#classic-doom-maps-mods
1 messages · Page 118 of 1
What tag does the linedef have?
267
It should be the same as the sector
yeah they both have the same
267? Are you sure thats the tag ant not the action?
tag and action
Alright and the sector that has the teleport destination where is it
Yeah you just need to click on the thing tool and place a teleport destination inside that sector
ok
This
When you hover over the teleport linedef in the editor does it show an arrow that leads to the teleport destination
no
Check the linedefs tag
ok
Not same thing as action
The action should be any teleport action like 97 or 267 etc...
yeah i have that
The tag can be any number, however it should have the same tag as the sector with the teleport destination in it
You sont tag the destination, you click on the sector tool, then right click the sector that houses the teleport destination, after that give it a tag
Yep like that but Id suggest you click on "New" so it gives it a new tag
ok
Whats the new number you got?
1
Ok now go to the teleport linedefs, here
ok
Click the linedef tool and choose both of them then right click
Give them thr tag 1, not action, tag 1
No probs, if you ever have trouble send a msg here or dm me and ill help if iam online
ok
its finishe
oho
I am not sure what that is but you can check this out https://doomwiki.org/wiki/C2Doom
C2Doom is a Doom port for Symbian OS, made by Markus Mertama. It is based on CDoom for Nokia 9210, which was developed by Markus also (Hannu Viitala was developing it with Markus). C2Doom uses Simple DirectMedia Layer in its drawing functions. It supports Symbian OS Series 80 v2.0, Series 90, Series 60 v1.2 and up. The phone models Nokia 7650, 3...
So, I made my first self-produced WAD ever. It's a simple one based on a post I saw on Reddit. Only takes up 25Kb.
Objective/challenge: kill the cyberdemon with only a pistol and 400 bullets.
which map slot and iwad
i tried every map in doom2 and it wont work
@crisp dragon
It's a Wolfenstein based standalone game type mod
Oh god blade of agony
Remember what happened with episode 3 
Sorry, I forgot to mention it was a Doom 1 WAD. It loaded fine with GZDoom for me.
Not a truly difficult challenge unless you're playing on Nightmare and constantly strafe shooting whole dealing with the constant barrage of rockets. More tedious than anything, I suppose. I could've excluded the pillar but it felt empty without something in there.
yeah
Yeah but version 3 is still available if you want it and there's a file that restores the censored stuff
Restores it?! Why would I want that!?
But yeah why would you want an uncensored version anyway
All it adds is a cruel joke targeting a trans woman and the ability to kill Holocaust victim zombies
People cried about censorship when it was taken down but is that really what you want in your game?
Don't care i want it as it originally was
Though i didn't know exactly what was censored beyond the nazi imagery untill now
The censoring also apparently makes one of the levels look drab and boring
It’s just disgusting
World War 2 was a horrible time in history censoring art of that time won't make it go away
Censoring nazi imagery in a nazi game is kinda weird they should keep that
But the other stuff I mentioned has no place anywhere
Like the trans woman thing is just insulting the creator of zdoom
That depends on the context especially the second part about holocaust victims
For example in a desperate situation where their choice is either to die quickly and be freed of their pain or live and suffer I'd probably choose the former and just put them out of their misery
Oh the creator is Trans? Interesting
No it’s zombies that are Holocaust victims
You just fuckin shoot em it’s weird
I don't see an issue with that it's the past Comming back to haunt people as it often does
That's how i look at it anyway
Feels more like a bad taste joke than some sort of artistic thing
But did they really censor nazi propaganda as well?
How is that a joke 🤔 i guess I'll have to experience it myself first to really understand it
Apparently so
THAT is weird
Yeah There's really no point in censoring nazi anything in a game about world War 2
Hiding hitlers face isn't going to make it not about world War 2
Maybe not a joke but they certainly didn’t think it through
Like if you want to be shooting dead Holocaust victims in your game you definitely need to spend a LONG time thinking about it, how to not make it completely crass and offensive
It's probably easier on nightmare actually
Ok I think I might have been wrong you don’t shoot Holocaust zombies, that was weird information
Because of how often the cyberdemon shoots, he doesn't move around much which means he's a sitting duck as long as you got proper dodging skills
It just takes place in a concentration camp
Still a bit of a tightrope walk but I don’t think that should have been censored
I'll go test it when I get home
I've shotgunned a cyberdemon to death before, I can definitely pew it to death
What is going on
This "challenge" WAD idea came about after reading a post on Reddit with a meme of monster with 4000 HP (cyberdemon) vs a really angry guy armed with just a pistol (doomguy), which isn't actually the case usually. But the math was done and the bullets with a 5-15 RNG and the backpack giving a maximum of 400 bullets, it's technically possible given your shots having 100% (or damn near it) accuracy.
Just gotta collect the bullets and teleport at the end of the hall into the octagon.
It's nothing special. Just something I slapped together over the course of an hour or two on Sunday night. I never made my own 100% OC WAD before.
Maybe the floor and ceiling height are the same?
Also looks like you have the hall of mirrors effect going on there
Well the pistol actually has 100% accuracy if you tap the fire key and not hold it down since the code makes a refire check, if the refire check fails the bullet tracer will always remain 100% accurate
400 x 5 = 2000
400 × 15 = 6000
So in the end you'll do only about 2000 - 6000 damage with the pistol
how do i fix this door issue
also how do i make roof higher
I know that if you go into 3d mode (Q) you can use the scroll wheel to adjust height.
thanks
Yes. That was the conclusion from the math in the post I read. The average shot from RNG should be 10. 10x400=4000. Mathematically possible to kill a cyberdemon using 400 bullets or less. I guess in my small WAD it becomes more or less about surviving the onslaught of rockets by pretty much just circle strifing and still hitting your shots.
what
That hall of mirrors (HOM) effect you're seeing there usually indicates that a texture is missing
Can you open your map in visual mode for the editor and show what this area looks like?
