#classic-doom-maps-mods
1 messages · Page 112 of 1
Dont you just export with slade then re-import it
Oh rally what editing software sould I use?
Something like gimp or Paint.NET
In all honesty I just type in sprite maker on Google
At least one that allows you to import/export
I use gimp
Really like which ones?
I use one called Piskelapp @cunning whale
Oh really
How do I edit doom sprites in piskelapp?
Export the image in slade, then its just an image, do whatever
Like what?
Idk
Vanilla doom has a limited pallete ig
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...
I want to save my custom doom sprites but my shade said "Iwad disabled" like how the hell can I fix that?
Made a mind map (not complete yet) for my doomagicka mod initiative: https://miro.com/app/board/o9J_lbKXmOQ=/
@trim gorge this looks awesome. I'm excited to try it out
hey, quick question, can i put custom midis here?
probably
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
that aint really moddin
uh
He posted it in #classic-doom-maps-mods because the mods will remove it for being off topic. 
I literally said hello the other day in the eternal chat and a Mod told me to please stay on topic

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?
How do I save iwads?
You don't save iwads.
if youre using slade 3 theres a save button at the top left
also dont edit the iwad directly
Oh like what
make it a seperate wad
How do I do that?
pretty sure theres a new button in slade
Really
then import it in the doom format and make sure its the same name as you took it out as
Sure so I put the custom sprite in the same sprite thing I edited from or what?
DOOM2.wad
what about it
Is that the wad I should use?
to use for what
To make my own wad
Really how?
what
basically right click on the middle one to import, then when youre done save is here
ok its good
So I press the button that says save right
yes
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
iok
How do I make this sprite better?
Make it look like authentic DOOM sprite
No help?
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:
Mmmm alright
Try applying some shading to it
how can i do that?
Try using gradient tool in paint net or gimp first
are you sure that will help?
Yes, I am sure. Flat colors as pieces of clothing do not look good.
so where's the tool?
Find a tutorial online for that. It's not that complicated
on what?
Online
i mean on the revenant sprite i made?
so i'm using the gradinet told and i cleary don't know what to do with the sprite color
Oh damn, you can actually share game development here?
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.
Cool
my first wad idk if this is the right format or whatever so if it doesnt work just tell me
also important thing to note: the next level is underhalls and this is for doom 2 sorry for not saying before
i cant really make it one map only so just pretend map 1 is the only one lmao
I guess I overcomplicated it shrugs
Yeah thought so, that means it is too complicated. Would probably be better just to show video gameplay of it.
im too tired to read anything im just listening to billy joel trying to sleep lol
im so tired i thought bfg division might help
now its even harder to sleep
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.
uh no ingles?
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
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.
Another personal preference is Oblivion of the sinful sounds metal.
Scorching Horizons and Oblivion of The Sinful..yeah those sound badass!
Other than that, these are some pretty metal names, good job coming up with them.
Thanks Nacht and also i'll be putting Scorching Horizons and Oblivion of The Sinful into the wad, they sound way better
That Calvary name might be a bit confusing for folks at first but when you look up the definition, it's metal af.
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.
Oh alright
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.
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
Petition for a mod to change doom universe to doomiverse
anybody wanna playtest this?
sure why not? ill try it in a bit
simple map. like if Map08, 07, and the end of e1m9 had a child
its an okay map. there are a few flaws to it, and its kinda unfair and annoying in some parts, and the SS soldiers seem really out of place. but you seem to be getting the hang of things, im excited to see your next map!
also nice midi lol
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.
which bits specifically?
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
Yeah, the revenant room is ridiculous
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).
As a very first map, it does demonstrate that you know the basics and some linedef functions, which is good.
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
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
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
Isn't this a reference to the PSX DOOM?
Haha yes you got it.
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.
I think I might just go with comic strips though.
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!
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.
