper I've spoken to uses the Doom Builder/Slade combo must mean something

coarse torrent
#

ill look into these 😄 thank you

#

i looked at a doom wiki and looked like deepsea had the most features

sick burrow
#

hey guys, do you know if there is an acs function for returning if there are actors in a sector or not?

#

I'm coding a simple script for a door that opens down the middle, it uses a line action 80 for running it and what not

#

the ceiling raises and the floor lowers down, but I wanna check if the player actor is inside the doors sector

haughty flower
#

Yes, you'd need to tag the sector though.

sick burrow
#

so they dont get in the way of the door closing

haughty flower
#

I can't remember the specifics, however.

sick burrow
#

`#include "zcommon.acs"

script 1 (void){
Floor_LowerByValueTimes8(11,16,8);
Ceiling_RaiseByValueTimes8(11,16,8);
delay(140);
while(//stuff here){
Floor_RaiseByValueTimes8(11,16,8);
Ceiling_LowerByValueTimes8(11,16,8);
}
}`

haughty flower
#

I'm gonna look at some old code for NZ:DE. That should have your answer.

sick burrow
#

thanks

haughty flower
#
Script 1 (void)
{
    Floor_LowerByValueTimes8(11,16,8);
    Ceiling_RaiseByValueTimes8(11,16,8);
    delay(140);
    while(ThingCountSector(T_NONE,ActivatorTID(),SectorID)
    {
      Floor_RaiseByValueTimes8(11,16,8);
      Ceiling_LowerByValueTimes8(11,16,8);
    }
}```

```int ThingCountSector (int type, int tid, int tag)

Usage
Counts the number of actors in a given sector matching the given criteria. Only actors whose health is above 0 are counted.

Parameters
type: The type of actor to count. Use T_NONE to count actors of any type.
tid: The Thing ID of the actor(s) to count. Use 0 to count actors regardless of TID.
tag: The tag of the sector(s) to count actors in.

Return value
Returns the number of actors in the given sector(s) matching the given criteria.```
#

I could be wrong on the usage, It's been a while for me in that regards.

sick burrow
#

hm

haughty flower
#

If you want it to only specifically be the player you should change the players TID.

sick burrow
#

I was looking through the checkActorProperty list and found nothing, this should do tho

#

the player 1 TID is already 1 tho right

haughty flower
#

I believe so.

sick burrow
#

well since its a door i guess its better to check for all actors

haughty flower
#

Actually, no.

sick burrow
#

wait right

haughty flower
#

The player has a TID of 0.

sick burrow
#

I guess in the if statement I could check for a TID <=0 && >=3 for coop

#

I hope

#

im still really new to this acs stuff

haughty flower
#

Or you could:
Thing_ChangeTID(0,1+PlayerNumber());

#

So basically every player's TID assigned starting with the 1st player which is a TID of 1 (You might need a higher value) and the 2nd player will be a TID of 2.

sick burrow
#

let me test the other stuff

#

wait does this

haughty flower
#

In my opinion it's best to change the player TID on the start of the map if you want to manipulate the player later on.

sick burrow
#

does thing count sector return a boolean?

#

wait nvm

haughty flower
#

Nope an Integer.

sick burrow
#

hey, thanks for the help btw

haughty flower
#

No worries, I'm just a little rusty though on some of the important details.

sick burrow
#

well this is odd, its not supporting the continue statement

#

im probably just using it wrong

#

script 1 (void){
    Floor_LowerByValueTimes8(11,16,8);
    Ceiling_RaiseByValueTimes8(11,16,8);
    delay(140);

    if(ThingCountSector(T_NONE,ActivatorTID(),11)>0){
    continue;
    }else{
    Floor_RaiseByValueTimes8(11,16,8);
    Ceiling_LowerByValueTimes8(11,16,8);
    }
}```
sick burrow
#

do while statements not work in acs?

#

I referenced verbatim the zdoom wiki page for loops to see if anything was wrong but the compiler keeps telling me im missing a )

sick burrow
#

neverminf

sick burrow
#

hey @novel sand you still wanna playtest stuff?

#

ik its been a few days but I finished my first map and the second map is about half done

novel sand
#

Sure thing my dude, send it over

stray crown
#

idk if this is the right room to ask this but how the hell do i get gzdoom to work on my wad file

sick burrow
novel sand
#

Oop, missed that you posted that. I'll take a look!

#

Damn dude, those are some pretty cool maps!

#

I particularly liked the continuity between the two, with the ship that was level one being visible docked in level two. Your aesthetics were also very creative, mostly pretty good texture work especially considering it's vanilla textures. One thing I'd suggest is looking into texture alignment and border textures a bit more. This is more with regards to MAP02, with the green tech textures and where they merge into the rock.

#

I'd also have appreciated some slightly stiffer opposition in MAP01 to complement the visuals, especially considering how well equipped you wind up being

#

Also, I expect MAP02 is unfinished but I was pretty confused as to where to go after hitting the switch at the top of the tower.

sick burrow
#

yeah I'm sorry about map 2

#

thanks about everything else!
did you manage to find all the secrets?

#

(also what source port did you use? chances are you used gzdoom but if the scripting works on other ports that would be a relief)

novel sand
#

I used GZDoom, since I saw you were talking about scripting up there.

#

I found both secrets on MAP01 and the soulsphere secret on MAP02

novel sand
sick burrow
#

well all the feedback so far has been pretty positive

#

so no need to overthink this, gonna assume things are headed the right direction

coarse torrent
#

ive made a few rooms and a stair way! complete with my first trap

coarse torrent
#

no noes, shared it with a friend and it seems it only works right when i launch it by clicking test from the editor, dragging and dropping on GZdoom isn't working. what might i have messed up?

haughty flower
