#classic-doom-maps-mods

1 messages ยท Page 113 of 1

agile shoal
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Do not rename the file, it needs to be MAPINFO

open pewter
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It's obviously still in Development, thus all the dev textures.

kindred hamlet
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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/

celest bramble
haughty flower
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that things remember me to one monster of Serious Sam lol

royal wave
royal wave
full python
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ewwwwwwwwwwwwww

tulip monolith
royal wave
tulip monolith
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oh nice

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...how long will that take?

royal wave
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ยฏ_(ใƒ„)_/ยฏ

coarse yarrow
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doomguygetsdrunkatapplebeesandhastogetkickedoutbutherefusestocooperateandthepolicegetcalled.wad

haughty flower
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On the left you can see the old sprites, on the right you can see the enhancements.

pastel cape
sleek mountain
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interesting, looks cool

torn remnant
novel sand
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Damn son

severe comet
royal wave
haughty flower
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shotgun go skrrrr up pop pop pop pop pop

ocean hull
haughty flower
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Is that real

ocean hull
haughty flower
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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

pastel cape
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new podium for the menu

night ridge
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any good doom 2 map packs you guys can reccomend?

novel sand
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Eviternity

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Valiant, Ancient Aliens, Sunlust, but they're on the hard side (especially Sunlust, though they all make Plutonia look easy)

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BTSX 1 and 2 are both great but, again, a lot harder than vanilla

night ridge
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will check them all out

novel sand
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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

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There's also Going Down which is hard as nails but a great use of vanilla assets

sinful scarab
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WIP

haughty flower
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cool!

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<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

ocean hull
haughty flower
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We need the sounds now

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only need the be bo be bo be bo (10x) to make a fnf song

velvet igloo
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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.

novel sand
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  1. 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)
  2. Tag the linedef and give the sector the same tag
  3. Give the linedef the action SR Lift Lower Wait Raise or SR Lift Lower Wait Raise (Fast)
velvet igloo
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That worked, it now lowers and raises :D
But the wall is invisible for some reason so I gotta fix that lol

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Thanks very much!
It's been fun learning how to make it all work lol

novel sand
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no worries!

novel sand
velvet igloo
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Yep, I got it fixed!
There's a lot of small things I need to remember to do when I make stuff

novel sand
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Yeah

orchid wind
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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?

night ridge
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you could manually add a script for each level

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that removes those items

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though if you are looking to make it cross wad

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i have no idea

haughty flower
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A_TakeInventory

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That's if you are trying to make it compatible with more source-ports though. You could always do the death-start thing.

night ridge
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i have a question

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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

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and the medkits are still green, any fixes?

stuck bloom
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Any good dgides on unlocker mod ?

slow horizon
ivory belfry
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Is anyone online? I got some questions about playing Cooping doom mods.

tidal flint
glacial skiff
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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

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Example input and output

haughty flower
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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 "

haughty flower
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guys??

rare pelican
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i cant help, i play on ps4. sorry

haughty flower
onyx shore
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F

gentle prairie
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F

sand pivot
plush ridge
tulip monolith
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Pog

haughty flower
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Any wad i can try out?

haughty flower
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The best I could do

open pewter
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another shot from my GMOD doom map

ocean hull
marsh narwhal
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Can uguys fix the bug that is the inventory/map music playing whilst out of the inventory

unkempt loom
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Memes are not allowed on this server

bleak drift
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ok, ok. I'm sorry

unkempt loom
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Don't do that next time

zenith vine
haughty flower
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Oh

coarse torrent
haughty flower
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hi cant lunch doom with mod now with the new update any advice ?

novel sand
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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.

haughty flower
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oh... we cant go back to the previous update ?

novel sand
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you can do that on Steam

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go into Properties > Betas

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idk if it'll bork TAG2 though

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I don't play Eternal

haughty flower
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dont work:(

novel sand
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That sucks

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Sorry, can't help you

haughty flower
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thx

haughty flower
haughty flower
haughty flower
void hamlet
agile shoal
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what the hell

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thats just garbage

novel sand
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what is it, a terry wad?

agile shoal
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its just dumb

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a spiderdemon and a caco

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troll

novel sand
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hmmm

void hamlet
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it was just a test

vagrant granite
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ello, sorry if im dumb but how do i make a door that opens when a cyberdemon is killed in doombuilder 2 (umdf format)

solar brook
snow hearth
# vagrant granite ello, sorry if im dumb but how do i make a door that opens when a cyberdemon is ...

