#classic-doom-maps-mods
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missing texture !
this mud does damage for no reason ?
things to note about level 2:
-fix misaligned textures
-change the enemy placement entirely
-i could go as far as to remaking the whole map from the ground up
onto map 3....
Oh trust me, it gets even, even worse!
first off a pinky is right behind me with no option of me knowing that,very bad decission
w-w-wha
that didn't even look like a secret
no misalignments,no hints,nothing
YEp! That's the one I showed to you earlier...
where did that caco come from ?
I donr think its worth troubling yourself with every little mistake
NO ! you cannot put a Pain elemental in a tight space !
The best course of action in my opinion is to give them a list of general tips they need to work on
i can agree on this
There is no point in fixing this wad
When making a map here's a pointer i think i can give to anyone
Analyze a good map and try to replicate it to understand how it works
They should start a new one with the new knowledge they gained
Thats how you improve at mapping
What in the actual
Yep! and guess what, it's even worse on Ultra-Violence!
By the time you reach any cover the cyber demon would have already hit you
You've got two mancubi on the side of the cyberdemon.
dear god
ok,this actually looks promising
dear god... I don't want to think about what lurks in map 5. I ahven't even finished map 4 yet.
*blue skull key
very fair
A sniping revenant in the distance, and a couple of mancubi in front of you.
Oh boy, I'm in for a ride...
even better news, you only get 48 shells to deal with everything!
2 revenants, 1 chaingunner, and 4 mancubi
oh boy, don't forget about that caged cyberdemon and arachnotrons!
a spider mastermind in a third room you enter
we can't forget our good friend the Pain Elemental in the background, too...

and oh boy, a trapped rocket launcher with an archvile!
oh no
Yeah no... I don't think there's a lot of hope for this WAD, and that's me being generous.
This seems to made specifically to be sadistic and cruel, with no fun in it whatsoever.
i hear an archie there but he can't even revive the chaingunner lmao
is this a mancubus in a tight corridor ?
Yep!
Rule one of enemy and item placement make sure that it's actually possible playing normally and from pistol start before you finalize
Continuous play is just kind of a given but pistol starts generally tells the player how you want the map to flow on its own
bro this looks fun tf yall talking about
i kinda like this throne design
it ain't fun,play it yourself
trust me, until you play it it is not fun...
seen worse cough my maps cough
ok what the hell
I think this wad requires continuous play, otherwise it's as hard as constipated shit by itself on a pistol start.
what do i have to do
Another sin off the checklist
did the wad end and did it just threw me to doom 2 or what
Yep that's the crusher if I recall right
yep, it's only 5 maps so far.
I have to agree... I'm crazy to the point where I'm even using proper grammar when this entire time I could've been texting normally, heh.
i'll be honest with you,your wad isn't good,but here's how you can improve:
-don't put tough enemies into tight spaces with no option of cover,it's a bad thing to do
-try to always fix every texture misalignment you can find
-throwing enemies behind the player at the start of the map is a dick move,don't do that
-using boss enemies in places with very little space to run around it is not a good idea,neither is putting them in a cage in a middle of a tight room,especially the spider mastermind
-while making secrets be sure to leave a hint i.e. a slight misalignment,slightly different texture (if possible) etc.
-making secrets you can lock yourself out of is not a fun thing to implement,avoid doing that
-give the player enough firepower at the beginning of every level,don't give him only a shotgun at a bossfight
oh boy, imagine this with fast monsters 
-using switch textures as just decoration in a place where it looks like a switch makes the player confused,don't do this
-starting with making wads only for UV/NM is imo not a good point to start from,try making easier maps first
-when placing an enemy,be sure to put them in a place where they won't cause alot of trouble to the player and BE SURE TO KNOW HOW AN ENEMY WORKS
-making the second/first room a enemy-filled one can be done good in some cases,but putting only strong monsters isn't a very good idea when doing so
-make sure to mark a door with correct keycard color frame instead of painting the door with the said texture
I'd burn it to the ground with that
the difficulty difference between UV and HMP is crazy honestly.
So many extra enemies on UV compared to HMP.
i guess i'll post here my unfinished wad i put on hold because i got slightly bored
level 4 is unfinished,the wad is meant to run on gzdoom
yeah
oh wait shit, I didn't even download the fucking map.
I committed stupid after trying the first wad...
i dunno i think i should rename the maps to avoid the game loading the default doom levels
bruh moment
my wad uses the default gun sprites so thank Id for that
note: try to look around for black candles,they always indicate something
yeh, I usually find that black candles are markers for secrets
wow, these secrets are tough to find
As long as they're not mandatory for progression i don't mind going through a level without finding a single secret first go around
I've only found 3 so far
i agree,secrets should be just additional help that a player can find instead of being something he has to find to be able to finish the level
secrets should definitely be optional and fun
secrets that are mandatory automatically means the map creator is an asshole
agreed
Definitely
oh boy, the cheats are not iddt'able
looks like no cheating for me ๐
seems like I can only find 3, even with show secrets enabled on automap with iddt ๐ค
oh well, next level I guess? 
oh wait, is that a MIDI'fied BFG Division I hear? Nice...
just checked,turns out i forgot to unmark the "count as secret" on that map powerup thingy
in one of the secrets
oh I see
I like the slow decending wall when you grab the bfg
makes you ready for what's to come
good to hear you liked that
I might have to go to sleep soon, so I'll make a full in-depth review of each map when I got the time, sorry
it's alright
but my first impressions is that the aesthetics are good and the gameplay is pretty good as well, could be a lil harder imo but that's just me ;)
music also bangs, it's MIDI'fied version of DE songs
glad you've liked it
went ahead and gave your wad a look, the combat is mostly good
Compatibility: Vanilla IWAD: Doom 2 Maps: 14 Map slots: 1-14 Gameplay: Single player only Difficulty settings: No Ports tested with: chocolate doom, chocorenderlimits, crispydoom, dsda-doom, GZDoom Additional Credits to: Idsoftware, Bobby Prince No Dehacked file, custom sprites, sounds, or map na...
