#classic-doom-maps-mods
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Not for any doom game, but for another game entirely!
I'm creating a gmod map with Doom Eternal weapons in mind.
https://twitter.com/rljancias/status/1369275423973081088?s=20
It's obviously still in Development, thus all the dev textures.
if anyone's interested, here's a 7 maps DOOM II wad that shouldn't take more than a couple of hours to complete (give or take, with some trial and error): https://www.doomworld.com/forum/topic/120301-2560wad-part-challenge-part-idea-dump/
Greetings everyone! As part of a little personal challenge while working on another, bigger level pack (Sanitys Eclipse - more on that later), I felt like making these 7 levels to test some ideas and work with some constraints. Download here: DROPBOX LINK The concept is very simple: - Levels are ...
i will play some maps but if it is that long i don't know if i will be able to finish it
that things remember me to one monster of Serious Sam lol
BEER
ewwwwwwwwwwwwww
do you know where I can get this wad?
When I release it
ยฏ_(ใ)_/ยฏ
doomguygetsdrunkatapplebeesandhastogetkickedoutbutherefusestocooperateandthepolicegetcalled.wad
On the left you can see the old sprites, on the right you can see the enhancements.
interesting, looks cool
Damn son
hyped
Okay, I'll admit I'm not a great animator, and out of this lack of skill, I realized it's funnier for doomguy to smash the bottle over his head than it is for him to drink the powerup. https://t.co/ZtVmlkC2Rm
shotgun go skrrrr up pop pop pop pop pop
Working on an an interesting SnapMap
Is that real
yes
cant wait to hear doom guy go ey ey ah e o o oh ah ah ah ah ah ah ae o o ay ay ey ey o o
new podium for the menu
any good doom 2 map packs you guys can reccomend?
Eviternity
Valiant, Ancient Aliens, Sunlust, but they're on the hard side (especially Sunlust, though they all make Plutonia look easy)
BTSX 1 and 2 are both great but, again, a lot harder than vanilla
will check them all out
If you're looking for something more vanilla in appearance and closer to vanilla in difficulty, I'd recommend D2TWID, Scythe, or Memento Mori 2
There's also Going Down which is hard as nails but a great use of vanilla assets
cool!
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">BETA testing for SkeletronMK666's Player Class Mayhem has started. it is a doom wad containing 5 Player Classes. 4 of witch are terminators of coures, one is a fire demon called the vulken. It can be found here:<a href="https://t.co/iUHTASUPYp">https://t.co/iUHTASUPYp</a></p>โ skeletronMK666 (@haughty flowerM) <a href="https://twitter.com/SkeletronM/status/1370214617633456128?ref_src=twsrc^tfw">March 12, 2021</a></blockquote> <script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
BETA testing for SkeletronMK666's Player Class Mayhem has started. it is a doom wad containing 5 Player Classes. 4 of witch are terminators of coures, one is a fire demon called the vulken. It can be found here:
https://t.co/iUHTASUPYp
Triggering animations on idMover entities reaching destination is working out nicely
I can't find a specific answer to this online, partially because I probably don't know exactly what I'm looking for, but anywho
I'm trying to make a part of a ledge lower to the ground when interacted with, then go back up, in order to reach an item on top, but I can't figure out how to get it to lower or raise. Sometimes I get the wall behind it to go nuts, but that's all I can seem to manage.
- Make sure the linedef is facing outwards (ie. the little protruding line in the editor is facing the direction the player interacts with it from)
- Tag the linedef and give the sector the same tag
- Give the linedef the action SR Lift Lower Wait Raise or SR Lift Lower Wait Raise (Fast)
That worked, it now lowers and raises :D
But the wall is invisible for some reason so I gotta fix that lol
Thanks very much!
It's been fun learning how to make it all work lol
no worries!
Sounds to me like you're missing a lower texture on the linedef that is exposed by the lift lowering
Yep, I got it fixed!
There's a lot of small things I need to remember to do when I make stuff
Yeah
So, I've made a small gameplay mod for personal use (mostly speeding up some monsters and projectiles)
Now I want to make it so backpack and chainsaw get taken away at the beginning of every level. Is there an easy way to do it with decorate? Or at least a direction I should look into?
you could manually add a script for each level
that removes those items
though if you are looking to make it cross wad
i have no idea
A_TakeInventory
That's if you are trying to make it compatible with more source-ports though. You could always do the death-start thing.
i have a question
ive made a wad with just 2 textures, those being the medkit and stimpack textures taken straight from the doom 2 wad, when i try to load them in the unity version of plutonia it just doesnt work
and the medkits are still green, any fixes?
Any good dgides on unlocker mod ?
this is the best thing ever -- https://forum.zdoom.org/viewtopic.php?t=61211
Discussion about ZDoom
Is anyone online? I got some questions about playing Cooping doom mods.
Zandronum?
pretty cool
A trivial tool I wrote in GML in like 5 minutes to take a native VGA palette as input and output an 8-bit-per-component equivalent. Again, trivial, but I'm hoping this saves a few people the 5 or 10 minutes of effort needed to write an equivalent tool on their own to poke around with VGA-era graphics. I expect this to be particularly useful for, say, ripping graphics from early 3D games and using them in Doom mods
Example input and output
hi, guys can you help me , i try to install mods ive did all what i have seen on internet but i have this message from Eternal mod injector " meta.resources is outdated or pre-modded "
guys??
i cant help, i play on ps4. sorry
F
F

Discussion about ZDoom
Pog
Any wad i can try out?
This is actually going to be dad battle
Can uguys fix the bug that is the inventory/map music playing whilst out of the inventory
Memes are not allowed on this server
ok, ok. I'm sorry
Don't do that next time
common
Oh
hi cant lunch doom with mod now with the new update any advice ?
Don't know much about Eternal modding, but it's not uncommon for big updates to break mods. Probably best to be patient and wait for an updated version of the mod to release.
oh... we cant go back to the previous update ?
you can do that on Steam
go into Properties > Betas
idk if it'll bork TAG2 though
I don't play Eternal
dont work:(
thx
Impressive
That is sick
check out this garbage wad
what is it, a terry wad?
hmmm
it was just a test
ello, sorry if im dumb but how do i make a door that opens when a cyberdemon is killed in doombuilder 2 (umdf format)
what the...
This tutorial teaches how to create events that happen when a particular monster(s) dies by using ZDoom ACS scripts that are called upon the death of that monster. The configuration you'll need to use is "ZDoom (Doom in Hexen format)" rather than selecting Doom or Doom 2 from the list of configurations when you first create a new map.
You can ...
thanks!
Well, here's the map i've been working on so far
it looks like it could be fun, if maybe a little small, but since you're not done with it i assume it's going to get bigger.
or maybe a small but very hard map, or just a small map
It looks quite symmetrical
is the plan, yes
not too much bigger though
it is only the third map of the wad im doing
i'm eager to see the wad finish, it looks fun
Thanks! It's been a lot of fun to make so far, and it's surprisingly easy!
no problem! ๐
having fun is all that matters!
yeah
I'd be happy to do some playtesting for you if you want ๐
i would be happy to as well
sure, i'm just finishing up this section for now. Again, not sure is it could be extended or not.
only map03 so far
okay
ima stop for the night, is getting late
will work on it tommorow tho
MAP01
MAP02 (has archviles ohno)
MAP03 (biggest and baddest so far)
What editor are you using?
