#classic-doom-maps-mods
1 messages · Page 121 of 1
and probably tons of others
I think if you want to make a "fun" map, you first gotta decide on what kind of map you wanna do, and then keep certain design elements in mind from there
speaking to my own opinion, I find maps more interesting that are closer to the vanilla style - mostly medium-sized, occasional switch hunting here and there but mostly a focus on getting keys for progression through the level, and it has an open design that allows the player freedom in getting around
in addition to this, "blind switches" (when you hit a switch and have absolutely no idea what it does) are easily frustrating imo; for the most part, I think it best to keep switches to doing actions nearby (raising stairs or opening a door close by) so that the player can see what they've done. Anything where a switch opens up something halfway or all the way across the map is just dumb.
*note that this only applies to mandatory map progression; switches in plain sight that open up secrets or optional areas are (usually) fine
wanted to ask:
is making a switch not only do something close to you (like lowering a platform with a key) but also open something like a monster closet in a part of the level the player has to go back to a good idea ?
also to PB's first point there, I think it helps to be able to see other parts of the level you haven't reached yet as you play
episode 1 of the original Doom is really good about this; you can constantly see outside or through windows to places you haven't gotten access to yet, and then later when you do reach them, you can look back on where you've been and get a sense of reaching somewhere
Yeah, it's one way of keeping a map from getting empty as the player goes on

though you don't want to make it too predictable; if getting every key opens up a monster closet or w/e, then the player's not really going to be surprised by it
thanks for advice
Yeah, once again it depends
Some people like challenging maps, some are straight up masochists, other people prefer relaxed and puzzle heavy gameplay, etc.
by masochists you mean the casali brothers ?
Maybe, and Ribbiks may be one of them too 👀
Stardate 20x7 and sunlust serve as some good examples
As much as I love Ribbiks maps I have to admit I never got past sunlust map06, I don't think I am the kind of person to enjoy maps THAT difficult
why do midi files sound so similar to each other
Midi has its limitations
Creating a unique midi that stands out from rest can be challenging
i can hear a few instruments used in At Dooms Gate in Grabbag from duke nukem 3d so i guess it's pretty limited
"Extract all", or "Run"?
extract the gzdoom files somewhere
from the .rar file
oh wait you've already unpacked gzdoom ok
Am I moving too fast?
dunno let me guide you through launching the thing for the first time
so launch gzdoom.exe
this window will pop up
It friggin' isn't!
How do I take a screenshot of what I'm looking at? I need to show you.
Wait!
Great. I think I took a screenshot. Let me show you.
Daisy, do you have a game WAD?
we are talking about the games like doom 1,2
Hm, you're going to need something called a game wad to play Project Brutality
Because it can't run by itself.
Of course!
so basically the main file of doom 1/2
Where can I find this?
Yeah, and you can get them on steam, and then you have to learn how to extract the file.
in your steamapps folder
That's in my files folder?
steam/steamapps/common/doom or doom 2
If you're asking me if I've downloaded the original Doom from Steam, I haven't. Do I need to?
yeah
Holy shit. OK! Be right back, ladies and germs.
Will Ultimate Doom work?
that's doom 1,it will work
as i said,doom 2 and final doom (plutonia and tnt) will also work
Gonna be cheap and just go for the five dollar version.
doom 1 is cheap
hi guys i just played temple of the lizardmen and its really good actually
that's true
You actually should get doom 2
A moment while I download this game.....
Because most mods/ map sets are better with doom 2, although Ultimate Doom will also work.
Now ya tell me?!
super shotgun our beloved
doom 1 isn't bad tho,doom2 just offers more stuff for the modders
^
it's also cheap
I prefer Doom 1's level design but yeah, that's not that related to this theme.
You're in a different language.
basically go to wherever your steam folder is
Ah! I see it now! I'm in the folder above! What do I click on next?
Your icon for that program is different than mine. Mine is just a blank sheet of paper, while yours is that pretty G in blue. Will that be an issue?
no it won't
Here goes nothing!
so paste the DOOM.wad file into your gzdoom folder
Gotta find the gzdoom folder first or create one, don't forget that.
Just copy and paste that doom.wad file?
yeah
Yep
Great. I'm playing classic Doom now. Oh, joy.
so now we have to tweak some stuff
Mhm
so first,go to options
display options
turn off texture filtering
texture filtering makes the game look like someone was playing it in dirty glasses
Please follow that instruction
Whenever I open gzdoom (and that's what it says, it doesn't say gzdoom.exe) it just boots up Classic Doom.
that's ok
Well, not if it won't let me play Project Brutality, it ain't!