only thing I really question is the Cyberdemon fight, it feels like a weird spike to have sort of in the middle there
i just released a speedmap mapset
could probably lower the overall ammo in later levels and still be fine but idk if that'll worsen the pistol start experience
are we talking about the amount of ammo pickups in levels 3-4 ?
yeah,i think i threw a bit too much ammo in there
ye
now on the aesthetic side, there are a few things that I noticed in general
- using flats for wall textures/wall textures for floors and ceilings
- rotating floor/ceiling textures
- stretching textures
i'm relatively new to using UDMF myself, so ofc don't take my word as law on this, but in my opinion, these three things easily break the vanilla-spirit of a wad if you don't use them conservatively in your map
can you elaborate on the rotating textures ?
like this here, where the flat is rotated and no longer on the default 64x64 grid
hm,gotta fix that issue
again, this is just my general opinion
for now, I recommend instead of scaling textures to make them fit a line you've drawn (see examples pictured), just change the width of the line so that the texture naturally aligns with it properly
thanks for the advice
that was my 3rd ever map,and that shows
this looks much better
this looks better too
Vile jump
you can jump through that without the use of that
and also: if you needed to do this,it would be quite an ass move,because the player would softlock himslef without him knowing that
Yeah map 02 is the worst map of them all
anyone reccomend any good classic doom mods?
Sigil
i mean like...
hell revealed 2
obviously
or 1
if you mean gameplay changing then try out brutal doom and project brutality
you mean classic as in doom 1 and 2 or classic as in vanilla-esce?
what
mods for classic doom in general, or mods that are classic
he probably meant the first option
Eveternity or BTSX maybe are good options

what's that
If a vanilla esque gam play mod is what's wanted final doomer is a good one to go with
hr is awesome
An extremely hard megawad and the sequel to Hell Revealed
Remains to be among one of the hardest megawads to exist
hard like plutonia ?
can you describe how hard it is ?
The beginning levels? Not so bad, but oh boy, when you get to maps 11, 13, and 14...
The total baron count in the entire megawad is 592
๐ณ
The max amount of barons in 1 level I believe was 45
Hell Revealed 2 has an archvile count of whopping 472
ouch
it's like the amount of revenants in plutonia
Map14 remains to be one of the hardest maps in the entire megawad
Lemme give you a lil taste:
The measly shotgun is protected by i think 2 archviles, 4 barons, and a few imps
The regular shotgun
to get a fucking shotty you need to kill those ?
damn
is the megawad even fun to play
Nope, not at all. But it's super influential to how slaughter maps and dificulty in modern megawads is defined.
It's so bad to play I had to start using proper grammar.
from your description of it that megawad i think i can consider nuts.wad easy
hr is just plutonia on crack
How can I raise the volume of a .midi file? I found a good midi but the volume is low even on max
Go to a midi editor site
I tried using a midi editor app, but found that doing it online is much easier
Damn you Vega
Also, you have to raise the volume per each instrument, not the whole music
Its easy
And most midis are too much loud or quiet, so you will probably need to do this someday
Can someone tell me the name of some midi composers who allow using their music in doom wads?
https://youtu.be/Moc8i2uhsQ4 the creator if this vid allows people to use this midi in anything a person wants
RIP AND TEAR.
Remix of Mick Gordon's The Only This They Fear is You using the Roland SC55 soundfont. Been wanting to make this ever since we first got to hear the song in that one Bethesda livestream. Hope you enjoy it!
Feel free to use this as long as you credit me.
mp3 and midi link - https://drive.google.com/drive/folders/1xe4h87vk6X-L6gvE...
does anyone want to make a mega wad with me?
how much levels we talkin
We have a boom project and we're working on a megawad and we kinda missing 2 or 3 mappers if you're interested
yeah i'll join that
I'll send you an invite then
alright
i'm not really in the mood to make doom maps,maybe next time/later but idk
Much, much harder
Ohh noo...
wait a moment... Okuplok is a single level PWAD and it has 537 archviles, 1341 barons and 3923 hell knights.
Also 4684 revenants.
the
what
spooky scary skeletons
The Okuplok Slaughter Map, I played it once but I couldn't even pass the first part because there's so many Mancubus just in the start.
Hey, also 13 spider masterminds and 166 Cyber demons... Just in case you didn't think it was enough.
was the creator drunk
i keep hearing about ambush.wad every time i hear about maximum doom,what's this wad
Probably.
I have maximum doom, I can check it out
Oh yeah, Maximum Doom
Ambush.wad is a WAD on which you pistol pinkies, cyber demons, and that
Or that's when I always died.
aka id being lazy and selling people shitty wads in a box that already has a different disc with shitty wads
bruh,having only a pistol to fight a cyberdemon ?
who designed that
ah there's actually a chaingun
Also some cacodemons and there's barons on a dark room.
can prob ignore the cyberdemon but still
ye there's a huge room full of barons lmao
texture alignment is p bad as would be expected of an older level, but the architecture is fairly solid
could def polish it up into an interesting experience if you wanted to
Ambush.wad being an interesting experience sounds... Off
But I'd like to play that with a friend on Zandronum at least.
how do make stairs like in map 31 of plutonia
you hit a switch and it goes to a certain height
You need to make dummy sectors outside of the map
one sec
I did something similar in one of my maps; I wanted a staircase that rises up with each step at an uneven level (so some steps are 8 high, others are 16 high, and some are 24 high)
and you can see all the various step heights
hm
alright so looking at how it was done in that map, you have to have your stairs set up so that the highest step(s) are the ones that are raised first
you'll be using either line special 130 or 131, depending on if the trigger is a tripwire or a switch the player presses
oh i see
if you look outside the map, you can see they used the same trick I did above
but yeah, if you don't have it where the highest step is the one that goes up first, this method of doing it won't work
so those sectors have to be the same tag?