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 ...

โ–ถ Play video
vagrant granite
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thanks!

vagrant granite
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Well, here's the map i've been working on so far

wheat crystal
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or maybe a small but very hard map, or just a small map

novel sand
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It looks quite symmetrical

vagrant granite
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it is only the third map of the wad im doing

wheat crystal
vagrant granite
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Thanks! It's been a lot of fun to make so far, and it's surprisingly easy!

wheat crystal
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no problem! ๐Ÿ‘
having fun is all that matters!

vagrant granite
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yeah

novel sand
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I'd be happy to do some playtesting for you if you want ๐Ÿ™‚

wheat crystal
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i would be happy to as well

vagrant granite
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sure, i'm just finishing up this section for now. Again, not sure is it could be extended or not.
only map03 so far

wheat crystal
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okay

vagrant granite
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ima stop for the night, is getting late
will work on it tommorow tho

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MAP02 (has archviles ohno)

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MAP03 (biggest and baddest so far)

novel sand
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What editor are you using?

vagrant granite
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Doombuilder 2

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(UDMF format)

novel sand
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It's the most modern and up-to-date editor

vagrant granite
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Have looked into it inthe past, yees

novel sand
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but obviously use whatever you're comfortable with

vagrant granite
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ye

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anyway ima dissapear for the night

novel sand
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alright, later

haughty flower
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hi guys , with the last update i cant start mod anymore, any advice ?

haughty flower
unkempt loom
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You know that memes aren't allowed on this server, right?

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@primal tendon

primal tendon
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Lame

unkempt loom
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Sorry
But you know the rules
You have to delete that

full laurel
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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

shy cloud
torn remnant
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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

haughty flower
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hi guys , with the last update i cant start mod anymore, any advice ?

stuck bloom
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What are some nice mods ik neiflehim horde mode

tulip monolith
sick stream
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recently started making doom 2 maps again. Only 2 maps so far but I'd like some opinions ๐Ÿ™‚

novel sand
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Format?

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I see, Hexen

sick stream
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yep, sorry

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havent gotten the hang of udmf yet

novel sand
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No worries

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People tend to like you to state the format so they know what port to play in

sick stream
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Ok, thanks for the info!

novel sand
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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.

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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.

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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.

sick stream
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Wow, thanks for all the feedback. Ill start working on them rn.

novel sand
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No worries!

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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.

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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.

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The maps are all beatable in around five minutes or less, although there are some mean traps starting in MAP03.

shy cloud
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amazing maps

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just maybe not enough health

sick stream
stuck bloom
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I cant get id rehash.map for some reason.

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help?

stuck bloom
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nvm

agile moon
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#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."

forest mica
agile moon
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NICE

storm ridge
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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!

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Need Help! Appreciated!

balmy rivet
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Maybe a picture would help clarify the problem

storm ridge
storm ridge
novel sand
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You're making doors wrong

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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

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Midtextures don't tile vertically on double-sided linedefs, which is what's causing what you see there

storm ridge
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oh i see i see

novel sand
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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

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Should work

storm ridge
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hmmm, i see

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leme try that

novel sand
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I'd recommend watching some tutorial videos if you're just starting out, learning the basics really makes it easier

storm ridge
novel sand
storm ridge
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hmmmm, okay then

abstract hornet
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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

fathom remnant
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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

late summit
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add this Skins for Doom Eternal

agile shoal
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Sad console player noises

late summit
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F

shy cloud
balmy rivet
shy cloud
vagrant granite
shy cloud
vagrant granite
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hangon

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@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.

vagrant granite
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vega, i know you aren't that smart, but what?

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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

shy cloud
vagrant granite
shy cloud
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0_0

vagrant granite
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although there are a lot of secrets so be smart

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the first few on lv one are fairly easy

shy cloud
vagrant granite
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behind you is a invisibility, the explosive barrel has an insane amount of ammo hidden behind door

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re: this map has the locations of secrets

shy cloud
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oh shit thanks

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i got past it without them but this will help

vagrant granite
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there's a double barrel and a hidden rocket launcher around

novel sand
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alright, I beat it on UV

vagrant granite
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nice

novel sand
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Fairly simple wad, not bad for beginner maps, I liked the custom MIDIs a lot

