#classic-doom-maps-mods
1 messages · Page 120 of 1
sounds like a good idea
yeah, here's an example
imma send over the newest version of my wad if anyone wants to try it out,spot some bugs and give me ideas
Requires GZdoom because slopes,adviced to play on H,NTR or HMP. DOOM 2 required
so, you can see on the left and right bottom corners, I have some monsters
ah yes,monster closets my beloved
indeed
so BOTH of those open with one switch in the top left corner
but then also allows you to open the top door in that small room
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
but also releases monsters just outside that you need to deal with on your way out or even while you're combatting the mancubus
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
one person in this chat doesn't understand that at all
ultimatebingus.wad moment
o.o'
so if you are going to try my wad i posted up there i hope you'll have fun playing it
I've downloaded it
and may try it with Brutal Doom as well XD
and you said it was with GZDoom?
I got GZDoom and played it on Doom 2
gzdoom is cool
it didn't work
wait what
gzdoom is not doom
maybe you don't have the doom2 iwad in the gzdoom folder
For me it works too
Maybe it's not compatible with zandronum ?
YES i just noticed he uses zanondronum
although technically zandronum is based on gzdoom
👍
where is your hud
lol truth be told I have tried to get it to show, but for some reason it just won't
what options do I use to change that?
i may know what the issue is
go to options
then here
and set it this way
yeah he did lmao
not every pinky lacks eyes
the ones without behave differently
the blind ones basically attack anything that makes a sound
and are faster than normal ones
yup that worked
uh yeah, I noticed
ugh, your map is so ammo starving >.<
is it really? I had 200 bullets and 100 shells by map2
forgot to note: MAP04 doesn't have a exit yet
well you definitely have the whole unit modding thing down better than I do
Okay, now I see what it is
it's not ammo starving, it just keeps automatically reverting back to the axe when I run out of ammo for a gun
so it just looks like I don't have any ammo left, is that supposed to happen?
i didn't make the map with intent of leaving the player with no ammo
also a small advice: try looking around for black candles on the floor
they always indicate something
ooooo spooky
and I love how you put in a full demon rather than a Cyberdemon
it's so weird to see him use a slower fireball attack
i didn't want to make it too hard
not at that stage
but it was the end of the level, so a demon like that is warranted
you get brownie points for that
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
that is a very good idea
just name a location from it
yup,that's map 3
just wanted to ask:why aren't you playing in a big window instead of this small one ?
force of habit at this point
this room almost fucking killed me, I proudly YET ANGERLY give you kudos for that
i think i should add some medkits to that room
well I also used medkits from the room before it
so there's actually a good equilibrium to it already without having to add more
that's one thing I learned VERY quickly is that the answer to your problems isn't always in just one room
question: where the hell is your ammo
lol I kind of panicked for a second there
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
that was entirely my fault though
what is YOUR fault, though, is the damn archvile!!!
shaaaaaaame on youuuuuu <<<<<<(used 2 archviles in Necro)

i put the invis sphere there for a reason
also,there is a big-ass switch that allows you to get a megasphere
I use in-fighting instead, then start circle strafing once they thin the herd a bit XD
Invis sphere in this instance would be a powerdown
oh
and yes, I got the megasphere, thanks for that
so should i remove it and add something else ?
because they fire wherever and you're hit with a wall of fireballs and projectiles
gotta change that i guess
so what would be a great replacement for that sphere
i dunno,a box of shells maybe ?
Have you tried Necromancer yet?
oh shoot i forgot
it's cool
it's right under this message
that's a cool effect
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
slopes in gzdoom are epic
those are the so-called "Heavy Carbine Dudes"
they use a cool weapon which they drop
and they have a very small chance of dropping a damaged mega-armor
why have I not encountered a live one?
they are yet to appear alive in a map
for now i decided to just put them dead here and there to show the player they are going to appear,at least my brain has this in mind
for now yes
well, bravo, bro, this was a lot of fun
I love how your maps work and I love the buildup you have instead of just bringing in horde after horde
your monster closets aren't HARD to see coming but some of them are pretty damn hard to react to on certain occasions
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
not to mention, you only used about as many archviles as I used in my 3 maps so far
i don't like to use very strong enemies randomly
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
they crowd the room a bit
fun fact: map01 of this wad was my third ever map made in doom
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
map01 of Necromancer was my second!