you highlight both sectors after drawing them and use the "Join Sectors" or "Merge Sectors" action
these commands are almost identical, the only difference is that Join Sectors will leave any lines in place if the two sectors are directly touching, while Merge Sectors gets rid of them
for this case though, where the sectors aren't touching to begin with, it doesn't make a difference
again, you have to control the order that the player triggers them in, but this way doesn't need dummy sectors outside the map to work
and you can cut it down to whatever number of switches you want, and it'll still work
actually, here's a more practical example of how you could set it up so that the player hits the switches in the proper order
select the linedef that causes the problem and ever so slightly move one of its vertices
im making my first map so i was wondering how to make the sky show (this sector is supposed to be outdoors)
ok i have figured it out idk why i didnt think to google it ๐
anyone have a wolfenstein 3d mod
i have brutal wolfenstein but i prefer it to be more retro
If I use Plutonia textures in my map will I have to run it on plutonia.wad in gzdoom later when I play it or can I just use doom 2
You have to use plutonia.wad
Unless the textures are saved in the pwad itself but I think thats technically illegal
dang
I'm doing a map with a massive outdoors jungle themed section and I really wanna use the Plutonia textures but I hate how I gotta run it on Plutonia.wad
If it really bothers you, you can find free textures online that you can re-distribute with your wad
There are very good doom texture wads out tbere
then why are those available at realm667 ?
Realm667 re-distributes plutonia.wad or a part of its assets? Or the wads require plutonia.wad?
If its the latter thats completely fine
I am not seeing realm667 is doing anything wrong?
It seems like a website for resources that are made by people
realm667 literally has downloadable TNT:E and Plutonia textures
it's literally up for download there
Thats technically illegal but as long as Bethesda takes no action its probably fine
i guess
yes it is
they also have ported blood 1 and 2 textures
Huh so I think its most likely fine to use them
Kind of like video game soundtracks
They are copyright protected but devs don't care
i guess
link?
Ight thx
there are many other cool stuff there like custom monsters,guns etc.
Question:do i add in decorations (lamps,corpses etc.)the same way as the npc's ? (via DECORATE file )
g
question: how do people do those textures that slide to the left/right
hopefully a quick question for staff etc... is brutal doom 64 a mod considered legal or is it one of those illegal but beth doesn't wanna go after it..?
Hey, is that a suitable channel for sharing finished map ? :)
Probably
Not sure myself but I think they don't want to bother to go after it
Compared to doom 64 ce having the lost levels after they were already selling doom 64 on pc the rest of the doom 2 doom 64 ports were created during a time when dooom 64 wasn't available to buy at all so id say it's not nearly as open and shut
eh, if it required me to own doom 64 i'd have 0 issues whatsoever, but it requires doom 2 to run... so.... eh?
The only one that requires you to have doom 64 is ce
i downloaded a few texture packs from realm667, how do i upload them to doombuilder
use one of these linedef specials in UDMF
when you open your map in Doombuilder, go to "Edit" -> "Map Options", then select "Add Resource..." and choose the wad with your new textures
note that you have to do this each time you make a new level and want to use those textures
also worth noting that when you open your wad outside of Doombuilder, the textures won't load
you either have to tell gzdoom/crispydoom/whatever port to load the texture wad at the same time, or you will need to use the SLADE utility to put the texture wad's data inside the wad with your maps
this goes for custom monsters/weapons/items/decorations/etc. as well
ok i am making map 06 now and its turning out so much better than all my levels
ok its done
all these levels are short so far but yeahmap 07 will be long
and harder
map 06 design though is good so im happy
ok verfied on uv pistol start
pretty intense towards the end
why wont the skybox render?
use F_SKY instead of SKY1
f_sky is a different skybox though how can i use this one
it's actually not
f_sky is what tells the game to render the sky itself
that sky in particular that you want is the sky that it renders until I believe map 12, where it changes to SKY2
then map21 is SKY3?
so i have to change the map number to use a different sky?
unless you want to either replace a sky completely for a segment of the game or use mapinfo, kinda
thanks
is it possible to have multiple sky boxes? like if part of the level takes place in hell and another part is on a techbase, could i use two skyboxes for those two settings?
you can always try using the MAPINFO file shich also allows you to add a custom name to the level,create custom chapters that appear in the menu and which allows you to add custom muisc without the need to rename the music files to the ones a different level uses
to my knowledge that's not really possible
it is possible, but I think it requires the use of the linedef actions or some hackery
MAPINFO and more advanced map formats allow you to use two different skies really easily
In MAPINFO, you basically define "SKY1 = <texture 1>" and "SKY2 = <texture 2>" (or something like that, I'd have to double check)
and then in your map, wherever you want SKY1 to show, you use F_SKY1 as the ceiling/floor flat like normal
and wherever you want SKY2 to show, you use F_SKY1 as the flat and set the sector's special to be "200: SKY2 (MAPINFO)"
using MAPINFO is a step above simply making maps since you have to use SLADE for it
but it's really easy to do and gives you a lot of control over your level
good to know
looking into it, this is how the BOOM map format does it
I found a good example wad over on doomworld that demonstrates it. it seems pretty simple as well
This right here is the channel to do that
this also allows you to use more than 2 different skies really easily, so it has that over MAPINFO
okay, and one last thing on skies
if you need more than 2 skies in a UDMF map, you can do it similarly to the BOOM format above
you just gotta use line special 190 (Static Init), and the details are here https://zdoom.org/wiki/Static_Init
i thing something broke with 2 custom things i'm using in my wad but which appear to not affect those in any way at all
also,the sprite mentioned in that demon error DOES exist,so i don't see where the problem is
question:if i'll make a switch that lowers this,will that glass-thing i made go down too ?
depends, is it set to, lower unpegged? (Also oooooo I like that weapon sprite ๐)
i think it isn't,if i'll set it to that it won't move,correct ?
if you set it to lower unpegged, the middle texture will move with the lift
oh ok
progress report
question: how do i add a custom death animation ? (i'm going to make the pinky's death anim consistent with a robotised version of him)
can you not spam burgers into every channel ?
damn,the stuff added didn't save
thank god for backup files
Find the name of the frames that make up its death and put the new frames inside of your wad with the matching frame names
the issue is the custom death anim uses some kind of code in it that makes it's arm fall off and behave as a separate thing
but the issue is that it does not work
like literally when i wanted to test it in the game the original animation played
darn
just gonna say that the file with the script is called "INFO" for some reason
can't find anything on it online
like the file of just that death anim ?