Damn those FPS on that video, odd. Might have to fiddle around later on.
lol thx :)
Been awhile since I last posted here, but I am beginning to like the layout of this map for once
Taking some inspiration from Doom Zero
I'll post the wad when done
that looks good, it reminds me a bit of e1m1 a little, good job!
badass
Thanks a bunch, it isn't final yet, so lots of stuff needs to be done
no problem!
And when in comparison to some of my earlier maps that I made to improve, it is marginally better
i think both look good but i haven't played so i can't really say
that looks cool
archviles pog
The 2nd wasn't as good in terms of layout
I was using it as a comparison
ah, it looks alright to me but i'm pretty amateur in terms of map design
i listen to the doom sound track while i cook
i fixed it so the achy vile room is 10 sepectrees and the pain elementl is areveenent
i love the map so much more now
still tedious but now imposible on higher dificulties
oh god my spelling
i meant 1 arch vile and 10 spectres
here is the new and improved one
also try to find the secret its really clever
i, too like to cook while thrashing violently
@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
I have fully completed my second map. I'd like to hear everyone's critiques and compliments!
Ooo that looks pretty dang good 
Finally getting enough ideas for a doom map (a good one)
looks pretty okay'
The wad's name is going to be Cruel Existence, It's going to be a really dark and fast-paced experience, it's the embodiment of a black metal album. There will be also a couple of enemy replacements, new textures and new midi.
sick
cool
Skirt bushes or nah? (see green shrubbery on left around the elevated tree trunks)
(I do realize I need to color grade them a bit so they fit with the rest of the greenery)
nah i think that the bushes should be made with slopes like actual terrain
Cruel Existence's Zombieman...
okay
yo im learning to use Doom Builder, how do i remove something like a placed shotgun or enemy?
Click on it and press del/backspace
ok
that doesnt seem to work, i click on it then the icon turns red and press delete and nothing!
are you sure thats how i do it?
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.
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?
Sorry, meant to say maps, not mods.
Also, I've decided on Ultimate Doom Builder after a suggestion from someone else on the server.
Speaking of UDB: I can't get out of visual mode, and I don't know what the shortcut for switching is.
Q
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.
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
here is a demonstration of the second completed map of The Reckoning Remake the next campaign that i will add https://www.youtube.com/watch?v=keKpAwhaI6I&feature=emb_title&ab_channel=DylanTHIERUS
two maps are finished i still have 7 other maps to redo !
best regards, styd051
Keycards I made for a mod I'm making with my friends
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?
(Using the DOOM 2 .wad as my resource if that means anything)
Set the walls to no texture
There is a text box under the preview of the texture you've chosen. Replace the text with "-"
Oh, got it
progress on my gm_construct remake, probably gonna use custom textures later if i can figure out how
Nice
One of my first maps, let me know how i did.
oh and it does require gzdoom
if anyone is not using that
mouse movement
what
Open the wad up and delete that map.
Pretty straightforward, although when I do it I use Slade.
Be sure to delete anything underneath that map marker too.
Yeah mines not that easy
i am on ultimate doom builder
Download Slade to use when working with the wad as a whole
UDB is only used for making the actual maps themselves. To compile them, change music, add textures etc. use Slade
ok
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.
Keep in mind it's actually possible to change the music in game via scripts.
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.
With Doom Eternal out there, people would like to imitate the way Doom Eternal plays the tracks too.
ok how do i get slade
send link
nvm i got the file how do i open it and use it
what do i open it with
yeah get 7zip
New monster for the project I am working on:
Experience the most challenging and engaging combat in DOOM Eternal, new mechanics, enemy variants, meathook platforming, AI Invasions, and much more in Horde Mode: Trial of The Dark Lord, a fan-made prequel expansion to DOOM Eternal - The Ancient Gods Part Two, arriving on 02.12.2021!
looks great so far
Stun lock the competition with RAPID-FIRE. #thespacepirate https://t.co/FEzzJ1zrRx
hol up, doom eternal got mod support?
not offcial but yes you can do some nasty things
Nope, never has been 😄
POGGERS
IMO the combo system in TSP is so awesome and fluid.
try a lava flat?
not sure
gravel?
i’d kill for a blue fire blanket
also add more variation in height
FIREBLU blanket would make my life 100x better
it looks flat
ok now i want fireblu blanket as merch
i would buy for an inflated price
FIREBLU blanket would cure my depression

imagine if it was a rick roll or something
am i allowed to post a wad in here that im working on
ye
I'll play it when I get to my computer
How long are the maps?