Yeah the axe sucks imo
my first map was a test map XD
i added the axe just to give the player a weapon that one of the zombie type uses
i can see it's balls
The delay from the moment you click to the moment you actually do damage is too high
guess i gotta mess with the weapon's code then
so, you seem to have much more talent in level design than I do, that much seems clear to me
which level was your favourite ?
probably the one with the not-cyberdemon
either that or the one with that gigantic horde in like 3 rooms, those were challenging and fun
however, I played it on UV and I did not die
wow,congrats
....which honestly surprises me, I am not a great player by any means XD
my wad wasn't even meant for that difficulty
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
respect man
hehe thanks
oh, I'm done for now XD
ok
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
I'm also anxious to see what you think of Necromancer in its entirety
i guess i'll send over my second ever wad...
So basically once i wanted to make a wolfenstein-themed wad,while lacking experience of course (expect obvious wolfenstein textures) (made for doom2)
Lieben? Really? XD
because le funny wolfenstein quote
Mein Lieben!!!!
indeed
looks interesting,but i can see some texture issues i could try to fix
weird choice for a roof but alright
i personally would use a different texture
but that's just me
what room is this
what room?
i would use a different wall gargoyle texture,do some alignemnts and such
weird choice for a door texture
hence why I said you're a better level designer than I am
but DAMN they seem to be whooping on you
Did the Cacodemon trap do that to you?
ooohhh
so map01 is finished
noice
i can give following advice:
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
Wow, you live in die by that, eh?
always try to understand how much health the demon has and how much damage it does
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:
- Always change floor height when ...
uh oh,le funny spider
XD
I think I like my second map better than the other two... it's also the longest
pro tip:don't use the "turned on" switch texture,it may confuse the player
hint: There's a secret behind the door switch
you really don't like Cacodemons do you?



I wanted to say something but I decided to let you sweat it out
ded
I know, that Hell Cathedral is not a fun place
So, first impressions
I feel like you should decrease the ammo in the map, it's far too easy.
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.
The encounters are relatively tame due to there being wide open spaces, I only died once due to a dumb face rocket.
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.
Also, damaging FireBlu floor? Seems a bit weird
I happen to like Fireblu to an extent
but yes, the first level is rather easy
hence why the second and third levels are much, much harder
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
and I've had players who have had problems with the Imps in the server room
some of them keep saying they die to the Cacodemon XD
you still playing it?
I found info on assigning editor IDs via MAPINFO; this will work with both ZScript and DECORATE https://zdoom.org/wiki/MAPINFO/Editor_number_definition
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/
Current version is the Episode 2 Alpha, version .3 Download here: DOOMWAVE_episode_2_alpha_v.3.zip Essentials: • 14! new levels (starts at E1M1); Im aiming for 4 episodes with 7 levels each • Uses Doom 2 as the IWAD • Built in UDMF, tested with GZDoom (truecolor SW render or Hardware render recom...
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
gonna check it out
uhhh the door broke
side-opening door ? never seen that
i think this could be scaled a little bit to fit better
I got it, I'll let you know what I think
is this better than it was before
found an inconsistency
this uses the same texture as the first door,but it's not a door. Try to be consistent
can't get back in,the ceiling is too high
it's short but still needs a bit of work
found a misalignment (the same one is in the room with we-all-know-which symbol
I’ll think of something to do about it
The room over there is a secret
Sliding doors are a nifty feature of polyobjects, and aren’t possible in vanilla doom
They were introduced in Hexen tho; you can see them there
i basically noticed quite alot of misalignments in the maps
id say this is the best iteration of my map so far
imma check this
still no torch on this wall
oh,it's a secret
my bad
that door on the start still uses the same texture as a decorative wall thingy

a rocket launcher in a map made in 90% out of tight corridors is a bad idea
not even marked as a secret
the other one doesn't work
quite confusing

that's not marked as a red skull door
this for some reason doesn't do damage
so i've finished it
crap
the stairs after the imp area have a linedef that opens that door
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
thanks
also seeing cacos barely fitting into the corridor looks funny
not like it's a bad thing
i didnt mean for them to get into there at all
what is that sector with a single spectre doing there
i don't see the reason behind putting it there
i forgot to delete that
mmm yes missing textures
it was meant to teleport in instead of the pinky walking behind you in the one hallway
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
and while doing so try to not get into the other end with just the open areas



Minor texture alignment issues aren't too much of a problem that Im' worried about
my main concerns are that it at least doesn't break anywhere and plays fun
Does a FreeDoom edition of Doomless exist?