The .wad
here it is,the problematic decorate file should be at the top of the list when you open it in slade
Oh this is the funniest thing I have ever seen.
It is not working yet, but try to run this
This happens because it only has the spawn and death states. I need to copy in all the other states it has
why is there a flying arm that spams pinky corpses
Yeah that was the problem
Im trying to fix it
Everything is working now
@trail steeple
the hand disappeared,it was meant to stay
you can look at the different demon (the robotic pinky that is in the mod) to see how it was done
The time need to be -1
On the spawn state of the arm
Change it from 2 to -1
Can you do it, or do you want me to send you the wad?
Hmm, it is still disappearing 
weird
Oh ok. Its working now
Needed to do the -1 time on the death state
Not on the spawn state
But is it working correctly?
i think that's not the correct sprite
Im confused now
When you kill him, that arm starts rolling, then it stops.
Whats wrong?
this sprite should display when it finally lands
works the way it should,thank you
np
how do stealth monsters in ultimate doom builder work
wait what's that
oh ok
hey could someone link me to the resources i need for classic doom modding and possibly a good tutorial or two?
i cant use doom builder to do the same thing?
Nope, doom builder's primary job is to build maps, SLADE on the other hand does everything modding related
For resources you only need your doom.wad or doom2.wad, if you are just starting out I recommend the tutorials on doom builder site
the resources you need come with the games (the main WAD files: DOOM.wad for ultimate doom and DOOM2.wad for doom2 respectfully),from there,you'll need a doom editor (doom builder 2/ultimate doom builder is a good choice) and SLADE3 for editing the text files and adding custom content
The tutorials are made for doom builder 2, however you should download Ultimate Doom Builder instead, its just a newer version of doom builder 2
ultimate doom builder is basically the same thing as doom builder 2 but with more options and supported formats
yes
Yes but you should learn the basics first
good point
best to try making 2-3 fully vanilla maps to understand the basics
Yeah, I was just wondering cos iโm p sure thereโs no custom models in eternal
Realm667 has great free resources and sprites and what not
ok, iโm just off of the video about Romeroโs rules for level design
Thx for Fordon for telling me about that site
Neat
not only sprites,but textures and custom guns/monsters/decorations
no problem
How hard is it to do modded music?
not very hard
Probably the easiest thing you can do
Ok
you'll just need a MAPINFO file in your mod and the music file
heck,you can even add just the music file
Ok sweet, thank you guys.
If you lean more modding than mapping you should use SLADE along side u doom builder
I love how the community focused around a game about genocide is like the nicest video game community iโve been a part of
trust me,many communities about violent things are cool
Well we are genociding demons after all
Mhm
can i make those openable like doors ? (those are single lines because i wanted those to be transparent
So you want a transparent door?
A door cannot be one single linedef
I was trying to find a tutorial to do that but cant seem to find one
@trail steeple take a look at this wad Im making (the one I replied to)
ok
In the 4th level
There is a sort of invisible door around the archvile
In a nutshel:
- Raise the floor of the door until it is very close to the ceiling
- Dont give any textures to the wall
Then treat it like a floor that comes dont when you press it
(Yes, its a floor, not a door but it has the same purpose)
second level and oh fucking god
too many (strong) enemies in a tight space
and the only thing you have at this point is a shotgun

it's not super overwhelming actually, I've played it before
ah yes,an unpressable button
try shooting it?
Thats just to give continuation from the previous level
Have you found the invisible door yet?
@trail steeple ?
yeah ?
guys why this happens (it also entirely cuts off audio in the game)
https://www.doomworld.com/forum/topic/124693-m17-project-6-map-056-open-beta-the-bugfix-strikes-back/
The 0.5.5 beta of M17 had some underlying issues, which have been fixed and resolved. A download to the fixed wad can be found in this thread. If you would like to monitor this wad's growth over time, I would highly recommend following the thread!
The M17 Project, or What is M17?: The M17 project derives its name, from the time at which I first started this project; May 17th, 2021, hence, M(ay)17(th). It can, of course, simply be referred to as M17, for the sake of convenience. In terms of aesthetic goals for the wad, I wanted to start off...
Stealth Monsters are something introduced in ZDoom. The idea probably came from the Spectre - making an "invisible" version of every monster, and not just the Demon. (or maybe it came from somewhere else, idk; it's not that important)
What is important is that the way they were implemented is very different from Spectres. Spectres look like Demons that have the Partial Invisibility powerup active, so even though it might be difficult to see them in low-light environments, there is always *something* there for you to make out.
"Stealth Demons" on the other hand will fade in and out of visibility entirely. When they're roaming around, their sprites are fully invisible and cannot be seen whatsoever. When they attack or take damage, their sprite briefly becomes visible again before fading out. As a result, it's much harder to tell where they are and even where they're attacking you from, no matter what the player does.
The general consensus on ZDoom's "stealth demons" is that uhh, they're pretty much reviled across the board. I would recommend against using them for most any reason in your WADs.
yeah, when my brother and I were fiddling around with doombuilder for the first time years ago, we put them in a map and were like "Huh, neat"
then when trying to actually play it we were both like "ok this is p shit"
How do I make a teleport trap
Is GZDoom Builder any good? I can't use OpenGL 3.3 because my laptop uses Intel HD 3000 so I have to discard Ultimate Doom Builder.
Is it possible to take bits and pieces of other mods like russian overkill to make your own mod? Like art and weapons and mechanics?
I think you would need to talk to the creator of the mod in question to do that.
I mean just for personal use...?
one where the player crosses a tripwire and goes somewhere else without warning?