@wispy relic
hmm
can you upload your wad as it is right now without changing anything? I'll take a look in a few minutes
That’s just revenants too short for their sprite
also the revenants just completely walk over the teleporter but sometimes they do tp
alright, I have an idea
@white saddle at any point in time, did you have a sector or room or something over here
that you maybe deleted or removed or w/e
yes i did
alright
how exactly did you get rid of it?
made new lindefs and deleted the sector
alright, so the issue is that whatever you did to remove that sector was not thorough
?
you can see here this linedef still has a back side, when it should be 1-sided
in the future when you get rid of a sector, I recommend you do it by switching to Sector mode, then hover over the sector you're getting rid of, and press the "Delete" button on your keyboard
thats what i normally do
that should always work properly
this thing
I'm taking another look at your wad, and I'm seeing a bunch of broken sectors like the one from earlier
all three of these lines
This looks like you drew a line and gave it a middle texture that's taller than the sector it's placed in
e.g. that Ash Wall texture is 128 units tall, but the sector it's in is only 112 units tall
or something like that
ah
pumping 400 bullets into a cyberdemon ain't hard, it's just tedious
so far my best is about 162 bullets
it's so much easier on nightmare than it is on UV, just as I predicted
shame that you can't run this in a boom compatible sourceport
GZDoom can't really handle recording demos and screen recording that well
I was planning on making a video about this
I'll continue after a shower
Ok, who here is the one making Golden Axe with Doom?
is it possible to install mods to the doom 2020 rerelease?
You can download some wads using the add-on button in the main menu
if you want to use a custom wad it has to be limit removing vanilla doom compatible and you have to mess with the files
best option is to extract the doom iwad file and use a source port
yeah that was what I thought
how do i get a switch to open a door
- Make sure you're using a linedef special that starts with 'S', so something like 'S1' or 'SR', and not 'D1' or 'DR'
- The switch linedef and the door sector will need to have matching tags, so for example the switch line will have Tag: 5 and the door sector will also have Tag: 5
- (for switches in general) Switches can only be activated from the front side (the one with the nib sticking out in doom builder) in Doom, so make sure the front is the side of the line that the player can access/press
Ultimate Doombuilder by default will show you when your line specials are linked to a sector or w/e; for example, hovering over the switch on the left shows that it opens the door sector on the right in this image
Is Hexen Mapping acceptable here?
No
ONLY doom
no vibeogame 
Basically just post it here the mods don’t have sticks up their asses
Aw man
Can’t help you there sorry
Try the heretic and hexen server
is very complex,. and I am working on a Doom 2 Compatibility mode just for situastions like this.
All the more reason to have access to both servers
They don't like me.
I'm not welcome there.
The mod has a Doom 2 Compatibility mode and will function with the Doom 2 IWAD
why?
||he is the benko and false icons of the server
||
oof
I actually don’t know lmao
Long story. Drama.
not too familiar w/ vanilla Hexen modding unfortunately
does slade have proper dark mode?
well shit
does the current build of GZDoom support drawing multiple 3D floors on top of each other?
I remember ZDoom had some undesirable effects when you tried to do that, but it's been a while since then
id expect you can do anything in gzdoom, especially since it uses opengl and stuff
seems like gzdoom can run my pretty shit and broken wad fine 
sigh all I gotta do now is make it vanilla or boom compatible
all the error says is "invalid level"
I chose the map to be map01 and doom 2 format
are you trying it with a different port or still with gz?
can you post your WAD?
would prob be faster to give it a look that way
Hm sure, i really do need to expand the room though and learn how to retexture shit so it's not all stone brick
just you, a ssg, and a cyberdemon
@wispy relic
iirc it's boom format
ok, so I'm opening it in Crispydoom just fine
however, for some reason the Cyberdemon will not attack, even on Nightmare
try prboom+
and I cannot see anything in the wad itself to indicate that would happen?
yeah coffeguy its one room what did you do to make this happen
well this is extremely strange
wdym
like how did you fuck up one room 
ok I'm lost; I drew and deleted a few sectors and all of a sudden he's attacking right
true true how'd I fuck up 1 room when i've never tried doing anything with slade 🤔
why not use ultimate doom builder
does UDB have a mac version?
oofers
rip
yeah... I got a mac which sucks
yeah doesn't look like it, so you're stuck w/ Slade in that case
wine isn't supported as it's 32-bit I believe
catalina and above stopped 32 bit support though I could possibly use a vm
yeah they just dropped it
bruh moment
still puzzling over this odd behavior btw
as best I can tell, the problem is only present when the map is a single sector. drawing another sector fixes it
Can't really figure it out beyond that
Darn if only I was home I would`ve taken a look at that wad
Slade is good enough for mapping and modding. Only complaint I have is that is does not support MBF21 and that the newer versions dont work on macOS
Iirc, someone here said that there was someone trying to make UDB cross platform
I guess its just a matter of time
Hey does anyone here know how to code complex doom mods I have a friend the needs help
Can you be a little more specific? Is your friend trying to make a map, create a new monster, or what?
Well the mod he's working on is a an add-on to eoa but with doom eternal weapons instead of doom 2016 weapons
there's one for that already by Fat Tony?