since Doomless contains too much derivative work based on Doom itself
this is about license as much as style
oh god, is that texture filtering
nothing is wrong with texture filtering
as long as there are no 3d models in sight anything is fine
Doomsday Engine left me traumatized.
it's not that its bad or whatever but whenever I see texture filtering I recoil at how fucked up and blurry the game looks to me
Quite the opposite actually, the more detailed a game is the more it benefits from texture filtering, doom is very pixelated and as such texture filtering makes it blurry
Btw if you insist on keeping it on here is useful chart
texture filtering 🤢
I use nearest mipmap personally
what is texture filtering?
it look cursed and cute at the same time
cacoberries
caco-crunch-berries
I'm still very new to this
I'd appreciate a bit more leniency
I have no idea what texture filtering is
smoothed textures
Why do so many Doom monsterpacks use the helmet humans with a voicepack instead of zombies that grunt?
with Doomless going an extra mile to make all standard foes human/robotic
there are no decent non-derivative art packs (textures, flats and sprites)
FreeDoom has style clash since contributors don't seem to have a zone agreement
@crisp dragon Do you know any good, consistent art set for Doom 1/2?
while the zombies look better and more distinct per tier, the hellspawn themselves in Freedoom are... not quite there
not really
You might find useful stuff on realm667
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
it's essentially thinking, hm doom looks so bad pixelated, why don't we put a filter over everything so the pixels are blurred out and the game looks "smoother"
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
I'm fine with pixelation but the later mobs and environmental assets of FD aren't quite there
Only FD's zombies look better than Doom's.
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
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
there are dead AGM employees everywhere (decorate corpses)
so to continue on with this, this is what the game looks like with no texture filtering(Keep in mind I use a scaling factor of 0.50 which already makes the game look kind of chunky, I would use 2 which results in smoother textures but it's hell on my cpu)
and then this is the game with texture filtering
what gunpack is that?
it's EOA
you go from looking crisp to slightly blurry
Oof, I notice that one
and oh boy wait until you see the monsters
Also, Kaiser's DSV mod fails to load its own music on LZdoom
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
monsters with no texture filtering
what monsters are those/!?
Embers of Armageddon with the D4 Monster Pack
Oh, dear lord.
no texture filtering
EOA is also "derived", you need to own both the classic Doom you are intending to run it on AND the modern Doom
With texture filtering
Coffeeguy, did you try Doomless?
looks like shit, doesn't it...
no, not yet
tell me about it
actually, you just need gzdoom and the game iwad to run it, you just gotta download the mod off of moddb you don't need doom 2016
technically yes, legally... not so easy
and Doomless replaces hellspawns with humans and robots/cyborgs
the mod is free, the iwad not so much because you gotta buy that off steam
No texture filtering here
but doesn't it say compatible with most mapsets/monsters?
so technically you COULD run on FreeDoom
And enabled.
you most probably could, I never tried that before but I could try it out
Not that noticable since I'm kind of far but it's still.
Texture filtering (god, that's just awful)
yeah...
Runs with FreeDoom 👍
Aand without. So much better.
That's nice to see running on Freedoom
hm, brb im gonna see if the D4 monsters pack also runs with freedoom
yes, yes it does
which is first - Assets or Code (in EoA)?
It's Assets first.
I think there's one called gore doom which is similar to the super gore nest fom doom eternal, and there's a uac base pack I think
the mapsets are in the addons page
oh right there's also a hell on earth level
oh right, don't forge a final sin arena
I was gonna type something but he was talking about Eternal monsters.
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.
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
Icarus menu is broken on Embers
the Embers settings being in main menu causes the main menu to overflow the box
show a picture?
honk bonk
this looks like someone spread butter on him
Vaseline mode
When you look more at it, the more sense it makes
Does using "block sound" property on those linedefs make the enemies in that room not hear the sound from the other one ?
yes
is there a way to make a corridor under this room or something like that ?
GZdoom format supports 3d floor but I don't know how it works
also, EOA needs to stop using preset episode strings and let the IWAD decide the strings for episode names
What's the general consensus on the 2002 doom odyssey megawad?
mixed with EOA and Doomless, there's hardly anything of Freedoom visible
besides the level design, yeah
EOA is gameplay modifying after all
and doomless modifies monsters, right
for Icarus, however, a different monster pack would be needed since Doomless overrides ALL monsters
Doomless seems to take only doomguy sprites for the marines, is that legal or no?