You should check out Ultimate Doom Builder
https://forum.zdoom.org/viewtopic.php?t=66745
Discussion about ZDoom
It's the most modern and up-to-date editor
Have looked into it inthe past, yees
but obviously use whatever you're comfortable with
alright, later
hi guys , with the last update i cant start mod anymore, any advice ?
I like this one better
Lame
Sorry
But you know the rules
You have to delete that
I started playing eviternity this week, and I heard it was amazing, and it's been indeed amazing so far.
There were moments where the design blew me away, like how intricate the castle is map04 or the techbase where you start lighting it up in map06. I think my favourite so far has to be map15, it is inmmense and atmospheric
looks great
question: how do you change the midi in a level like in valiant map27? i got the musinfo thing but how do you make all those sectors into one
edit: ok i found out that you just need the musinfo lump and the thing that makes the music change
hi guys , with the last update i cant start mod anymore, any advice ?
What are some nice mods ik neiflehim horde mode
garbage mod like seriously who made this and found this funny lol
recently started making doom 2 maps again. Only 2 maps so far but I'd like some opinions ๐
No worries
People tend to like you to state the format so they know what port to play in
Ok, thanks for the info!
MAP01 - Some interesting geometry in the two circular rooms, floor decorations don't look bad. The silver textures aren't ones I'd recommend using exclusively for large rooms like you have in this map, and larger rooms tend to need some trimmings and decorations on the walls/floors/ceilings to look good. The combat is pretty rudimentary, but I did kind of like the trap with the pain elemental and lost souls. One thing on texturing - the green marble bricks and the silver textures do not go together at all, which made that room look pretty ugly. This map could be improved by incorporating some more verticality, as well as varying the structure to make it less "walk into room, kill group of monsters, rinse and repeat". You can also easily improve your aesthetics by using textures to split up walls, as Doom 2 vanilla textures tile very poorly as a rule.
MAP02 - I see what you were going for with this one, but I don't think the concept really works with Doom. This map essentially boils down into a series of pretty tame encounters in flat arenas. The obstructions make almost all of the monsters complete non-issues, as their pathfinding isn't equipped to deal with such dense obstacles and the trees block most of their projectiles. The "door" out of the mancubus room needs to be more clearly signposted, as it looks more like a secret. It also has the classic "door disappearing into the sky" issue you see a lot in beginner maps. This can be fixed by putting a lower-down sector on both sides of the door. The final encounter is interesting conceptually with the spectral mastermind, but there isn't enough ammo in the map to kill her from a pistol start.
I did like the fog/atmosphere in MAP02, though, although a custom MIDI would go a long way to enhance that. I think the biggest tip for you is to think of the areas your encounters take place in in terms of how they contribute to the combat. Also, MAP02 would be much improved by adding some hills, maybe some cave networks, etc.
Wow, thanks for all the feedback. Ill start working on them rn.
No worries!
Just keep pushing yourself to be a little more ambitious with each map. Try and do something you haven't done before each time - and I'd recommend making those things more "vanilla" rather than making heavy use of Hexen/UDMF features at first, since vanilla stuff is a really good way to improve your fundamentals.
If anyone's looking to kill half an hour, how about trying the first five levels of my speedmap project Warp Speed? Every map was made within two hours of editing time. It's vanilla and should be compatible with any port, as well, although I'm not 100% sure about MAP05 on Chocolate Doom or anything that has visplane issues.
The maps are all beatable in around five minutes or less, although there are some mean traps starting in MAP03.
holy shit that was fun
amazing maps
just maybe not enough health
Thank you :). Will work on health.
nvm
#showroom-archive message This happened to me to, it's on the map of the ancient gods part two. The first dog lantern, if you dash into it just right, it launches you thousands of meters in the sky. And you fall into the void and it says something like "to far away to execute physics engine."
oh no that was on the third map. I somehow by accident found a perfect angle where you dont take any fall damage and just keep falling with the hammer
NICE
how do I get the doors to be as tall as the ceiling in Doom Builder 2?
I kept the ceiling at 500 but the doors weren't large enough. Like they covered the entire area from the above portion but left the below portion a bit. And when I open the doors during Test Mode, they don't open, instead they just make an opening noise that's it!
Need Help! Appreciated!
Maybe a picture would help clarify the problem
that's the problem im facing .
You're making doors wrong
A door isn't a midtexture - it's a sector itself with an identical floor/ceiling height, linked to a linedef action like the one you're using
Midtextures don't tile vertically on double-sided linedefs, which is what's causing what you see there
oh i see i see
Basically draw a sector you want to be the door, lower the ceiling to the floor, give the exposed parts of the sector an above texture, and then give them the linedef action you used
Should work
I'd recommend watching some tutorial videos if you're just starting out, learning the basics really makes it easier
yup. im totally a beginner
how tf did he make tht ???
Something like that isn't too hard to physically draw out once you've got to grips with the tools the editor gives you
hmmmm, okay then
Fireblu Super shotgun
Since i've been banned for doing a little trolling on the Doom 2016+ Modding discord im gonna start posting all my modding stuff on this channel
Hope you enjoy it!
Nexus mods download: https://www.nexusmods.com/doometernal/mods/258/
Google drive download:https://drive.google.com/file/d/11xd3RQefz0iX9YfnFa2wjqDwgk2f2MNg/view?usp=sharing
https://www.nexusmods.com/doometernal/mods/1
Be awesome if someone at IDSoftware could fix the buffer overrun crash that occurs when setting high values in ai_Death_fadedelay . Issue has been present since game update 1.1
Just updated for version 5.0 of Eternal and TAG2
add this Skins for Doom Eternal
Sad console player noises
F
thats a very long exit door
Regarding that map image I would say be careful about making your maps too symmetrical
when will you be releasing this>
i have no idea
please i want to play it :(
hangon
@novel sand @wheat crystal @shy cloud I'll give you the WAD so far, i've been using gzdoom to test it and im unsure if it runs with different sourceports.
๐ฉ
is it hard
vega, i know you aren't that smart, but what?
alright i'll try again
not too hard but the third level has three cyberdemons, and in a different area has eight arachnos
there isn't an exit on the fourth, stil beta
is there enough space and weapons for said cyberdemons
yep
i've beaten it a few times and yea
0_0
although there are a lot of secrets so be smart
the first few on lv one are fairly easy
wha- you gave me limited ammo on the shotgun to fight like 20 hitscanners and a baron. thank you but im not playing this lmao
behind you is a invisibility, the explosive barrel has an insane amount of ammo hidden behind door
re: this map has the locations of secrets
there's a double barrel and a hidden rocket launcher around
alright, I beat it on UV
nice
Fairly simple wad, not bad for beginner maps, I liked the custom MIDIs a lot
Detailed feedback to follow
yeah the midis are good, the musicians are pog
im on lvl 3
ohno
theres a secret megasphere next to the south mancubus room you'll need
on the cyberdemon
gl
ill get the megasphere
MAP01
- Looks fairly decent although I strongly advise against using wall textures as flats (floors/ceilings), they look pretty poor (see screenshot for example).