GZDoom builder is good as well. UDB has certain conveniences for advanced/UDMF mapping (like showing where polyobjects are linked and stuff), but GZDoom Builder is still perfectly fine
It should always be possible, however depending on what it is you want to take, it may become difficult to make it work in conjunction with parts from other mods
thanks for letting me know
Where a ton of enemies teleport in
Step 1) Create a room near the trap linedef (or multiple rooms) that contains the monster. and connect them with a really small tunnel
Step 2) Make the tunnel have a height of 1, either by raising the floor to be 1 unit lower than the ceiling or by lowering the ceiling to 1 unit higher than the floor
Step 3) Create a sector 24-32 units that traps the monster in half of the space, the idea here is that this sector will lower when the player crosses a linedef and the monster will be able to touch a teleport linedef
Step 4) Make the teleport, first give this line a teleport action and a new tag
(also make sure it's facing the monster) (you can flip a linedef by selecting it and pressing F key)
Secondly you create the destination sector and place a teleport destination thing inside it and give it the same tag that you gave to the teleport linedef
Step 5) Make the trap tripwire, you do this by giving the trap linedef a W1 Floor Lower action, and a new tag, then apply the same tag to the monsters sector in Step 3
And that's it, as long as the player made a noise and woke up the monster it will teleport when the player crosses the tripwire
I see
Ye, thatโs all there is to it
Can see this in action in map 16 of DOOM 2, with the blue key
i downloaded a few custom enemies from realm 667 but i cant place them in my map as they dont appear in the things menu, how do i fix this?
i already added them as a resource but they just dont appear in the builder
i also just realized, one of my decoration mods isnt working either. the decorations aren't appearing in things
im using 6 custom enemies, 3 texture packs, and 3 decoration packs if it helps
If theyโre not appearing at all in doombuilder, it means they donโt have ID numbers in their DECORATE files. You will need to give them unique IDs by using the SLADE program
how do i change the sky in doombuilder
Got it
Just gotta figure out exactly how to do that
How does he alert though
Cuz if the player doesnโt shoot
It depends on the map format youโre using:
Vanilla doom/doom 2 - canโt be done in Doom builder
Boom format - you use line special 271 (transfer skies)
UDMF - you use line special 190 (static init)
It will alert when the player shoots

Some maps can be cheesed if the player doesnt shoot
Force them to shoot.
Put a chaingun threatning the player
I donโt think anyone could pacifist this level
Also, you dont have to connect them with a tunnel. Just give the same tag (non 0) to the sectors
Same tag carries sound
Ye, just set it up like map 18 in doom 2
Player starts in a room, the door out only opens by shooting it
i found out
like 10 minutes after i said it
Icarus is a good but hard mod for Doom2/TNT
DSV, by Kaiser - the man behind KEX metaengine -is a pile of dung
why wont this dude teleport all the linedefs and stuff are set up correctly
Can you screenshot the place in the editor
ok
the floor lowers but he dont teleport ( i have the tp set up but he still dont tp
Does the cyber demon wake up when you shoot?
yep
Does it start moving?
yea
Like does it move around and not just idle in its place?
Okay try moving the teleport linedef closer
ok
Put it even inside where the cyberdemon is
the sector lowers down so if i put it past there hed just tp instantly
so do i need to put it on the sector
Make more room for the cyber to walk to
ok
Also, I really recommend using same tag sectors instead of tunnels
Try literally putting it here, trust me
ok he tped, all i had to do was make the room bigger
Ah alright
the center of a monster/player has to cross the teleport linedef in order to trigger it
not their edges
also worth noting, monsters cannot use teleports if something's blocking the destination
unlike the player, they are not allowed to telefrag stuff
Somebody know hoy to public your own wad????
I have a win.rar of my wad and i don't know hoy to public it
You need to ftp it to /idgames
or, alternatively use the idgames upload
easier than ftp'ing it to /idgames
What
Ohhh
I know
F
___________ _____ ___ ___ ___ _____ _____ _ _______ _ _____ ___ ______ |_ _| _ \ __ \ / _ \ | / || ___/ | | | | | ___ \ | | _ |/ _ | _ \ | | | | | | | // /\ | . . || | \ --. | | | | |_/ / | | | | / /_\ \ | | | | | | | | | | __ | _ || |\/| || __| --. \ | | | | __/| | | | | | _ | | | | ...
bruh
I hate you now so much vega
Ok
Idgames upload? Whats that?
Yes it goes to idgames
Damn vega
Ftp is sending a file to a server directly.
It needed some specific app and was slow and confusing
Better to forget its existence
Ok, better
Thanks, all the day im searching info, testing things at doom World but i don't find nothing, you help me soo much :D
You should also make a thread on Doomworld to raise awareness to your wad
Ok
oh boy
Civvie's sewer count boutta go up
sewer count goes ding
yeah was thinking of that
when i want to change the editor id of a thing with a zscript do i change it the same way i would for a decorate file
this is a stupid question, but how do i make a door in slade?
The same way you would do it in doom builder, create a sector with its ceiling lowered to its floor, then make its linedefs have a DR action and tag both sector and linedef
ok ty
ZScript does not natively let you assign ID numbers to Things (unlike DECORATE).
You have to use MAPINFO or something in conjunction with it; Iโm not too sure
Fortunately, most stuff from Realm667 that has Zscript is also written in DECORATE; itโs usually in an entry named โOLDCODEโ like in that pic you shared
Delete the ZScript entry and rename OLDCODE to DECORATE and you should be good to go
I tried giving them IDs in the zscript and none of them worked so that explains it
is my first map too easy/short? it needs to be ran with gzdoom
I'll check it out
I feel like it really is super easy and short, maybe you could add a tiny bit more to the map and add a few more tough monsters.
thhanlss
Gotta use mapinfo to give zscript actors and editor number
by that you mean like spectres ?
is that where you make enemies transparent
if so i plan to make a miniboss down the line for my maps thats just an imp that has slightly more health and does less damage but is nearly completely invisible
hey, anyone here know how to animate textures in slade?