#

any way to make halls less boring?

#

because right now they are just rectangles

novel sand
#

Floor and ceiling variation, indents in the walls

#

Lighting variation can also do wonders

coarse torrent
#

how does sound travel? trying to make a monster trap to teleport in angry demons

novel sand
#

Sound will travel between any sectors that have open space

#

It's blocked by having two linedefs with "Block Sound" ticked in the way, or by having a sector with 0 height

#

The best way to trigger monsters in teleport traps is to join their sector to a sector somewhere in your map with J. When you fire a gun, the sound will travel into that sector and alert the monsters in the trap.

runic hull
coarse torrent
#

Can I use one linedef to teleport monsters to multiple locations?

haughty flower
#

the first level of my first wad is ready

#

any criticism would be greatly appreciated!

#

notes: no free aim, no jumping or crouching, please use gzdoom since this uses colored lightning

grave furnace
#

OK, thank you very much

coarse torrent
#

@haughty flower it was pretty neat! I really like what you did with the doors colors and the tourches notifing the direction of that door. i didnt find any of the secrets tho. Last little thing i noticed was in the spiral staircase the wall textures arnt lined up with eachother. was fun thank you for sharing

novel sand
coarse torrent
#

Ok thank you! I just split the line into 4 and tagged each to a different small sector

haughty flower
#

Pog

gray finch
#

Does anyone want to play my classic doom maps?

coarse yarrow
#

post them

gray finch
#

ok

#

they aren't very good

#

you have to use gzdoom

snow hearth
novel sand
#

It's wow.wad remastered

#

A reasonable amount of ammo and no illusio-pit

sick burrow
#

guys do source ports based on boom support horizon lines? i hope its not just a gzdoom thing

spring bluff
#

I have a problem with this wad file. there is a missing wall texture and I have not found a solution. I think it may be due to the texture but I am not sure.

echo wing
#

i'll have a look

spring bluff
#

thx

echo wing
#

so the problem is that there are literally no textures in this wad

spring bluff
#

k

#

how would i fix

echo wing
#

what texture are you calling here

spring bluff
#

Metal1

#

the same as the roof

echo wing
#

you can't use metal1 for walls

#

not in boom format at least

spring bluff
#

k

#

what should i use instead

echo wing
#

i changed it to ASHWALL7

spring bluff
#

k

echo wing
spring bluff
#

thx

echo wing
#

you welcome

quiet oasis
#

This server sucks ass for mapping

snow hearth
#

Ehhh I would rate it "probably good enough"

quiet oasis
#

how

#

other mapping servers are actually active sometimes

coarse yarrow
#

this server's mapping scene is not a priority, that's probably why

snow hearth
#

Yeah its not great here but thats because its not the main focus of the server

novel sand
#

There are certainly better severs for mapping

#

Many dedicated mapping servers out there, just gotta find em

sick burrow
#

speaking of server and mapping and here
is anyone here familiar with dehacked stuff?

neon pike
#

I don't know how I managed to make this sprite look 3D

main gorge
#

my passion project, Deimos

#

goal: 32 new weapons, 32 new levels and new soundtrack.

#

soundtrack is done, guns are 15 so far, and 8 finished levels

coarse torrent
#

my first wad, runs in GZdoom only IWAD is doom2 no jumping! letting me know what you think this is my first map and i want to improve and make more and better maps! thank you for playing

haughty flower
#

Okay so first of all, missing textures:

#

You'll be able to find each 1 that is missing in your builder using find and replace mode. Makes life so much easier. The detail in this map is pretty fantastic, you use textures that I would never have thought to use.

#

This door here, you might want to increase the delay until it closes, there are actually a lot of doors like that:

haughty flower
coarse torrent
#

@haughty flower thank you for your input! I’ve learned a lot about textures and compatibility my next will be much cleaner there! I was wondering if there was a fight or asethic from it you remember best? Thank you very much for taking the time to play it

haughty flower
#

I liked the cyberdemon fight at the yellow door, what a good way to let the [REDACTED] infight and get melted by his own minions until his health is lowered for me to finish him off with a few rockets.

coarse torrent
#

I’m glad you liked that one that room was a lot of fun to make

haughty flower
exotic ice
haughty flower
zenith vine
#

pbt textures test

#

looks strange and good

hearty cedar
#

Does anyone know any WW2 TC

night ridge
#

Doom Mappers! I need help!

#

for some reason this script isnt working.

#

{
Teleport(0,3,0);
ClearInventory();
ChangeCamera(1, 1, 0);
Delay(10);
Print(s:"thing i want said");
}

#

both the clearinventory and print are not working

sick burrow
#

clearinventory's arguments are empty

#

what does the compiler error say?

night ridge
#

it doesnt have an error

#

that is what is confusing me

night ridge
#

found the error

haughty flower
#

Yep, also keep in mind that Delay will actually delay other scripts.

unkempt plaza
#

I’m currently working on my first megawad called extra crispy. I’ll post it here and doom world when it’s done

opaque lintel
haughty flower
#

doomguy got that drip

neon lotus
#

I knew I found greatness when I joined the vc cant wait to use this

opaque lintel
#

😂

haughty flower
#

It exists in GZDB and UDB.

sick burrow
haughty flower
#

Trying to load DOOM2 and Brutal Doom as resources in GZDoomBuilder (tried it in UDB same thing) but I get this error all of a sudden
I want to make maps and test them in BrutalDoom
Ive done it before no problem, idk what to do to fix it

echo wing
#

you don't need to load Brutal Doom to make maps for it