Doomless replaces the fireball spitter demon with a plasmagun shooter, and so replaces the fireball itself with a plasma shot
Doomless takes doomguy sprites for some enemies, such as brawler doomguys instead of pinkies...
it has robots for the fireball spitters, and actually changes the fireball to plasma shot, as I said
so any mod that alters the plasma gun also alters the shot of the heavy robot
FreeDoom makes more liberal use of some of the enemies, and so does Kaiser's DSV (though it's crap)
so what monster pack would you recommend for Icarus to go with EOA?
Icarus is TNT's megawad about the fate of the titular expedition ship
also, I could be interested in some weapon mods that are Boom compliant, not Zdoom
Crispy Doom allows turning off seclight flicker
you can use 3d floors like Vulldozer said
if you need more info on them I can get into more detail in a bit
you can see if there are DeHackEd files with modified weapons
Crispy running Icarus over Freedoom
though I actually prefer Boom's version of the overlay HUD
but in Boom you can't turn off flickering seclights like Icarus closet
basically, Icarus just forces flickering seclights to stay in their "up" (brighter) position
IDK how to disable flickering seclights in (G/L)Zdoom
also DUCK does pretty close to Doomless, replacing all zombies with doomguy
i need to know how to do them
alright, I'm free now
so if you have that WAD I linked the other day, you'll notice I used 3D floors rather extensively in e2m5 (delta labs)
if you look at the middle building in Doombuilder, you should see this:
the lines with red accents are where the game will draw 3D floors
(and fortunately for us, UDB also recognizes and draws in the 3D floors in visual mode)
the method to make 3D floors goes like this:
- you draw a sector that you want to have a 3D floor in, and give it a tag (x).
- 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
- 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
- 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
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
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?
i think i have a issue (the sector i've drawn got split into 3)
i just have to select all those sectors,right ?
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
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
so, is it legal to distribute Icarus with FreeDoom Phase 2 and Crispy Doom?
as ready to go "distros"
The 3D floor has the properties of the control sector
so if the control sector has its floor at 0 and its ceiling at 128, the 3D floor will be drawn between 0 and 128
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
it can be a small triangle-shaped sector, it doesn't have to be the same dimensions or anything
i can't make it enterable
Alright, what's that stone floor's height
ok, lower the floor that the imps are standing on
make it the same height as the STONE2 textured floor
now there's a big box in here
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
how's it look
Yep
i think i now uderstand how these work
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
dope
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
You just described 98% of custom content for doom
Ngl whenever I play a hard wad it’s just revenant fighting simulator
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
have you tried Harmony?
@whole blade oh, so your Frontier thing is like Brutal Doom with a touch of TNP and DRLA?
Frontier thing?
Mappacks are already legal to distribute. Otherwise there wouldn't be a doom community.
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
Haven't played those but it's pretty much starship troopers as a game lol. Bug slaughter
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
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
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
Doesn't exist
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
wait hold on,by "non-doom derrived assets" you mean like no custom monsters based off other monsters ?
he means no monsters or textures from the base game, all modified to be different
freedoom 
I mean, no custom monsters that derive from copyrighted monsters... no weapons derived from copyrighted ones...
basically, either fully own or copyleft derived
that's extremely hard to find
but you could take inspirations from heartland which have pretty original weapon replacements
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
judging by what you said before i'll have to say this:
Monsters based off pre-existing vanilla ones don't infringe copyright
Uhm you kind of like... don't go to jail if you share copyrighted material privately with a friend
Yep, they don't because they're still original in their own sense
exactly
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...
also, how do I enable Boom style overlay instead of just backgroundless Doom overlay in Crispy?
you can always ask him about it
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
just press the + key twice
working on the level
Pressing plus twice brings up backgroundless overlay that is still using the IWAD assets and face, a 3rd press removes face in Crispy
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
try pressing whatever key is assigned to the hud
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
DSV's weapon pack is super shoddy
for real, though, why did Kaiser choose to skin the shotgun as the Shitgun™️?
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 ?
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
so i need feedback: is this place a good one to use the archie ? (that metal-textured hexagonal wall lowers btw)
what does setting a sector to be "quiet" do
Archvile encounters generally need cover which looks like you have with those pillars. Other than that, test it and find out
Only way to find out if it's a fun encounter
For mappers/modders out there - if you want to create a trailer for your Doom project, check out Cameraman mod.