It's because you don't have any more IWADs there, it will just boot on the one it detects
But, I downloaded Brutality. I think.
for the next option we'll have to launch a level in the game
we'll get to that in a second
I'm not seeing this menu. At all.
tha'ts ok
since you only have the doom1 IWAD (main game file) it will launch it
Boy, I sure am getting a lot of instructions!
The reason why you don't see this menu is really simple. It's because you only have 1 game, so it automatically launches that game because there is no reason for there to be a selection screen.
How do I get to the above menu?
you would have to have more than a single IWAD (like the doom 2 one for example)
Freedoom also works but if you have the original games it's not as useful.
so now let's tweak the default settings
go to options,then display options and turn off texture filtering
How? I'm not at that menu!
Or am I just supposed to open Doom?
Open Doom and go to the in-game options
just launch doom in gzdoom
go here
here
and turn off texture filtering
"nearest mipmap?"
you can use this variant if you want
That's done. Next step?
for the next option we'll have to turn on a level to see it take effect
your hud may look very small
we are going to fix it
It don't look bad.
so ugly
Here, I make a comparison between the game with texture filtering and without.
Trust me, scroll down a bit more. I start comparing monsters with and without filtering
i've personally set it like so
The difference is huge. And another user also did a test.
i can do a test of texture filtering even now
I just wasted some zombie guys. They look like the classic sprites. Not those abominations from above.
But this is Doom Lite. I want raw brutality!
texture filtering on
So, how do I get my hands on Brutal Doom and Project Brutality?
texture filtering off
ok,now we are getting to the fun part
just drag the pk3 file onto gzdoom
To use Project Brutality, go to the gzdoom folder.
Locate the project brutality pk3. Then drag it over the GZDoom .exe
It's as simple as that.
Yep, because I used a special weapon and monster pack. With texture filtering they look awful, don't they?
you can load any other mod that is a .pk3 this way
Holy muthafuckin SHIT!!!
yeah,it's that easy
honestly it's good to first play a bit of normal doom and then jump into mods
personal opinion
I'm having to learn to play all over again. And fuck me, I need to decrease the difficulty level. This ain't no JOKE!!!
Yeah...
no need to immidiately play on ultra-violence
@trail steeple @crisp dragon @sacred pine I thank thee all. With you thy guidance, I would not currently be knee deep in the dead right now.
play the way you want,and have fun

I'm just on Harsh!
It's no problem to help, although they did more than me
texture filtering is the most useless option in gzdoom
^
How do I reload? R, right?
yes iirc
I'm gonna have to go out on a limb and say that I like filtering in some places though. With super high res models with a lot of pixels, I think it's better to use filtering to make it look smoother. But unfortunately, t the same time, because doom is very pixelated on a small scale, it makes the level textures look like shit.
yes
I noticed that there were three different options when it came to playing this.
This is what I hate, because with the mod pack that i'm playing I think filtering looks good with the HUD but it makes the rest of the level look like shit, because again the wide pixels of classic doom levels.
i personally don't understand why people make 3d mods for doom
3d models don't really fit original doom that well
How do I get to the fan made levels? The levels made by the players?
https://www.youtube.com/watch?v=klcuYrIB47E Shit like this?
DraugraKs Discord https://discord.gg/u53TCrZUSv
By HippCelt
Running Doom Mods + GZDoom + ZDL Easy How to Guide
https://youtu.be/onUkX9U0bh0
Give him a shout out and help him gain more Subslayers!
MUSIC
Quake Champions: Doom Edition - Original Soundtrack (v2.5)
SONGS
Wolfenstein Metal Remix
Doomed
Crusade
MEDIAFIRE
DraugraKs Build v3.4
https:/...
Yep, because 3D models require dynamic lighting to look good. Classic doom doesn't have dynamic lighting, so in the end they look oversaturated or lifeless because they don't have shadows.
fan made levels are separate wad files (PWADS for short) and you have to get them online
idgames archive has some
But the basic Brutal doom and PRoject Brutality WAD are essentially just the old Doom maps and enemies, only the blood and goor have been dialed up to eleven? And we get to experience the joy of reloading?
ig
Yep, it's only a gameplay mod. It doesn't come with custom maps, you need to download them separately.