#

all the enhancements are made ingame on the fly

haughty flower
# echo wing you don't need to load Brutal Doom to make maps for it

True, I just like testing in BD I was wondering if it was possible
Also theres certain guns/items that seem to only exist in BD Im not sure how that works (i.e. Assault rifle, tanks, etc) since I know by nature pwads should only be able to replace existing items/assets

novel sand
#

I think the Brutal Doom items are just scripted to replace the normal items in a map

haughty flower
#

Whats the easiest way to figure out what correlates to what between DOOM2 and BD so I can mapmake for it and place the right items?

#

In SLADE I can load DOOM2 and BD and when I test the map it does it in BD but since SLADEs map editor is limited compared to others I want to use UDB or GZBBF but I get the error above when doing so

If I could make myself a chart or if one exists so I know what is what thatd be good

novel sand
#

Couldn't tell you I'm afraid. I only played BD once years ago and have never mapped for it.

#

There are probably tutorials out there for mapping for mods in Doom Builder, and they should work for BD

haughty flower
#

Ive been looking but no such luck for specifically mapping in BD that I could find unfortunately
Gonna keep looking tho thx

haughty flower
#

If you load the pk3 while making the map the stuff should be there

sick burrow
#

isnt brutal doom a gameplay mod

novel sand
#

Yeah, but this guy wants to make a map that is specifically for that gameplay mod

quaint copper
haughty flower
#

if its not possible, thats fine ofc i can still mapmake but im pretty sure ive done it before so im wondering what i might be missing

haughty flower
#

It should work

#

Idk what I could be doing wrong then. Only the DOOM2 wad should have the "Exclude from testing" box checked right? @haughty flower

#

That sounds wronng

#

I watched a video on UDB/GZDB that told me to do it, I can try it with it checked off but I dont think th at will fix it either

#

if anyone else has brutal doom and is able to test this id appreciate it. i did it in both UDB and GZDB same thing

mild narwhal
willow lodge
still dagger
#

Layout of a Deathmatch map I had made today, thoughts and opinions on the layout

zenith vine
#

Guys, how make reflection floor ?

#

In Gzdoom builder

snow hearth
# zenith vine Guys, how make reflection floor ?

Ever wanted shiny surfaces that reflect the surrounding area, like squeaky-clean tiles or puddles of water or ice? Now you can have them in GZDoom/Skulltag with this simple technique! Using values from 0 to 255 (weak to strong), you can set the reflections of a sector's floor and ceiling.

SAMPLE MAP:
http://www.sendspace.com/file/bbuogo

▶ Play video
haughty flower
#

i really wanna start installing mods mainly for skins and such

#

does event progression work the same if i have cosmetics mods installed or do mods only work offline

haughty flower
#

Its impossible to load brutal doom as a resource in UDB because multiple files have the same name
So I guess I am just SOL if I want to make maps while using BD resources (I know they replace DOOM2 resources so it is possible, but without loading the resources you have to do all the guesswork as to what things correlate to what within brutal doom, its a hassle)

Any idea on how to fix this? :( I cant just go in and rename them (Ive tried and made a new pk3 just to see, and i still get errors in UDB)

tulip monolith
#

alright guys I need help, does anybody know how to implement custom sounds in Slade? I'm trying to change the sounds for the chainsaw

novel sand
#

Who fancies giving my speedmap a whirl? I allowed myself two hours of mapping time, and it's actually the first map I've ever finished
FORMAT: Doom 2 (Vanilla)
DIFFICULTIES: UV only
DEV TIME: 2 hours
CO-OP: No

willow ore
#

Gonna tweak this

marsh tapir
#

So curious. I have wanted to find a deathmatch searching thingy. I tried zandromium but all the servers seem empty..

echo wing
#

yeah some are

#

wish doom had a system like call of duty for deathmatch
just click quickplay and boom you are in a game

haughty flower
#

tbf i dislike brutal doom a lot

#

it ruins vanilla gameplay, too many people use it and ignore better mods, it is cringey with its over the top gore and effects, and reloading is balls.

haughty flower
tulip monolith
#

Does anyone know how to create functioning missiles in Slade Decorate?

still dagger
errant osprey
#

I’m making this right now

oak monolith
#

vega whyyyyy......

tulip monolith
#

the plasma rifle speedypain

coarse yarrow
spring bluff
opal estuary
zenith vine
opal estuary
#

lol

#

wait is this doom mobile?

plain arch
#

yes this is DOOM mobile

opal estuary
#

wow i didnt even know that there is a mobile port

opal estuary
#

fixed it

#

did you like the map?

zenith vine
#

Ye looks cool

#

But im recomend you use lights and pbr textures

haughty flower
novel sand
#

You don't need to use lights or PBR textures to make a good map. Most maps don't use them.

#

That being said if you're using GZDoom it's definitely worth looking into taking advantage of its features once you've got a good grasp of the basics

#

I recommend that beginners just try and make a couple of good vanilla-style maps before worrying about the advanced stuff like texture packs and Boom/GZDoom-specific features

sick burrow
#

for rippin' and tearin' on DOS or crispy or whichever port you like most

haughty flower
#

This should be next doom gun

#

what is the gun called?

novel sand
#

Doesn't really fit any of th Doom aesthetics imo

haughty flower
#

it would be a cool chain gun replacement

unkempt loom
#

No.

unkempt loom
#

The same goes to you

haughty flower
#

yep

quick flax
#

Nothing says doom like generic smg

unkempt loom
haughty flower
#

im making this weapon

#

V25B

haughty flower
#

for the T1000 class

#

i usually don't make a separate puff for my guns

novel sand
