#classic-doom-maps-mods

1 messages · Page 120 of 1

unkempt tartan
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pretty much, I make people think something is going to come out of the large box in the middle of the room, but then suddenly the wall opens up behind them and BOOM Mancubus

trail steeple
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sounds like a good idea

unkempt tartan
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yeah, here's an example

trail steeple
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imma send over the newest version of my wad if anyone wants to try it out,spot some bugs and give me ideas

unkempt tartan
trail steeple
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Requires GZdoom because slopes,adviced to play on H,NTR or HMP. DOOM 2 required

unkempt tartan
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so, you can see on the left and right bottom corners, I have some monsters

trail steeple
unkempt tartan
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indeed

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so BOTH of those open with one switch in the top left corner

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but then also allows you to open the top door in that small room

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THAT switch opens not only the large box in the middle of that tiny room where you're literally face to face with a mancubus

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but also releases monsters just outside that you need to deal with on your way out or even while you're combatting the mancubus

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seriously, people don't seem to realize how being in a cramped space with those fat bastards can be something of a death sentence if you don't act very quickly

trail steeple
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ultimatebingus.wad moment

unkempt tartan
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o.o'

trail steeple
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so if you are going to try my wad i posted up there i hope you'll have fun playing it

unkempt tartan
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I've downloaded it

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and may try it with Brutal Doom as well XD

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and you said it was with GZDoom?

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I got GZDoom and played it on Doom 2

trail steeple
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gzdoom is cool

unkempt tartan
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it didn't work

trail steeple
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wait what

quiet oasis
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gzdoom is not doom

safe steppe
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maybe you don't have the doom2 iwad in the gzdoom folder

unkempt tartan
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I do

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I even selected Doom 2

trail steeple
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hm,weird

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maybe try without brutal doom ?

unkempt tartan
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I didn't do it on Brutal Doom, just GZDoom

trail steeple
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wait hold on

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it runs properly for me

unkempt tartan
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hmmmmmm

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strange

trail steeple
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something is wrong and i can feel it

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wait i'll try DM'ing you the file

unkempt tartan
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kk

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while we're at it, here's Doom: Necromancer

safe steppe
safe steppe
trail steeple
safe steppe
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although technically zandronum is based on gzdoom

unkempt tartan
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There

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I got it working by dragging and dropping it directly into the GZDoom file

trail steeple
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not gzdoom

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but at least you got it to work

unkempt tartan
trail steeple
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👍

trail steeple
unkempt tartan
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lol truth be told I have tried to get it to show, but for some reason it just won't

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what options do I use to change that?

trail steeple
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go to options

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then here

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and set it this way

unkempt tartan
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is it just me

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or did you remove the pinkies' eyes?

safe steppe
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yeah he did lmao

trail steeple
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not every pinky lacks eyes

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the ones without behave differently

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the blind ones basically attack anything that makes a sound

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and are faster than normal ones

unkempt tartan
unkempt tartan
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ugh, your map is so ammo starving >.<

safe steppe
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is it really? I had 200 bullets and 100 shells by map2

unkempt tartan
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I mean at the beginning

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oh wow, it's shorter than expected

trail steeple
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forgot to note: MAP04 doesn't have a exit yet

unkempt tartan
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well you definitely have the whole unit modding thing down better than I do

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Okay, now I see what it is

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it's not ammo starving, it just keeps automatically reverting back to the axe when I run out of ammo for a gun

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so it just looks like I don't have any ammo left, is that supposed to happen?

trail steeple
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also a small advice: try looking around for black candles on the floor

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they always indicate something

unkempt tartan
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ooooo spooky

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and I love how you put in a full demon rather than a Cyberdemon

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it's so weird to see him use a slower fireball attack

trail steeple
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i didn't want to make it too hard

unkempt tartan
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not at that stage

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but it was the end of the level, so a demon like that is warranted

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you get brownie points for that

trail steeple
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i may go with the idea of that demon coming back in stronger versions,so like first is that one withn o cyber augments,then it becomes the cyberdemon and then even stronger as the final/semifinal boss

unkempt tartan
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that is a very good idea

trail steeple
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glad you like it

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which level are you on now ?

unkempt tartan
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oh crap... uuhhh

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Map 3 I think

trail steeple
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just name a location from it

unkempt tartan
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yeah map 3

trail steeple
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yup,that's map 3

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just wanted to ask:why aren't you playing in a big window instead of this small one ?

unkempt tartan
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force of habit at this point

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this room almost fucking killed me, I proudly YET ANGERLY give you kudos for that

trail steeple
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i think i should add some medkits to that room

unkempt tartan
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well I also used medkits from the room before it

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so there's actually a good equilibrium to it already without having to add more

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that's one thing I learned VERY quickly is that the answer to your problems isn't always in just one room

trail steeple
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agreed

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i may need to change one room in map04 because imo it's a bit too tight

trail steeple
unkempt tartan
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lol I kind of panicked for a second there

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I got trigger happy as hell when I accidentally lowered an entire fucking HORDE into the room along with what remained of the former horde

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that was entirely my fault though

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what is YOUR fault, though, is the damn archvile!!!

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shaaaaaaame on youuuuuu <<<<<<(used 2 archviles in Necro)

trail steeple
unkempt tartan
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I open the door and just say "NOPE!" Close door

trail steeple
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also,there is a big-ass switch that allows you to get a megasphere

unkempt tartan
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I use in-fighting instead, then start circle strafing once they thin the herd a bit XD

safe steppe
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Invis sphere in this instance would be a powerdown

unkempt tartan
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and yes, I got the megasphere, thanks for that

trail steeple
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so should i remove it and add something else ?

safe steppe
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Invisiblity is good for hitscan

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but for projectiles it makes dodging hard

unkempt tartan
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because they fire wherever and you're hit with a wall of fireballs and projectiles

trail steeple
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gotta change that i guess

unkempt tartan
trail steeple
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so what would be a great replacement for that sphere

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i dunno,a box of shells maybe ?

unkempt tartan
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a box of ammo, probably

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Chainguns work well in a room like that

unkempt tartan
trail steeple
unkempt tartan
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it's cool

unkempt tartan
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that's a cool effect

trail steeple
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note:in one of the rooms in map4 there will be a corpse with a gun in it,just press the use key on it

trail steeple
unkempt tartan
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k, I gotta ask, who are these guys?

trail steeple
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they use a cool weapon which they drop

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and they have a very small chance of dropping a damaged mega-armor

unkempt tartan
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why have I not encountered a live one?

trail steeple
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they are yet to appear alive in a map

trail steeple
unkempt tartan
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that's good foreshadowing

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am I to assume this is the last of the level?

trail steeple
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for now yes

unkempt tartan
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well, bravo, bro, this was a lot of fun

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I love how your maps work and I love the buildup you have instead of just bringing in horde after horde

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your monster closets aren't HARD to see coming but some of them are pretty damn hard to react to on certain occasions

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I especially love the custom monsters in this. I know they come from other sets and such but you use them very well and I found myself curious to see more of them

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not to mention, you only used about as many archviles as I used in my 3 maps so far

trail steeple
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i don't like to use very strong enemies randomly

unkempt tartan
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Now, a few things I would change is you seem to have a lot of Doodads in your early levels that I think kind of crowd the rooms on occasion