Also, when I click on the gzdoom icon, it still just takes me to classic Doom. I have to click and drag the PRoject Brutality pk3 file and drop it on the gzdoom icon in order for Brutality to fire up.
that's how it simply works
And is there a list of weapons I can look at for Brutality?
What about that menu thingie you showed me from earlier?
i think there is a list somewhere
you would have to have more IWADs (freedoom for example)
"Freedoom". What on earth is that?
And how do I perform those gnarly executions I see on Youtube playthrough videos? That Bethesda totally didn't rip off?
Also....
Project Brutality
Classic V20B
Traditional
What do these all mean?
And holy fucking balls, I suck at this!
Don't be scared about playing a lower difficulty btw, doom is supposed to make you feel like a demon killing machine 
Go to option, go the the search options tab. Then search up "glory kill"
It's a substitute for Doom 1 and 2 in case you can't buy em
It's late at night. I'm cooking dinner, then I'm going to bed.
But tomorrow!
Tomorrow, I'm probably going to spend all goddamned day playing this!
Nice!
But for now, I'm on this Coursera course about the basics and fundamentals of IT.
freedoom is a fan project that aims to make a free doom 1 & 2 IWAD. it uses the doom's source code,but 90% of the assets are entirely custom (some of the simpliest textures or the ones that couldn't really be replaced are as in regular doom,some have just the swapped UAC logo for something else,and the rest of the textures and stuff is completely custom)
and before you ask,yes,original doom is open-source

oh yeah baby, now we're cooking with plasma
Why did Bethesda pick Double Impact as the first official addon package for D1R?
D1R ?
Doom 1 remaster
it’s a good mod
Wasn't it used as the final episode of a core package that only dissidents use?
those who absolutely, vehemently loathe Bethesda use the "free" core packages with their ports of choice
and the "phase 1" of the thing has 3 own episodes + a copy of Double Impact
what is the "PR Lost Soul" and "MBF helper dog" in UDB ?
Marine's Best Friend - AI buddy
Replacing all preplaced LSes with PRboom LSes - essentially a dupe actor - prevents the PE LS hardcap
that is an AI buddy - but also usable as an enemy since actually being derived from Wolf3d dogs
oh,so that's what the "friendly (MBF Logic)" is for
YuraConst
if you remove the friendly tag, the MBF dog can be used as a strong enemy in a megawad where oremoR aka Icon of Sin sends the Marine back in time to a Nazi-infested Wolfenstein or other castle saying "even I am tired of their meddling!" before exploding
interesting
the Friendly tag in Z-family mods enables the Friendly logic
this allows you to build a game using Strife "game mode" with actually friendly guards (since you're the mayor's son), etc - but mostly using Blasphemer assets
in a TD map set on Doom, you can actually have spawn grenades for friendly towers (immobile mobs)
yeah,i noticed that you can make a entity an ally using the MBF or Strife logic
speaking of which, would be interesting to see a sort of Mann vs Machine TD mode
using the Realm667 Strife style turret enemies turned into allies that come out of spawn grenades
Can the Spawn Cube and Grenade actually be turned into a single thing, the Spawn Grenade?
made some weapons in decorate (wip)
aren't all (if not most) of those guns on realm667 tho
the sprites yes
but the decorate code is made by me
yoooo looks great
Damn, why can't I make Eternal on FreeDoom into a fully Vanilla compatible IWAD? When I try fusing, I get a Boom IWAD
Hello there, people! I'm completely new to the Doom modding universe and I'm trying to learn stuff... there's one particular thing I'd like to do: make custom death animation for the player (something like death scenes in Dead Space, with monsters brutally slaying the player)... is it even possible?