#

Damn that looks pretty nice

#

Looks like a plasma gun replacement, I think it's the purple flash

haughty flower
#

thanks 😄

haughty flower
#

How do I texture shift in the Slade3 map editor?

#

I'll install UDB later to do more stuff but I haven't installed it yet, so I'm just working in Slade3 right now

novel sand
#

Can only be done in UDMF GZDoom format

haughty flower
#

Dang

#

I did the Doom map format rather than UDMF because I have no real idea what I'm doing so

#

Is there any way to convert it?

novel sand
#

If you're not using that, you'll need to align the sector itself to the tiled floor textures

severe comet
#

Doom map format is OG Doom's map format

novel sand
#

In UDB, you can just change the format when opening the map I believe

#

I don't know about Slade

haughty flower
#

Alright

novel sand
#

But you should really use UDB or something like that when actually making the map. That's my strong recommendation.

haughty flower
#

I know, as I said I just haven't installed it yet and this was just me testing out the extent of the Slade3 features

#

Also, another question; how do I fix this? It's stuck on my screen after I tried to change the texture with the Change Texture option in the context menu.

#

Do I just need to restart?

novel sand
#

Never seen that before hahaha
Guess so

sick burrow
#

help

#

I'm trying to make a map compatible with boom ports but I keep getting this error

#

I've changed the nodebuilder and everything

#

it just wont run, and I got I_SignalHandler: Exiting on signal: signal 11 from running the executable

echo wing
#

Make sure you load doom2.wad with the map, and select "boom: doom 2" when making the map

#

If it doesn't work after that then you should probably just install a different editor

agile shoal
zenith vine
#

Ok im play

novel sand
#

Format?

agile shoal
#

zdoom

#

oh you mean old Doom format?

zenith vine
#

Cool map

#

But.....

agile shoal
#

oh I didnt test it on android.

#

Only played in pc

#

I am going to upload full gameplay of this map on youtube, later today

#

ill post here a link to the ones interested

novel sand
#

I had the same issue with the menu

#

Played on PC on GZDoom. I'll go area by area with what I thought. Overall, the gameplay was fairly fun and creative - all it needs is a little refinement that'll come as you become more experienced as a mapper. Aesthetics were the big downfall of this map - lots of misaligned textures, incorrectly pegged door side textures, very little detail overall. Aesthetics aren't that important, but they do make a big difference to how the player experiences your map.

#

First Area

  • The opening was pretty enjoyable with the berserk fist and the chaingun. I liked the walls opening - always fun.
  • The small-platform-over-slime with imps section was... fine. I just ignored the imps.
  • Stair fight was a nice little trap with the cacodemons applying pressure from behind. I boxed out the revenants with berserk, killed the hell nobles with rockets, and chaingunned the cacos. Making the player fire rockets up steep inclines should probably be avoided due to the tendency of the vertical autoaim to make them blast themselves in the face.
  • First library fight wasn't very fun - caged archviles with mancubi meatshields. Creative, but a miss for me I'm afraid. A bit too passive.
  • Library section with the archviles was fine.
  • Dark room fight was cool. Did you change the light amp goggles to last for way less time? The cyberdemon and revenant fight afterwards was enjoyable, too.
#

Cool use of conveyor belts and teleporters after picking up keys, btw.
Second Area

  • Wasn't a fan of the imp trap. It's death if you don't know it's coming, and completely trivial if you do. Just back out and pump rockets through the doorway. Cool use of conveyor belts to make them "jump" in, though.
  • Hell noble ambush at the plasma was fun.
  • The fight in the big marble room was cool, though I feel it could have used a bit more meat to it, lots of wasted space with not many enemies that warrant it. Not sure why the cybers were blocked in, I think the fight would be better if they could roam.
#

Third Area

  • Chaingunner elevator was a cool concept, but most of them were stuck on geometry and unable to move or fire.
  • Spider Mastermind was a bit limp, but that's not necessarily your fault, they're difficult enemies to place and easy ones for players to exploit. The hell knights coming from behind was a nice little trick, though.
  • Conveyor belt fight. I'm sorry to say I didn't like this at all. There's no real challenge or risk to it, since you're moving too fast to be hit. It's just weird and finnicky. Appreciate the concept, but it doesn't work in my opinion.
  • I personally don't like custom bosses that use existing sprites like the Wolf SS, but it made me chuckle and the fight wasn't bad.
#

MIDI was decent, kind of faded into the background but I thought it suited the pacing of the level.

agile shoal
#

Wow thats an amazing critic.

agile shoal
agile shoal
agile shoal
#

-ill try to improve the marble room.

#

-fix the chaingunners on the elevator, improve the spidermaster mind fight.

#

-tried to give more use to the conveyor belts, but it didnt work in the last fight.

#

thanks for all the tips

novel sand
#

Honestly, the spider fight isn't your fault. That just how spider master minds are.

agile shoal
novel sand
#

If the player has a plasma and some cover, spiders aren't much of a threat. If they don't have cover, spiders are unfair

#

Yeah, fair play

#

A cyber penning the player into that tiny corridor wouldn't be fun haha

#

But yeah, some good combat in that map! Good job, and keep it up

agile shoal
#

Thanks

neon pike
#

i'm making a nightmare imp

sinful helm
#

that looks really cool!

rugged kraken
#

That looks epic

neon pike
#

thanks

haughty flower
#
ACTOR HellShotgun : Weapon replaces Chainsaw