EOAE
DoomKrakken is working on EOA 2 which is a fully polished version of Doom Eternal for EOA
Well check out eoa eternel hellomemy you can find in on moddb
hm alright
i think it's pretty good but some of the sprites are pretty rough
this is based off Tony's EOA right? You need to give him credit as it's the base
That's why he needs help
Well I'm not the who made it
just discovered infinite chaingun shield glitch lol
There are bugs in it but just i said earlier that's why he needs help
went ahead and tested it, it does
p awesome
also really need to get used to the way UDMF lets you give sectors and w/e multiple tags
man I shoulda been using UDMF years ago
it opens up so many possibilities over the ol' doom-in-hexen format
I DO still prefer Doom In Hexen, mainly due to the fact I have a lot of experience with it
although UDMF makes creating 3d floors easier :lmao:
guys i may need a little help
i wanted to add custom monsters into my doom2 wad but i've encountered an issue
as i followed the tutorial i was watching it turns out the files are different from the one in the tutorial
and i can't add the monster in
basically in the tutorial the monster the guy used in the tutorial had a "DECORATE" file that isn't present in my wad file of the monster
ugh sorry don't know much about gzdoom stuff
there is a bunch of dudes in this channel who do that might help
Create a new entry for the wad and name it “DECORATE”
Thats all it takes
It needs to be all caps.
but that way i have the file there but it's empty
it has some weird file named "OLDCODE" that looks like that decorate thingy
i don't think it does,the monster isn't even in the editor
i got it to work,i just needed to rename that "OLDCODE" file to "DECORATE" and bam
Thats the same as creating a new file
But maybe that OLDCODE already had something written in it
But it would work the same
okay, so what's going on is the old format for making custom monsters/weapons/etc. was called "DECORATE"
however a few years ago, a more robust format (for Zdoom/GZDoom) called "ZSCRIPT" was made, which made DECORATE obsolete for wads using those engines
a lot of old monsters on Realm667 and in other places have been updated to use ZSCRIPT, though in every case I've seen they've left the DECORATE file in and just renamed it OLDCODE
i couldn't find any tutorials about getting ZSCRIPT files to work
This is why DEHACKED is the best
if you're using GZDoom, there should be no issues with ZSCRIPT if you use a console command like "summon bla-bla-bla" or w/e
the issue comes in when you're trying to place your new monster/weapon/etc. in with the map editor
and that's my problem
DECORATE allows you to define the ID number for them within the file
ZSCRIPT does not
instead you have to define the ID number in MAPINFO or something like that
idk, I didn't look into it too much when I realized what the OLDCODE files were lol
just deleted the ZSCRIPT ones and renamed those to DECORATE and moved on with my day
that's what i did like a few minutes ago
alright, then you're good
but thanks for explaining it
what's that

DeHackEd is a program allowing you to modify scripts
And it's completely vanilla compatible
D4V(Doom 4 Vanilla) uses DeHackEd to write all its scripts for the weapons and custom monster behavior
You can run it in even chocolate doom I believe
Which is basically next to pure vanilla dos
You can run d4v in dos
i've encountered yet another issue
i wanted to add another demon just like the otherss
but then it broke the demons' classes and made every other custom demon unuseable
but after deleting it everything was back to normal
is the demon badly programmed or what
can you upload the DECORATE entry for it as a text file here?
ok i'll try
ACTOR BloodDemonClone 3110
{
//$Category Monsters
Health 300
Speed 12
Height 56
Radius 30
Mass 400
PainChance 180
Meleedamage 5
REACTIONTIME 8
MONSTER
+FLOORCLIP
SeeSound "blooddemon/sight"
PainSound "blooddemon/pain"
DeathSound "blooddemon/death"
ActiveSound "blooddemon/active"
//MeleeSound "blooddemon/melee"
HitObituary "%o Was chewed up and spat out by a Mech-demon."
States
{
Spawn:
SRG2 AB 10 A_Look
Loop
See:
SRG2 A 0 A_PlaySound("blooddemon/walk")
SRG2 AABB 2 A_Chase
SRG2 C 0 A_PlaySound("blooddemon/walk")
SRG2 CCDD 2 A_Chase
Loop
Melee:
SRG2 E 0 A_PlaySound("blooddemon/melee")
SRG2 EF 8 A_FaceTarget
SRG2 G 8 A_MeleeAttack
Goto See
Pain:
SRG2 H 2
SRG2 H 2 A_Pain
Goto See
Death:
SRG2 I 8
SRG2 I 0 A_FaceTarget
SRG2 J 0 A_SpawnItemEx("BloodDemonArm", 10, 0, 32, 0, 8, 0, 0, 128)
SRG2 J 8 A_Scream
SRG2 K 4
SRG2 L 4 A_NoBlocking
SRG2 M 4
SRG2 N -1
Stop
Raise:
SRG2 NMLKJI 5
Goto See
}
}
ACTOR BloodDemonArm
{
Radius 8
Height 8
Speed 8
+DOOMBOUNCE
+DROPOFF
+Missile
States
{
Spawn:
SG2A ABCDEFGH 2
Loop
Death:
SG2A I -1
Loop
}
}
no matter what id number i set he breaks other custom monsters' codes
basically making them unspawnable
ok I have a few things in mind
- make sure the actor name (BloodDemonClone) is not being used or referenced by other monsters
- make sure there is no conflict in the ID numbers
- make sure the sprite names (SRG2 and SG2A) don't conflict with other sprites
I think 3 is most likely the issue here, so double check the names of all your other custom Demons' sprites and make sure that they have unique names
Otherwise whatever the last one is that gets loaded with the same name will take precedence and "override" the other sprites, so to speak
okay
it seams to be using most of the sprites the other monster uses because it's coded to "loose it's chaingun at low health"
so do i delete the sprites from the other monster or what
ok, so if there's a naming conflict with the sprites, you just gotta rename the sprites
and then update the DECORATE entry to use the correct renamed sprites
54 sprites to rename
*63
it also uses the same weird gray transparent eye sprites the other wad file has
how many sprites are even in it

93 sprites need to be renamed in total
good lord
would swapping a single letter work ?
in each of those sprites
Probably
Cause it’s still a different name
If you're using SLADE, it has a function to automate renaming sprites
how
i seriously need to know
select ALL the sprites that have the same first 4 letters or w/e that need to be renamed
click RENAME, and change only the first 4 letters to whatever you're gonna use
boom, it's done
thanks,this seriously saves time
👀
same with audio files ?
should work with any file in SLADE, ye
so all that SRG2 mentions in the code should be replaced with what i changed that prefix to ?