Map 01 done. You had a missing texture creating a hall of mirrors in the final room's zombieman alcove.
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.
Had to stop for now midway through Map02. Will continue shortly.
@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.
bro thank you for playing and thank you so much for the feedback
@novel sand
ur cool
No worries dude, I added some stuff to the last section cos I sent it too earlyu
Keep mapping! It's good that you could finish an episode, so just keep improving
Oh, speaking of, I wouldn't recommend using Wolfenstein SS in regular maps
There were only two in map 06 I think but it's something you should avoid
they're very out of place in normal Doom levels
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
The First episode of my new wad: Cruel Existence..What do you think?
Nice
Thanks!
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?
https://devbuilds.drdteam.org/gzdbbf/
What I mean by site.
Development Builds
Ultimate Doom Builder is apparently what to use.
I like the new episode name. I can't remember if anything changed besides the names for the maps I suggested.
@novel sand hey would you be up for a test of my wip wad?
I'd be happy to tomorrow morning. It's currently 2am here haha
ah the pain of the uk
ohh boy yeah
How many maps/what port?
sure, i’d have to get on my pc tho- lmao
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!)
Ooh, nice. Yeah, I'll talk to you tomorrow
oki :)
total length is about 30 mins from all testing
so no 50 minute first maps LOL
I changed Scorching Horizons and Oblivion of the Sinful, those were the names you suggested and they are friggin' cool!
Now to actually make the maps so I can playtest them 😈
this mods not bad
Anybody need some playtests? Bored
@haughty flower thank you for your feedback
well im working on a map too
I can post it here if yo want, its still very early in progress
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
makes sense
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
How much have you got?
but ill hold on posting it for now then
I'm still happy to test if you want
It'll be a few hours as I'm just about to sit down for my dinner
ok
y'know.
I think I'm just not good at Doom mapping.
I'm worrying too much about its looks and whatnot
never forget that function should always take priority over form
I really probably should just focus on height/verticality and design over looks atm.
sandy petersen's maps werent always the prettiest but they were always fun
those jagged edges remind me of that one hand shaped map john romero made
well you could start trimming the edges of that big box where the player is unlikely to go
look at this, the areas outside the red could be inaccessible and the blue lines could be changes in elevation
sorry if it looks bad i made it in paint
yeah imagine a big cliff face to indicate where the playable area ends
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
the yellow Xs are good places you could leave ammo and health bonuses
dont take everything im saying as gospel tho, thats the most important tip i have to give you ironically
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."
that sounds really nice
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.
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
and use this central area you already made as a starting point to branching paths
sweet
it's still kinda decoration though, haven't added a secret or anything to the outside yet.
I see you already added decorations
personally i prefer adding them last but thats fine
also the mass grave looks sick
just make sure the player has a way of getting out if they fall in
Finally discovered H in gzdoom builder. Boy am I happy now
This is arguably the highlight of my map making so far
Since this is going to be the last map I'll ever make. I'm sharing it here: https://www.youtube.com/watch?v=nZv7ZNj7s6U
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.
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
i am trying to track down the origins of this skybox
I dont know any of those but this skybox looks awesome
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
maybe they are on doomworld?
I found their website but it uses the same contact information
http://xsnake.free.fr/invasion/index.htm maybe you can find something
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]
You mean colour banding? Just reduce the contrast/use blur effect
eh
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
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
@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
Quick follow-up: Yes, they do work in sequence #DOOM #XboxShare https://t.co/e0IMN7GqGa
hiya im starting to learn some DeePsea to try to make a doom2 wad, any tips or resources i should know about?