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they crowd the room a bit

trail steeple
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fun fact: map01 of this wad was my third ever map made in doom

unkempt tartan
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also, I don't like the axe. I don't know if you meant for it to be more challenging than the chainsaw, which I get, but I really am not a fan of it at all. The delay and all that seems intentional of course, but that doesn't help me XD

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map01 of Necromancer was my second!

safe steppe
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Yeah the axe sucks imo

unkempt tartan
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my first map was a test map XD

trail steeple
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i added the axe just to give the player a weapon that one of the zombie type uses

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i can see it's balls

safe steppe
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The delay from the moment you click to the moment you actually do damage is too high

trail steeple
unkempt tartan
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so, you seem to have much more talent in level design than I do, that much seems clear to me

trail steeple
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which level was your favourite ?

unkempt tartan
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probably the one with the not-cyberdemon

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either that or the one with that gigantic horde in like 3 rooms, those were challenging and fun

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however, I played it on UV and I did not die

trail steeple
unkempt tartan
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....which honestly surprises me, I am not a great player by any means XD

trail steeple
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my wad wasn't even meant for that difficulty

unkempt tartan
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but it did have challenge to it, there was some bite to those hordes for sure, so I am definitely willing to playtest the rest of the levels as you make them

trail steeple
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respect man

unkempt tartan
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hehe thanks

trail steeple
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my previous wads weren't that good MaykrHuh

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i could send one over here

unkempt tartan
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oh, I'm done for now XD

trail steeple
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ok

unkempt tartan
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I need to get some writing done, I was supposed to be doing that in the first place, but I will definitely download it if you'll send it over

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I'm also anxious to see what you think of Necromancer in its entirety

trail steeple
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i guess i'll send over my second ever wad...

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So basically once i wanted to make a wolfenstein-themed wad,while lacking experience of course (expect obvious wolfenstein textures) (made for doom2)

unkempt tartan
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Lieben? Really? XD

trail steeple
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because le funny wolfenstein quote

unkempt tartan
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Mein Lieben!!!!

trail steeple
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indeed

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looks interesting,but i can see some texture issues i could try to fix

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weird choice for a roof but alright

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i personally would use a different texture

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but that's just me

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what room is this

unkempt tartan
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what room?

trail steeple
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i would use a different wall gargoyle texture,do some alignemnts and such

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weird choice for a door texture

unkempt tartan
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hence why I said you're a better level designer than I am

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but DAMN they seem to be whooping on you

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Did the Cacodemon trap do that to you?

trail steeple
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no

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the corridor with 3 cacos did

unkempt tartan
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ooohhh

trail steeple
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so map01 is finished

unkempt tartan
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noice

trail steeple
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i can give following advice:

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try to match the textures,see what looks good together and what doesn't

always align textures

wehn you make a door,use a texture that looks like a door

unkempt tartan
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Wow, you live in die by that, eh?

trail steeple
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always try to understand how much health the demon has and how much damage it does

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also,i'd recommend you to watch this video: https://youtu.be/ptHurafdCoQ
(you don't need to 100% follow Romero's design rules at all times)

During the development of DOOM, John Romero came up with eight special rules to make his levels look and play as good as possible. This video discusses those rules and shows how they were applied all throughout Knee-Deep in the Dead, DOOM's iconic first episode.

For reference, the eight rules are as follows:

  1. Always change floor height when ...
▶ Play video
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uh oh,le funny spider

unkempt tartan
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XD

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I think I like my second map better than the other two... it's also the longest

trail steeple
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pro tip:don't use the "turned on" switch texture,it may confuse the player

unkempt tartan
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ah yes

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oh you're in the canyons

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how did you like my library? XD

trail steeple
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it was ok

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this looks very weird

unkempt tartan
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hint: There's a secret behind the door switch

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you really don't like Cacodemons do you?

trail steeple
unkempt tartan
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I wanted to say something but I decided to let you sweat it out

trail steeple
unkempt tartan
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I know, that Hell Cathedral is not a fun place

trail steeple
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more tomatos

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and yes,i resurrected myself

unkempt tartan
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lol I'm okay with that

crisp dragon
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Imma playtest

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DM the wads?

crisp dragon
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So, first impressions

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I feel like you should decrease the ammo in the map, it's far too easy.

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I was able to finish with a surplus of nearly 300 bullets and more than 150+ shells, including the shell boxes I couldn't pick up due to maxed out ammo.

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The encounters are relatively tame due to there being wide open spaces, I only died once due to a dumb face rocket.

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There are some alignment problems that make parts of the level really messy, and some textures seem strange and don't blend it super well. I'll post pictures soon.

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Also, damaging FireBlu floor? Seems a bit weird

unkempt tartan
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I happen to like Fireblu to an extent

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but yes, the first level is rather easy

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hence why the second and third levels are much, much harder

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as for the tile alignments and such, those I intend to correct once I decide when I am going to edit it for the last time

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and I've had players who have had problems with the Imps in the server room

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some of them keep saying they die to the Cacodemon XD

unkempt tartan
crisp dragon
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oh there's more?

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hm alright brb

wispy relic
wispy relic
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yo yo yo, if anyone would be down to give my megawad a go, I've got 2 episodes (14 levels) in a playable state now:
https://www.doomworld.com/forum/topic/124086-doomwave-name-subject-to-change-project-thread-episode-2-uv-complete-927/

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episode 1 is basically finished, just might need some balancing/polish
episode 2 has the Ultraviolence difficulty implemented but not the others, and is prob rougher around the edges since I haven't had anyone playtest it

trail steeple
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uhhh the door broke

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side-opening door ? never seen that

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i think this could be scaled a little bit to fit better

unkempt tartan
deft horizon
trail steeple
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found an inconsistency

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this uses the same texture as the first door,but it's not a door. Try to be consistent

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can't get back in,the ceiling is too high

trail steeple
trail steeple
wispy relic
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I’ll think of something to do about it

wispy relic
wispy relic
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They were introduced in Hexen tho; you can see them there

trail steeple
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i basically noticed quite alot of misalignments in the maps

deft horizon
trail steeple
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still no torch on this wall

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oh,it's a secret

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my bad

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that door on the start still uses the same texture as a decorative wall thingy

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a rocket launcher in a map made in 90% out of tight corridors is a bad idea

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not even marked as a secret

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the other one doesn't work

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quite confusing

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that's not marked as a red skull door

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this for some reason doesn't do damage

trail steeple
deft horizon
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crap

deft horizon
trail steeple
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so i can give some advice:

-Rocket launcher and very tight corridors don't match

-make sure to mark key-requiring doors properly

-use door textures consistently i.e. don't use a door texture used on a usable door on a remotely-accessed one

-try not giving way too much ammo i.e. placing shotgun ammo boxes everywhere guarantees you that the player will almost always have a huge supply of the shotty shells

deft horizon
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thanks

trail steeple
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also seeing cacos barely fitting into the corridor looks funny

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not like it's a bad thing

deft horizon
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i didnt mean for them to get into there at all

trail steeple
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what is that sector with a single spectre doing there

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i don't see the reason behind putting it there

deft horizon
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i forgot to delete that

trail steeple
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mmm yes missing textures

deft horizon
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it was meant to teleport in instead of the pinky walking behind you in the one hallway

trail steeple
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another piece of advice:

Try to make your maps more interesting with more open/half-open/different-looking areas rather than simply sticking to tight corridors

trail steeple
unkempt tartan
wispy relic
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my main concerns are that it at least doesn't break anywhere and plays fun

vast citrus
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Does a FreeDoom edition of Doomless exist?