ZDoom forums link https://forum.zdoom.org/viewtopic.php?f=19&t=73478
Discussion about ZDoom
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 ...
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.
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.
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...
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
Ye, I know 🙂 I made smooth angle/pitch transitions with MovingCamera, it just becomes a chore if you need to make like a 100 clips and make little adjustments, that's where the idea of this mod is coming from.
I believe MovingCamera is still a better option for stuff like built-in level cutscenes. And, if used right, MovingCamera can achieve more complex camera paths.
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 
Is there a fork of (G/L)Zdoom iwth TTS?
can i play this wad it looks fun
That looks like a Quake shotgun
Feel like there's too little demons to provide pressure? Maybe add a few more to make it decently challenging, especially if you're going to put a plasma rifle which can melt demons very quickly.
here,doom2 wad,play in gzdoom or other sourceport compatible with its features,adviced to play on HMP/H,NTR,level 4 doesn't have an exit yet
Is there a WAD for Super 3D Noah's Ark
doubt
that game is more like a wolfenstein reskin
and i'm not sure if wolf3d uses the wad format
ok I’ve played through it idk if it’s zdoom s fault but why are the textures so wide
but it was pretty fun
where exactly were they wide
yeah stretched textures are kinda ugly
i need the exact places where they look ugly so i can try to improve them
Like the doors are stretched everywhere
not every door is
but honestly how can i make this door look better
but honestly how can i make this door look better
this looks a bit better now
me, who plays on stretched 4:3 res: 
what do y'all think about this area ? do y'all have any interesting ideas for it ?
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
this one is a good pick
this one too
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
considering that most monsters on realm667 are made to work in ZDoom specifically, this doesn't have to be the case
there are a few other simple ways you can get them to show up on a map without using ACS or console commands
it gotta be in autoexec so that Director uses them as aliases
autoexec? director?
AI Director
autoexec.cfg is the Quake style console config file in Zdoom, that can optionally be in the PK3 or outside of it
whenever i hear "AI Director" all my brain thinks about is left4dead
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
so you want to make something like the metadoom enemy replacement thing ?
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?
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
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
if only 7zfm supported wads...
so many of them have instant-kill like attacks
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
SLADE - Slow Loading, Annoying Doom Editor
it's not that slow
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
does anyone know how to convert a wad that contains one zdoom map into a txt file using slade?
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
if you're using a computer that's having trouble running SLADE3, see if you can find XWE
it's an older program so I don't recommend using it if you don't have to, but it does most of the same stuff as SLADE
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)
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
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
you can always try out that blood demon
i personally use him
I'll try the blood demon thing with LZ, but there's no Doomit-like frontend for Doom wadtree management
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
the Master Levels "inlay" for Z could be a good alternative if it could actually pipe out the wadtree text
how do i beat marauder in metadoom
hes immune to everything
im going insane
i think you have to fight him the same way as in doom eternal
which IS
i havent played doom eternal
shoot when he has green eyes or something
my pc is too bad
he never has green eyes
hm
im going insane
i cant beat him
Hey does anyone know how to add custom music to doomsday
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
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
imagine a sneezing zombie that makes the player character shake and sneeze for several seconds after being hit...
like, coronavirus zombies
question:does UDMF and GZDoom support MP3 files
rename some music to D_DM2INT
answered the first part for someone on doomworld a while ago https://www.doomworld.com/forum/post/2381350
I want to change the title and intermission screens so it works with the GZDoom source port, is this applicable?
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
so i simply have to place a file named the same as the intermission screen in my pwad ?
ye
If you're intending people to play GZDoom, probably not?
I can check real quick
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
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 ?
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
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
now here's the issue
please tell me you're not modifying the DOOM2 wad directly
no i'm not,let me explain
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
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
makes sense
does it have to be renamed ?
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
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 ?
the PNAMES file should stay ?
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
ignore it and see what happens when you load your WAD with doom2
how about the new textures
do they show up properly in doombuilder, and do they actually work when playing your wad in GZDoom?
hold on lemme check
does anyone know a mod for doom/doom II that's like battlemode in eternal
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
hm ho hum
since it's understandably vital that things look right in Doombuilder, I woudl suggest doing the following:
- copy all of the DOOM 2 patches into your wad (not the PNAMES list) via SLADE
- select all of those patches in your wad, and right clight "Graphics -> Add to PNAMES table" or w/e
see if that works
wait what
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
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
i learned MENUDEF and immediately proceeded to do this
counts as doom modding right? hope i'm in the right category lol
Pushwall in boom format
yeah it kinda does
Lol it's you
yes
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
quake isn't really modded that much,that may be the reason
question i wanted to ask: does doom64 come with a wad file or not ?