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
nice
can doom builder do palette swaps? or can i use deepsea for that and then map with builder?
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
ill look into these 😄 thank you
i looked at a doom wiki and looked like deepsea had the most features
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
Yes, you'd need to tag the sector though.
so they dont get in the way of the door closing
I can't remember the specifics, however.
`#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);
}
}`
I'm gonna look at some old code for NZ:DE. That should have your answer.
thanks
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.
hm
If you want it to only specifically be the player you should change the players TID.
I was looking through the checkActorProperty list and found nothing, this should do tho
the player 1 TID is already 1 tho right
I believe so.
well since its a door i guess its better to check for all actors
Actually, no.
wait right
The player has a TID of 0.
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
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.
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.
Nope an Integer.
hey, thanks for the help btw
No worries, I'm just a little rusty though on some of the important details.
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);
}
}```
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 )
neverminf
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
Sure thing my dude, send it over
idk if this is the right room to ask this but how the hell do i get gzdoom to work on my wad file
here you go
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.
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)
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
No need to apologise!
well all the feedback so far has been pretty positive
so no need to overthink this, gonna assume things are headed the right direction
ive made a few rooms and a stair way! complete with my first trap
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?
Floor and ceiling variation, indents in the walls
Lighting variation can also do wonders
how does sound travel? trying to make a monster trap to teleport in angry demons
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.
I made a doomworld forum account to post my custom Wads. If you want to check out what I have so far. https://www.doomworld.com/profile/33341-starspun5000/
Can I use one linedef to teleport monsters to multiple locations?
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
OK, thank you very much
@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
No. Each linedef can only have one tag, and teleport tags only teleport monsters to the first corresponding teleport destination that was placed. If that space is occupied the monsters won't be teleported since they can't telefrag.
Ok thank you! I just split the line into 4 and tagged each to a different small sector
Pog
Does anyone want to play my classic doom maps?
post them
Yeah very great map
guys do source ports based on boom support horizon lines? i hope its not just a gzdoom thing
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.
i'll have a look
thx
so the problem is that there are literally no textures in this wad
what texture are you calling here
i changed it to ASHWALL7
k
thx
you welcome
This server sucks ass for mapping
Ehhh I would rate it "probably good enough"
this server's mapping scene is not a priority, that's probably why
Yeah its not great here but thats because its not the main focus of the server
There are certainly better severs for mapping
Many dedicated mapping servers out there, just gotta find em
speaking of server and mapping and here
is anyone here familiar with dehacked stuff?
I don't know how I managed to make this sprite look 3D
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
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
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:
It really isn't a bad map, I quite liked it. There are a few things I found quirky in it, but it's not that quirky is bad, Doom in general especially the engine and the game is rather quirky itself. If this is your first attempt at a map, I am jealous because my attempt wasn't as great as this 1.
@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
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.
I’m glad you liked that one that room was a lot of fun to make
my first map
DOWNLOAD HERE: http://www.mediafire.com/file/hndql461owofiii/techbasegeminibeta.zip/file Hello there! I am finally getting back into mapping after some months of burnout and decided to see if I can finish my next big project and release it. The first thing im gonna do though is release a beta ver...
U can spawn monsters and make them battle here
Does anyone know any WW2 TC
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
found the error
Yep, also keep in mind that Delay will actually delay other scripts.
I’m currently working on my first megawad called extra crispy. I’ll post it here and doom world when it’s done
doomguy got that drip
FINALLY
I knew I found greatness when I joined the vc cant wait to use this
😂
is that a UD builder thing?
It exists in GZDB and UDB.