Enimies you can only kill with splash damage
It wonโt be pure evil though

Too short and too easy, yes
also blocking the shotgunner with the nukage texture is confusing
nukage my beloved
sweet, sweet nukage
mmm the green,wet boogers that damage you
the forbidden slushie, if you will
lmao
Why are chain gunners assholes
You need to make an entry named "ANIMDEFS" in the wad with the textures
in there you can define the animations in a few different ways, depending on what it is you're trying to do
see this page for more detail https://zdoom.org/wiki/ANIMDEFS
(note that this is for ZDoom and its child ports specifically; if you're making something for Vanilla or limit-removing Doom, you'll have to do something else)
nope, I think he means ghost monsters that can walk through walls, or those stealth monsters that only appear when they attack
I'm dreading the final bingus wad
It's essentially gonna be Hell Revealed 3
i managed to get them working, thanks for the help
Unable to find sprite lump "HETRJ" used by actor "FleshTree2":31063. Forgot to include required resources?
what does this error mean?
i dont know much about how scripting works but if i had to guess the actor for the hell tree decoration im using is calling for a sprite but theres a typo so it cant find it
is that right?
This is an awful discovery for the players and good for the mappers.
(I also have that pack downloaded from Realm667)
it means that the game cannot find this sprite when an actor definition is calling for it
UDB is funky about loading PK3 files when you choose to "Load Resources from Directory/Folder"
like for my mod, that Hell Trees thing is literally the only outside resource I'm using that's a PK3 and not a WAD
so I have everything set up like this lol
I didn't actually add it as a resource in doom builder, I combined the wad I made in doom builder with the mod in Slade
Is there any difference?
Yep everything is in there
did you make these SS_START and SS_END markers and put them around the sprites? PK3s don't need them to demarcate where Sprites are, but I think WADs do
I didn't do that, I'll go try it
Do the markers go only before and after the sprites or should there be something else inside them
all you have to do is click the New Entry thingy and make two entries with those names
SS_START goes right before them, and SS_END goes right after them like above
shouldn't need to do anything else
yooo
glad to hear it
Doesnt It allow you to use just the pk3 as a resource ?
Here's how I have it set up
"Combined Resource Folder" is a directory with all of these WADs in it
so that I don't have to tell UDB to load 40+ files individually
but putting a PK3 file in that folder with WAD files causes something to mess up (still don't know why, it just does)
so I took the PK3 file out of it and told UDB to load it separately
why does GZDoom not work with thatchers-techbase?
It says it does on the website, but if you cant get it to work use dsda doom, as this mod was designed for boom format
@safe steppe thanks ๐
Been working on this deathmatch map all day, can someone tell me how to improve please?
DOOM2 MAP01
It's my first deathmatch map BTW
gzdoom only
map 07 is going good i think
wtf are these encounters
lemme put this into perspective: Blind run player, picks up rocket launcher, starts firing on the mancubi, then suddenly a damn cyberdemon teleports in
they run up the stairs only to get blocked by mancubi, and if they get past, have to contend with revenants and archviles
this is beyond harsh or challenging, it's cruel, extremely cruel
are you trying to actively make Hell Revealed 3?
I can say that the decor looks pretty nice tho
gameplay is leaning towards "bullshit"
what's up with that shotgunner though? He doesn't do anything, he doesn't even retaliate even when you shoot him
you may want to go check that out
this is UV pistol start no saves and no cheats
My way of doing that fight is by rocketing all the mancubi and one there dead I go up the stairs (which triggers the cyberdemon and kill him
Then I face the archvile and the pain elementals
I've played map7 and I think it's way too difficult, difficult in a frustrating way, you should find a way to make the experience challenging without making it outright unfair and unfun
You seem to understand how to use the mapping tools, but you still need to work on the fights
you do realize once you start shooting the cyberdemon immediately wakes up right?
mancubus in a VERY tight space ?
And an ARCHVILE in a place you CAN't hide ?
again,player starts in a place where enemies directly see him
Yes but the wall lowered later
You gotta stay behind the red walls
there is barely any room to hide from the archie in this room
also,missing textures
Missing texture is meant for you to see the archvile
I stay behind one of the bookcases
it's quite confusing imo
Yeah
you should add a column or something so player can bome around and effectively hide from the archie

cac
Iโve done it no hit you just gotta circle strafe most of the time
The cyberdemon will teleport when you go up the stairs
and i see you've done nothing to improve the previous maps,didn't even fix the misalignments
Where are misalignments I need to fix them
map01
it's a bad idea to make a very hard wad as your first ever doom mapping experience
fix that,it's very ugly

Didnโt know how to lower it my first time around so yeah Iโll probably go back in later and fix all these
Map 02 is the worst map of them all so have fun lmao
probably just gonna redo map 02 all of it
maps 1-5 imo should all get remade
I kinda like map 05 ngl
yeah map 03 is kinda underwhelming
just appears like that idk why but ingame I donโt see issue with it
Oh the missalgnment
rocket launcher go brr
a rocket launcher ? in a place where you can barely move ?
bruh
exit
but it lacks textures
like in scythe map 26 is like that
good luck jumping that without gzdoom's jump option
Archvile jump
bad idea and bad level design
you shouldn't let the player softlock themselves
you first have to properly understand how an enemy works and why doom 1/2 levels' layout is good and fun to play
yeah map 06 is when I learned that a bit more
this is also a sign of bad level design

notice how none of doom 1/2 maps put a strong enemy right behind you/right at your face
yeah but itโs meant to be more difficult
but it shouldn't be that cruel
by doing stuff like this you will make other players hate you and your wad
this room....my god
Eh, I'm p sure Plutonia does that once or twice with the STEPLAD textures
just make sure to align the woodmetal on the right
"More difficult"
This is Hell Revealed levels of difficult, wdym "more difficult" this is beyond "more"
Also, consider people that are playing this BLIND
You are the map creator, you know how to exactly tackle each one of these fights and how it's exactly supposed to go
It's always easier for the map creator
People who are playing blind will never anticipate any of these things while you can because you know they're there
In moments they will get shredded down
Also how tf do you progress in map07? Past the cyberdemon room I can't find anything
And what's with that unreachable secret with only a cacodemon in it
Also this
The cyberdemon teleports immediately, it doesn't even wait until you go up the stairs
You shoot once, he teleports in
The only best way is to go up the stairs without shooting, grab the plasma rifle, hose down the archvile in which unless RNJesus is on your side you WILL get zapped while focusing on not getting hit by mancubi on both sides, then kill the mancubi, and you have to manage your ammo enough to actually be able to kill the cyberdemon
A blind player CANNOT figure all of this out in their first run
I've only devised this strat after playing a couple of times
Also, consider this
Your map01 requires an archvile jump to access a secret
Mind you, who is behind other monsters
And you also only get a soulsphere and GREEN armor
green armor
And that archvile in map05, if you're 100% it's going to be a b*tch trying to kill it with absolutely no cover AND health pickups at the end
If you're doing continuous playthrough
And then at map06, you get hosed down by a chaingunner behind you
And then how're you supposed to know that there's a secret BFG behind the archvile?