Yes
You can use ctrl-F to find and replace them in the text, btw
another way to speed things up
oh no,did the class double ?
how do i change the class thingy
do i just change the calss name ?
I GOT IT TO WORK less goo
gz man
and they work
when I first started the project I'm working on I took like a solid 3-4 days just cleaning up all the conflicting stuff in DECORATE and sprite names
pain.
UPDATE COMING SOON TO MODDB
when everything works smoothly tho it's worth it
👌😩
works as it was intended
And ever his power grew... swift and unrelenting.
Battle with Bots or with friends as the T800 Endoskeleton, in a HUGE 2.0 update, including voice linese form the terminator himself, taunts, weapon balancing, graphical improvements, new bfgs, and a new skin.
Compatible with zandro, this wad with MADE FOR DEATHMATCH!
Future war!
can i post Work in Progress wads here ?
okay,good to know
imma upload mine in a sec
so here's my first-ever multi-level wad for doom2 meant to be run in GZDoom.Level 4 is in VERY EARLY development stage
hey uh, what happened here?
Looks a bit like the tutti frutti glitch combined with the slime trails glitch
can you upload the wad this happened with>
ye gimme a sec
there
it should work with any source port
Freedoom Phase 2 is required as the wad uses some of the textures
Do you play it in doom2.wad
Is this wad file meant for doom2.wad
Because you don’t need a third wad for certain textures, the textures are stored inside your wad file now
no, I played it using the Freedoom iwad
Ok
didn't use doom 2
Wait why would you use freedoom for this
textures 
oh and, this is a technically standalone partial tc?
it's based off of one of my Megaman AU's (cringe, right?)
Lol
Dont make wads using freedoom as the IWAD. Many people (like me) dont like freeedoom and have no intention on downloading it just to play a wad.
If you want new textures you can find a lot in packs like Otex
Honestly free doom isn't really that bad the music especially is awesome better then it has any right to be
^^
wait what's wrong with freedoom
Just kinda weird
Freedoom is epic
Archvile cannon jumping prototype
IWAD: DOOM2
Format: BOOM (however it works vanilla doom too)
It uses only 1 boom linedef
the "action 242 create fake floor ceieling" linedef
without it the cannon still works, but the archvile hiding spot isnt so hidden
I thought vanilla source ports would not even start that wad
It did work with crispy doom
Thats interesting.
Making different difficulty levels based on the source port you are playing
you could already do that with obstacles though aren't you?
Here is a video in case anyone is wondering what this WAD is
Just did a little test, it works in chocolate doom too! some textures are broken but the cannon works just fine
how can i make myself work on my doom2 wad
I usually listen to video game music and it gets me in the mood for mapping
what music would be perfect to get into the mood of making a sci-fi base that in some parts connects to hellish fortresses

Tricky question, check out James Paddock yt channel you might find something there to hype you up
Or it doesnt have to be doom music, I think the electronic music genre is suitable
aight,got myself motivated
how can i make a flickering light in my map ?
(im using the ultimate doom builder with UDMF format)
Choose a sector and give it a light flicker special (special 65) or any other light special
thanks
so here's the current layout of the map,any ideas ?
Designwise, it looks like you kind of just go from room to bigger room to even bigger room
which ofc not every map needs to be a complex behemoth like The Citadel or Downtown, but you may want to incorporate hallways, platforms/ledges, and more pillars/obstacles in the geometry
also verticality is nice, try to avoid building the entire level on the same plane
^
thanks for advice
👀
I feel like so far call of doom reminds me of project brutalitys 30 weapons but I feel done right you have over 70 weapons that alot have multiple modes and functions
And if they let you have all of those it would be too many weapon syndrome but in most of the game modes it limits how many weapons you can carry at once you'll never really have all 70 at once and I can imagine most players wouldn't want to either
4 by default plus explosives and other items
8 if you're playing on the 8 weapon mode
And 16 if you pick up a backpack in that mode
And it's that limitation that I feel works so well
There's this sort of tinkering that goes on as you modify your load out on the fly based on what you need
I've come to really enjoy that
It's also got a version that's nowhere near as intensive as project brutality so my mobile device can actually run it when things get hectic
i can only think of doom 64 when i hear "hectic"
Hectic is what I think of when they drop like a room with 50 enemies in it
This one room in Eviternty you get locked into a huge room with with zombies and pinkies and chain gunners and explosive barrels comes to mind
i mean the level but yeah
that does sound pretty hectic
dammit the word association i cant escape it
Ah I've not actually ever gotten far enough in 64 to get to that level myself yet 😅
its accessed through the first level
in a very weird and specific way
Ah that's probably why id honestly have to watch a video to see the exact order to destroy those barrels in
i had to watch a video lol
nope
I'd probably class that as one of the worst designed secrets in official doom history
lmao
k
huh
Hectic hard map
how do i make a teleport closet
Like one of those rooms full of monsters outside the regular map bounds which swarm in at a certain point?
for example, in Map 16 of Doom 2
what am i doing wrong.
shouldn't doors go upwards instead of downwards ?
these doors also seem to lack a texture at the top
and on the sides too i think
can you post the wad here?
Why don't you turn run on
Yoh seem to be walking so slow
That's not normal
Shift? Wut
Bind an autorun key geez
Makes your life 1000000x easier
I knew about this so it's quite old news
Also if you have jumping on turn that off please
How are you discovering these things? There is no secret exit in e1m2, only e1m3
Ssg in Doom 1 
Gz doom has a toggle for always run in the player options
The super shotgun in doom 1 is cursed
Is it really?