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
you don't need to load Brutal Doom to make maps for it
all the enhancements are made ingame on the fly
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
I think the Brutal Doom items are just scripted to replace the normal items in a map
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
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
Ive been looking but no such luck for specifically mapping in BD that I could find unfortunately
Gonna keep looking tho thx
If you load the pk3 while making the map the stuff should be there
isnt brutal doom a gameplay mod
Yeah, but this guy wants to make a map that is specifically for that gameplay mod
Like this right?
Or do you mean after I make a new map import at that point?
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
Like that image
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
...whoah... thats beautiful
Layout of a Deathmatch map I had made today, thoughts and opinions on the layout
Thx
Guys, how make reflection floor ?
In Gzdoom builder
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
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
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)
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
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
Gonna tweak this
So curious. I have wanted to find a deathmatch searching thingy. I tried zandromium but all the servers seem empty..
yeah some are
wish doom had a system like call of duty for deathmatch
just click quickplay and boom you are in a game
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.
REALLY good 3lane layout, dont know how itll work with Dooms flow but... looks promising!
Does anyone know how to create functioning missiles in Slade Decorate?
The three lane wasn't really my intention, I was modeling it on the 1st area of E1M3 with the toxic pool, the three rectangles I was hoping that the player is able to run into them and pick up weapons
Xlr8MapPack will be available soon on MODDB and if not then I will provide a mediafire link to download it.
Xlr8MapPack is a 32 level wad for DOOM 2. Xlr8MapPack was designed to be ran in gzdoom or zdoom. Further testing is required for me to see what other source ports it will work on. Xlr8MapPack is compatible with brutal doom as seen at one ...
I’m making this right now
vega whyyyyy......

Here is a pocket wad I made
my first doom map (for gzdoom)
yes this is DOOM mobile
wow i didnt even know that there is a mobile port
https://gyazo.com/432c6aa367b0a6ed66ab1bbbc15a6966
THE SHREDDER!
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
Doesn't really fit any of th Doom aesthetics imo
it would be a cool chain gun replacement
No.
The same goes to you
yep
Nothing says doom like generic smg
this ^
V25B
without scope
https://gyazo.com/74255a534b34229b928294ec959e885e
for the T1000 class
i usually don't make a separate puff for my guns
Damn that looks pretty nice
Looks like a plasma gun replacement, I think it's the purple flash
thanks 😄
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
Can only be done in UDMF GZDoom format
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?
If you're not using that, you'll need to align the sector itself to the tiled floor textures
Doom map format is OG Doom's map format
In UDB, you can just change the format when opening the map I believe
I don't know about Slade
Alright
But you should really use UDB or something like that when actually making the map. That's my strong recommendation.
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?
Never seen that before hahaha
Guess so
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
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
I made a map. Now play it or I'll be very sad. https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/headonstick
Ok im play
Format?
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
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.
Wow thats an amazing critic.
-In the first fight on the library, I took inspiration from a video of MtPain27. He said he liked archvilles using mancubi and shield. Its like a little puzzle: you need to kill one mancubus and try to hit the archvilles behind him.
-Yes I changed the light amp goggles to last for less time.
-I love the imp trap. at first I didnt meant for the imp to fly, but when I saw it, I couldnt stop laughing. I thought it was really creative. when I play it, I dont go back and shoot rockets, I just try to walk from wall to wall, killing them as I go.
-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
Honestly, the spider fight isn't your fault. That just how spider master minds are.
I wanted to include one, so that its not just cyberdemons
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
Thanks
i'm making a nightmare imp
that looks really cool!
That looks epic
thanks
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.
Hi, i made 2 maps for doom 2 (meant to be played with gzdoom or zandronum) if anybody could please play them and give me some feedback i would really appreciate it
https://mega.nz/file/Nl00lSxL#KuHXZ97r8Yg4CJfIzLLct__LhBJfzJ8wBHVArla9uAQ
Alright.
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
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
the red archville is crazy
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
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.
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
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
Alright
Let's get the bad stuff out of the way first
- 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.
- 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.
- 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
- 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.