I don't think so since it was originally made for Nintendo 64
it comes with both a wad and a FM bank that need to be correctly co-applied to run on GZ or similar
the Github edition actually creates both out of the provided ROM dump
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
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
the commercial edition should come with the wad and soundbank already extracted from the rom dump
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
Realm667 "bad" is basically a reworked Lost Soul...
i guess
Is the SLADE installer trustworthy (Only asking because ZDaemon spooked me the other day)
don't know, I used the "portable" pack
if you get it from the official site then it is safe
i personally used the .zip version
@inland jolt
Rule of thumb: if its open source, its trustworthy, most tools and source ports for doom are open source
How do I sort out my wadlist on GZDoom?
it's already sorted
No like how do I sort it manually?
i don't think you can,but i may be wrong on that
OK
try holding the right mouse button and moving the iwads
I tried it, didn't work.
Does a Doom RPG mod for IVAN roguelike exist?
Running the installer brings up windows smartscreen
what's that
you can always download the .zip version and unpack it wherever you want
Slade is 100% safe, you can literally view its source code
if it was not safe nobody would use it nor recommend it
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
this was not meant to go that low
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
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
OH
okay, I see what the problem is
3D floors are not considered as floors/ceilings in the same way as regular floors/ceilings
When you used "floor lower to nearest floor", that platform with the blue key did not register the 3D floor as the floor of the sector next to it.
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
so like those dummy sectors used in making of those cool-looking stairs that grow out of the ground ?
Yeah
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".
building around 3d sectors gets a little tricky
also as a warning, to my knowledge typical DOOM doors (that raise and lower) do not have proper collision with 3D floors
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
What do you usually use for sound design
when it comes to modded enemies, Embers and other LFD forks are on the easy side
but Brutal/WW mods are on the hard side
what is the thing for the Strife crossbow?
if you want to do basic splicing and other effects audacity is very good
what's the name of Heretic gloves as a Thing?
What about music
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
I personally recommend using free resources online rather than create your own music/textures etc... focusing more on the mapping/modding
if the person isn't lazy then they can try to make their own textures and stuff,just sayin
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
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
also worth noting that making midis and textures is an entirely different skillset you'd have to get good at
and a single person
- designing the maps
- making the music
- making custom textures
- making new monsters
- putting everything together and making sure it doesn't break
... etc.
that's a lot of very different shit to handle and it gets really overwhelming
wouldn't write anyone off as "lazy" if they're using assets other people made; not everyone has a team working with them
right,i myself use stuff other folks made,could have used a different word for that
Bethesda/Id should've bought out Brutal Doom
why would they? i mean maybe putting it in their bethesda launcher or something but that wouldn't bring them many players anyways would it
Yeah lol no. That would never happen
they did buy the semi-official not-quite-sequel that was on the 64, and hired Nightdive to port Kaiser's port-wrapper-thing for 64 to new consoles
Yes they are willing to spend money on things that are good
buying brutal doom wouldn't be worth the effort
It would also be a legal clusterfuck that no one in their right mind would want to get into
yeah
Plus finding out all the stuff the dev has done would probably put dirt on bethesda's rep
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
"This guy used real gore in his mod, wtf"
I'd much rather have something like Project Brutality on the bethesda port
no.
i can't imagine bethesda working with the creator of that mod for many reasons
yeah
Hideous Destructor's difficulty level is just madness
but then again, modern video games tend to be over-easy loot-fests
playing thy flesh consumed on ultra violence with project brutality was a mistake 😭
I don't wanna know what happens when I play it with final doom
what did you expect from that episode
plutonia 
I already beat it with brutal doom
but that one room with barons now gave em missiles so uhhh-

Plutonia 
Playing oblige with the highest difficulty settings
now what could be going on in there
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?
Slade3
xwe is. really outdated I think.
thanks btw! really appreciate it!
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.
there is freedoom
or this one game template made by Nash on the zdoom forums
oh and BTW, if you want to make some levels, Ultimate Doom Builder or GZDoom Builder may be a good viable option
oh ok! nice
i decided to use GZDOOM GPL since its more up to date than GLOOME, too.