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since Doomless contains too much derivative work based on Doom itself

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this is about license as much as style

unkempt tartan
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this is why I love playing my maps in Brutal Doom

crisp dragon
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oh god, is that texture filtering

haughty flower
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nothing is wrong with texture filtering

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as long as there are no 3d models in sight anything is fine

sacred pine
crisp dragon
safe steppe
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Btw if you insist on keeping it on here is useful chart

trail steeple
crisp dragon
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I use nearest mipmap personally

unkempt tartan
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what is texture filtering?

silent horizon
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cacoberries

unkempt tartan
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caco-crunch-berries

unkempt tartan
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I'd appreciate a bit more leniency

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I have no idea what texture filtering is

haughty flower
vast citrus
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Why do so many Doom monsterpacks use the helmet humans with a voicepack instead of zombies that grunt?

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with Doomless going an extra mile to make all standard foes human/robotic

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there are no decent non-derivative art packs (textures, flats and sprites)

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FreeDoom has style clash since contributors don't seem to have a zone agreement

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@crisp dragon Do you know any good, consistent art set for Doom 1/2?

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while the zombies look better and more distinct per tier, the hellspawn themselves in Freedoom are... not quite there

crisp dragon
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not really

safe steppe
vast citrus
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those are usually out-of-scope alternates that must be edited into place on the map, what I'm looking for is a drop-in for FreeDoom

crisp dragon
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for especially high res models texture filtering is fine but doom is a game with a lot of pixels, and mixing filtering and wide pixels together is a no-no

vast citrus
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I'm fine with pixelation but the later mobs and environmental assets of FD aren't quite there

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Only FD's zombies look better than Doom's.

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also, monsterpacks that literally reuse the Doomguy skin (and some voices) AS the zombies automatically count as "derived" and thus not OK for distributing in a semi-standalone pack or compiling into a recommended starting list

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also, with the Doomless pack on top of FreeDoom it looks like UAC has invaded AGM after Devil/Icon/whatever used Doomguy to corrupt the UAC

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there are dead AGM employees everywhere (decorate corpses)

crisp dragon
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and then this is the game with texture filtering

vast citrus
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what gunpack is that?

crisp dragon
crisp dragon
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you go from looking crisp to slightly blurry

sacred pine
crisp dragon
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and oh boy wait until you see the monsters

vast citrus
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Also, Kaiser's DSV mod fails to load its own music on LZdoom

sacred pine
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It's not much of a problem for me when I play on a smaller screen, like on my phone but when you play on a desktop it's much, muuch more noticeable

crisp dragon
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monsters with no texture filtering

vast citrus
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what monsters are those/!?

sacred pine
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Embers of Armageddon with the D4 Monster Pack

crisp dragon
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Monsters with texture filtering

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you can see the difference so clearly

sacred pine
crisp dragon
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no texture filtering

vast citrus
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EOA is also "derived", you need to own both the classic Doom you are intending to run it on AND the modern Doom

crisp dragon
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With texture filtering

vast citrus
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Coffeeguy, did you try Doomless?

crisp dragon
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looks like shit, doesn't it...

crisp dragon
crisp dragon
vast citrus
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technically yes, legally... not so easy

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and Doomless replaces hellspawns with humans and robots/cyborgs

crisp dragon
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the mod is free, the iwad not so much because you gotta buy that off steam

sacred pine
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No texture filtering here

vast citrus
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but doesn't it say compatible with most mapsets/monsters?

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so technically you COULD run on FreeDoom

sacred pine
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And enabled.

crisp dragon
sacred pine
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Not that noticable since I'm kind of far but it's still.

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Texture filtering (god, that's just awful)

crisp dragon
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yeah...

crisp dragon
sacred pine
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Aand without. So much better.

crisp dragon
sacred pine
crisp dragon
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hm, brb im gonna see if the D4 monsters pack also runs with freedoom

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yes, yes it does

vast citrus
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which is first - Assets or Code (in EoA)?

sacred pine
vast citrus
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oh...

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also, is there an environment pack to go with EOA and Eternal monsters?

crisp dragon
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the mapsets are in the addons page

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oh right there's also a hell on earth level

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oh right, don't forge a final sin arena

sacred pine
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I was gonna type something but he was talking about Eternal monsters.

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There's a really W.I.P thing called the Argent Project that's about re-creating Doom 4 in classic doom but that's it, a W.I.P for now.

crisp dragon
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so, map sets that are in the addons page:

Gore Doom - Remade
Final Sin Arenas
Welcome To The UAC
EOA: Hell On Earth
D4V E2M8, E3M8 and E4M8

vast citrus
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Icarus menu is broken on Embers

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the Embers settings being in main menu causes the main menu to overflow the box

crisp dragon
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show a picture?

vast citrus
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honk bonk

trail steeple
pulsar pike
sacred pine
trail steeple
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Does using "block sound" property on those linedefs make the enemies in that room not hear the sound from the other one ?

safe steppe
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yes

trail steeple
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is there a way to make a corridor under this room or something like that ?

safe steppe
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GZdoom format supports 3d floor but I don't know how it works

vast citrus
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also, EOA needs to stop using preset episode strings and let the IWAD decide the strings for episode names

vast citrus
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What's the general consensus on the 2002 doom odyssey megawad?

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mixed with EOA and Doomless, there's hardly anything of Freedoom visible

crisp dragon
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besides the level design, yeah

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EOA is gameplay modifying after all

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and doomless modifies monsters, right

vast citrus
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for Icarus, however, a different monster pack would be needed since Doomless overrides ALL monsters

crisp dragon
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Doomless seems to take only doomguy sprites for the marines, is that legal or no?

vast citrus
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Doomless replaces the fireball spitter demon with a plasmagun shooter, and so replaces the fireball itself with a plasma shot

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Doomless takes doomguy sprites for some enemies, such as brawler doomguys instead of pinkies...

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it has robots for the fireball spitters, and actually changes the fireball to plasma shot, as I said

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so any mod that alters the plasma gun also alters the shot of the heavy robot

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FreeDoom makes more liberal use of some of the enemies, and so does Kaiser's DSV (though it's crap)

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so what monster pack would you recommend for Icarus to go with EOA?