Ultimate doom has the ssg in its data
I meant is just doesn't look right at all
like something from an alternative reality
what's wrong with jumping in gzdoom
if you're playing vanilla maps, it's breaks everything
it adds verticality in a game with basically none
custom maps with jumping? sure go for it
makes sense
Jumping and freelook can break a lot of maps, to easily know if you should keep it on or off just check the description of the wad you want to use
for example with something like brutal doom its better if you have jumping but for a boom/vanilla centered wad its not a good idea
Honestly with most of the stuff I've played especially custom wads the height of that little jump usually isn't enough
Because devs who don't want you to jump over things will make it so you truely can't
For example in Eviternty
Having that little jump does basically nothing
Yep but I think playing the way the developer intended is always the best way
that reminds me of one time when I first started playing doom, I somehow skipped an entire level? i forgot how
by jumping*
A good rule of thumb is to enable jump in gzdoom wads and disable it in boom/vanilla wads
old news
you are using linedefs with middle textures, to make a door you must make a sector and drag the ceiling to the floor
^
also might as well mention, doors work by going up to the next highest neighboring ceiling, so be careful about that
i can't drag the ceiling down
Go into visual mode, left click on the ceiling, use the mouse wheel to drag it down or use PageUp/PageDown keys on your keyboard
no problem
I'm too used to having jump in my shooters to turn it off though what i generally do instead is to find the path the levels want me to take instead of sequence breaking
Play the way you like I don't judge
how to make this transparent and how to make it allw you to shoot through it ?
Draw a single line in the sector
and set that as the middle texture
then set it as "Impassible"
ah, you're in UDMF
the Front and Back tabs there have the different textures for the line
you'll see three empty boxes; the middle one is the middle texture
also, you can just draw the line in the room like this
that should make it easier to handle
thanks for the advice
so i've encountered a new problem
it floats above the ground
no wait i got it
did i do it right ?
great job
this looks alright
how i add cage around htis big spider
Choose the linedefs where you want the cage to be, then give them a middle texture
thanks but i wanted to have the cage on top
like this
adding a cage on top of the building thing
same steps, just replace the middle texture with one of the gate textures
ok thanks
you think the design fits? its kinda a tech base but the brown i feel like throus it off
or should i use gray bar thing
I think the gray bars fit nicely
ok thanks
this is what the rest of the map look like so far
gray probably fits better
Looks very good in my opinion
thanks this is my 4th ever map
this has all my maps so far
im probably gonna make megwad but idk
or like 11 maps
it's cool
If you're making maps solo stick to a realistic goal, ~10 maps is a good amount
megawad is 15 maps and higher i believe
here's a screenshot of a 4th map from my wad
alright
woah that looks epic
slopes in doom? i dont think ive seen that
UDMF Format, slopes only work in gzdoom
i'll post my wad here for people to test (map 4 is in a WiP state) requires gzdoom and doom 2
i like that nukage thing
good work
thanks
did a small update: made the lighting more moody in the first map,in which i changed/aligned/fixed many textures + improved a small amount of geometry in it
so you guys know map 27 of plutonia right?
i wanna make that infinite chaingunner thing
but whenever i try to the arcvile can still attack me
i just want the archvile to resurrect and not attack
and i tried a 1 map unit gap and it wont stop the attack
ok nvm i got it to work 👍
well how did you do it
since that platform was 128 high
i lowered the archvile next to it down 50
so the archie cant get me
@novel gorge
since he can still resurrect stuff i lowered him
nice
im pretty proud of this one
hello, can someone help my with a error
when i open UDB a error appears that say "Builder:RenderDevice_New Failed"
and if i try to create a new map this appears
i'll be waiting for help :)
i insert the doom2 wad, the original
no, nothing, but thanks
map 04 was way too much of a diff spike but i like it lol
@crisp dragon
lets talk here, here i can put images
ok, i run the updater in administrator and it works
ok, itr finished, lets try UDB
yeah, because the message says "user account does not have write access"
which means it's not an admin account
you may want to change that?
nah
udb still not working
what uninstall app you recomend me?
hm, I'll DM you it
actually, you can just search up a random app cleaner that works, because most of them work exactly the same which is just deleting every file
@tulip perch from goldfire in dms who cant talk because of phone number bullshit:
that's kinda an ass move to make an enemy that you cannot kill
thats plutonia
Used sparingly I think it's fine
i.e. don't put them in every map
could also use a crusher to make it so the locked up arch-vile dies and stops resurrecting the chaingunner at some point
either as a reward from a secret or just natural progression in the level
Yeah of course
I recently found out that they are killable and got 100% kills no cheats
With rocket splash damage
i dont know i dont think i use udmf
but i think you have a sector with the same tag and a tp dest inside of that sector
alright, so the standard Doom teleporter is line action 70
the easiest way to use it in UDMF is to place a "Teleport Destination" thing where you want the teleporter to go (ignore the sector tag), and give that teleport destination a unique tag
then make it so the teleport line directs to that destination's tag
so like that's the enterence ?
The entrance is the linedef, the exit is the sector with teleport destination inside it
You could just make these have the teleport special
That’s a Really strangely shaped teleporter
also to what Epicgamer's saying, the doom floor/ceiling textures are on a 64x64 grid
the teleporter flats in particular don't look good if you don't make them square like that
i think that looks better
then how do i do it
can you not? <@&162901871168585728>
Damn he went straight for it
bruh
yeah how'd you know
*you're also imagine using "gay" as an insult
what is goijng on here
Boutta be banned for being under 13 years old 
lol
A meme was posted so vulldozer pinged moderators
Anyway
I recommend setting the grid to something like 64 or 32 mp for blocking out rooms and features
@trail steeple anyway here's how to make a tele in UDMF
- Give action 70 to the teleport entrance.