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
Gotcha. I don't know how to code at all so idk where to even start lol.
Advice: Game dev is complicated, before you start working on a commercial game you should first learn the different skills required for game development standalone, for example: make a bunch of maps for a game you like, create some music, do some pixel art, learn to code simple games like pacman or tetris, etc...
Start with low expectations and go with bigger and bigger projects as you go
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)
an understanding of the basics is important though
what are those tennis balls
thats a map spot
i still dont know why it looks like a tennis ball tho lol
their sprites are reminiscent of those gmod balls for some reason
we may never know why they put that sprite for it
interesting
Doom 3000
just tried Zion today
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
is there a way to implement strife: quest for the sigil like quests into a wad?
Zdoom (and by extension GZDoom) should support just about every feature of the original games like Hexen and Strife
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
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...
ooh, those are some p nifty skies
Beautiful
is there an urban camo zombie pack?
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
How can I change damage values for guns like the pistol
How do I make that spinning texture effect you see on stuff like the texture with the faces on it

^This right here^
How do I make that spinning effect?
search up Scroll in line effect search
if you want your players to use GZDoom/Zandronum or something similar, this can be done by making a custom DECORATE entry
all you need is the program SLADE to create and edit a new wad
use a lindef special known as "Scroll left/right/up/down"
ask the author of the NUTS trilogy
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)
also another question: why is this part of the wall darker than the rest ?
Maybe because its a straight linedef try making it 2 really slightly diagonal ones
thanks for the help
You can always add a trap, though should be something to keep players on their toes not to kill them
Or maybe you click a button that starts a fight instead
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
I dont know much about 3d floors, but you shouldnt put a switch and a door on top of each other
Just move one of them to the side
Confusing perspective
On the switch linedef, try checking the “Check Switch Height” flag
what does that do
In doom switches have infinite height, GZDoom allows you to make switches only usable when they are in range
oh ok
only thing is, it sometimes doesn't work
and I don't understand why
but it's def the first thing I would try to sort out the situation
it worked
Swag
Complevel? IWAD?
Doom2, Boom
Compat with anything above a boom sourceport
Oh shit hold on, you also might need some textures
textures are looking fine so far
Oh alright
No HOM effects right
These two need to be ran together, doom 2 and boom compat, can be run on anything higher than a boom sourceport
The level is freaking amazing
But Im stuck on the spider mastermind room
is the switch supposed to do somehting?
Cuz its not doing anything
It's a WIP map so far
There's more to be added :)
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
But I think you can get soft locked if you press the button and walk outside the elevator
The elevator is also lowerable if you press use, i checked before
I dont think it worked
It's the first bar elevator right?
2nd
Oh I see
Hm, I didn't think to check that one, I'm gonna need to test it when i get home
That sunlust like fight in the beguinning really got me
Yeah it's a bit rough
3 deaths total in the map
I wait for everything to infight but it's still challenging
My first death on the map was due to the hell knight at the beginning 
The room with the teleporting hitscanners is easily cheesable
They all spawn in the same place
Just stand there and use a chaingun
just gonna ask:
what can i do to make a level look more interesting,or how can i make it more fun to play ?
Get several people to playtest and compile their answers
Then decide on what do you think would fit best, apply the changes, rinse and repeat until the level is finished
- Make landmarks. Something interesting that the player will see various time throughout the level
- Take ideas from creative wads (Going Down is the wad I look to the most)
At least, that's my take
guess i'm gonna post the newest version of my wad here
It's a long process but seems to be the easiest
yeah
Oh yeah PBeGood4, did you try the other wad that i sent?
Not yet
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
I was looking at the first wad on slade
why are terry wads made
Ah, the Map23?
Also, 100% kills on the pain base isn't possible
If it is, it's not worth it
Level spoilers ||I'm not gonna try berserking cacos in the last room with only a little space||
how to anger completionists 101
Yes
painbase is pain
Oh boy you started?
I might try to actually finish it without using rewind later, but it is pain
It is, yeah
After all I requested a level to be made as hard as the creator possibly could
"Oh I got out of that place alive!"
Archvile appears
Sadistic tendencies, yk

archviles are the most annoying enemies in doom2 change my mind
especially if used wrong
archviles are the most interesting enemies in doom2 change my mind
Why would I change your mind, when the thing you just said is a fact
Archviles are vile change my mind
that's a fact
indeed
what makes a level enjoyable/fun to play ?
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)