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Icarus is TNT's megawad about the fate of the titular expedition ship

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also, I could be interested in some weapon mods that are Boom compliant, not Zdoom

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Crispy Doom allows turning off seclight flicker

wispy relic
crisp dragon
vast citrus
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Crispy running Icarus over Freedoom

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though I actually prefer Boom's version of the overlay HUD

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but in Boom you can't turn off flickering seclights like Icarus closet

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basically, Icarus just forces flickering seclights to stay in their "up" (brighter) position

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IDK how to disable flickering seclights in (G/L)Zdoom

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also DUCK does pretty close to Doomless, replacing all zombies with doomguy

trail steeple
wispy relic
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alright, I'm free now

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so if you have that WAD I linked the other day, you'll notice I used 3D floors rather extensively in e2m5 (delta labs)

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if you look at the middle building in Doombuilder, you should see this:

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the lines with red accents are where the game will draw 3D floors

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(and fortunately for us, UDB also recognizes and draws in the 3D floors in visual mode)

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the method to make 3D floors goes like this:

  1. you draw a sector that you want to have a 3D floor in, and give it a tag (x).
  2. outside the map boundaries, so somewhere in void space, you draw a control sector that will have the 3D floor's height/brightness/texture properties
  3. you will give the line special 160: Sector Set 3D Floor to one of the lines in the control sector from step 2, and you will use the tag of x for that line special
  4. voila, there will be a 3D floor with the properties of the control sector from step 2 appearing in the sector from step 1 that we tagged with X
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so if we look just at that office building I made, you'll see tha tiny triangle sector wedged in the middle of the impassable walls

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one of its lines has special 160 applied, and it's tagged to draw 3D sectors in sectors tagged 27, like so

#

in the bottom image, you can see how the building looks with the 3D floor disabled: it's like there's 2 different rooms mixed up in there

#

this is how you'll have to set up multi-floor buildings

#

wherever floors overlap, you have to make that sector with the floor at the bottom room's floor height
and the ceiling at the top room's ceiling height

#

and you'll use the control sector to make the solid space inbetween

#

Does that make sense?

trail steeple
#

i just have to select all those sectors,right ?

wispy relic
#

If the sectors all have the same tag, the same 3D floor will be drawn in all of them

#

so it shouldn't be a problem

trail steeple
#

oh ok

#

the room with height and stuff can be as small as possible or does it have to be as big as the sector i'm using for the place where i want the 3d floor to be ?

#

uhhh how do i make it show the floor normally

#

looks like i've messed u p

#

hlod on lemme fix it

#

how do i make it enterable

vast citrus
#

so, is it legal to distribute Icarus with FreeDoom Phase 2 and Crispy Doom?

#

as ready to go "distros"

wispy relic
#

You can adjust the floor/ceiling height of the control sector in Visual Mode and see in real time where the 3D floor will be drawn

wispy relic
wispy relic
#

Alright, what's that stone floor's height

trail steeple
wispy relic
#

ok, lower the floor that the imps are standing on
make it the same height as the STONE2 textured floor

trail steeple
#

now there's a big box in here

wispy relic
#

Ok, so that's the 3D floor

#

now go to your 3D floor's control sector

#

raise the control sector's floor up by ~72 units or so

trail steeple
#

oh i think i understand how these work now

wispy relic
#

how's it look

trail steeple
#

so now the enemies should be on it if i want them to shoot through that window ?

wispy relic
#

Yep

trail steeple
#

i think i now uderstand how these work

wispy relic
#

You can adjust the Z-height of most things normally

#

there are a couple of things tho that are special; the one that comes to mind is teleport destinations

#

basically if you want a teleport destination with a Z-height, you have to use the ones marked for it in Doombuilder; you can't use the regular Teleport destination thing

trail steeple
#

got it to wrk

#

thanks for the help

wispy relic
#

dope

vast citrus
#

A shame Retres has derived assets (a retouched version of the fireball demon is one of them)

#

that means it's not intended to be used in standalone content or even FD mods

#

I was never good with map editors, I'm just an ordinary guy trying to have a decent Doom core experience without using actual Doom derived assets

#

though I do legally own both Doom 1, 2 and Final...

#

Does Icarus itself have enough derived content to disqualify?

#

by "derived content" here, I mean enemy skins and such that override core game mons

whole blade
white saddle
#

Ngl whenever I play a hard wad it’s just revenant fighting simulator

vast citrus
#

yes, sadly nearly 98% of all Doom content is Id derived

#

and another 1.8% is borrowed from non-id games

#

but I'm specifically looking for a decent pack that is, well, legal to distribute with FreeDoom and a sourceport

#

DUCK being one of the most blatant examples of simply using Doomguy with different weapons for the zombies

vast citrus
#

@whole blade oh, so your Frontier thing is like Brutal Doom with a touch of TNP and DRLA?

whole blade
#

Frontier thing?

whole blade
vast citrus
#

legal to distribute only to those owning the core game, not in a pack with FD

#

yes, based on description Relentless Frontier sounds like a mix of DRLA and Take No Prisoners

whole blade
#

Haven't played those but it's pretty much starship troopers as a game lol. Bug slaughter

vast citrus
#

DRLA (Doom Roguelike Arsenal) is a GZdoom monster/weapon mod

#

Take No Prisoners is Raven's "2D-in-3D" shooter

#

ugh, checking huge storage drives hurts! I'd be in bed by now but can't leave the scan to roll on its own, as it's windy and I don't want further damage to my HDD

#

which is also where my Doom installs are

#

Wish Linux wasn't so painfully difficult for gaming, then I'd just use it on a 2GB stick, meaning that full data circulation would be possible and still have room in the RAM for the workload (including the Doom engine - native or emulated)

#

Circulational computing means to having enough RAM to store a full read and a full write of the storage, PLUS headroom to actually operate in

#

for a 8GB RAM PC, that means a 1- or 2GB stick with Linux running Boom under DOSbox

#

but DOSbox VM itself must have 31 MB of RAM (as it moans at 32), so Harmony woul be out of question for me if I was on Linux

wispy relic
#

alright gonna be honest then, I'm completely lost what it is you're looking for and what you're actually wanting to do with it

vast citrus
#

TL;DR: I'm looking for Doom 1/2 megawads that are Boom/MBF compatible, non-derivative (contain no directly Doom derived assets), and would still be decent enough to play in DOSbox on Linux (on a 2GB stick to avoid my PC choking on data)

#

again, circualtional computing means having a computer whose storage is less than half its RAM

whole blade
#

Doesn't exist

wispy relic
#

yeah man, with something super specific like this, you'd be better off asking on Doomworld or the ZDoom forums

#

and even then I have my doubts you'll find a satisfactory answer there

trail steeple
crisp dragon
vast citrus
#

basically, either fully own or copyleft derived

crisp dragon
#

that's extremely hard to find

#

but you could take inspirations from heartland which have pretty original weapon replacements

vast citrus
#

I'm not a modder, I'm a player looking for a Boom-compliant decent mappack without copyrighted material derivs so I can share with someone I'll be playing with - sharing a bundle of Crispy, Freedoom and the mappack

#

2002 itself is a 2001 space odyssey / doom mashup, but the early parts don't seem to have much of Space Odyssey

#

preferably also some good drop-in evironment, weapon and monster reskins - not out-of-bounds variants that a map maker must place

#

DSV is a shoddy D2 mappack, AND it requires both its own System and Return Resources, both of which are no-no since being copyright material derivatives

trail steeple
safe steppe
#

Uhm you kind of like... don't go to jail if you share copyrighted material privately with a friend

crisp dragon
vast citrus
#

IDEK if my brother owns Doom classic collection

#

too bad FreeDoom IWADs are lackluster

#

Harmony gives me mixed vibes, like that old game about a female space colony...

vast citrus
#

also, how do I enable Boom style overlay instead of just backgroundless Doom overlay in Crispy?

trail steeple
#

is this a proper way to make the skybox appear on a wall ?