{
Inventory.PickupMessage "You got the Hell Shotgun! RIP AND TEAR!"
Weapon.AmmoType "Shell"
Weapon.AmmoUse 1
Weapon.AmmoGive 16
Weapon.SlotNumber 3
AttackSound "weapons/shotgf"
States
{
Spawn:
SHOT A -1
Stop
Ready:
SHTG B 1 A_WeaponReady
Loop
Select:
SHTG A 1 A_Raise
Loop
Deselect:
SHTG A 1 A_Lower
Loop
Fire:
SHTG A 0 A_GunFlash
SHTG A 1 A_FireBullets(5.5, 3, 12, 10, "BulletPuff", 1)
SHTG A 1 Offset(0,40)
SHTG A 1 Offset(0,48)
SHTG A 1 Offset(0,44)
SHTG A 1 Offset(0,40)
SHTG A 1 Offset(0,37)
SHTG A 1 Offset(0,35)
SHTG A 3
Goto Ready
Flash:
SHTF A 2 BRIGHT A_Light2
SHTF B 2 BRIGHT A_Light1
TNT1 A 1 A_Light0
Goto LightDone
}
}

Help on why this isn't working? I tried to get help from the SLADE Discord server but it didn't work. When I load the .pk3 in GZDoom, it doesn't replace the Chainsaw.

#

Nevermind, I fixed it.

celest bramble
agile shoal
#

Map 1: Too many textures. Try not to use soo many.

#

You didnt make the custom enemies right? There are to many of them and its hard to know what you are fighting with.

#

Those are my biggest complaints. Aside from that the map is really fun. My favorite part is the cyberdemon fight (nice supercharge place btw). It gets really caotic at the end, and I like it.

#

I cant play Map 2 right now. I'll try it later

celest bramble
#

thank you so much man, and yes, i didn't make the enemies i took them from realm667 and did some modifications to some of them mainly health and damage

agile shoal
#

the red archville is crazy

celest bramble
#

i tried to place all those enemies in the first map so the player can learn them for the second map which is harder

#

but yes it probably had a lot of new enemies

agile shoal
#

Alright.

#

Map 2: The textures in this level are much more consistent, but still there are places where it just a mess (the beginning for example). The custom monsters look much better in this level thanks to the hellish environment.

novel sand
#

I'm playing your MAP01 at the moment

#

I do not like the red archvile at all, can't lie to you

#

it's just unavoidable damage lol

agile shoal
#

The red key door should be marked as such, but once I got teleported to hell... 👏 👏 👏 ... loved it

#

The "one more to go" messages are really cool. Makes the switches feel like they are actually doing something

#

Overall I think you just need to rework the textures and not fill the screen with enemies the player has never seen

novel sand
#

Alright

#

Let's get the bad stuff out of the way first

#
  1. You've gone waaaaay overboard on the custom enemies. Three or four different black imps that are basically the same and hard to tell apart? Four hell nobles? The red archvile miniboss is annoying and cheap if you don't have much health or armour due to the guaranteed damage from his flame attack, and has far too much health, especially in the first encounter when you only really have ammo for the SSG to deal with him in that tiny arena. The cyberdemon miniboss at the end was cool, but you need to think what custom enemies your map actually needs.
  2. The first map overstays its welcome. Longer maps are fine, but the corridor shooting maps work better when they're briefer. Combined with the plentiful deaths from new enemies with unfamiliar attacks, I just got fed up and IDDQD'd my way through more than one encounter.
  3. It looked mostly decent aesthetically, but the usage of F_SKY1 could use some work, especially in the first room where it suddenly transitions into rocks and there are doors opening up into the sky
#

Good stuff now

#
  1. Some of your fights were pretty decent - ironically, they were the ones where you weren't relying on custom enemies. The first cyberdemon was pretty decent with the use of elevation, and I enjoyed the first archvile fight in the caged shotgunner room.
  2. The MIDI was pretty banging, I liked it a lot.
  3. I liked some of the reuse of arenas. Fighting in the cyberdemon's arena three times was cool (although the third fight was pretty toothless). Likewise, going back to the spiderdemon's platform for the final fight was a nice touch.
#

When you're using custom enemies, you need to think about what role they fill. Doom's bestiary is pretty complete as-is, so it's best to use the stock bestiary whenever possible instead of random new things to throw the player off. Think about the best wads that use custom monsters, like Valiant and Eviternity. They each have 4 or 5 custom monsters over an entire 32 map wad, and their custom enemies are easily visually distinguishable and have their own roles in combat.

#

I'm going to give MAP02 a quick go now, but I can't promise I'll finish it - got my own project I need to finish tonight

#

Nah, sorry

#

I hope I'm not discouraging you.

haughty flower
celest bramble
#

and thanks for the feedback, i want to make a bigger proyect so these tips will help me improve a lot

haughty flower
#

Working on my first mod, has maps + a new shotgun that replaces the Rocket Launcher. Still major in progress, but what do you think so far? (Going for an Aperture Science/Black Mesa facility look)

haughty flower
#

DM me any feedback right now, since I'm going to bed.

agile shoal
#

Would look better in custom textures (white like Portal). Or at least turn up the light (to 200 maybe).

haughty flower
#

Yeah, I was planning to do some more lighting/custom textures, but this is my first time making maps/a mod so I'll have to do some experimentation.

agile shoal
#

Improved basically on everything.
Changes:
-Fixed most misaligned textures
-"lower unpegged" door side textures
-The first Imp encounter is no longer optional
-archvile/mancubi encounter is harder and less boring
-Improved marble room fight
-Chaingunners on the elevator are no longer stuck

#

-Improved spidermastermind fight
-Improved conveyor belt fight
-Better design of the final boss arena

#

@novel sand would love to know what you think

novel sand