It is possible in (g)zdoom engine but I don't think you will find a tutorial that specific, your best bet is to ask on the zdoom forums or open a mod in slade that has that feature and try to look for the lump that does the trick
Thank you c;
this is the "remapped" version of Doom2 running with HD and 3D models
as of death animations, IIRC even Brutal doesn't do that
this mod is much better than when I last used it
it now functions far more like a level select in a modern game
when you select a level while in another it'll go through the end level screen so you get to keep you weapons into the next level . compared to the level warp commands that just pistol starts you useful for if a level exit process doesn't work properly
(valiant vaccinated map 7 was like this with brutal doom)
there's even a function that will return you to the main menu which I found interesting
Yes but I'm pretty sure you'll have to define a new player class
Worth noting that in zdoom/gzdoom, using the console command “Changemap” instead of the IDCLEV cheat or “Map” command lets you keep your weaponry
that's why I just prefer menu mods like that
simplifies things and removes the need to memorize alot of commands
Ye, that’s what I said lol
No you said
“Map” command lets you keep your weaponry
that's only part of the sentence
"using the console command “Changemap” instead of the IDCLEV cheat or “Map” command"
ig I didn't make it clear enough, but Changemap is the one that lets you keep your stuff
IDCLEV and Map don't
that's what I was trying to say
what does the "unholy bible" in UDB do
ok so it looks like this
looks normal to me
but in GZDOOM and every other sourceport it's not stretched out like that check it
hm
It wasn't like that before when I used PRBOOM
is there anything in the options related to skybox
maybe prboom renders the skybox differently
quite weird since the skybox looks normal in unity port
nah definitely not Im watching decino's gameplay and he uses PRBOOM and the skybox looks normal
try checking options
video settings none of em seem to change anything with the skyboxes, hmm
I was hoping that was a last resort but I suppose I'll have to
thanks for the help though I appreciate it
👍
Are using regular prboom? prboom+um and dsda-doom have most likely fixed whatever problem this is
I recommend dsda-doom
Stretching the skybox is an option in gzdoom
so yeah, I would def double check w/e sourceport is that you're using for an option like that
I just checked with dsda-doom and the sky looks normal, I think you're using and outdated version of prboom, try using prboom UM fork or dsda-doom
I just uninstalled everything and it looked normal, then I set up all my settings and it was still good, closed the game and problem came back.... :sadge:
which version of prboom are you using? Prboom or Prboom+
I should also mention I use the PRBOOM Launcher to launch the game. Prboom+ 2.5.1.4 is what I use
Try dsda-doom
alright
Hello everyone :^) Introducing the dsda-doom source port, which is a fork of prboom+um. The focus is on tooling that is important for our automation work on the archive, quality-of-life improvements for demo recording, and fun additions to the demo playback experience. Patch Notes: v0.21 v0.20 v0...
I just checked prboom+ 2.5.1.4, it seems on both the hardware and software renderers the sky is appearing as it should be, it might be something in your game settings
hmm I’m thinking so too
I might set everything to default again and see what is causing the change
does dsda-doom require standard prboom+ to run
uh.. no? why would it
ummmmmmmm
so I found what causes the skybox to be stretched.... and it's the mouselook option...
.-.

lmao
but here's the thing I turn on that option so DoomGuy would stop walking around with the mouse movement
so how do I turn that mouse movement off?
nvm I figured it out! LETS GO
Oh.
Yeah, that can happen sometimes esp in ports like regular PrBoom+ where it wasn't fixed fully compared to DSDA or PrB+UM and the other forks
damn, that really gave me a headache trying to fix it and it was the smallest thing too.
GZdoom 3D models do suck, but with sprites I feel the motion sickness much sooner
I think it's because since normally the sky gets cut off when using mouselook, the sky stretches to compensate but now we have engines advanced enough to actuakly render sky without it stretching
This is factually incorrect
Models are as good as the person who made them
Having an issue playing Sunlust using Project Brutality 3.0. When dragging and dropping PB and Sunlust to GZDoom, the shotgun skin reverts to the original.
When loading through ZDL instead, shotgun skin is fine, but the floor and door textures are totally out of whack
The person who supplied the Doom 1/2 3D model bundle for GZ (3d_models.pk3) is pretty bad at it
but still, with models I feel slightly less motion sickness as compared to pure sprite-based mode
Awesome.
Is it possible to have an Ataxx/Hexxagon clone written in Zdoom scripts, to present as a lock screen in a map set's training facility, in homage to Prince's work on Hexxagon?
holy shoot
if that purple icon of sin wall wasn't there i would think it's a screenshot from an entirely different game
thanks 😄 just a GZDoom map with some pretty lights is all 😛
👍
that one is fake btw
what the fuck
any software recommended to make music like classic DOOM?