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Detailed feedback to follow

vagrant granite
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yeah the midis are good, the musicians are pog

shy cloud
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im on lvl 3

vagrant granite
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theres a secret megasphere next to the south mancubus room you'll need

shy cloud
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on the cyberdemon

vagrant granite
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gl

shy cloud
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ill get the megasphere

novel sand
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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.
shy cloud
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WTF

vagrant granite
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ye, i was gonna fix the textures

shy cloud
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fuck off theres 2 more right after?

novel sand
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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.
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Bear in mind I'm only going into detail on things I think need improving

shy cloud
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low on ammo and health from the first now i have to fight 2

vagrant granite
novel sand
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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.

vagrant granite
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yeah tru

vagrant granite
shy cloud
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my bad i just used the wrong strat but now im onto the spider demon

vagrant granite
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good luck with arachnos

novel sand
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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".
vagrant granite
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map03 is... hurty

shy cloud
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the last boss fights were AWESOME i didnt take any damage after the spider demon

novel sand
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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.

shy cloud
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what do i do on level 4 tho?

vagrant granite
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level 4 not finished

novel sand
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MAP04 is incomplete, I assume

shy cloud
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i see

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how long do you plan to make this, also id reccomend trying to make the combat more smooth

vagrant granite
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really it's just been for fun

novel sand
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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

shy cloud
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the small maze bits can also be tedious

novel sand
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Try something new you've seen in other wads in every map and you'll improve very quickly

vagrant granite
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i should really finish sunlust

novel sand
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heheh, I thought you might've been playing Sunlust

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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

vagrant granite
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MAP04 is likely going to be the last of the "slaughter-ish" maps, until at least futher on

shy cloud
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love to here that

vagrant granite
shy cloud
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try to cut down on the amount of hitscanners as well

novel sand
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So take MAP08 for example - the three cyberdemons in that are made far more challenging by the oppressive arenas they're fought in

vagrant granite
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map03's room with the two cacs is where i tried to add geometery

novel sand
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A cyberdemon in an open space will be very easily bullied by most reasonably experienced Doomers

vagrant granite
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yes

novel sand
vagrant granite
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ye

novel sand
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This kind of thing can be avoided with closing doors/monster closets

haughty flower
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for anyone interested ๐Ÿ˜„

vagrant granite
haughty flower
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you should have some fun with this one then

vagrant granite
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anyway ima dip, gotta do some stuff

burnt stag
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any tips how to make a car in vanilla doom builder 2 lol

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just for decoration.

haughty flower
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either make a new decoration using sprites, or use linedefs and sectors to make a 3d chair with the envorment

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when i say decoration i mean ACTOR

tardy ore
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Great to see people still building maps for OG Doom. ๐Ÿ™‚ 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.

novel sand
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Ultimate Doom Builder is the most widely used and modern wad editor atm

haughty flower
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i use GZdoom builder as of late

agile shoal
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Slade3 gang

burnt stag
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been using doom builder 2 for 5 years now.

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i'm never changing it.

tardy ore
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Thanks. I'll be having a look at those.

burnt stag
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Doom wagon! ๐Ÿ˜„

agile shoal
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pretty impressive

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but could be better with 3d object

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but it couldnt be vanilla

novel sand
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GZDoom hisses

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jk

agile shoal
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Screw you boom players

novel sand
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I'll have you know I'm an Eternity Engine player now

agile shoal
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I really dont like it

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Only have it to test compatiblity for boom maps

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cause macs cant run prboom

tardy ore
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PrBoom is the default I use in Linux. Sometimes Vavoom.

novel sand
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GZDoom is good and all but it runs badly

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On complex maps I mean

agile shoal
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never had a problem. not even with high body count maps

novel sand
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Eviternity's last episode is unplayable on GZDoom for me but runs perfectly in Boom/Eternity

agile shoal
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never played eviternity in this computer. Lemme go check it real quick

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alright, you win

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it stutters

novel sand
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muahahaha

wheat crystal
haughty flower
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tried to import textures from portal for my doom mod and it turns out there was a small transparent edge :/

abstract hornet
sleek mountain
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I like that skin

small sierra
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same

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i wish i could have it

solar brook
abstract hornet
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It is, im gonna have to ask some people of the community how to do it

small sierra
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what kind of glowing effects?

abstract hornet
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It makes those parts look brighter

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and it has some kind of glow

small sierra
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ah

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that would be very sick

solar brook
small sierra
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also. is you pfp a swordsmachine?

abstract hornet
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yes

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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

small sierra
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ah. and btw, do you know any way of getting unbanned from a server?

abstract hornet
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#general , and only admins/owners of the server can

small sierra
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so that's a no?