#

@agile shoal playing now. Will be in two parts.

#

Currently basically unable to get past the revenant trap because I only have 23 hp left lmao

#

I think the Archvile fight is fundamentally flawed, I'm afraid. I ran out of rockets that time because they continually resurrected the mancubi while I was forced into cover

unkempt loom
#

Ok, but why?

#

And give me a second to ask my friend if it's a meme

novel sand
#

Stopped for a while just before the dark room

#

Got things I need to do for half an hour

haughty flower
#

More progress on the training labs map (just skipped past the enemies because I wanted to save time/storage space)

#

(Didn't realize there was mic noise, sorry about the clicking)

novel sand
#

Now I actually quite liked the ambush you added to the Archvile fight, with the remaining archviles pressuring you from one side while you fight the extra enemies

#

Here's a tip for texturing: in 3D mode if you press Shift and click a wall at the same time, it will select all joined walls with the same texture. If you then press A it will align them with each other, and if you press Shift + A it will make them all vertically aligned

#

Alright, on to the rest

#

The additional body count in the marble room fight definitely improves it

#

I was able to cheese the cyberdemons by standing up on the platforms and plasma-ing them from where they couldn't hit me though

#

I like the pit in the room, looks nice and adds a good obstacle

#

The spider fight still has exactly the same issue in that the player is incentivised to stay in the corridor and plasma her. A good solution would be to only have the spider be revealed after the player enters the room and close a door behind them

#

Alright, beat it

#

Pretty fun map. I like how creative you are with your encounters. The conveyor belt encounter was improved, even if the solution was still basically the same - face the centre of the room and hold down the fire with the plasma rifle. it also feels like the boss had less health for some reason - did you reduce it? I also liked the Take It Ducino secret at the end, but I did noclip into it bc I couldn't figure out how to get in. Not really sure what the purpose of the archvile in the final room was, though.

#

The main thing you need to improve on is aesthetics, in my opinion, and that's best done in a map that's done from scratch. Try to break up the texturing on your walls with a little variety, add some more floor/ceiling details, and have a go at a map where the rooms aren't such abstract shapes. The difficulty of the map is also a little frontloaded - the first section is much harder than the other two and was the focus of the bulk of my save scumming.

sacred onyx
#

Anyone fancy giving this Boom MAP01 replacement a test-drive for me? 🙂

coarse yarrow
agile shoal
agile shoal
novel sand
#

About the revenants - first time around I was able to get them first try, but this time I had to IDDQD. I think you could leave them as-is if you gave the player more health to start with. The real RNG is how much health the initial chaingunners leave you with, tbh

agile shoal
#

Thats an amazing suggestion for the spidermastermind. Im Going to change it
I didnt change anything about the boss

#

btw in the last room you are supposed to make a archvile jump

#

to get in the secret

novel sand
#

Oh my god I'm so smoothbrained hahaha of course

agile shoal
#

A map in plutonia 2 does the exact same thing

novel sand
#

I see

#

But yeah, pretty fun and creative gameplay

#

Your menu image is still broken though lmao

agile shoal
#

For me its fine

#

Im playing on a mac, might be the reason

novel sand
#

Are you planning to submit it to Decino or something? Considering the last secret haha

agile shoal
#

yes

novel sand
#

Nice

agile shoal
#

i would like to see im playing

novel sand
#

I look forward to the video

#

One potential solution for the revenants I can think of is to just have one revenant

#

Because the issue is getting hit from behind while fighting one

agile shoal
#

I thought on putting a supercharge just before that fight

novel sand
#

Also, small suggestion, I'd move the imp platform a bit further back in the first room because the angle from the ledge in the poison is kind of awkward

agile shoal
#

Alright thanks for the suggestions. I ll try to do it

#

currently Im changing the spidermasterming´

novel sand
#

No worries dude

#

Don't feel the need to implement every change I suggest, by the way, criticism isn't flawless, if you like something better then it's fine to leave it

#

I probably ignore about 70% of suggestions on my maps unless multiple people say the same thing haha

agile shoal
#

But I agree with your criticism, at first I didnt see much problem on the spidermaster mind fight. But it truly is flawed and should be fixed

agile shoal
#

This yellow key door

novel sand
#

Yup, doesn't work on Boom lol

#

I get a crash and error message when opening the door near the medikits

agile shoal
#

I played on GZDoom

novel sand
#

Yeah, I did it on GZDoom immediately afterwards. Still, if you call it a Boom map, you should probably make sure it runs on prBoom+. Not really sure what breaks it.

#

Pretty decent little map. Very easy - I essentially just punched every enemy after getting the berserk without getting hit at all. You give the player a lot of wide open space in each major encounter which kind of trivialises them. That's fine on a MAP01, of course, they're supposed to be warm-ups.

#

It was good that you added some monsters back into the courtyard when the player had to backtrack through it, but it did turn into door combat since every area in this map is linked by a door. Your aesthetics were pretty decent and consistent, I liked the added waterfall textures (come to think of it they're probably what killed prBoom+, custom animated textures can be tricky in Boom format). The courtyard area looked nice with the gated tunnel leading out.