Jump your way to the archvile... then what?
Kill it with the super shotgun?
Rely totally on RNG for pain chances?
-_-
to this point, I've only seen archvile secret jumps in a couple of places (granted, I've not played many unofficial wads besides plutonia 2 and mock 2)
TNT, where you do it to get a Megasphere on top of a crate
and Plutonia 2, where you do it to reach the secret exit in map 16
so ye, if something takes an archvile jump, it really needs a suitable reward
and a green armor + a soulsphere is a bad reward
not worth the effort
exactly
i my honest opinion: mapmakers should make the wad with the idea of it being someone's first wad in mind
unless they are openly going to state that it's meant for more advanced/hardcore players
and also:i think everyone should try making simple and easy wads instead of jumping straight into hard stuff
It needs to be replaced with blue armor and a soulsphere
Upon reaching that room, your health and armor are probably gonna look terrible anyway
So it's not going to be the same thing as a megasphere
and the enemies should be removed from the spawn area
adding 2 shotgunners up-front the spawn and a meatball behind is awful
Seriously, 2 shotgunners and 2 pain elementals right at the start
That's automatically a bad sign
It's a Hell Revealed sign
bad map design at its finest
Fordon, don't ever play hell revealed unless you want to torture yourself
At least sunlust looks good
i'd rather play go 2 it on nightmare pistol-start
You know that map design is at its finest
When the regular shotgun is being guarded by barons, imps, hell knights, and archviles
a regular shotty,not even the double-barrel one
Yep
No super shotgun in this map
Oh yeah, include sniping revenant sentries in windows across buildings
That are protected by the blockmap bug
if i had a permission i would remake this entire wad to make it easier,more fun to play and better-looking
Challenge accepted. Will post yt video + demo when its done

Wtf no PBeGood4 don't torture yourself
I have actually never played go 2 it
Its not bad on ultra-violence
I skipped it.
So this will be ... fun
But I can only imagine the fast projectiles on nightmare
And the no reaction time
Bwuh
honestly that ultimatebingus.wad needs a total remake
There are no runs for go 2 it nightmare on dsdarchive.
This is not a good sign
not even pistol-start ones ?
All levels are pistol started unless you're doing a D2All
There are some NM100S tho
That's better
Of course they were made by Doom gods. But its a good sign
Bruh...
Anyway as I was saying iirc there were even people on the speedrunning discord who b*tched about the blockmap bug protected revenants on hell revealed map14
why are terry wads a thing
anyone has any ideas on how i can expand this cave-like place ?
whatโs the blockmap bug?
An analysis of doom's flawed collision detection. Learn how the Doom engine makes you shoot through things, even when your aim is perfect: it's not your fault after all! Doom's most infamous bug, explained in detail.
In this video, we explore the history behind the creation of the blockmap, and why it is necessary. After that, we take a look at...
This video is must watch
This bug is not present in gzdoom btw
What is the general consensus on the DSV mod?
I managed to successfully repack DSV with FreeDoom into a Boom compliant IWAD. Vanilal compliance would have required some parts from doom2.wad, making it illegal
but the original author of DSV is Kaiser, the same man who gave us the KEX engine (initially as a Doom/Turok static recompiler not-quite-emulator thing)
I think DSV is a meh wad
So, lemme give ya a quick rundown.
Blockmaps are the way DOOM calculates collisions. When you fire a projectile, instead of conventionally checking the projectile and then checking if it collided with anything in the level, id Software decided to be geniuses and invent the blockmap, which is a grid of 128x128 squares. It calculates collsions in each own separate little block, to both speed up collision and the game. However, it's not exactly perfect.
Now, monsters have a unique collision system for their hitboxes. Normally, instead of having 4 sides for the collision box, id Software simply decided to draw an X in the collision box to also speed up collision checks.
The blockmap bug comes into play here, because once again the monster's X hitbox isn't also perfect. Sometimes, the game renders an error where the monster is in multiple blockmaps but the game only recognizes it as it being in 1, therefore cutting off part of the X collision hitbox and making it much smaller, which increases your chance to miss.
This is the most barebones I can realistically get, Coincident in the video talks about it more in-depth, so if you want understand better on why the blockmap bug occurs, then just watch his video :)
Coffeeguy, do you have the tools and knowledge to examine a Doom 2 mod repack?
Kaiser's DSV megawad, in its Legacy (not Boom) version since I was unsure how Boom-compliant Crispy is. Just used freedoom2.wad as base, with retres, DSV system (menu, music, reskins of the guns and some foes) - done just for testing Crispy's merge feature and I'm asking if there are any major foul-ups in this repacks since Crispy's merge feature is experimental
as far as I can tell, works fine with Boom
Drat, seems some sounds are missing under Boom but fine under newer ports
That reminds me, there's no runs of Okuplok's Slaughter Map on Nightmare, not even on TAS. And almost all the runs of that map on UV are on TAS, the only human one was with no monsters.
Not human, the only one that didn't use it.