- Combat is alright. Had fun coaxing the Baron to infight the enemies in the room behind him. Start was by far the hardest room.
- I exited the level with only 50% kills because I didn't do the secrets.
WTF
ye, i was gonna fix the textures
fuck off theres 2 more right after?
MAP02
- Probably my favourite of the set so far. The MIDI and computer aesthetic go together pretty well.
- Aesthetics need work throughout the wad in general imo, but in this level especially there were some issues with texture alignments (see screenshot) and the above-mentioned flat textures as ceilings.
- The hell knight encounter would have been better if you'd locked the player in the corridor when they went for the rockets.
- The horde of zombiemen and barons aren't much of a threat, but it was fun to gib them all with rockets.
- Pretty ineffectual archvile at the exit.
Bear in mind I'm only going into detail on things I think need improving
def remove the 2 after or at least give one more but not 2 at the same time
low on ammo and health from the first now i have to fight 2
yes the archviles are... fun
Speaking of which, I didn't like the progression in this room at all. It's not great to expect the player to run through a fence section to get a necessary key.
yeah tru
There should be enough rockets..?
yeah tehre is
my bad i just used the wrong strat but now im onto the spider demon
good luck with arachnos
MAP03
- Probably my least favourite, I'm afraid to say. The arachnotron/spider fight at the end is good, but the rest of the combat is pretty sloggish.
- Not sure what the point is in having the player plink away at two identical double-mancubus rooms with a shotgun for both keys. I'd advise expanding these sections and diversifying them.
- Likewise, rocket-duelling three cyberdemons in a row is extremely tedious and not particularly challenging because the player can just circle-strafe them to death. Also, most of the caged zombiemen in this room are unable to move. I'd advise just overhauling this encounter completely, but if you want to leave it as-is you should definitely move the plasma forward in the level imo.
- As I said, I liked the arachnotron fight - made good use of the arena with the columns.
- In general, I liked the use of ZDoom's monster tags to open doors and monster closets after killing "bosses".
map03 is... hurty
the last boss fights were AWESOME i didnt take any damage after the spider demon
Overall, like I said, pretty fun for beginner maps, though I'd advise letting up on the big hordes of monsters fights a little. That style of combat is difficult to get right for even experienced mappers, since it can easily become a slog of pumping rockets into big groups of meat without being under much threat.
what do i do on level 4 tho?
level 4 not finished
MAP04 is incomplete, I assume
i see
how long do you plan to make this, also id reccomend trying to make the combat more smooth
really it's just been for fun
Try pushing yourself in future maps to be a bit more creative with structure and take a bit more time detailing rooms/paying attention to texture alignments
the small maze bits can also be tedious
Try something new you've seen in other wads in every map and you'll improve very quickly
i should really finish sunlust
heheh, I thought you might've been playing Sunlust
Something I think you could learn from Sunlust is that the geometry in it is as much a part of the encounters as the monsters are
MAP04 is likely going to be the last of the "slaughter-ish" maps, until at least futher on
love to here that
yeah, i've definitely been trying to create complex geometery
try to cut down on the amount of hitscanners as well
So take MAP08 for example - the three cyberdemons in that are made far more challenging by the oppressive arenas they're fought in
map03's room with the two cacs is where i tried to add geometery
A cyberdemon in an open space will be very easily bullied by most reasonably experienced Doomers
yes
I see - the problem I had with those opening encounters of 03 was that I was incentivised to fight the enemies from the previous room. So even if you put effort into the geometry in the caco room, I won't be experiencing that in the fight because I'm just plugging away at them from outside the door
ye
This kind of thing can be avoided with closing doors/monster closets
for anyone interested ๐
i like terminator and thus this looks good
ya
you should have some fun with this one then
anyway ima dip, gotta do some stuff
either make a new decoration using sprites, or use linedefs and sectors to make a 3d chair with the envorment
when i say decoration i mean ACTOR
Great to see people still building maps for OG Doom. ๐ What are y'all using? Back in the day I originally used WadEd, then switched to DCK. Then later on, because DOS wasn't a thing anymore I started using Yadex, and now Eureka.
Ultimate Doom Builder is the most widely used and modern wad editor atm
i use GZdoom builder as of late
Slade3 gang
Thanks. I'll be having a look at those.
Doom wagon! ๐
I'll have you know I'm an Eternity Engine player now
I really dont like it
Only have it to test compatiblity for boom maps
cause macs cant run prboom
PrBoom is the default I use in Linux. Sometimes Vavoom.
never had a problem. not even with high body count maps
Eviternity's last episode is unplayable on GZDoom for me but runs perfectly in Boom/Eternity
never played eviternity in this computer. Lemme go check it real quick
alright, you win
it stutters
muahahaha
i'll check them out when i get the chance this weekend, i look forward to playing
tried to import textures from portal for my doom mod and it turns out there was a small transparent edge :/
Dark lord's super shotgun
I finally managed to make a skin that's not trash lol
Nexus mods download: https://www.nexusmods.com/doometernal/mods/260/?tab=files
Google drive download: https://drive.google.com/file/d/1uybr3u-Co2yIHNXGwelIaTLEDjZ1KlO0/view?usp=sharing
I like that skin
Out of curiosity is it possible to add like.. idk.. glowing effects to it?
It is, im gonna have to ask some people of the community how to do it
what kind of glowing effects?
damn that would be ultra sick
also. is you pfp a swordsmachine?
yes
I think im gonna have to ask disk on how to do that, since he added a glowing effect to the slayer symbol on a concept art ssg
ah. and btw, do you know any way of getting unbanned from a server?
so that's a no?
well that fucking sucks
because i got banned from the mods server. so i can't have mods for eternal anymore
@small sierra there's a page called nexus mods
i can't get the tools
I and other modders upload our mods over there
I can ask for some friends to give them to you
also nexus doesn't have most of the mods i'm looking for
ooops, didn't mean to reply, sorry
Well we cant really help you there buddy, we and the members here cant unban u
yeah, ik
But its great to see some doom eternal mods here! <3
i guess. but then i just remember that i can't have them
though good job to all the modders either way
@vagrant granite i replayed the wad and i couldnt get pass the room in map 2 with the zombiemen and barons, too little ammo and i couldnt pass through to grab the clips
Looks cool!
If you're going for tracks, you could convert the rails to a darker colour metal and use wood to make planks between them
I like the switches acting as lights, very creative
โค๏ธ
damn bro this shit looks fantastic
that looks hella cool
Hey guys, are there any modded master levels for the ancient gods dlc ?
1 or 2?
Iโm working on one right now, and delta has a world spear master level
could be a little more tan but it still looks really good
It looks fine
I love the effort put on this mod, each character has his own weapon with different characteristics and some even have 2 types of attacks, the sprites are awesome Keep up the good work!