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well that fucking sucks

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because i got banned from the mods server. so i can't have mods for eternal anymore

solar brook
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Please keep it ontopic here guys :)
Like @abstract hornet said, use #general

abstract hornet
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@small sierra there's a page called nexus mods

small sierra
abstract hornet
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I and other modders upload our mods over there

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I can ask for some friends to give them to you

small sierra
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ooops, didn't mean to reply, sorry

solar brook
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Well we cant really help you there buddy, we and the members here cant unban u

small sierra
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yeah, ik

solar brook
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But its great to see some doom eternal mods here! <3

small sierra
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i guess. but then i just remember that i can't have them

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though good job to all the modders either way

shy cloud
#

@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

burnt stag
novel sand
#

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

burnt stag
#

โค๏ธ

shy cloud
hallow jacinth
hallow verge
#

Hey guys, are there any modded master levels for the ancient gods dlc ?

abstract hornet
#

1 or 2?

heavy osprey
drowsy cedar
#

how does this look for a weapon skin based off of the 2016 HAR?

shy cloud
abstract hornet
#

It looks fine

fair peak
royal wave
abstract hornet
#

Oh nvm your friend made that, still a good mod tell him that we appreciate it

haughty flower
#

@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

abstract hornet
#

Good work man

#

Are you planning to add terminator themed maps on your mod?

haughty flower
#

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

abstract hornet
#

looking awesome

haughty flower
abstract hornet
#

๐Ÿ˜ณ

haughty flower
#

๐Ÿ‡ช pic doom minecraft skin

#

i meant to put this elsewhere lol

#

still pretty cool tho

neon pike
grand tulip
#

Any ideas to making high rise balconies without 3d floors? Just for looks not accessible

coarse torrent
#

Doom2 VR?

snow hearth
sonic hazel
#

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

karmic scaffold
#

Sure

sonic hazel
#

Can I send it here via discord?

karmic scaffold
#

i guess

#

You could PM me

upbeat chasm
#

Hey I'm new here, I'm wanting to get into WAD making, would this be the right chat to ask about it?

snow hearth
#

Yes you're in the right place

snow hearth
sonic hazel
#

My idea is to make a collection of 3 or 4 levels

#

but I am still "studying"

novel sand
#

Format/iwad?

sonic hazel
#

It needs doom2 to run

#

I used the standard doom 2 format

#

no Hexen/Heretic/ZDoom

novel sand
#

alright, cool

#

I'll take a look for ya

shy cloud
sonic hazel
#

thanks ๐Ÿ™‚

snow hearth
#

Toastd being a champ as always

sonic hazel
#

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

novel sand
#

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.

sonic hazel
#

Thanks a lot for your feedback, I am happy you liked it ๐Ÿ™‚

#

I am going to apply the fixes

sonic hazel
novel sand
#

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

sonic hazel
#

There is a switch for that one

#

The one in the other corridor is just a door

#

One of the teleporter was broken

novel sand
#

Oh yeah, forgot to mention that sorry. The FIREBLU room is inescapable

sonic hazel
#

I found it... I moved the teleport destination outside of the tagged sector by mistake

torn remnant
#

spent a few days fighting with eternity just for that small thingy above the entrance

haughty flower
#

spent a few days.. that must have felt like an eternity, huh

tacit sand
#

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...

โ–ถ Play video
fathom remnant
#

Looks awesome man!

woven horizon
#

Brilliant! Thank you very much

cold topaz
#

yoooo thats sick

wind canyon
#

Doom 64 was badass

haughty flower
#

scar-H aka the autorifle

abstract hornet
#

Nicee

#

For what class is it?

quick crag
#

my map so far

#

it's not great but im proud of it

novel sand
#

Good start!

quick crag
#

ty

novel sand
#

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

quick crag
#

will do!