- give the entrance linedefs "Target teleporter dest. tag" any number
- Make the enterance activate on walk over and be repeatable
- Create a teleport destination thing and give it a the same tag in step 2
@trail steeple
then going down to like 16 or 8 mp as needed for detailing
using the 1 mp grid shouldn't be necessary most of the time, and certainly not for drawing rooms and stuff
Higher grid size will make your maps look cleaner 16 or 8 are very good as Mulder said
got it
what should i do about it now ?
Should be smaller and not include the metal border
okay
do you have grid snapping on? its a bit unnoticeable but some of these lines aren't straight lines
echoing this, you should have grid-snapping on
idek where the setting for it is tho 😓
do any of you know a good doom mod maker for free
ultimate doom builder for map making
SLADE for modifying weapons and enemies and stuff
ultimate doom builder and slade 3 are the best options
there aren't really any doom modding software that costs any money
A little wider, be precise, but you have the right idea
now it's slightly wider
Yeah that’s about right
Good job 
thanks for the help
and the teleporter works as it was supposed to
Of course
is there any non winzip doom mod ing apps
you mean one's that aren't archived?
what's difficult about just unpacking the archive ?
i don't see any problems with that
Looks like he got a computer for the first time yesterday
So if you want to help him out this is a real task
I don’t have time to do it right now unfortunately
unpacking .rar and .7z files is quite simple
oh i dont have winzip thats why
The 32bit version of SLADE 3 is an .exe
I just use an online converter to turn it into a zip file
just download winRAR
ok
it's free and allows you to open such files
winrar or 7z are free
also,don't buy the winrar license,you can just keep using the app even after that whole "40-day trail" thing
what operating system are you using?
Tip: don't pay for programs that do really simple tasks, there is probably a free and better alternative somewhere
windows
because I'm fairly certain windows 7 and up automatically allow you to unzip .zip files by right-clicking and selecting "Extract All"
ultimate doom builder and slade use .7z by default thats why it doesnt work with windows 7 thingy
alright
thx any of you get to pick my first mod
if by that you mean testing i can
no the premises
i dunno do what you want to do
if you wanna go with mapping, I'd recommend trying to build a few simple maps
start with the Vanilla format and look at Doom/Doom 2 maps to see how things work and mess around a bit
ok
don't immediately try to go off the deep end and be like "hmm yes now that I've opened Doombuilder once, I will make a 32 map megawad"
you'll most likely get burnt out lol
making a hallway
forgot to mention to not automatically make wads for ultra-violence
this map is already quite big i think
It’s extremely linear
Hallway, arena, repeat
Not a great layout
don't worry though, its never too late to make your map less linear
you can either add more areas that keep branching and meeting or do it the lazy way and rearrange the map
i may have an idea: after collecting the yellow keycard a new area of that nukage room will be revealed
yeah that's a great start to something big
but i think i'll do that tomorrow since i'm sleepy
cya guys and thanks for the help
Alright good night
if you're already finished with the map I recommend leaving it as it is and keep in mind the new things you learned for the new map
for now, good night
Any amazing recommendations for hellish doom wads?
Sigil
thanx for suggestion but done already lol
nuts.wad
it's fun
i create this map for the EOA mod, i hope you like it
if i can use a more new version of UDB i'm gonna create more levels
What do you all think the best remake of E1M1 is?
how i put this bad boi in a invisible cage and also you cant shoot him?
do you mean you want something like plutonia map 31, where two arch viles are hidden from sight and attack the player?
Or do you want the arch vile hidden somewhere out-of-bounds so he teleports in to that spot later?
I want him to be there but you can’t shoot him
And he can’t attack you either
So basically just stuck in a invisible box
Ah, I think I got what you're saying
like this, right?
@white saddle so what you gotta do is draw a sector that surrounds the arch vile, like this
What you then do is raise that sector's floor to just below the ceiling, even if it's just 1 unit
lastly, you leave the missing textures as-is. since the sector's floor is above the player's viewpoint, the game doesn't flood-fill the space with that flat
and since none of the linedefs touch void-space/are one-sided, the game doesn't make the Hall of Mirrors effect either
voila, you now have a wall that blocks line of sight and projectiles
(changed the ceiling texture for that sector so you can actually see where it is)
This trick is used in a few places throughout Plutonia, most notably in map 31 with the caged Cyberdemons
unlike the see-through door textures in TNT, this graphical glitch isn't prone to breaking in any real way
again though, I have to stress that the floor must not be touching the ceiling, otherwise you get a hall of mirrors effect (or this black box in Crispy Doom)
hope that lays it out nicely o7
Ok thanks
yoo nice map
done the nuts series too lol but thanx
guys is there a heavily overpowered monsters only mod with not just reskins but custom abilities too?
thanks c:
doesn't require the EOA mod actually, you can run it vanilla in gzdoom pretty sure or with another mod
thanx
but be warned, enemies are beefy as fuck and are overpowered as fuck too
thats what i wanted lol
i cannot understate how overpowered they are
So, perfect for Russian Overkill
Looks great so far
Working on a 22 map pack this is map 6
You might want to use ultimate doom builder it will save you a lot of hassle
Impressive work
Oo what’s the difference?
You get a bucnh of new tools, like a circle and a curve and a rectangle tool
And it supports newer map formats if you like that kind of stuff
So like it’s used for stuff like slopes and floating platforms?
Yeah you can do that but it has tools that are useful for normal doom maps too
Alright cheers
Think of ultimate doom builder as doom builder 3 pretty much
the second pic....
2 totally different textures connected to each other with nothing between them
john romero hated that
Where exactly?
Aight thanks for the feedback
Probaly should give you a better look of the building later cuase that image isn’t to good
Thanks
is a doom 1 or 2 wad?