Oh nvm your friend made that, still a good mod tell him that we appreciate it
@abstract hornet im the developer, and thanks! im glad you enjoy it i had a lot of help with game balance and coding form the community. this was a great experience making it. im going to be updating it with a small graphical pass. for one the T-1000 will have black boots on his sprites.
also thanks for sharing @fair peak
yes i am working on a stand alone map called SKYNET FACTORY. along with another separate mod for monster replacements that turn monsters into terminators.
this robot is a t600 weakling called skinjob
looking awesome
๐ณ
๐ช pic doom minecraft skin
i meant to put this elsewhere lol
still pretty cool tho
Any ideas to making high rise balconies without 3d floors? Just for looks not accessible
Doom2 VR?
A self refrencing sector with middle textures around it is your best bet
Hi all, I started working on a WAD for doom2. I have a single map for the moment. Is there anyone who can test it and give me feedback?
It is not balanced yet for all difficulty levels
Sure
Can I send it here via discord?
Hey I'm new here, I'm wanting to get into WAD making, would this be the right chat to ask about it?
Yes you're in the right place
It is allowed to post .wad files on this channel
There it is. There might be missing textures, although I tried to check everywhere
My idea is to make a collection of 3 or 4 levels
but I am still "studying"
Format/iwad?
thank you <3 ill look too
thanks ๐
Toastd being a champ as always
I really appreciate it
It's still a draft but I would like feedback before continuing with other levels
Especially since I am not exactly a power player when it comes to doom
Interesting choice of MIDI, heheh
Played it in CrispyDoom and it all worked, which is very nice considering how many newer mappers just playtest in GZDoom and thus have broken lifts and such in their "target" ports
So, decent map for a new mapper overall. The player is massively oversupplied, with powerups and armour scattered around seemingly at random in every room. I had basically a full BFG and megasphere for the whole map - generally something a mapper wants to avoid, as it removes the tension from combat. All the combat was very flat in that it took place on a single flat plane. I'd recommend trying to add some verticality to your encounters going forwards; make use of Doom's 3D-ness to give the player things to ascend and enemies platforms to shoot down at them from. The cyberdemon encounter would have been a bit spicy but I was able to just filter everything through the door and kill them with rockets.
That being said, there were some decent fights. Holding down the SSG alcove against the hitscanners and revenants was pretty fun.
Technically speaking, you'd do well from learning how to align textures. If you go into Doom Builder/UDB's 3D mode and shift-click on a wall, it will select all linked textures. If you then press the A key, they'll be aligned to each other. This will make your curved walls look a lot better. The side linedefs of your doors all need to be set to Lower Unpegged, that way they won't look like the texture is sliding up when the door opens. Furthermore I'd recommend giving them all the DOORTRAK texture or one of the METAL/SUPPORT textures. Finally, the lift out of the lava pit in the red key room works, which is great, but the sides are missing textures which results in a HOM when the lift lowers.
100% kills on UV
The red key room was a definite aesthetic highlight. It'd look great with some ceiling detailing, but the shape of the room itself is solid.
Thanks a lot for your feedback, I am happy you liked it ๐
I am going to apply the fixes
Did you manage to find all secrets or some of them were too complicated/difficult to find?
Uh I found a lot of them, idk about all
Once I got one of the automaps it made finding them pretty easy
couple I couldn't figure out how to open (eg the one in the dark corridor with the brown wall) so I just left them
There is a switch for that one
The one in the other corridor is just a door
One of the teleporter was broken
Oh yeah, forgot to mention that sorry. The FIREBLU room is inescapable
I found it... I moved the teleport destination outside of the tagged sector by mistake
spent a few days fighting with eternity just for that small thingy above the entrance
spent a few days.. that must have felt like an eternity, huh
Happy 24th birthday to Doom 64! To celebrate this occasion, I have released my Doom 64: Merciless Edition II ROM mod. This is a modification of the reverse engineered Doom 64 source code, with the goal of adding new features and accessibility options. The primary focus on compatibility is Nintendo 64 hardware, but it works on emulators too. Some of the features include, texture filtering modes, extended brightness, dithering, colored HUD, automap stats, optimizations, bug fixes, and more! On top of that it has a new "Be Merciless" difficulty mode which makes the monsters more aggressive and unpredictable, but gives the players a boost in terms of ammo and weapon switching. Intended for an overall more violent experience.
Doomworld Topic: https://www.doomworld.com/forum/topic/120887/
Download Page: https://github.com/Immorpher/Doom-64-Merciless-Edition/releases/
Demo video recorded from an N64: https://youtu.be/bYYFEj0C9hk
Merciless Edition II: https://github.com/Immorpher/Doom-64-Merciless-Edition/releases/
Doomworld Topic: https://www.doomworld.com/forum/topic/120887/
Doom 64 Discord: https://discord.gg/Ktxz8nz
Happy 24th birthday to Doom 64! Merciless Edition II is a modification of the reverse engineered Doom 64 source code, with the goal of adding new featur...
Looks awesome man!
Brilliant! Thank you very much
yoooo thats sick
Doom 64 was badass
Good start!
ty
I'd recommend changing floor heights when you change floor textures (looking at the blood), and lowering the height of the rocket launcher sector a little so the door texture doesn't stack
will do!
just changed it
you were right, it looks better when theyre on different y levels
Yeah, it's not a hard and fast rule, but it generally looks better
Also, it doesn't look like there's any cover for fighting that archvile? Might be wrong
yeah, one of the floors raises and forms a pillar
as you can see in the image, when the floor is highlited one of the squares stays unhighlighted, that's the one that raises
yeah it becomes a cheap death
finished it!
Format?
uh
did you playtest this?
I IDDQD'd through it. You need to reel your combat in - it's a lot of very powerful and high-damage enemies in an extremely tight space with no room to move and very limited resources. Take some inspiration from custom wads in how they approach encounters and how they equip the player for them. The concept of monster closets opening to gate your progress is interesting and could be fun if the arena was larger and more developed and the encounters less instantly overwhelming.
For a first map, it's really encouraging to see you using height, lighting effects, and walk-over linedefs.
It was a little quirky having the exit be a walkover linedef and not the marked switch, heheh
i did playtest it
it's possible
btw the format is UDMF
but thanks for the feedback :D
Well, iโll say that when youโre testing your own levels, theyโre always going to be easier for you than for other people, because youโre so familiar with it. Something to keep in mind
i see
One solution is to have different difficulty levels
Guys Iโd just like to say that I love all the hard work the map devs (u guys probably) have put into making DOOM look beautiful.