- The MIDI was pretty banging, I liked it a lot.
- 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.
this is a Mod i made for doom. I took liberty with the Rev9 and made his hand turn into a plasma launcher.
i didn't mark it on purpose so the player would try to open it and get teleported to hell
and thanks for the feedback, i want to make a bigger proyect so these tips will help me improve a lot
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)
DM me any feedback right now, since I'm going to bed.
Would look better in custom textures (white like Portal). Or at least turn up the light (to 200 maybe).
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.
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
@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
Stopped for a while just before the dark room
Got things I need to do for half an hour
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)
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.
Anyone fancy giving this Boom MAP01 replacement a test-drive for me? 🙂
Not bad. Only major gripe is that it seems to only work on GZDoom.
That part is pure RNG, Im thinking on changing revenants for imps maybe.
I made the archvile/mancubi fight, so that when you kill one archvile, a closet (with shotguunners and alot rocket ammo) opens. Something is wrong with my code: sometimes it takes more than on archvile to trigger it, and sometime it opens all closet at the same time when you only kill one
Already knew about selecting a wall with Shift, but didnt know about using A to align them. Thats gonna be really helpful. Thanks
Yeah, for me it opened all the closets at the same time, which was certainly a pulse pounder of a fight haha
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
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
Oh my god I'm so smoothbrained hahaha of course
A map in plutonia 2 does the exact same thing
I see
But yeah, pretty fun and creative gameplay
Your menu image is still broken though lmao
Are you planning to submit it to Decino or something? Considering the last secret haha
yes
Nice
i would like to see im playing
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
I thought on putting a supercharge just before that fight
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
Alright thanks for the suggestions. I ll try to do it
currently Im changing the spidermasterming´
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
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
Alright.
This level is doesnt give too much ammo, and makes you rely on beserk, I like that (the pinky trap when you pick the beserk pack is cool).
What I didnt like:
-The yellow key door is barely marked as such
-The blind jump to get the yellow key
-the "hidden" button to open the exit (why not just open the exit like a normal door?)
This yellow key door
playing now
Yup, doesn't work on Boom lol
I get a crash and error message when opening the door near the medikits
I played on GZDoom
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.
Can't help you there I'm afraid
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
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
Oh
You can tag monsters in GZDoom UDMF format, I know that at least
Might be exclusive to the Doom Builders
YEEEEEAH
fix it.
Created a loop and added delay so that the engine doesnt terminate my scipt for having to much instructions
Unfinished. Don't forget to enter IDKFA.
I dont see any reason to use IDKFA
its just some normal doom 2 gameplay
The hell decorations are a nice touch
The first 3 levels are super buffed. The rest is unfinished
only played the first and second
Also recommended is to play on ultra violence
thats what im doing
I'll play later
Will try without IDKFA because all levels need to be beatable without cheats haha
IDKFA has a big flaw, it gives you the keys
Don't try it. Trust me.
should play with IDFA
Yeah, it works too.
IDKFA makes the 2 level much much easier
What format is it?
.wad file. You need to run it in something like GZDoom or Zandronum.
GzDoom or Zandronum.
btw your wad size is 13mb. I opened it in slade and saw that you copied the entire doom 2
It came free with gzdoom.
you dont have to. just copy the maps
when opening in gzdoom, choose doom 2 and it will work just fine
I will try to make original maps in the future. But rn i developed 3 master levels.
Im still learning doom buider rn
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
Ok
alrighty, will play now
Okay
A much better way to learn would be to make your own maps rather than modify vanilla ones
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.
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
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
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
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
Oh, I forgot to remove that
Originally it was going to be an outdoor area, but I changed my mind
I didn't have that issue when I was playing it, that's odd
I used gzdoom 4.5.0
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
go to options, video mode, change to doom renderer
you are probably using hardware accelarated
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
hardware accelarated is the default but many people dont use it, it blurs the game
It blurs it?
I haven't experienced it.