2
ok
i hope you like it
heeeyy nice wad, i play the first level and is amazing, but i don´t find similar things with DOOM ETERNAL, but is an amazing WAD ;))
eres español?
claro compa, argentina
XD
por cierto, no viste las armas y esas cosas? talvez el wad no esta funcionando como yo pensaba
tenia la escopeta con el Meat Hook, y la escopeta de combate
entonces no va a funcionar, necesitas LZDoom o GZDoom
GZDoom es para los mods, al igual que LZDoom
yo uso el LZDoom oporque para el GZDoom necesitas OpenGL3.3 y yo tengo una Pentium(R) 2010 xd
donde descargo el LZDOOM? en el mismo sitio que zdoom?
estoy instalandolo
piola 👍
ya tengo el lzdoom, ahora meto ls wads de doom 1 y 2 y lo iniciotu wad como siempre?
no, carga el wad del mapa que hice
sisi, lo arrastro al ejecutable y inicio el doom 2 no?
si, creo
Anyone know how to change music ?
i think with slade
ah
download slade, open your map in slade, add a music midi file rename it to one of the existing maps midis
but i don´t know
te añado de amigos y seguimos hablando alli ok? es que me voy un momento
yeah I probably just try to make my maps for the regular doom 2 soundtrack
ok
Fit
doom 2 list: https://doom.fandom.com/wiki/Doom_II_music
All of Doom II music was composed by Bobby Prince also known as Robert Prince. Same music used in "No Rest for the Living".
Many of the songs were inspired by or closely mirror popular rock and metal songs of that era, from groups such as Alice In Chains, Megadeth, Black Sabbath, Pantera and Slayer.
honestly the original maps for doom and doom 2 are ehhh
there are gems there but some maps like the chasm
guh just thinking about the chasm hurts
My least favorite in commercial doom
is the chasm
But yeah I enjoyed doom 2 maps 1-10 and some 20-30 maps
i want to change the name of my level, ¿how can i see the map info in slade?
please help
why this happens?
the text may be in a different palette than the normal doom one
this is for doom 2
with slade with the help of MAPINFO file
you can look up how to make/edit that file
Dont use mapinfo
It would only work on gzdoom and there is a better way (even works on vanilla)
Put your midi inside the wad (using slade) and rename the midi to: d_runnin
Now Map01 of your wad will play your midi
To find the names for each level,see the link above
Just FYI Umapinfo is now supported by Eternity, PRBoom+, DSDA-Doom, GZDoom, K8Vavoom, Odemax and Woof. So if the wad targets anything higher than Limit-Removing, Mapinfo is a valid approach these days
But you're not wrong that simply renaming the Midi files is the easiest approach
if you have a limit-removing/vanillla map you still gotta make sure it works on Crispy/Chocolate and Vanilla doom
but other than that mapinfo works I guess
Yeah Im using UMAPINFO for a wad Im doing. But people should know that renaming the midis works
in the vanilla Doom map format, flats are drawn on a 64x64 grid from the 0,0 coordinate
You cannot offset the texture of flats (in the vanilla format)
oh
You have two options:
- Rearrange your level a bit so the teleporter lines up nicely with the 64 x 64 grid
- Make a new flat that has the texture off set a bit so it lines up where you want it to
okay thanks for the help
for example, you can make a teleporter flat that looks like the one on the left, so that way it tiles properly in cases like on the right
add a bit of props maybe, that might do the starting and for the other side you can try for traps.
one trick you can use is to make a border sector along the wall that has a lower sky ceiling, like this in map 12 of Doom 2
This way the wall that's the boundary of your map isn't as tall as everything else
for another example, I'm making a really tall tower in one of my maps, and I don't want the ASHWALL texture on the border to be the same height as the tower, since that would make the map seem like it's in a pit or something
Is Brutal Wolfenstein broken for anyone else?
can you mod doom 2 from gamepass?
It's a doom mod tho....
If the doom/doom2 iwad file is installed on your computer somewhere then yes, just take it and put in gzdoom folder
this looks alright to me
building
I just made the coolest death exit ever.
You press a button
A voodoo dool teleports unto a barrel
It explodes killing you and the doll
Now the doll's height is reduced (It becomes 0 iirc)
The doll is transported by a scroller bellow a small breach in the floor
The doll passes a linedef that end the level
I'll post my wad tomorrow.
Need to get some sleep 😴
Looking for modding assistance.
whatcha doin?
what're you gonna make?
I'm working on an ongoing Hexen mod, and having problems.
ah sorry mate, if you're working in vanilla Hexen, I'm not good with that
This is a large scale, Wrath of Cronos
No, its ZDoom.
In fact a Doom 2 Compatibility mode is being implemented and is partially working.
Can you do Decorate, ACS or UDMF Mapping?
I'm familiar with each, but I'm not an expert in any of them
so if you're doing something really advanced with them, my help may not be much good
Can you create maps at all?
All I am asking is for you to be willing to do something, Anything, to help.
I'm soon gonna try and develop my first WAD, I had an idea for making an Heretic chapter but I'm not completely sure if it'll be harder. Should I try Heretic or Doom at first?
Doom
Alright, thanks.
Oh, it'll have to wait, Windows Update is doing it's work.
Huh... Ultimate Doom Builder is having trouble with my PC because, well, Intel HD 3000. But another good option seems to be a bug fixed GZDoom Builder, so I'll try that, I guess.