Ur welcome
Say... where do experienced mappers tend to hang
Various other Discords and the Doomworld forums
agreed! all of my work is smoothbrain compared to all of this
u can play classic doom on potatoes and on a calculator, i bet it can run XD
Lol pog
i had to use degreeless mode, shit was wacky. who puts that many demons with such shitty weapons in a tight space
goddam send it over
shit is FIRE
not done yet and im not on computer rn
send it over when its finished and ping me lmao
ok lmao
Idk I used the method of โif I can beat it easily, Iโll make it harderโ until I could barely beat it consistently
The end section with the mancubus and the revenant as well as the archvile seems to be the one people dislike the most so I might make the door open slower or the rev and mancubus face the wall
or add more general space
u have to take into account that u know the ins and outs of your level. just cuz u can do it doesnt mean everyone can
slight tweaks to map1, addressing some texture detailing
(will fix enemies as well)
Strongly recommend changing floor and ceiling heights when you change flats
format?
boom
love the name, im playing rn
ay wtf is that brightness lmfao
@torn remnant so first of all how am i supposed to fight these hell knights, its a closed space and i have a rocket launcher
punch them out
punching hell knights without berserk ๐
theres like 6 of them and no breathing room
there is enough space to get out of that tiny room past the hk's
literally am forced to use degreeless mode
with the brightness and the small platforms, i highly doubt it. ive tried it 3 times on im too young to die
remember you know the map better than me, im going into this blind
and the pinkies too, ugh
yeah
i forgot i shouldve clarified that there is no difference between the difficulties rn
not shitting on your map im just saying you should add a bit more breathing room
yeah all good! ill try it it on iddqd until im used to the map and ill see how it goes from there
thats like for ultraviolence and there will definitely be less monsters on lower diffs
thats a good idea
i tried UV at first and damn those hk's fucked me
@torn remnant Beat it on UV with 100% kills. Found it fairly breezy but enjoyable - only two deaths, both to the hell knights. I was unable to find the yellow key on the hell knight island (I assume it was meant to be there), so I IDKFA'd after searching for a little while.
Map looks absolutely awesome, I love the aesthetics. Absolutely needs a custom midi. Really enjoyed the open-ended structure, allowing the player to pick what order to do things in. Enjoyed the revenant island the most, and it was the first I did. I'd say speaking objectively the hell knight fight does need a bit of a nerf, since both my deaths were just being unable to get out. It's also definitely not a rocket launcher fight, I used the BFG for it.
Enjoyed the platforming for the armour on the hell knight island, but it should probably be tagged a secret.
The revenant jumpscare at the end made me chuckle heheh
the yellow key is to the left of the armor
I see
I'd probably put it in a clearer place. The armour is definitely a secret and when I see a BFALL texture I don't think "lift"
yeah ill try to do something about it
But yeah, the map looks fantastic. Good job on that.
Aside from a bit of tweaking to the hell knight fight I certainly wouldn't say the map is too difficult
the limitations that i worked with are no more than 3 textures (except some), 3 flats and 3 enemy types so thats gonna be hard to indicate
oh, those are cool limitations
Maybe take it off the platforming segment and put it on the column in place of the rocket launcher, with the RL on the ground next to it?
That way the player has to do the hell knight fight to get the key
maybe
Scuffed CCTV Cameras i made in vanilla doom.๐คทโโ๏ธ
This makes the Dark Lord Fight even better!!
https://www.youtube.com/watch?v=segyLHj7tcQ
Proteh's Dark Lord mod makes the fight even more intense! He recommends using the hammer mod that nerfs it, but I used the regular one here. Here's the changes:
- Dark Lord is more aggressive, attacks faster and green-eyes more often.
- Dark Lord health unified between phases.
- Dark Lord can now dash in the first phase.
What do you think? Do ...
last minute changes:
- tweaked monster count
- added difficulty variation
- widened openings in the tiny room on the hk island
- elevator to the yellow key lowers when walk near
- yellow key more noticeable
- kickass midi
any more feedback/needed changes?
I have a important modding question, how do I make it where the decorate lump weapon doesn't replace another weapon?
MUCH better, actually enjoyable with some breathing room heavily effected the experience in a positive way, i accidetally skipped past the last revenant at the portal but still what a fun map
Trying to figure out how Doom Builder 2 works so I can get to map making. Got a WIP map right now that I plan to add onto later. Just using this as practice for now. Working out stuff like doors, lifts, ceilings, switches, level exits, texture placement, event tagging, etc.
https://cdn.discordapp.com/attachments/433776022635282453/828859651197894666/2021-04-05_23-07-23_Trim.mp4
UPDATE 1.2

looks nice, im still having trouble figuring switches for doors unless my doom builder is broken. my gzdoom and doombuilder 2 are up to date
everything else works fine
this isnt the right channel for that...
If my thing is anything to go by, I believe you create a new tag on the door sector, then right click the switch linedef, select your action (i.e. door generic), and then identify it with the tag you made at the door sector while making sure that the door tag isn't tied to anything but the switch
thanks!
@haughty flower heres the finished wad and to everyone else- this was a short little project that i made, i plan to expand upon it in the future but for now, this is one of my first "completed" wads... hope you enjoy! :)
and yes i do intend to polish it up this was just a short little project that took me about 3 hours

my mods have been updated
Hey. Im posting a demo of a megawad ive been working on, so far ive completed 10 maps. No crouching or jumping is allowed! Freelook is optional. This was tested with GZDoom and Zandronum. I Highly recommend using OpenGL Rendering, otherwise visual bugs will occur. You will need to use Doom2.wad t...
this looks amazing, and pretty damn fun, i'll check it out later today! can't wait!
If anyone here knows about advanced modding with slade, I'd like you to check this out:
https://www.doomworld.com/forum/topic/121068-how-to-apply-a-custom-font-to-the-main-menu/
Hello everyone! Im currently working on a doom wad, and I have some problems applying a custom font (which I downloaded from realm667) to the main menu. Im better at mapping than modding, so yeah, I often have problems like these. I still dont know where I screwed up. Help would be very appreciated.
scary
is the opaque visor mod left alone now? really liked the project before i even got a chance to play doom eternal and now there's no more updates for it
Download from the idgames archive: https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/spiadw This is my attempt at expanding my mapping abilities and making use of the GZDoom advanced features. Not unlike Chex Quest or Super 3D Noahs Ark, its supposed to be a Total Conversion for Doom that ...
So this is technically my second released map. The whole thing started out as a joke - someone in a Discord server suggested making an entire map using only fireblu as a texture, then someone else started converting Doom 2 textures and flats into fireblu and then I came in deciding to try to make...
looks strangely beautiful
Thanks, but i can't take all the credit for it, i only made the textures
@slim musk is the map author
way to rat me out
hey idk if it's the good channel for talk about that's but i'm actually importing doom texture to csgo and i'v got some probleme with texture (idk what is it if it's metal or wood or something for sound i need to know), if somone can tell me what kind of materials is this thx
Anyone know what programing language the doom engine uses or does it not use one
It's coded in ANSI C language, but sourceports may have changed it to another language
Ok thanks
@slim musk Made Gateway to Shangri-La. You all should play it! https://www.doomworld.com/forum/topic/116321-gateway-to-shangri-la-the-map-to-destroy-your-bitrate/ Remember. made by @pine siren & @slim musk
So this is technically my second released map. The whole thing started out as a joke - someone in a Discord server suggested making an entire map using only fireblu as a texture, then someone else started converting Doom 2 textures and flats into fireblu and then I came in deciding to try to make...

one day ill uvmax this
Why in the hell are there memes in #classic-doom-maps-mods
vanish nazi
Can you not
Why is this so beautiful?