Maybe that changes because I'm using Vulkan instead of OpenGL, though.
yeah Im using OpenGL
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
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)
I think he's talking about the Trilinear filter, you can disable it in Texture Options
When you say blur, do you mean texture filtering?
Probably
All I know is that by default, hardware acelarated blurs the game, while Doom software renderer doesnt
you can disable texture filtering in display settings
I never tried
yeah, doom software is fine if you dont want freelook
doom software is much more vanilla
Anyway, can you test again? I uploaded the new .wad
Im not on my computer now. Can only test it tomorrow
Alright
anyone wanna test my WAD UwU?
I do
dang that monster looking kinda 👀
THICC
The visual improvement is great, I'll show you all what improvements have been going on with the other monsters in 2 days.
Alrighty then
The visual have been improved but there are still plenty of misenligned textures (go to preferences, keyboard shortcuts, 3d mode offsets and bind "x offset up 1" etc to whatever you like. this will help you make the textures much better)
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
I guess I made that part too hard. I remember being able to get past, but maybe I accidentally lowered the ceiling or something.
The map format change probably removed the effect.
I'll get to work on fixing this stuff.
Im not saying that it is too hard, im saying you need to specify that the map is meant to be played with hold crouch, not toggle
how? I spent 2 mins with toggle and couldnt get it. But did it first try with hold
Really like the stardate 20x6 influence
thicc
thanks to Jekyll Grim Payne for the coding help.
this is the plasma burst, it's the supershotgun replacment fot the T800 terminator player class. it has a ZOOM function that fiers a more acurate and devestating shot. it's barrel is honeycombed shaped with holographic sites that is inspired by the smart aim feture holographic in the fourrunner we...
Thanks! Stardate 20x6 and Sunlust are largely what inspired me to learn mapping
Going Down is the one that did it for me.
i need moar map mod friends
I said hello they deleted my message and everything is still read only lol

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.
how to pro H-DOOM? 
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.
looks cute
- Leave this server
- Call you ISP and say you dont need internet anymore
- Throw your PC out of the window
- Profit?!
pog thanks for the tip 
You're welcome 
to be honest zdoom discord is very anal, little man syndrome. a lot of good bois who didndu nuffin banned there for arbitrary reasons.
guess I have little man syndrome then
Is there a server centered around mapping for vanilla/limit removing or even boom?
let me know if you find one xD
i mean i dunno exactly what ur talking about but "DOOM Modding" is a cool server
Mod definitely isn't finished and needs some balance tweaks. Dunno when it'll be finished.
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
This looks interesting but I'd like to see the full HUD - I'm not entirely clear what difference swigging from the bottle between fights makes
Drinking gives you health
And here's the latest revision of the map I posted before (tested in GZDoom)
The megaspheres I forgot to replace. The only source of healing is to drink
Fair enough!
I need to find a good balance between taking damage, dealing damage, how much alcohol heals, and how fast it gets you drunk
Wish drinking was a healer in real life, I'd be on 200% health and armour right now lol
Once you get it down, maybe consider doing a spinoff "bro-mod" where instead of killing monsters, you befriend them by throwing beers to them and getting them to party
Already had that idea!
Back when Doom first came out in 1993, there was a Coke advert that parodied Doom
I was thinking of alternative drinks to find, one being "Demon Brew" that has a random chance of converting an enemy to friendly
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
oh shit, I found it! https://www.youtube.com/watch?v=WmYSuV6-zBQ
I know this isn't Gumball related but bear with me. Found in an 90s commercial compilation and wasn't on youtube for some inexplainable reason.
Lol, that's way too animated for it's own right
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
Argent energy drink when?
idk
i mean u can mix it with bloodvodka if you like 
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
Its much better now.
I tried to get 100%kills and secrets, but coulnt find a secret. I found the Megashere and the green armor. Is there another? Or is the secret count broken?
Before you post you should change the name of the level in the end screen
Put this in your wad file