What people see:
What happens:
3 Levels done
The videos above are from the 4th level which is included here, but is not finished yet
Doom 2
Boom Compatible
Needs a UMAPINFO compatible source port (dsda-doom, prboom, woof, gzdoom)
It uses bossactions, so umapinfo is required to beat some levels
oh, like going down kinda lol
Mapping and simple DECORATE actors are probably what I'm best at
but I don't really have the time to join a project rn; I have my own I'm working on after all
map 05 is done after 5 attempts of trying for 100% kills secrets and items very hard map compared to map 1, 2, 3 and 4
play on uv if good at video gaming
play oin hmp if u video game and easy for gamer
hm
first level already hard as shit
6 archviles?
also, what's with that secret that needs a red key
i get that wallhumping is a tradition for secrets but at least make it slightly distinguishable
If wall humping is required to find a secret its badly designed in my book
tbh I'd probably agree
it needs some sort of distinguishable trait
like for example if there is green slime covering the bottom of one wall, make one wall not have it and have that be a secret
it's distinguishable once you know how to find it but it's still very well hidden
also, that other secret with the soulsphere and the green armor and shit seems impossible to get without idclip
I've used IDDT to try and search for secret teleporters, nothing at all came up.
also, why are these two sides different textures
alright what the hell, tiny ass room in the second level with barely any room to move with an imp and a revenant
Anyone doing a blind run is gonna have a b*tch of a time
also, what's with that bullet pack near the chaingunner and pain elemental if you can't even pick it up
hmph, I think I figured out the secret for that box
you're supposed to archvile jump to that aren't you...
that has to be the worst secret in my time of playing doom
what the fuck are these annoying ass archviles
you've put them in the worst places possible
in maps like these, the super shotgun has no use
there is no time to reload
you have to spray everything down with plasma
im noticing a very common pattern with these levels
they all have explosive starts
:/
this door right here is a goddamn SECRET?
it wasn't until I checked the automap and saw something strange when I clicked on that wall
what the fuck, it literally has no indistinguishable traits from any other walls
i'm already afraid to try that wad myself
what the fuck are these secrets
I'm sorry to say that these maps might be the worst that I've played, and some of the hardest
arch-vile in a tight corridor
that doesn't look good
it's a pillar, and at least he's by himself lol
all the other maps have the archvile tucked behind fucking giant meat shields
I'm talking bunches of revenants or mancubi, or a shit ton of barons
I can understand that, but map creators need to understand that what they consider the map to be easy may not be easy to others, especially when they know exactly what's coming and why they placed that there.
There's nothing wrong with figuring out the optimal strategies to beat these fights as efficiently as possible, but when they're structured like this it doesn't even want to make me try.
the author forgot to have these door textures unpegged
alright, so just say as much then
this doesn't look good,the switch is almost at the ceiling,lowering this could make this look better
"your maps are a bit rough, and right now I'm having a hard time enjoying them. the difficulty's very high, the secrets feel arbitrary, etc etc; I would try working on these aspects and maybe do so and so etc instead"
vs.
"these are the worst maps I've played"
this door honestly doesn't look good,there is a reason these textures are mainly used on the sides of the doors rather than as the door
like shit, I shudder to imagine playing the maps I made ten years ago when I was first getting started lol, let alone hearing other peoples thoughts on them
and this kind of commentary, even if it's your honest opinion/reaction in the moment, is gonna be v discouraging to newbies
anyways enough soapboxing from me
those items are unobtainable + the box textures don't match and are misaligned
a use of a pillar/support beam/a texture between these 2 textures could make this look better
very sure you're supposed to use an archvile jump to obtain them, but at that point you've probably already killed the archvile.
;-;
the only archvile on the map is only in that cage in the red key door
Another bad type of secret design imo
i hate secrets that you can lock out yourself from
It works in build engine games for example because you can alter the environment
For example the secret that needs a trash can to reach in the first shadow warrior level
I try not to be this harsh, I want to give out good reviews... but the first impressions... they are not good at all.
But in doom secrets like that are just annoying
oh then you're not playing on ultra-violence?
ultra violence has like 6 archies lol
things to note about level 1:
-starting with an enemy facing you up-front,especailly a shotgunner is not a good idea
-littering the first room with strong enemies (mancubi,revenants,a baron of hell,chaingunners) while the player starts with just a pistol and a shotgun is a very bad idea,the player barely has any real chance of surviving that
-having the map with barely any height changes makes the map boring
5 archies in total actually on ultra-violence
map 2 and we are already to a bad start
opening maps like this are cruel, and are the first experience to a wad
5 on level 1?
yep
opening maps should only give a taste, this is like a middle or last level type difficulty
misaligned door texture + it doesn't even look like it needs a blue key
agreed
this could easily fit into Hell Revealed
it has the same cruelness
and I usually pistol start the levels too, so it's even worse for me
That's just overkill you need big weapons to even safely deal with one arch vile so putting them in your first level is really really a bad idea
this is right after going out of the spawn door,2 fucking chaingunners at the start that will mow y our hp down if you don't notice them fast enough
agreed
you only get an ssg, a plasma rifle, and a rocket launcher with like 14 rockets
you don't even have time to reload, that's how many strong enemies there are
so the SSG is absolutely redundant
this would benefit from making a texture in between those 2 because this looks very ugly
you have to mow everything down with plasma
everything has a fast running speed or high attack damage, so it's super risky to use the rocket launcher
don't forget the tight spaces
at least those cahingunners don't have a secret archie behind them thank god
misaligned textures
on the fourth level, in the beginning you are stuck with a berserk pack, a mancubus, a shotgunner, a chaingunner, and an archvile with basically next to none shotgun ammo.
revenant in a tight corridor is a terrible choice for an enemy

at least you get a megaarmor but it barely helps.
bad enemy choice for a tight space
not even the super shotgun, just a REGULAR shotgun
w h a t .
you gotta be kidding me
a hell knight in a tight corridor with next to none room to dodge
yep, and on ultra-violence, guess what Fordon?
there's an archvile in front of him.

that's not even a working switch and it's ugly
misaligned and out of place
it's a hitscan switch iirc but it does absolutely nothing as far as I know.
doesn't even work
Yeah making a map hard for the sake of being hard isn't fun in my experience
But this isn't hard it's just cruel
this room is very ugly
agreed

yeah... and guess what Fordon?
who in the world puts 2 BARONS OF HELL in a very tight space ?
There's an archvile tucked behind 3 barons in Ultra-Violence! 

This maps enemy placement needs to be overhauled
I think I'm going legitimately insane!
definitely
i'll have to look at this map in UDB to see any other issues