Is amazing
@haughty flower U going to add custom boss fights on to your wad/mod?
a new player class
sorry i removed the video, when i recorded it something went wrong
here's a better teaser tho
isnt that from nimrod?
nimrod?
uh, that's from system shock edited into the mando flame thrower
i think
i drew the gauntlet bracer form scratch with keyboard and mouse
I recognize the sprite from a old school wad.
ah let me check and see what sprite i used
i did use a sprite and color over it
there it is
pretty positive it's the one all the way to the right, then i darkened it and flipped it, afterwords i drew the stuff on his arm
i'm using GZDoom, what map editor should i use ?
Ultimate Doom Builder
what about GZDB ?
Ultimate Doom Builder is just GZDB but more supported with more features
There's not really any reason to use GZDB over UDB, UDB is essentially a straight upgrade
so what came out first gzdb or udb?
GZDB
oh is udb a fork of gzdb then?
Something like that I think
It's basically the successor, I don't think GZDB is still updated
Oh yeah that's true
aight thanks, i'm downloading udb
another question even tho i don't think that's the right channel, how to host a coop game ? I'm about to use ZDL to do it, but another great way to do it ? (We'll play a bit of vanilla and modded aswell)
My advice is to make some vanilla maps first to get to grips with the basics before worrying about fancy GZDoom/UDMF features
I don't know I'm afraid, but I think you should be able to get an answer on #classic-doom
You can use Zandronum built in menu to host a game
or you can go to https://allfearthesentinel.net/ and get a free server hosted for you
I'm updating it rn
oh wait, uhhh
I remember being told UDB was outdated or some shit and that I should use GZDB instead
that was a few years ago
probably like 2018 or so
wait, I was thinking of Doom Builder X
I was told same thing
On the DRD Team website, the latest versions of GZDB are 2017 while the latest versions of UDB are 2021
Insanity Deathmatch V0.97 is out!!
https://zandronum.com/forum/viewtopic.php?f=58&t=10212
- Added a new Shotgun (Slot 3): The Riot Shotgun! A 4-round burst shotgun that can commonly spawn on the Shotgun and Super Shotgun spots on the map!
- Added 6 new gibbing sounds! (Now a total of 461 random gibbing sounds!)
- Super Shotgun, Quad Shotgun and Wraithverge have new versions when used with the Strength powerup!
- Changed Shotgun and Super Shotgun spawners' probabilities.
- Balance changes made to the Fist, Pistol, Machinegun, Yellowboy, Blaster, Boomstick, Buckshot, Nailgun, Super Nailgun, Heavy Machinegun, Grenade Launcher, Heat Seeker, Plasma Gun, Plasmachine Gun, Pulse Rifle, Plasma Beam, Railgun, BFG Prototype, BFG10000, Freeze Cannon, Wraithverge and Bloodscourge.
- Increased the respawn timer of the Strength powerup from 60 to 90 seconds.
Full changes in IDMChangelog.txt in the InsanityDM_V0.97.zip package!
That's what Doom 2's city maps should have been like
how long does this shit take you to make. and why is it so fantastic 
about 1 hour ๐
but it looks so good and detailed. only an hour? wtfffffff
๐
god that looks amazing,
way better than the doom 2 city levels, you can tell by just looking at it
That looks impeccable.

look amazing!
i wasn't stealing from doom eternal you can't prove anything
What's this ?
It looks Amazing
The Age of Hell, a game I am making for GZDoom
https://www.moddb.com/mods/the-age-of-hell-total-conversion-for-doom-ii
oooh nice !
The thumbnail reminds me of Quake, good stuff!
thanks ๐
i need to update that shot actually. all the og doom assets have been replaced
this shows off a bit of the gameplay
https://www.youtube.com/watch?v=fL1Uo-7jJIQ
A little bit of a look at some of the gameplay from the freshly finished map Hexstone Citadel
Support The Age of Hell on Patreon!
https://www.patreon.com/TheAgeofHell
Join The Hellforge to talk level design, share your work, follow my project The Age of Hell or just hang out
Discord: https://discord.gg/hellforgeโ
Follow me on twitch to watch...
It looks difficult but Epic
That's the top difficulty (roughly). It will be well difficulty balanced to cater to as wide a player base as possible
Nice geometry on those maps
cheers ๐
No
hi, I'm Major Arlene and I make doom maps :3 https://twitter.com/majorarlene/status/1382121554625040387?s=20
This is incredible!
@whole blade look!!!
he might have been the person who taught me like.... everything I know ;p
๐
nah you're cool, still ping him just to annoy him at least ๐
already done that 
Oh my stalker is here
can't get rid of me can ya :3
(she's cool but don't tell her I said that)
๐
A group of us have been making a mod for a while and we finally released a demo. Me and Primeval have been making the music for it
https://www.doomworld.com/forum/topic/121254-parallel-doomensions-demo-quake-inspired-wadboom-format/
Greetings, to all of you! We would like to present to you first (and hopefuly last) demo for upcoming community project called Parallel Doomensions. What is Parallel Doomensions? Parallel Doomensions is an upcoming quake 1 inspired project for doom in boom format using q1 textures, sounds and som...
I wish the newer games were as moddable as the ogs
imagine megawads done in 2016/eternal style
Well I mean id released the source code to the old games
Thatโs why theyโre so moddable
But that was the good id. With romero and carmack. Not the "we were bought by bethesda" id
it's not just the source code release. the more simple a game is, the easier it is to mod (generally). 99% of passion project modders wouldn't have the time to make proper custom stuff for D16 or DE
there's also been 25 years of development in the tools for classic doom
^
Sup guys, d'you remember me? I've got the titlescreen for this wad I'm planning to work on (possibly summer) not sure if i'll add enemy replacements tho, I think it'll be better for it to be a love letter for sigil fans..what do you think?
Sigil is cool. You have my blessing
do you guys still play multi sometimes?
A year ago I played it alot. But my new computer cant play zandronum 
im so annoyed I tried to make a server for my mans, but I still have errors I dont know howto fix
What did you use?
zandronum
Its pretty straightforward
or doomseker
maybe try odamex or zdaemon
only the local part works
doomseeker is the one you used to create theserver right?
yes
^
ooh wow thanks
I'm also on a discord where we host coop sessions every saturday around 3-4 PM EST, let me know if you'd like a link
MDF?
MDF is good but I'm talking about the Hellforge
could you send me the link?
done
absolutely!
This sentinel playground solved every problem I had, why didnt anyone mention this anywhere in guides and such
I have one more question, how can I figure out the mods/wads map name?
It is supossed to be a reference to those illegible band names of black metal like this picture but yeah I may do some changes, it's still a wip
Ah then mission accomplished haha dead on
ordinarily most start on MAP01 but you may have to open the wad in a program like SLADE to find out if it's different
thaaanks
here's what you'll be looking for ๐
thank you good ladลฑ
pain face? shouldn't be
Is nuts.wad supposed to have random monsters missing?
all the monsters are placed- i dunno if maybe there was difficulty settings or not
I just opened it in Ultimate Doombuilder and there are definite gaps
man i started working on a difficulty buff for the original doom and jesus its a lot
I finished what I was going for - nuts.wad, but all the monsters have been replaced by barrels
where can i obtain this
this has a really unintentionally nice looking effect with the distance tbh
kinda looks like a w
y tho
it just kinda looked weird cause this one is usually seen
probably the one you posted is when the health is lower (there's a bleeding nose)
oh i guess so
Cos sometimes I get mapper's block, so I decide the best way to try and solve it is by shitposting, or whatever the mapping equivalent is
Shitmapping?