#

just changed it

#

you were right, it looks better when theyre on different y levels

novel sand
#

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

quick crag
#

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

novel sand
#

Ah, good good

#

I hate when people have archviles and no cover haha

quick crag
#

yeah it becomes a cheap death

quick crag
novel sand
#

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

quick crag
#

i did playtest it

#

it's possible

#

btw the format is UDMF

#

but thanks for the feedback :D

balmy rivet
#

Well, iโ€™ll say that when youโ€™re testing your own levels, theyโ€™re always going to be easier for you than for other people, because youโ€™re so familiar with it. Something to keep in mind

quick crag
#

i see

balmy rivet
#

One solution is to have different difficulty levels

stiff plover
#

Guys Iโ€™d just like to say that I love all the hard work the map devs (u guys probably) have put into making DOOM look beautiful.

novel sand
#

Appreciate it haha

#

But I don't think experienced mappers tend to hang around here

stiff plover
#

Ur welcome

balmy rivet
#

Say... where do experienced mappers tend to hang

novel sand
#

Various other Discords and the Doomworld forums

shy cloud
stiff plover
#

Ur not smooth brain ur big brain.

#

I probably canโ€™t even run doom on my computer

shy cloud
stiff plover
#

Lol pog

shy cloud
# quick crag finished it!

i had to use degreeless mode, shit was wacky. who puts that many demons with such shitty weapons in a tight space

torn remnant
#

this is gonna be like my second or third map ive ever finished lmfao

shy cloud
#

shit is FIRE

torn remnant
#

not done yet and im not on computer rn

shy cloud
torn remnant
#

ok lmao

quick crag
#

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

shy cloud
#

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

quick crag
#

yeah good point

#

ill fix it up some time today

vagrant granite
#

slight tweaks to map1, addressing some texture detailing
(will fix enemies as well)

novel sand
#

Strongly recommend changing floor and ceiling heights when you change flats

torn remnant
#

it is quite kinda difficult

#

@shy cloud also yeah

snow hearth
#

format?

torn remnant
#

boom

shy cloud
shy cloud
#

@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

snow hearth
#

punch them out

torn remnant
#

punching hell knights without berserk ๐Ÿ‘€

shy cloud
#

theres like 6 of them and no breathing room

torn remnant
#

there is enough space to get out of that tiny room past the hk's

shy cloud
#

literally am forced to use degreeless mode

shy cloud
#

remember you know the map better than me, im going into this blind

#

and the pinkies too, ugh

torn remnant
#

yeah
i forgot i shouldve clarified that there is no difference between the difficulties rn

shy cloud
#

not shitting on your map im just saying you should add a bit more breathing room

shy cloud
torn remnant
#

thats like for ultraviolence and there will definitely be less monsters on lower diffs

shy cloud
novel sand
#

@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

torn remnant
#

the yellow key is to the left of the armor

novel sand
#

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"

torn remnant
#

yeah ill try to do something about it

novel sand
#

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

torn remnant
novel sand
#

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

torn remnant
#

maybe

burnt stag
#

Scuffed CCTV Cameras i made in vanilla doom.๐Ÿคทโ€โ™‚๏ธ

haughty flower
#

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 ...

โ–ถ Play video
torn remnant
#

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?
deft horizon
#

I have a important modding question, how do I make it where the decorate lump weapon doesn't replace another weapon?

shy cloud
orchid crane
burnt stag
#

few days of work

#

still unfinished

haughty flower
#

UPDATE 1.2

quick crag
#

O

#

That looks pretty cool I might check it out

coarse yarrow
shy cloud
#

everything else works fine

shy cloud
orchid crane
shy cloud
#

@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

haughty flower
haughty flower
#

my mods have been updated

burnt stag
#

10 maps of eyecandy, pls play it

burnt stag
wheat crystal
amber tiger
#

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/

burnt stag
#

shoot it

#

it reveals a secret

worldly acorn
#

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

rustic jewel
#
pine siren
pine siren
#

Thanks, but i can't take all the credit for it, i only made the textures

#

@slim musk is the map author

slim musk
#

way to rat me out

haughty flower
#

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

tulip ice
#

Anyone know what programing language the doom engine uses or does it not use one

still dagger
#

It's coded in ANSI C language, but sourceports may have changed it to another language

tulip ice
#

Ok thanks

fast pagoda
#

@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

steady veldt
#

one day ill uvmax this

still dagger
haughty flower
#

vanish nazi

still dagger
#

Can you not

haughty flower
#

lol hey koma

agile shoal
#

Is amazing

burnt stag
#

this is giving me a headache

#

im never making train tracks again

abstract hornet
#

@haughty flower U going to add custom boss fights on to your wad/mod?

haughty flower
#

a new player class

#

sorry i removed the video, when i recorded it something went wrong

#

here's a better teaser tho

burnt stag
#

isnt that from nimrod?

haughty flower
#

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

haughty flower
#

soon...