#

Uhhh... Monster usage is maybe something to think about. Pinkies are always complete non-threats in wider areas like the ones in this map unless there are absurd numbers of them. The single hell knight on the red key pedestal was a little redundant - he couldn't really threaten the player from up there so I just chewed through his health with the shotgun. Good use of Floor Raise Donut, I always like to see that in action aha

#

But yeah, pretty good overall. I look forward to any further maps when you introduce more enemies and get a little more cunning with your encounters.

agile shoal
#

I need help with ACS and Decorate

#

Decorate

novel sand
#

Can't help you there I'm afraid

agile shoal
#

Im trying to fix the archvile opening the closets

#

when a archvile die, he execute the script 6. The doors should open one by one, for each archvile I kill. but instead they all open at the same time

#

if someone knows a solution, I d appreciate it

novel sand
#

I'd just do it with voodoo scripting, tbh

#

Four voodoo dolls, four conveyor belts, each with four doors tied to the archviles through thing tags in different orders

#

But that's just my Boom preference talking lol

#

Never touched scripting

agile shoal
#

I use slade

#

dont think i can tag id

novel sand
#

Oh

#

You can tag monsters in GZDoom UDMF format, I know that at least

#

Might be exclusive to the Doom Builders

agile shoal
#

I use old doom format

#

didnt know there was a difference before I made the map

agile shoal
#

YEEEEEAH

#

fix it.
Created a loop and added delay so that the engine doesnt terminate my scipt for having to much instructions

void hamlet
agile shoal
agile shoal
#

its just some normal doom 2 gameplay

#

The hell decorations are a nice touch

void hamlet
#

The first 3 levels are super buffed. The rest is unfinished

agile shoal
#

only played the first and second

void hamlet
#

Also recommended is to play on ultra violence

agile shoal
#

thats what im doing

novel sand
#

I'll play later

#

Will try without IDKFA because all levels need to be beatable without cheats haha

agile shoal
#

IDKFA has a big flaw, it gives you the keys

agile shoal
#

should play with IDFA

void hamlet
#

Yeah, it works too.

agile shoal
#

IDKFA makes the 2 level much much easier

novel sand
#

What format is it?

void hamlet
#

.wad file. You need to run it in something like GZDoom or Zandronum.

novel sand
#

What port are you targetting

#

Is what I mean

void hamlet
#

GzDoom or Zandronum.

agile shoal
#

btw your wad size is 13mb. I opened it in slade and saw that you copied the entire doom 2

void hamlet
#

It came free with gzdoom.

agile shoal
#

you dont have to. just copy the maps

#

when opening in gzdoom, choose doom 2 and it will work just fine

void hamlet
#

I will try to make original maps in the future. But rn i developed 3 master levels.

#

Im still learning doom buider rn

agile shoal
#

yeah but you dont have to include music/sounds textures etc in your wad files

#

it will make them much bigger

#

this if you plan on using doom 2 default textures etc

void hamlet
#

Ok

novel sand
#

alrighty, will play now

#

Okay

#

A much better way to learn would be to make your own maps rather than modify vanilla ones

sacred onyx
# agile shoal Alright. This level is doesnt give too much ammo, and makes you rely on beserk, ...

OK, feedback noted!

  • all doors that need keys have had their markings made more prominent
  • the blue key door in the courtyard is now a red key door; the exit door now opens normally and the switch to open it is gone
  • the hell knight guarding the red key is now a mancubus - that was my original choice but then I wondered if a Mancubus was too difficult for MAP01

And yeah, I assumed it was a Boom map since I used the "Boom: Doom 2" option in Doombuilder, but tested in GZDoom. I'll be sure to refer to it as a GZDoom map going forward.

Not really sure how to solve the "door combat" issue without radically changing the map's layout though.

agile shoal
#

I dont think it has too much door combat. but if you wanna change it, you can make doors not close

#

maybe do it in the doors you go though the most

sacred onyx
#

also the yellow key in the water was originally the blue key

#

but it was too hard to see in the water at first glance

haughty flower
#

First map of the DOOM 2 Training Module. Use GZDoom, and I advise setting it up like a modern shooter rather than classic doom.

#

tell me if it even works i don't know

agile shoal
#

Alright
It works.
in my first playthrough I used plasma on the cacodemon and the archvile. when I got to the cyberdemon, I didnt have enough cells. This is a kind of difficulty that is rare to see in a first level.
In my second playthrough I saved the cells for the cyberdemon, making it much easier

#

There is no ceiling here, just skybox

haughty flower
#

Oh, I forgot to remove that

#

Originally it was going to be an outdoor area, but I changed my mind

agile shoal
#

fix the bars texture

#

just remove its lower texture

haughty flower
#

I didn't have that issue when I was playing it, that's odd

agile shoal
#

I used gzdoom 4.5.0

haughty flower
#

I used the most recent version of GZDoom, as far as I'm aware

#

I don't know which it is exactly

#

I'll fix that next time I release

agile shoal
#

go to options, video mode, change to doom renderer

#

you are probably using hardware accelarated

haughty flower
#

Oh, yeah, I am

#

As I said, this was meant to be played in more modern shooter configurations, which I also meant to mean the hardware accelerated because it's most like modern 3D games

#

I'll try to make it more clear next time

agile shoal
#

hardware accelarated is the default but many people dont use it, it blurs the game

haughty flower
#

It blurs it?

#

I haven't experienced it.