#

doesn't seem like it

#

a lack of a wall texture seams to work

trail steeple
#

working on the level

vast citrus
#

only the panel and face are removed

#

but I want Boom style HUD

#

Chex on SMMU

#

this is what I mean by Boom style HUD

crisp dragon
#

try pressing whatever key is assigned to the hud

vast citrus
#

that just toggles overlay HUD on/off in both Boom/SMMU and GZ

#

and cycles between none, overlay with face, overlay without face, transparent overlay without face in Crispy

vast citrus
#

DSV's weapon pack is super shoddy

#

for real, though, why did Kaiser choose to skin the shotgun as the Shitgun™️?

trail steeple
#

i think i need advice:when should i place the archvile and in what places i can add him to not make the map frustrating ?

crisp dragon
# trail steeple i think i need advice:when should i place the archvile and in what places i can ...

I think whenever you have an archvile encounter you should definitely put him behind some monsters. Depends on how many you put, but also make sure you got cover and ample supplies/weapons to take care of em all. One good example I can remember is from Scythe, where the map creator gives you a rocket launcher and they places 2 archviles behind hordes of imps, allowing you to blow up imps with the rocket launcher to reach the archviles

trail steeple
#

so i need feedback: is this place a good one to use the archie ? (that metal-textured hexagonal wall lowers btw)

trail steeple
#

what does setting a sector to be "quiet" do

whole blade
#

Only way to find out if it's a fun encounter

gloomy frost
#

This may or may not fit better in #videos, but here's also a short video overview https://youtu.be/AkAl5XAzoVo

Overview of the Cameraman - a mod for GZDoom, which helps to perform camerawork in the Doom engine.

Project page on GitHub:
https://github.com/borogk/zdoom-cameraman

Timestamps:
00:00 - Intro
00:43 - Cameraman introduction
01:31 - Other methods for camerawork
03:08 - Cameraman feature overview
04:15 - Final words

Soundtrack used in the video ...

▶ Play video
whole blade
#

Pretty cool but he's a little bit wrong on how moving cameras work. Because you can set them to read the interpolation point's pitch you can have very fine control over the angles. Still, a nice mod and would be good for making videos of maps that other people have made.

gloomy frost
#

The video doesn't say you can't change pitch with MovingCamera - you most certainly can. The problem is - you have to balance the amount of interpolation points, otherwise camera turns in rigid "steps". It happens because transitions between points can be uneven.

whole blade
#

Except there's a setting to smooth out transitions in pitch and angle so you can have buttery smooth camera movements

#

It's how I did the camera work here
https://youtu.be/ar4YYkTomi8

The very first official trailer for The Age of Hell as shown at Realms Deep 2021

Get the demo here! https://hellforge-studios.itch.io/the-age-of-hell

Support The Age of Hell on Patreon!
https://www.patreon.com/TheAgeofHell

Join The Hellforge to talk level design, share your work, follow my project The Age of Hell or just hang out
Discord: htt...

▶ Play video
#

It's on my tutorial list because once you figure out the work flow, setting up smooth camera paths in udb is pretty easy

#

But, that's a pain to do in maps you haven't made so that mod would be perfect to create montages of various works. Having to crack open maps you didn't make is a fraught business lol

#

And you could use it on non udmf maps more easily than having to convert them and then add camera points

gloomy frost
whole blade
#

I know a few people who would be interested in this mod. One makes mini intros for his pvp casts and I think this will speed things up for him quite a bit (and save having to make camera paths in dozens of maps).

#

Cheers spudhunterRaisedwhisky

vast citrus
#

Is there a fork of (G/L)Zdoom iwth TTS?

white saddle
sacred pine
crisp dragon
trail steeple
wild oxide
#

Is there a WAD for Super 3D Noah's Ark

trail steeple
#

that game is more like a wolfenstein reskin

#

and i'm not sure if wolf3d uses the wad format

white saddle
#

but it was pretty fun

safe steppe
#

yeah stretched textures are kinda ugly

trail steeple
#

i need the exact places where they look ugly so i can try to improve them

white saddle
#

Like the doors are stretched everywhere

trail steeple
#

but honestly how can i make this door look better

#

but honestly how can i make this door look better

safe steppe
#

just like, make the door smaller

#

and never use stretched textures

trail steeple
#

this looks a bit better now

crisp dragon
trail steeple
#

what do y'all think about this area ? do y'all have any interesting ideas for it ?

vast citrus
#

Why didn't the creator(s) of DoomLess actually make the Pinkies into Chainsaw Nazis?

#

Realm667 monsters need to be summoned by command or map script, I'm looking for a robotic Pinky substitute

#

also, what is the name of the worm/larva thing in FreeDoom that replaces the Sergeant and is also pink?

#

also, seems there's some overlap between EOA and SLFM

#

SLFM itself drawing inspiration from Serious Sam

#

basically, removing AI hitscans

trail steeple
#

this one too

vast citrus
#

seems that Blood Demon is what DUCk is using

#

but I'll give Cyberfiend a try with Doomless, per its "evil, corrupted UAC" feel

#

ah, it needs aliases...

#

Realm667 ones require aliasing to patch-in

wispy relic
#

there are a few other simple ways you can get them to show up on a map without using ACS or console commands

vast citrus
#

it gotta be in autoexec so that Director uses them as aliases

wispy relic
#

autoexec? director?

vast citrus
#

AI Director

#

autoexec.cfg is the Quake style console config file in Zdoom, that can optionally be in the PK3 or outside of it

trail steeple
#

whenever i hear "AI Director" all my brain thinks about is left4dead

vast citrus
#

AI Director uses stock map mon-list, and IS inspired by the L4D module

#

so, the idea is to alias the R667 monsters to make them replace the on-map ones

trail steeple
#

so you want to make something like the metadoom enemy replacement thing ?

wispy relic
#

ok, so I think the easiest way you can do this is through MAPINFO

#

actually, there are two ways to do it

#

When you load in a custom monster for ZDoom, they always have a definition in a DECORATE (or ZSCRIPT) lump inside their WAD
for example:

#

up there at the very top, where it says "ACTOR Bloodfiend : Demon <editor ID number>"
this is basically telling ZDoom it's defining a new monster, the Bloodfiend, and it will use the default Doom Demon/Pinkie as a template

#

You can change this line a tiny bit to
"ACTOR Bloodfiend : Demon replaces Demon <editor ID number>"

#

and in doing that, not only does the new Bloodfiend monster use the Pinkie as a template, but it will also replace all instances of the Pinkie within a WAD no matter what

#

so if that AI Director thing goes to spawn in a Pinkie, the Bloodfiend will automatically take its place and pop up instead

#

would this be what you're looking for?

vast citrus
#

sort of, but autoexec or such method is preferable

#

to not modify the rwad and jsut add the mon to both go.bat and autoexec.cfg or such

wispy relic
#

If you download any mod from realm667, it's a given that you'll have to tinker with it

#

not just to get them working with map editors, but also for balancing purposes

vast citrus
#

if only 7zfm supported wads...

wispy relic
#

so many of them have instant-kill like attacks

vast citrus
#

also, I tested the cyberfiend and it doesn't quite align with EOA as it is a fusion of pinky and the fireball demon, yet with what seems like a heavy hitscan / super-fast ranged shot

#

I want something like FreeCommander/Total COmmander with a WAD plugin...