burnt stag
haughty flower
#

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

wraith osprey
#

i'm using GZDoom, what map editor should i use ?

novel sand
#

Ultimate Doom Builder

snow hearth
#

what about GZDB ?

novel sand
#

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

snow hearth
#

so what came out first gzdb or udb?

novel sand
#

GZDB

snow hearth
#

oh is udb a fork of gzdb then?

novel sand
#

Something like that I think

#

It's basically the successor, I don't think GZDB is still updated

snow hearth
#

Oh yeah that's true

wraith osprey
#

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)

novel sand
#

My advice is to make some vanilla maps first to get to grips with the basics before worrying about fancy GZDoom/UDMF features

novel sand
snow hearth
#

You can use Zandronum built in menu to host a game

hushed oasis
#

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

snow hearth
#

I was told same thing

novel sand
#

On the DRD Team website, the latest versions of GZDB are 2017 while the latest versions of UDB are 2021

haughty flower
trim path
#

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!

mild palm
burnt stag
#

city maps are so enjoyable to make.

still dagger
#

That's what Doom 2's city maps should have been like

shy cloud
# burnt stag

how long does this shit take you to make. and why is it so fantastic doomcry

shy cloud
burnt stag
#

๐Ÿ˜„

wheat crystal
# burnt stag

god that looks amazing,
way better than the doom 2 city levels, you can tell by just looking at it

haughty flower
mild palm
coarse yarrow
haughty flower
#

boba fett

neon pike
whole blade
#

i wasn't stealing from doom eternal you can't prove anything

haughty flower
whole blade
still dagger
#

The thumbnail reminds me of Quake, good stuff!

whole blade
#

thanks ๐Ÿ˜

#

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...

โ–ถ Play video
haughty flower
#

It looks difficult but Epic

whole blade
#

That's the top difficulty (roughly). It will be well difficulty balanced to cater to as wide a player base as possible

whole blade
#

cheers ๐Ÿ˜

zenith vine
#

Guys

#

Map making for classic doom on android its possible ?

agile shoal
#

No

upbeat path
hazy lantern
#

@whole blade look!!!

upbeat path
#

he might have been the person who taught me like.... everything I know ;p

hazy lantern
#

oh well

#

that's awkward now ๐Ÿ˜‚

upbeat path
#

๐Ÿ˜‚
nah you're cool, still ping him just to annoy him at least ๐Ÿ˜›

hazy lantern
#

already done that kekw

whole blade
#

Oh my stalker is here

upbeat path
#

can't get rid of me can ya :3

whole blade
#

(she's cool but don't tell her I said that)

upbeat path
#

๐Ÿ˜

dire matrix
#

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/

upbeat path
final hill
#

I wish the newer games were as moddable as the ogs

#

imagine megawads done in 2016/eternal style

sinful helm
#

Well I mean id released the source code to the old games

#

Thatโ€™s why theyโ€™re so moddable

agile shoal
#

But that was the good id. With romero and carmack. Not the "we were bought by bethesda" id

whole blade
#

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

upbeat path
#

^

dusky wharf
#

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?

agile shoal
#

Sigil is cool. You have my blessing

novel sand
#

I can barely read the title tbh

#

I'd recommend a clearer font

brazen inlet
#

do you guys still play multi sometimes?

agile shoal
#

A year ago I played it alot. But my new computer cant play zandronum mortally_challenged

brazen inlet
#

im so annoyed I tried to make a server for my mans, but I still have errors I dont know howto fix

agile shoal
#

What did you use?

brazen inlet
#

zandronum

agile shoal
#

Its pretty straightforward

brazen inlet
#

or doomseker

agile shoal
#

maybe try odamex or zdaemon

brazen inlet
#

only the local part works

agile shoal
#

doomseeker is the one you used to create theserver right?

brazen inlet
#

yes

upbeat path
#

TSPG is a good place to go for zandronum servers

brazen inlet
#

uu damn

#

so is this like a virtual machine?

agile shoal
#

this seams cool

#

I think its just a bunch of servers anyone can use

upbeat path
#

^

brazen inlet
#

ooh wow thanks

upbeat path
#

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

agile shoal
#

MDF?

upbeat path
#

MDF is good but I'm talking about the Hellforge

agile shoal
#

could you send me the link?

upbeat path
#

done

brazen inlet
#

Im glad I came here to ask around

#

thanks for the help

upbeat path
#

absolutely!

brazen inlet
#

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?