Itโs not finished yet so yeah, also when you reach the top of the stairs thatโs when the wall lowers to let the cyberdemon out
guys what's up with that weird OpenAL error ? it entirely cuts off the sound of the game unless i restart it
it always happens when i'm using a shotgun up-close
change the sound output engine if possible
how can i do that
If you encounter the problem again instead of restarting gzdoom, try going to Options> Sound> Advanced> OpenAL options> then change playback device
do i do this in windows options or in gzdoom
gzdoom
oh ok
do it only if you encounter the problem again
I think what's happening is gzdoom for whatever reason is changing your playback device automatically to the wrong one
seams like that finally stopped
thanks for the help
here's the newest version of my wad, needs to be run in GZDoom. All of the levels can be pistol-started (that's how i tested those levels out). level MAP04 doesn't have an exit yet
might be somewhere in sound options - sound driver or whatever
i've managed to fix it
it was in OpenAL options in the sound category
I know OpenAL is best avoided
What's the meaning of AGM on the "logo door" in FreeDoom?
I don't know but I found this hilarious thread https://www.doomworld.com/forum/topic/47302-what-does-agm-stand-for/
I have played Freedoom and quite like it, but I havent a clue what AGM means. Advanced genetic mutation corp? Artificial gene manufacture? Anything Good for Mindless-violence? What does it mean?
another generic massacre
encountered the issue again,tried changing it but it didn't do shit
oh wait,going to options and restarting sound fixes it
lame in-joke? 
why does that happen tho
it looks like turning off EFX in audio options removed this issue
S-shaped (if moving right) huge larva or leech
nope,it didn't
still broken
how do i fix this permamently and why does it happen
__/\__lso, why is the font in FreeDoom so broken?
Those "/\" letters are really __/\wow/\__rd
NEW G__/\__ME
i have a working build of abort_m, and im assuming that it was probably the song that plays when you pick up the berserk that got it dmca'd, so if i can remove that, it could be safe to rerelease, if the original creator is ok with it
freedoom seems to be broken anyways, at least on android, seeing as it wouldnt let me load abort in any wads
cruel =/= fun
making cruel wads is a bad way to go
especially on the beginning
the only worse way to go is making terrywads or unbeatable nuts.wad clones
a terrywad is a very shitty bait wad that is like a internet screamer,but made for doom,it can also in some cases take up alot of disc space just to annoy the potential player even more
Ok now thatโs just a dick move
im trying to make a sky in UDB and this is happening how do i fix
press tab while in 3d mode
it's this little button in the toolbar btw
and fyi, so long as you're using that F_SKY1 flat on a floor/ceiling, it should always render properly in-game. It doesn't make a difference whether in UDB you have the pretty sky option toggled or not
you are doing everything right,it just looks like this,you can always press the TAB key to make it look like the skybox in-game
Oh ok thanks
Hey is there anyone here who makes iwads?
I had a question about the actual data showing on a map like the title, the music, any plot text and whatnot
you mean pwads, right? IWADs are the games themselves.
IWADS are the main game files, such as doom2.wad or doom.wad plutonia.wad etc...
but anyway, I was just wondering how I can change the title of the actual map in the game and then add music and an ending text
PWADS or simply WADS are files that modify something that exists or adds new stuff
chexquest.wad counts too i guess
or whatever it's called
hm, true as it can run by itself
You need to download slade, check what the name of the lump you want to change is, then add your own lump in a new pwad
wait, you don't do that with Doom Builder?
nope
nope, doom builder is mainly for making maps
that seems counterproductive...
slade is the modding tool
you do that with SLADE3
Not sure what techniques gzdoom has for changing map title but if you want to go the old way that supports all source ports this is a good tutorial https://www.youtube.com/watch?v=zfQWZNliozM
How to give your Doom / Doom2 level a new name!
- PLEASE NOTE ** - In Slade, under preferences, try setting your "base resource archive" to doom2.wad before following this video.
Programs needed:
Slade - https://slade.mancubus.net/index.php?page=downloads
Whacked 4 - https://www.teamhellspawn.com/exl/whacked4/
Doom Writer - http://www.mydoomsite...
well, I'm finally done with my 3 level pwad, Necromancer
it's far from perfect but it plays very smooth from what I'm told
feel free to share any wip wads in this channel as there are a bunch of people who enjoy playtesting (not me though tbh)
lol
it's cool, I'll be posting it here soon once I get a few more details ironed out
but the levels themselves are done
I am told that they play much like the original classic Doom levels
I mean.... I don't have anything on par with anything Romero or Peterson did but I feel like I did alright adding a fun element and challenge to it
Wow there's a lot of programs for these things
slade3 and doom builder 2/ultimate doom builder is the minimum
also,if you will ever feel like you want custom content in your wad,but don't know how to do that,check out Realm667
it's a cool site with custom content for all idtech1 games
guys how do i fix that sound issue i had yesterday for good ?
i hate having to pause the game and pressing "restart sound" in the game's options every 3 times i shoot a super shotgun
try maybe a new gzdoom install
that may help
seams like this issue stopped
yes,it fixed
Question: how can i make the game always load a pk3 ?
You can use the ZDL3
what's that
Its a launcher for gzdoom, instead of opening gzdoom you have a launcher that opens it for you, it can remember witch wads you want to use
hm
for me I always have the communityTexturesWad loaded and the complevel is always 9, I dont have to set them myself everytime I open it
if you don't like using a launcher I think you can also use an autoexec but I don't know how that works
am i doing that right
You need to first set up the source port and Iwad in general setting
external files should only be pwads
Yeah that looks right
Alright!
I got the maps linked up together in a pwad, now I just need to figure out how to use the Slade thingies
but this is good, this means I can beta test all three maps together in a straight runthrough
and I'd like to thank you guys for your help, I'm sorry if I sounded over analytical but that's just how I get with this crap, it can get a little frustrating in some areas
https://youtu.be/EucWtn__O8Q here's a helpful tutorial on making doom wads,it also shows how to make a custom episodes and stuff
Several people have asked me how to get into making Doom levels themselves! In this video, I spend ten minutes explaining the software you'll need and how to set it up, and then wing it through making a small but technically complete level.
If people think this is useful, I could try making more specific ones for other techniques!
Spectacular ...

Referring to your username probably
I'm sure he got that XD
what the fuck is up with the slow mode dude thats so stupid
can you guys turn that shit off on this channel
no need to be so angry about it
any advice on how to make a amap more interesting ?