#

Maybe that changes because I'm using Vulkan instead of OpenGL, though.

agile shoal
#

yeah Im using OpenGL

haughty flower
#

I'll try it on OpenGL next time then

#

I don't experience any blur, weird

#

Maybe I just disabled it somehow with post processing or something

haughty flower
#

Second map done; this map is parkour based rather than combat based, and it's shorter than the first. I'm going to make a third and final map which combines the two, and it'll probably be an arena. Also redid the start area in the first map. (GZDoom, jump and crouch enabled)

neon pike
haughty flower
#

Texture filtering, then?

#

Texture filtering looks awful

haughty flower
agile shoal
#

Probably

#

All I know is that by default, hardware acelarated blurs the game, while Doom software renderer doesnt

haughty flower
#

you can disable texture filtering in display settings

agile shoal
#

I never tried

haughty flower
#

hardware accelerated has much better vertical looking

#

no warp effect

agile shoal
#

I dont like vertical look

#

Prefer it vanilla

haughty flower
#

yeah, doom software is fine if you dont want freelook

#

doom software is much more vanilla

haughty flower
agile shoal
#

Im not on my computer now. Can only test it tomorrow

haughty flower
#

Alright

coarse torrent
#

anyone wanna test my WAD UwU?

echo wing
#

I do

coarse torrent
haughty flower
#

Related to my GZDoom TC, nuff said.

haughty flower
#

dang that monster looking kinda 👀

snow hearth
#

THICC

haughty flower
#

The visual improvement is great, I'll show you all what improvements have been going on with the other monsters in 2 days.

agile shoal
#

these are my bindingss

#

In the second level, I couldnt get past the jump+crouch obstacles, I was using toggle crouch but I think it is only possible with hold crouch (you need to make this clear).

#

The maze at the end is too easy. Provides no challenge

#

No one likes pits with nukage with no way out. Place a teleporter that puts you up on the platform

#

Also the doors only open on one side. if the player wants to go back, they cant. Consider changing it

haughty flower
haughty flower
#

I'll get to work on fixing this stuff.

agile shoal
haughty flower
#

I did it with toggle.

#

I don't even know how to enable hold crouch

agile shoal
#

how? I spent 2 mins with toggle and couldnt get it. But did it first try with hold

agile shoal
shy cloud
haughty flower
coarse torrent
agile shoal
#

Going Down is the one that did it for me.

royal wave
coarse torrent
#

i need moar map mod friends

royal wave
#

Be sure to say hello so they let you in!

coarse torrent
#

I said hello they deleted my message and everything is still read only lol

coarse yarrow
haughty flower
#

Hmm... It's not letting me upload something.

#

Guess I'll just restart discord.

#

I'll figure this out later, no idea what's going on there.

fringe vault
#

how to pro H-DOOM? doomcry

haughty flower
#

You guys remember that sprite I sent yesterday of a brown demon that looks like a mancubimp?

#

Apparently it's too lewd for discord now.

haughty flower
agile shoal
#

looks cute

solar brook
solar brook
haughty flower
#

to be honest zdoom discord is very anal, little man syndrome. a lot of good bois who didndu nuffin banned there for arbitrary reasons.

agile shoal
#

guess I have little man syndrome then

haughty flower
#

¯_(ツ)_/¯

#

moderation there at least.

snow hearth
#

Is there a server centered around mapping for vanilla/limit removing or even boom?

coarse torrent
#

let me know if you find one xD

shy cloud
royal wave
celest bramble
#

Hi again, i've finished a short map where i tried to apply the tips that you guys gave me when i asked for feedback on 2 maps i had previously posted here, if someone could please play this one and see if it is any better i promise this is the last time i will bother anyone in a while. PD: the map is meant to be challenging

sacred onyx
royal wave
#

Drinking gives you health

sacred onyx
#

And here's the latest revision of the map I posted before (tested in GZDoom)

royal wave
#

The megaspheres I forgot to replace. The only source of healing is to drink

royal wave
#

I need to find a good balance between taking damage, dealing damage, how much alcohol heals, and how fast it gets you drunk

sacred onyx
#

Wish drinking was a healer in real life, I'd be on 200% health and armour right now lol

sacred onyx
royal wave
#

Already had that idea!

sacred onyx
#

Back when Doom first came out in 1993, there was a Coke advert that parodied Doom

royal wave
#

I was thinking of alternative drinks to find, one being "Demon Brew" that has a random chance of converting an enemy to friendly

sacred onyx
#

where a first-person-shooter protagonist encounters a monster that's not a Pinky but may as well be, and just gives it a can of Coke instead of fighting it

#

it drinks the can, smiles, and starts partying. end of advert

royal wave
#

Lol, that's way too animated for it's own right

sacred onyx
#

Love the weapon set - they had to keep it family-friendly so it'd get played before the 9pm 'watershed'

#

so the weapons were like something out of a Looney Tunes cartoon lol

royal wave
#

idk

solar brook
#

i mean u can mix it with bloodvodka if you like revenantshrug

agile shoal
# celest bramble Hi again, i've finished a short map where i tried to apply the tips that you guy...

Alright
This level is much more consistent than the previous.
I think you should give a berserk, right in the beginning. There is a obvious lack of ammo throughout the level (and thats good) but a berserk would make punching, less annoying.
The imp cage is a bit point less, they cant get out and can barely shoot.
The yellow key room is pretty cool. The archvile appearing resurrecting the enemies you just killed.
In the final fight, I think the two bookshelf textures on top of each other, look a bit bad.

#

But yeah, enjoyed your map

agile shoal