dusky wharf
novel sand
#

Ah then mission accomplished haha dead on

upbeat path
brazen inlet
#

thaaanks

upbeat path
#

here's what you'll be looking for ๐Ÿ˜„

brazen inlet
#

thank you good ladลฑ

sudden nest
#

is this an unused sprite?

upbeat path
#

pain face? shouldn't be

sacred onyx
#

Is nuts.wad supposed to have random monsters missing?

upbeat path
#

all the monsters are placed- i dunno if maybe there was difficulty settings or not

sacred onyx
#

I just opened it in Ultimate Doombuilder and there are definite gaps

cold topaz
#

man i started working on a difficulty buff for the original doom and jesus its a lot

sacred onyx
umbral trench
#

this has a really unintentionally nice looking effect with the distance tbh

shy cloud
#

kinda looks like a w

upbeat path
#

y tho

sudden nest
upbeat path
#

probably the one you posted is when the health is lower (there's a bleeding nose)

sudden nest
#

oh i guess so

sacred onyx
# upbeat path y tho

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?

sacred onyx
haughty flower
dusky wharf
#

Yeah It was an example tbh

#

What about this?

whole blade
#

gotta be honest, that'll make it hard for word of your project to spread

snow hearth
#

The concept is good but the text is hard to read

novel sand
# dusky wharf

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.

dusky wharf
#

it is a band, i'm not planning to do that lol

#

I don't understand a single word either

dusky wharf
#

made some changes

sacred onyx
#

I must confess: I actually forgot to save it after taking the original screencap ๐Ÿฅต

#

I recommend running it in Boom - GZDoom dies a death before you've even fired a single shot

pale thistle
dusky wharf
#

man of culture

narrow cosmos
pale thistle
neon pike
sleek mountain
valid chasm
neon pike
echo wing
# neon pike

I have 1 million questions and they are all variations on "Why?"

#

Mod-wise it looks pretty good though

#

Especially the BFG impact

neon pike
#

lol, thanks, I'm doing my best in this mod, and it's been fun learning to program

upbeat path
#

Quick lil secret I built this morning

echo wing
#

Very cool

#

Me likey

still dagger
#

I have no clue how you guys properly recolor the new sprites in Slade

unique fog
#

i have no clue how to even do any of this stuff

upbeat path
#

it's easy
you draw a box
and then you draw the rest of the map

hazy lantern
deft horizon
#

Does anyone have tips for level design in ultimate doom builder?

upbeat path
#

@whole blade has an excellent tutorial series he's doing on YouTube, would recommend you check it out if you're using UDMF

whole blade
#

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 ...

โ–ถ Play video
crisp dragon
#

also that's a reskin of mastermind right?

#

the demonic troopers are super nice tho

haughty flower
#

somebody knows when " the adventures of square " episode 3 will come out?

whole blade
vagrant granite
#

it's done... i'm finally free...

haughty flower
#

When will we get hyper realistic angry birds mod for doom ๐Ÿ˜ณ

royal mountain
#

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

steep radish
#

hope you guys like it

craggy nest
#

that's badass

oak monolith
#

i made doom with an old 2D sandbox game xD

#

Plazma Burst 2

whole blade
#

twitter embed, pls monsoonYob

oak monolith
shy cloud
#

7 hours, short little fun project i wanted to make. hardest map ive ever done but its not terribly hard, hope you enjoy lads :)

shy cloud
#

oh, btw i do plan to expand on this but again this was a short 7 hour project

ornate carbon
#

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)

hollow girder
#

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

upbeat path
hollow girder
#

oh wow that looks really really impressive

shy cloud
ornate carbon
hollow girder
#

holy shit that's awesome

ornate carbon
hollow girder
#

make sure you dont give it to some asshole that'd hoard it or destroy it or something

ornate carbon
#

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

shy cloud
#

how much do you charge lmao

ornate carbon
#

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

shy cloud
hollow girder
#

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

ornate carbon
#

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.

hollow girder
#

gah if only i wasnt in SA

ornate carbon
#

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.

hollow girder
#

then again i dont know anything about photography i just wanna see it up close

shy cloud
#

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

ornate carbon
#

Oh man, back in 2008 when I got these

hollow girder
#

the bfg was also used for door textures and stuff iirc

shy cloud
ornate carbon
#

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.

shy cloud
#

wtf its 10 dollars lmao

hollow girder
#

lol

shy cloud
#

if its cool id love to take the shotgun to the left

ornate carbon
#

Sure you can have it

shy cloud
#

sick

#

how do we do this tho

ornate carbon
#

I'll DM you

shy cloud
#

awesome

ornate carbon
#

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.

frail thicket
#

Here can I ask if I need a very powerful pc for running Brutal Doom?

hollow cloud
oak monolith
#

almost done making my doom map ... all i need to do is add a bissfight

#

but how :/

wise drum
#

uh

#

beeg enemy with beeger helth bar

oak monolith
#

ok

#

soo... cyber demon ???