#

I'm not used to the old PK way of working with archives

vast citrus
#

SLADE - Slow Loading, Annoying Doom Editor

trail steeple
#

it's not that slow

vast citrus
#

anyway, I don't quite understand those configs and would rather alias so as not to modify RWADs until I have a decent performing unpacker

night ridge
#

does anyone know how to convert a wad that contains one zdoom map into a txt file using slade?

wispy relic
#

as far as I know, the only map format that cleanly converts to plaintext is UDMF

#

when you open a UDMF map in SLADE, the entry for it should say "TEXTMAP"

#

it'll look like this

wispy relic
#

that said, modifying DECORATE files is really low-tech stuff and not "dangerous" at all; if you need help with it, you can ofc ask here or check the ZDoom wiki (what taught me 95% of what I know about modern modding)

vast citrus
#

well, that demon would take too long to rebalance and seems to be a fusion of the fireball demon and the pinky in terms of mechanics

vast citrus
#

Is there a Doom launcher that actually has load trees and such, and categories per IWAD?

#

not the messy DoomLauncher gronk

#

I'm just the type of guy who wants to clearly see the IWAD specific modtrees and then simply launch the modtree from desktop shortcut

#

Ideally, I'd want a DoomIt-like frontend that can save the wadtrees as appendable strings (aka the DOS version of RC files)

#

crispy-doom @2002ado.txt

trail steeple
#

i personally use him

vast citrus
#

I'll try the blood demon thing with LZ, but there's no Doomit-like frontend for Doom wadtree management

trail steeple
#

there's also a variant of the blood demon with a chaingun in its mouth that it looses after getting most of its health lost. Just sayin

vast citrus
#

the Master Levels "inlay" for Z could be a good alternative if it could actually pipe out the wadtree text

sick elk
#

how do i beat marauder in metadoom
hes immune to everything
im going insane

trail steeple
sick elk
#

which IS

sick elk
trail steeple
sick elk
#

my pc is too bad

sick elk
trail steeple
sick elk
#

im going insane
i cant beat him

wild oxide
#

Hey does anyone know how to add custom music to doomsday

safe steppe
#

The same way you add custom music to any sourceport, make a new wad in slade (or use existing one) and then import your midi files and rename them to match the levels https://doom.fandom.com/wiki/Doom_II_music

Doom Wiki

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.

#

if you want to add mp3 files instead of midis check the doomsday engine documentation to see if it can do that and how

vast citrus
#

imagine a sneezing zombie that makes the player character shake and sneeze for several seconds after being hit...

#

like, coronavirus zombies

trail steeple
#

question:does UDMF and GZDoom support MP3 files

haughty flower
#

yes

#

hell pretty sure gz supports snes and nes music as well

trail steeple
#

how can i replace the intermission background graphic/music

#

in doom2

haughty flower
#

rename some music to D_DM2INT

wispy relic
#

and like nova said, all you need to do to replace the music is name a music track D_DM2INT and it should take precedence

#

this can all be done really easily with SLADE

trail steeple
wispy relic
#

ye

trail steeple
#

thanks for the help

#

does it have to be in a specific resolution ?

wispy relic
#

If you're intending people to play GZDoom, probably not?
I can check real quick

trail steeple
#

always worth checking

#

just to be sure

wispy relic
#

yup, GZDoom doesn't really care

#

in fact, if you're using GZDoom, your title/intermission pics don't even need to be in the Doom palette at all

#

so you can go wild

trail steeple
#

i think i have an issue

#

after adding a texture pack with some textures that looked very useful many textures just turned into this

#

what may be causing this issue ?

#

do the PNAMES files conflict with each other ?

wispy relic
#

How did you add the texture pack? did you
A- load the texture wad as a resource in DoomBuilder
or B- copy and paste its contents into another wad using SLADE

trail steeple
#

B

#

i really think that the "PNAMES" files conflict with eachother

wispy relic
#

yeahhh so copying textures and shit is a bit finnicky

#

what you have to do is copy and paste over all the new patches and paste them between the P_START and P_END markers
then you select all of the new patches you just imported, right click, and choose "Graphics -> Add to PNAMES" or something like that

trail steeple
#

now here's the issue

wispy relic
#

please tell me you're not modifying the DOOM2 wad directly

trail steeple
#

the texture pack i'm trying to use claims to be "made out of doom2 patches" making it very lightweight in the process,and all of its textures seam to be either in the TEXTURE1 file or something like that

#

those 2 i selected are the only files in that texture pack,but the textures themselves work

wispy relic
#

ok, so it shouldn't have new patches to add

#

however, and I was about to get to this next part, you can't just copy the TEXTURE1 lump

trail steeple
#

does it have to be renamed ?

wispy relic
#

what I found that works is (within the texture wad) opening the TEXTURE lump that has the new textures, then selecting all those textures and clicking "copy"

#

then you go back to your wad you're adding them to and open up the TEXTURE lump there, then paste them in

#

I don't think simply renaming the TEXTURE1 lump to TEXTURE2 or something works, because when I tried it, it didn't

trail steeple
#

so hold on
so basically i have to open the texture1 lump from the new texture pack,copy all the textures from it and paste them into the old texture1 lump ?

wispy relic
#

yeah

#

from the looks of it tho your existing TEXTURE1 lump is kind of borked

trail steeple
#

the PNAMES file should stay ?

wispy relic
#

are there any patches in that WAD you need

#

from the sounds of it, it just uses the original DOOM2 PNAMES table

#

so as long as you're loading DOOM2 as your IWAD, it should be fine and dandy

trail steeple
#

was that supposed to happen ?

wispy relic
#

ignore it and see what happens when you load your WAD with doom2

trail steeple
#

ok

#

nothing seams to be broken in the first level

#

nothing broken here either

wispy relic
#

how about the new textures

#

do they show up properly in doombuilder, and do they actually work when playing your wad in GZDoom?

trail steeple
#

hold on lemme check

stone owl
#

does anyone know a mod for doom/doom II that's like battlemode in eternal

trail steeple
#

uhhh that's not how it looked

#

something broke i guess

#

uuuuhhhh what the fuck

#

they look fine in-game tho ?

#

what the hell is going on

wispy relic
#

hm ho hum

#

since it's understandably vital that things look right in Doombuilder, I woudl suggest doing the following:

  1. copy all of the DOOM 2 patches into your wad (not the PNAMES list) via SLADE
  2. select all of those patches in your wad, and right clight "Graphics -> Add to PNAMES table" or w/e
#

see if that works

trail steeple
#

wait what

wispy relic
#

otherwise, my suggestion is to undo everything involving these textures from your WAD, and just load the texture pack as a separate resource for the time being and not try to merge it into your wad for now

trail steeple
#

i guess i'll have to pass on those textures

#

when i load them through a separate wad file the textures work properly and don't overlap the ones in my wad

manic pecan
#

counts as doom modding right? hope i'm in the right category lol

safe steppe
shadow trail
manic pecan
#

Lol it's you

shadow trail
#

yes

torn remnant
vast citrus
#

Why is it that Doom has FreeDoom but the closest to a Free Project for Quake is Nexuiz Classic that is purely MP?