It vibrates when you scroll
Thats easy it says "vile abomination "
gotta be honest, that'll make it hard for word of your project to spread
The concept is good but the text is hard to read
Literally ineligible to me, I can't make out a single letter other than the big X in the middle. Definitely taking it too far.
it is a band, i'm not planning to do that lol
I don't understand a single word either
made some changes
Right here!
I must confess: I actually forgot to save it after taking the original screencap ๐ฅต
I recommend running it in Boom - GZDoom dies a death before you've even fired a single shot
ah yes, laviathan
man of culture
Working on this
i mean i used to listen to a lot of laviathan, time end is my favorite laviathan album
looks cool, maybe try to add a few attack paterns so he isn't a glorified Wolf3D boss
Discussion about ZDoom
Thanks :)
I have 1 million questions and they are all variations on "Why?"
Mod-wise it looks pretty good though
Especially the BFG impact
lol, thanks, I'm doing my best in this mod, and it's been fun learning to program
Quick lil secret I built this morning
I have no clue how you guys properly recolor the new sprites in Slade
i have no clue how to even do any of this stuff
it's easy
you draw a box
and then you draw the rest of the map
RULES FOR MODDING: <#rules-and-info message>
Does anyone have tips for level design in ultimate doom builder?
@whole blade has an excellent tutorial series he's doing on YouTube, would recommend you check it out if you're using UDMF
more technical stuff atm but will be diving into creative concepts as well
https://www.youtube.com/watch?v=PwuFjhtvow8&list=PLQrQ055Wd7p77pBCmTQT6kW-K8Plmw_D-
Ultimate Doombuilder tutorial covering off some of the tips and tricks I use to keep my architecture accurate and precise. Specific to UDMF format unfortunately due to non UDMF formats not supporting floating point vertices.
Support The Age of Hell on Patreon!
https://www.patreon.com/TheAgeofHell
Join The Hellforge to talk level design, share ...
that seems like a pain to fight, hitscan and no cover
also that's a reskin of mastermind right?
the demonic troopers are super nice tho
somebody knows when " the adventures of square " episode 3 will come out?
nothing announced. it's a while away at least (but all signs point to it happening)
it's done... i'm finally free...
When will we get hyper realistic angry birds mod for doom ๐ณ
im trying to give this a vaporwave aestetic [srry for bad spelling]
but its kinda hard
heres a wip vers. that i made but i dont like it so im restarting it
i'm making a mod for doom 2 called uac city https://www.youtube.com/watch?v=bxQVMMR5vG8
this is a doom mod i've been working on for the past 5 months. no this doesn't mean i'm coming back to Youtube.
hope you guys like it
that's badass
I showed you my spire please respond
#ageofhell #gzdoom #leveldesign #gamedev #screenshotsaturday https://t.co/QXc3KY25ef https://t.co/AAVVawyRCv
twitter embed, pls 
:D
7 hours, short little fun project i wanted to make. hardest map ive ever done but its not terribly hard, hope you enjoy lads :)
oh, btw i do plan to expand on this but again this was a short 7 hour project
I wasn't quite sure where to post this, but here seems as good as anywhere; I have the toys that were used for digitalisation to create the DOOM weapons and I want to get rid of them because I live in a tiny place, wondering if there's anyone in here that might be keen to take them off my hands? I had hoped to preserve them and photograph them for use in creating high-resolution sprite replacements but I don't have the gear. Hopefully someone might be able to photograph or scan them in.
So far I have the chainsaw, plasma rifle (front of a rambo toy gun), chaingun (an eager beaver 2.0 in running condition), (tootsietoy ol' painless), shotgun (tootsietoy dakota), BFG-9000 (roargun)
made my first ever doom 2 map. i plan on making it the first in a short series of maps (around four or five maps). still needs some polish and some kinks worked out but im proud of it. if anyone wants to playtest lmk
Deaths Dichotomy is 5 maps by 4 mappers for GZDoom. This is an offshoot of the now cancelled Near Death Experiences project. The aim of the project is to explore ideas and thoughts on death and dying. Someone asked me how this could be emulated in Doom, and he said, Every beginning has an end, an...
oh wow that looks really really impressive
you have the WHAT? what toys do you have
holy shit that's awesome
make sure you dont give it to some asshole that'd hoard it or destroy it or something
Yeah, that's what I was hoping for! Someone who might keep the collection in good condition and either photo them in, or add to it
how much do you charge lmao
the Roargun and Tootsietoy Dakota shotguns are/were brand new when I got them and I've tried to look after them as best I can (they just lived in a wardrobe mostly). The chainsaw is serviceable too. The plasma rifle piece and the gatling gun are kinda worn but they work iirc.
Wasn't even thinking of charging, probably just postage costs? I just didn't have the space for them and was hoping they might serve the doom community in some way
yeah do you want to give it all to one person or to spread amounts of people
i think the chainsaw is super important since the one id used was leaking oil and had to be kept in a bucket or something. having a non-leaky one could be great for sprite making idk
Alternatively, if anyone in Brisbane area has a good camera, I'd love to get together with someone and spend some time setting up a proper shoot for them to get some clear high-res sprites in good lighting with them! I wanted to do it initially but I don't have a decent camera and I'm not very good with that sort of stuff.
gah if only i wasnt in SA
I started 3d modeling each one to preserve them in digital form as best as I can; also measured the actual edges on them to try and get each part accurate. The BFG is gonna take a long time to make though cause there's a lot of details.
then again i dont know anything about photography i just wanna see it up close
yo id LOVE to have the shotgun tho, ive been looking for it online since 2016 still cant find a single one
i didnt even know there were 2 shotguns lmao
Oh man, back in 2008 when I got these
the bfg was also used for door textures and stuff iirc
yeah like the tech pillars
You could buy boxes of them!
BTW if you want the shotgun, you can still buy it, it goes under the moniker "Montana" cap shotgun nowadays.
wtf its 10 dollars lmao
lol
if its cool id love to take the shotgun to the left
Sure you can have it
I'll DM you
awesome
aight so I'm gonna keep these together as a collection and get photos first before getting rid of them. Also want to try and at least do some photogrammetry and scan them in / model them as well.
Here can I ask if I need a very powerful pc for running Brutal Doom?
just promoting my own work here
https://twitter.com/GratefullN/status/1385022117578674186
almost done making my doom map ... all i need to do is add a bissfight
but how :/
ok
soo... cyber demon ???
cuz my enemies in the map are based off of the real demons from the real doom game
does anyone know how bethesda picks their mods to put on the consoles?
no
i know that but what doom enemie
cyberdemon maybe?
cyberdemon
ok
i have this are where the door opens and u walk on a bridge....
maybe i can make it where he blows up the brige
and u half to fight him on the small platforms
@oak monolith make the platforms move for extra difficulty
Fresh update to the Age of Hell moddb page
https://www.moddb.com/mods/the-age-of-hell-total-conversion-for-doom-ii/news/upcoming-demo-and-patreon#articlesform

Ayyyy nice :D
Kind of crazy seeing that this is how the BFG could have looked, but I think the black muzzle on the front looks better.