#

cuz my enemies in the map are based off of the real demons from the real doom game

slate maple
#

does anyone know how bethesda picks their mods to put on the consoles?

oak monolith
#

no

oak monolith
#

cyberdemon maybe?

wise drum
#

cyberdemon

oak monolith
#

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

wise drum
#

@oak monolith make the platforms move for extra difficulty

whole blade
neon pike
ornate carbon
#

Kind of crazy seeing that this is how the BFG could have looked, but I think the black muzzle on the front looks better.

storm fern
ornate carbon
#

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.

ornate carbon
#

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.

smoky zinc
#

ok so i just got sigil running on gzdoom, how do i disable vertical mouse movement

plush leaf
#

Decino has video on the sprites topic let me find it real quick

still dagger
smoky zinc
#

alright, ill try that when im on

narrow cosmos
smoky zinc
haughty flower
agile shoal
smoky zinc
#

thx

fluid hawk
#

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 :/

ornate carbon
#

I still got all those texture resource CDs where all the doom ground/wall/ceiling textures came from, and the skies

#

have some RSKY2

slate maple
#

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

wise drum
#

health bonus

shy cloud
#

you can put a ton of them in a cluster, spread out, or all smashed together into something like a medkit for max health

slate maple
#

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

vagrant granite
#

how fix?

agile shoal
#

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

still dagger
novel sand
#

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)

loud spruce
#

Everyone's dead here...I'm all alone in this place with the guns being my only friends.

vagrant granite
#

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)

outer rivet
loud spruce
#

This looks like something straight from Shadow Warrior.

#

Oh wait...it is Shadow Warrior.

vagrant granite
#

silly question, but how do i change map names from, say, MAP01: Entryway to say, MAP01: Crashsite..?

outer rivet
outer rivet
vagrant granite
#

aha thanks

novel sand
#

Only works in GZDoom-adjacent ports

vagrant granite
#

that's fine, i'm using gzdoom to run this

novel sand
#

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

vagrant granite
#

well, it's time.

#

map05

vagrant granite
#

like this... i hope?

outer rivet
vagrant granite
#

aha thank

outer rivet
#

but yeah seems like it is alright

vagrant granite
#

okay it messed up the sky and music, do i just remove the sky and music section

outer rivet
#

yeah sure

#

I just wanted to make it lazy and just sent the whole file lol

vagrant granite
#

lmao

#

huh, sky and music still broken, hmm

outer rivet
#

make sure you dont have both mapinfo files lol

vagrant granite
#

ye lol

#

i'll figure out in the morning

#

hmm, how much screenshake can i cause with slowmode..

outer rivet
#

Couple WIP shots for Tropic Hell

upbeat path
slate maple
#

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.

whole blade
#

so i make stuff

raven sky
#

these are sick

vagrant granite
#

okay, so my sky textures are completely broken now

ornate carbon
# whole blade

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

outer rivet
#

Onibi ๐Ÿ”ฅ๐Ÿ‘น

still dagger
#

They look extremely good

haughty flower
#

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.

shy cloud
shy cloud
outer rivet
whole blade
upbeat path
#

those particle effects are lovely Van!

upbeat path
#
#

This project is now downloadable for public play! I hope you guys will check it out and let me know what you think. โค๏ธ

thorn badger
#

Can one of you guys send me the download for the software you guys used to make these awesome maps ๐Ÿ™ƒ

thorn badger
#

@upbeat path

upbeat path
#

it's called Ultimate Doom Builder! two tics

shy cloud
upbeat path
#

which software are you using?

#

Ultimate Doom Builder is the most up to date and has the most features of any other editing program

shy cloud
upbeat path
#

not particularly, other than slade for resource management

shy cloud
outer rivet
quick crag
#

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)

shy cloud
#

wait but... it doesnt work

#

the doors arent opening i mean the start area is pretty cool

shy cloud