#

though in some countries those free projects are legally grey

trail steeple
#

question i wanted to ask: does doom64 come with a wad file or not ?

stray narwhal
#

I don't think so since it was originally made for Nintendo 64

vast citrus
#

the Github edition actually creates both out of the provided ROM dump

safe steppe
#

for me it came in a wierd ass format and doom 64 Ex source port had a tool that converts that file to a wad

vast citrus
#

NightDive is basically a republishing studio where the core technology is Kex - Kaiser's Extensions - that can be applied on top of any split-screen-enabled Doom, Quake or Build "ports" to provide the specific features

vast citrus
#

Imagine if they added Kaiser's Extensions to Crispy Doom

#

not the weird PSN Unity port (not sure what codebase that has under the Unity wrapper)

#

as of Z/GZ/LZ, what is the general consensus on mods lthat remove monster hitscans?

#

as I said, part of Serious Sam designers' goal was to avoid monster hitscans

#

and EOA, SLFM and similar seem to be bringing that back to Doom

#

ah, not Slightly Less Frustrating Monsters (SLFM), it's LFD

#

but anyway, what's the consensus on LFD and why does Embers use similar design?

#

seems Doomless is just a compilation of DUCK, LFD and some Realm robotics

#

but without DUCK's guns

#

it also uses a different voicepack for the humans than DUCK

#

but mainly it's still just DUCK's "doomguy zombies" with LFD

vast citrus
#

Realm667 "bad" is basically a reworked Lost Soul...

trail steeple
wild oxide
#

Is the SLADE installer trustworthy (Only asking because ZDaemon spooked me the other day)

vast citrus
#

don't know, I used the "portable" pack

trail steeple
#

i personally used the .zip version

trail steeple
#

@inland jolt

inland jolt
#

I see

#

thank you

safe steppe
inland jolt
#

How do I sort out my wadlist on GZDoom?

trail steeple
inland jolt
trail steeple
#

i don't think you can,but i may be wrong on that

inland jolt
#

OK

trail steeple
#

try holding the right mouse button and moving the iwads

inland jolt
vast citrus
#

Does a Doom RPG mod for IVAN roguelike exist?

wild oxide
trail steeple
#

you can always download the .zip version and unpack it wherever you want

safe steppe
trail steeple
#

if it was not safe nobody would use it nor recommend it

vast citrus
#

Doom and Warhammer always had something in common, but it was Brutal Doom Kickass that really started to bridge the gap

#

Brutal Doom Kickass Edition has the Chain Sword

#

non-Purist common chainsaw is replaced by said Chainsword

trail steeple
#

this was not meant to go that low

wispy relic
#

did you use the "Floor Lower Instant" special?

#

all the instant moving floor/ceiling specials (and a few others) use "value*8" for their movement amounts, even though it's not marked in the editor

trail steeple
#

i used "floor lower to nearest floor" (it was supposed to lower to the floor i'm standing on and it's a 3d floor)

#

i think that using "floor lower by value" would help,right ?

#

by how much should it get lowered to be on the level of that 3d floor ?

#

i'll try 4

#

it didn't lower very much

#

setting that value to 66 got the result i wanted

wispy relic
#

OH

wispy relic
#

What you would have to do is make a new sector that touches the 3D floor's control sector, and use "Merge Sectors" with that blue key platform and the new sector so that it will register as being next to the 3D floor

trail steeple
wispy relic
#

Yeah

wispy relic
# wispy relic What you would have to do is make a new sector that touches the **3D floor's con...

This gets a little weird though, since technically the "floor" and "ceiling"of a 3D floor are swapped by default - the control sector's floor is what's drawn as the bottom of the 3D floor, and its ceiling is what's drawn as the top.

To get around this, you can change the 3D floor type to "Vavoom style" in the line special, and the game will instead use the control sector's floor as the top of the 3D floor, and the ceiling as the bottom of the 3D floor (so the control sector will have a negative height), which would then make the 3D floor's "floor" at the right spot for "Floor lower to nearest floor".

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building around 3d sectors gets a little tricky

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also as a warning, to my knowledge typical DOOM doors (that raise and lower) do not have proper collision with 3D floors

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what I've seen happen is that the door raises normally, but then sinks through the 3D floor to touch the actual floor below
idk how to make it work properly

wild oxide
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What do you usually use for sound design

vast citrus
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when it comes to modded enemies, Embers and other LFD forks are on the easy side

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but Brutal/WW mods are on the hard side

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what is the thing for the Strife crossbow?

safe steppe
vast citrus
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what's the name of Heretic gloves as a Thing?

wild oxide
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What about music

safe steppe
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if you want to make midi music for doom you can use an online website like midi sequencer or download midi editor, although you probably need to be a musician to actually use those programs

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I personally recommend using free resources online rather than create your own music/textures etc... focusing more on the mapping/modding

trail steeple
safe steppe
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Well if you're really fast and experienced and have a lot of free time for modding you could maybe create a megawad with own custom texture pack and ost in like a year or two

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but most people aren't really fast and experienced and don't have that much free time nor are they willing to stick to a project for a year or two

wispy relic
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also worth noting that making midis and textures is an entirely different skillset you'd have to get good at

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and a single person

  1. designing the maps
  2. making the music
  3. making custom textures
  4. making new monsters
  5. putting everything together and making sure it doesn't break
    ... etc.
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that's a lot of very different shit to handle and it gets really overwhelming

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wouldn't write anyone off as "lazy" if they're using assets other people made; not everyone has a team working with them

trail steeple
vast citrus
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Bethesda/Id should've bought out Brutal Doom

manic pecan
whole blade
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Yeah lol no. That would never happen

vast citrus
whole blade
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Yes they are willing to spend money on things that are good

manic pecan
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buying brutal doom wouldn't be worth the effort

whole blade
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It would also be a legal clusterfuck that no one in their right mind would want to get into

manic pecan
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yeah

haughty flower
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Plus finding out all the stuff the dev has done would probably put dirt on bethesda's rep

crisp dragon
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yeah and even though it is old, new players who found out probably won't really care and just raise the drama up all over again

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"This guy used real gore in his mod, wtf"

haughty flower
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I'd much rather have something like Project Brutality on the bethesda port

trail steeple
trail steeple
vast citrus
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Hideous Destructor's difficulty level is just madness

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but then again, modern video games tend to be over-easy loot-fests

polar crescent
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playing thy flesh consumed on ultra violence with project brutality was a mistake 😭

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I don't wanna know what happens when I play it with final doom

trail steeple
polar crescent
haughty flower
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Playing oblige with the highest difficulty settings

wispy relic
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now what could be going on in there

languid crypt
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hey there, so I'm looking to start messing with GLOOME so I can eventually release commercial FPS games but I'm trying to find useful tools that I could use to make levels,weapons,monsters, etc. I've found that apparently XWE is a decent program but am unsure if there's anything else I could use? Could someone recommend me some tools?

haughty flower
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xwe is. really outdated I think.

languid crypt
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ok

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yeah i just checked and the website was update in like 2009 LOL

languid crypt
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Is there like...a free to use for commercial stuff type IWAD? Not gonna try to sell some schlock or anything like that but I wanna try and learn stuff with a base.

haughty flower
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or this one game template made by Nash on the zdoom forums

languid crypt
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alright thanks

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ill try freedoom i think

haughty flower
languid crypt
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oh ok! nice

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i decided to use GZDOOM GPL since its more up to date than GLOOME, too.