Gone and done an updated Doom mod tutorial because I've had a few folks ask me about getting mods working and load orders. So here's a basic tutorial video on GZDoom and ZDL, hope this is helpful to anyone that might need it.
Download links:
GZDOOM - https://zdoom.org/downloads
ZDL - https://zdoom.org/wiki/ZDL#Versions
CONTENTS:
INTRO - 00:00
...
https://www.dropbox.com/s/o14snrmtnt4wiow/TootsietoyDakota_3d.zip?dl=1 Popping this in here if anyone wants it. It's 3 different meshes designed using the specifications from the Tootsietoy Dakota Cap gun. There's a very low poly, a low poly, and a high poly model in here, may be useful for spritemaking? There's also phototextures on the very low poly model.
https://www.dropbox.com/s/amk954g3y4prom3/PlasmaRifle3d.zip?dl=1
The front end of the RAMBO toy used for the Doom Plasma Rifle, modeled in 3d as close as I can get it to the original toy and with an improvised stock based on the low-resolution world sprite. Includes lowpoly mesh with AO map and normal, and Highpoly for baking. My normalmap bake is kinda crappy so maybe someone could use this for making a better sprite set for it.
ok so i just got sigil running on gzdoom, how do i disable vertical mouse movement
Decino has video on the sprites topic let me find it real quick
Ahh here we are https://www.youtube.com/watch?v=8L7v3vRA65E
First we did the monster sprites, now the rest!
Music from BTSX E2 by James Paddock:
https://jamespaddock.bandcamp.com/album/saturn-x-soundtrack-episode-2
Doomworld threads where findings were made (special thanks to Blackmantis):
https://www.doomworld.com/forum/topic/85756-found-doom-sky-source-files/
https://www.doomworld.com/vb/doom-general...
Go to settings, options search, type "Mouselook" and turn Always Mouselook to off
alright, ill try that when im on
how would i disable forward and backward movement with the mouse as well?
on the mouse options, turn forward/backward speed to 0
thx
A pic of the project I started ages ago and is on long hold, wanted to make my own couple of maps, but to make all the textures or most at least, found the screenshot. Now kinda motivated to continue it
takes forever to make your own textures lol
I only got so far then :/
Oh snap, they featured some of the stuff I found in there (used to go under the name Blackmantis)
I still got all those texture resource CDs where all the doom ground/wall/ceiling textures came from, and the skies
have some RSKY2
Anyone know how to create a item that increases maximum health but doesnt heal you to full? This is a issue I am having with the strife vitality serum
health bonus
you can use the health bonus just as lucifer said
you can put a ton of them in a cluster, spread out, or all smashed together into something like a medkit for max health
yes but does that make it permanent? If i give a health bonus of 20, do stim packs heal me to 120?
Think of it as leveling up in metroid, i just increased maximum health by 10 points. Problem is the vit serum heals the character to full and I dont want that
how fix?
I dont think there is any way to define offsets. The floor/ceiling textures are static, move the sector so that it look fine.
Maybe there is another way, idk
you need to move the map sector over one of the grids correctly
You can define offsets in GZDoom-adjacent formats
But if you're not on a GZDoom format you need to manually move the sector over
Flat offsets are done by the 64 unit grid (blue lines in the editor)
Everyone's dead here...I'm all alone in this place with the guns being my only friends.
aha, thanks.
how would i tell a crushing sector to begin crushing upon crossing a linedef?
so, i cross a linedef, and that crushes a load of imps elsewhere
(doombuilder 2 w/ udmf format)
This looks like something straight from Shadow Warrior.
Oh wait...it is Shadow Warrior.
silly question, but how do i change map names from, say, MAP01: Entryway to say, MAP01: Crashsite..?
Nah. It's the project I'm working on. SEPPUKU
Create a MAPINFO in SLADE then type
map MAP01 "Crashsite"
aha thanks
Only works in GZDoom-adjacent ports
that's fine, i'm using gzdoom to run this
For Boom, vanilla, Chocolate/Crispy, etc. you need to use a DeHacked file to change the name on the minimap and custom graphics to change the name on the text screen
so, i create a new entry, how do i make it a MAPINFO
like this... i hope?
Here's a MAPINFO I have. Take it . Replace whatever is in it and that's it 
aha thank
but yeah seems like it is alright
okay it messed up the sky and music, do i just remove the sky and music section
make sure you dont have both mapinfo files lol
ye lol
i'll figure out in the morning
hmm, how much screenshake can i cause with slowmode..
Looking very likely like a release candidate for Death's Dichotomy is abound this weekend.... keep a watchful eye... #doom #doom2 #leveldesign
https://t.co/7L4fiO6aHB
anyone know of a wad that uses a hud with more than 4 ammo types?
i am trying to build my own but i learn best with examples
any maybe with more than 3 key types.
these are sick
okay, so my sky textures are completely broken now
That looks a bit like the arena we built for the solar boss in Amid Evil.
All of these are really cool btw, I love the 2nd and 4th ones particularly, but I am a sucker for blues and cold hues <3
Ugh
Onibi ๐ฅ๐น
I have yet to reach this level of quality for my maps
They look extremely good
Map format: GZDoom (UDMF)
A revamp of the DOOM II maps. Current progress is only the first map (Entryway) but will be expanded until all maps are revamped.
Currently some visuals aren't working correctly in the DOOM Software Renderer/True Color SW Renderer, so I advise using Hardware Accelerated.
other than the excessive use of startan, i REALLY loved it! especially how you kept the secrets the same so i dont have to wall hump everything... it was great, good luck with the upcoming maps and try not to fuck up the only good sewer level known to man- underhalls :)
holy shit thats amazing lmao
That might be the exact inspiration for it ๐
those particle effects are lovely Van!
Deaths Dichotomy is 5 maps by 4 mappers for GZDoom. This is an offshoot of the now cancelled Near Death Experiences project. The aim of the project is to explore ideas and thoughts on death and dying. Someone asked me how this could be emulated in Doom, and he said, Every beginning has an end, an...
This project is now downloadable for public play! I hope you guys will check it out and let me know what you think. โค๏ธ
Can one of you guys send me the download for the software you guys used to make these awesome maps ๐
@upbeat path
are there alternatives to doom builder? im not leaving this masterpiece of a software as ive been using it for a while now but i was just wondering if there were similar programs
which software are you using?
Ultimate Doom Builder is the most up to date and has the most features of any other editing program
using that, (most up to date version) but i mean other than doom builder. is there anything else?
not particularly, other than slade for resource management
i see, thanks mate. i use slade for custom stuff as well
Cherry Blossom petals, fireflies and pollen ๐
just finished my second ever map it's pretty bad but it doesnt break like my last one so that's good (edit: use eternity)
about to play it rn
wait but... it doesnt work
the doors arent opening i mean the start area is pretty cool
lmao did you forget to program the doors