whole blade
# languid crypt ill try freedoom i think

pretty sure freedoom does not allow for commercial use. if you're just looking to start making stuff to get the hang of level design there's no reason to not use doom assets as a base
and then all you need is ultimate doom builder to start making stuff. if you want to take a gzdoom based game through to commercial you'll need to create your own assets but until then, there's plenty of custom stuff you can play with to learn the ropes

languid crypt
safe steppe
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Start with low expectations and go with bigger and bigger projects as you go

upbeat path
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either that or tap into the resources of the Doom community- there's TONS of musicians, sprite artists, etc (although my sprite artist came from the regular indie dev scene)

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an understanding of the basics is important though

trail steeple
shadow trail
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i still dont know why it looks like a tennis ball tho lol

manic pecan
shadow trail
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we may never know why they put that sprite for it

torn remnant
trail steeple
trail shell
crisp dragon
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just tried Zion today

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consensus: It's definitely cool and I appreciate the 3D models and full animations(Even if they do look a bit weird) but EOA is much more polished and a better mod

languid crypt
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is there a way to implement strife: quest for the sigil like quests into a wad?

wispy relic
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Zdoom (and by extension GZDoom) should support just about every feature of the original games like Hexen and Strife

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So it should be possible to pull off similar stuff in your own wad provided you have the skill; you just have to know what you’re doing and what exactly you’re trying to do

trail lion
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Get it now here : https://www.moddb.com/mods/hotline-uac/downloads/uac-notb-early-access-2

Changelog:
-PreBeta maps all remade and complete! Included in Number of the beast!

-Improved sprites of mobsters + animations
-Fixed insta-death and self destruction of the rocket launcher
-9th Scene fixed about going to the next area after killing gang...

▶ Play video
crisp barn
wispy relic
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ooh, those are some p nifty skies

wild oxide
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Beautiful

vast citrus
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is there an urban camo zombie pack?

sonic jetty
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i hacked up dsda-doom engine last night on a whim and made it so monsters that fire projectiles now lead their target. in other words, they shoot at where you're going to intersect with the projectile, assuming you continue to run in a relatively straight direction after they fire.

here's a link if you want to try playing it: https://github.com/JamesDunne/dsda-doom/releases/tag/v0.21.3-exp

GitHub

New experiment: monsters that fire projectiles can now lead their targets by shooting at where the target is projected to intersect with the projectile, assuming a constant linear trajectory of bot...

deft horizon
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How can I change damage values for guns like the pistol

terse hamlet
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How do I make that spinning texture effect you see on stuff like the texture with the faces on it

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^This right here^
How do I make that spinning effect?

haughty flower
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search up Scroll in line effect search

wispy relic
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all you need is the program SLADE to create and edit a new wad

trail steeple
haughty flower
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uhhh guys

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who in the right mind has the motivation to put 6000 monsters in 1 map

trail steeple
trail steeple
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question: how can i make this area more interesting ? (i want to make something more interesting than just a corridor and a button for the platform with a key)

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also another question: why is this part of the wall darker than the rest ?

safe steppe
safe steppe
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Or maybe you click a button that starts a fight instead

trail steeple
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help

somehow by trying to open the door at the bottom i instead press the button that is up there instead of opening the door

agile shoal
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I dont know much about 3d floors, but you shouldnt put a switch and a door on top of each other

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Just move one of them to the side

trail steeple
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that switch is not on a 3d floor

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it's on a ceiling

agile shoal
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Confusing perspective

wispy relic
safe steppe
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In doom switches have infinite height, GZDoom allows you to make switches only usable when they are in range

wispy relic
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only thing is, it sometimes doesn't work

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and I don't understand why
but it's def the first thing I would try to sort out the situation

wispy relic
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Swag

crisp dragon
agile shoal
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Complevel? IWAD?

crisp dragon
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Doom2, Boom

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Compat with anything above a boom sourceport

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Oh shit hold on, you also might need some textures

agile shoal
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textures are looking fine so far

crisp dragon
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Oh alright

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No HOM effects right

agile shoal
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The level is freaking amazing

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But Im stuck on the spider mastermind room

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is the switch supposed to do somehting?

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Cuz its not doing anything

crisp dragon
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There's more to be added :)

agile shoal
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oh

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Well its great so far

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Those elevators look amazing

crisp dragon
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The pain base one is nearing completion but it's basically done tho

Also, you need noclip to kill 2 unreachable monsters so that kinda sucks

agile shoal
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But I think you can get soft locked if you press the button and walk outside the elevator

crisp dragon
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The elevator is also lowerable if you press use, i checked before

agile shoal
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I dont think it worked

crisp dragon
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It's the first bar elevator right?

agile shoal
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2nd

crisp dragon
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Oh I see

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Hm, I didn't think to check that one, I'm gonna need to test it when i get home

agile shoal
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That sunlust like fight in the beguinning really got me

crisp dragon
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Yeah it's a bit rough

agile shoal
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3 deaths total in the map

crisp dragon
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I wait for everything to infight but it's still challenging

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My first death on the map was due to the hell knight at the beginning megalel

agile shoal
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The room with the teleporting hitscanners is easily cheesable

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They all spawn in the same place

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Just stand there and use a chaingun

trail steeple
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just gonna ask:

what can i do to make a level look more interesting,or how can i make it more fun to play ?

crisp dragon
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Get several people to playtest and compile their answers

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Then decide on what do you think would fit best, apply the changes, rinse and repeat until the level is finished

agile shoal
crisp dragon
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At least, that's my take

trail steeple
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guess i'm gonna post the newest version of my wad here

crisp dragon
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It's a long process but seems to be the easiest

crisp dragon
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Oh yeah PBeGood4, did you try the other wad that i sent?

agile shoal
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Not yet

trail steeple
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if anyone's interested,here's the wad
play in GZdoom
recommended difficulties: H,NTR and HMP
notes:
map04 doesn't have a exit yet

have fun playing it

agile shoal
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I was looking at the first wad on slade

trail steeple
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why are terry wads made

crisp dragon
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Also, 100% kills on the pain base isn't possible

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If it is, it's not worth it

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Level spoilers ||I'm not gonna try berserking cacos in the last room with only a little space||

trail steeple
crisp dragon
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Yes

agile shoal
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painbase is pain

crisp dragon
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Oh boy you started?

agile shoal
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I might try to actually finish it without using rewind later, but it is pain

crisp dragon
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It is, yeah

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After all I requested a level to be made as hard as the creator possibly could

agile shoal
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"Oh I got out of that place alive!"
Archvile appears

crisp dragon
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Sadistic tendencies, yk

trail steeple
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archviles are the most annoying enemies in doom2 change my mind

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especially if used wrong

agile shoal
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archviles are the most interesting enemies in doom2 change my mind

safe steppe
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Why would I change your mind, when the thing you just said is a fact

tender garden
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Archviles are vile change my mind

trail steeple
tender garden
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indeed

trail steeple
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what makes a level enjoyable/fun to play ?

wispy relic
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different people will give you different answers based on their personal tastes
some people like "slaughter maps", more open maps with high enemy density and a lot of combat (e.g. Go 2 It in Plutonia)
other people like small, challenging maps with an emphasis on tough combat situations (e.g. most other Plutonia maps)
and yet others still like more vanilla maps in the style of the original Doom and Doom 2 (and even then, there's still a large difference between most doom and doom 2 maps)