Sekaiju seems to be the go to midi creater
Yall can never unsee this map design user error, enjoy.
yeah I saw it ages ago, it was an oversight
bruh
Yes? lmao
I found it a few weeks ago and forgot about it until I played DOOM2 again and was like noooooooo I cant unsee it xDD
damn now i cant unsee it anymore
Doom1 megawads are hard to find, especially good ones
Great ones are add-ons on Doom classic bethesda re-release
let me introduce you to SI6IL
Even on 1, some of them are Doom2 PWADs grafted onto Doom2 IWAD itself
Double Impact, 2002 A Doom Odyssey, Sigil... the only Doom1-based ones I can think of
FreeD♾️M actually includes DI
I mean the largest thing is that there's not much reason to make an Ultimate-doom megawad when Doom 2 basically has everything and more
the only stuff "missing" from doom2 is a few textures and music
otherwise doom2 has every weapon/monster/thing and more
You can even make a doom 1 style megawad while using the doom2 iwad
but not the other way around
if it's as you claim, why was Deathless made as a Doom1 PWAD?
hang on a second, let's look at what you actually started with
"Doom1 megawads are hard to find"
There are some, sure
but what Vulldozer and I were getting at is the underlying reason why it's the case: for most intents and purposes, it's better to just use Doom 2 as the base
We're not saying people **have **to make PWADs using doom 2 or w/e, just that most of the time it's preferred
Someone may come along wanting to specifically tinker off of Ultimate doom, and it looks like that's what happened with Deathless
Jimmy ig just decided he wanted to make an ultimate doom megawad; I can't really say any more than that as to why he chose Doom 1 instead of Doom 2
Couldn't have said it better
My point wasnt that doom1 wads are pointless but rather that using doom2 as the iwad is usually the go to when making a new wad
ye but you could just say super shotgun and the point would be made
imagine I'm yelling in all caps here,
I've done it woo hoo
I've set up non-euclidean geometry in a level
What purpose does it serve you might ask?
None whatsoever
100%. the extra enemies and the SSG make doom 2 hard to pass up
Well, with Doom2 you can't just plop the shareware on top of FD to hide most of FD's assets
since Doom2 had no SW
could you tell that this was running on top of FD but with the Shareware applied as a PWAD?
seriously
my feelings about FreeDoom are mixed
Better initial weapons than in Doom, but FreeDoom allows Doom sourceports to load mods without registering, INCLUDING treating shareware IWAD as a RWAD between the Doom1 IWAD and the level pack PWAD
texture filtering 🤢
iirc there is a doom1 texture pack for doom2 on realm667 iirc
Why the hell didn't Bethesda add Steam Workshop and a Unity port of Slade to the Unity port?
if I was in charge of Doom classics at Bethesda, I'd remove Ultimate, Final and Master Levels (DOSbox wrapped original with DoomIt) and instead sold Classic Complete Lite (Doom95 with Ddraw patch and all 4 IWADs) and Doom Classic Complete Reborn (Unity port with an actual launcher-menu that loads the Doom engine-routine with the selected IWAD and PWAD, with full Workshop integration instead of the honk-bonk BethesdaNet
oh, maybe even have Doom Classic Lite as free base with doom 1 Shareware IWAD, with the 4 full IWADs as a single DLC
if you removed the dosbox versions you could potentially remove the iwad with it
none of this makes any fucking sense
the shit you're listing? meaningless garbage that no one knows about
what the fuck even is a "unity port of slade".
slade is a 3rd party resource editing utility that has absolutely nothing to do with any port
i think he had a stroke writing that
Imo the unity port does exactly its job
Its exactly what bethesda wanted it to be
An easy to use version of doom for people who want to try it without the hassle of setting up a source port
Sure it might take a PC user like 2 mins to install
But for someone who doesn't use a pc often they could potentiallly waste a lot of time and not get it to work
Also wtf is a unity port of slade?
Slade is a doom editor
As long as the source port supports doom format (which the unity port obviously does) current slade works for making wads for the unity port
Any Win32 application can be wrapped in Unity. In short, give the Unity port an onboard editor and Steam Workshop
Replace dosbox version with doom95 version
isn't that the same thing
The dosbox version existed before the unity port
It just there as an extra option incase someone needs it
More choices is always a good thing
Technically doom95 was like the first”port” of doom, if I have it right
Also iirc, it’s uh
considered a rather shitty one at that
worse than the unity port ?
Idk, I just know I’ve seen several old hands on Doomworld dunking on Doom95
not really, Doom95 is the GabeN sourceport
Doom 95 is buggy lol
also, apparently Doom Plus executables can be distributed with corresponding FreeDoom phases and any vanilla-compatible PWAD(s)...
FreeDoom2 works with Plus but not vanilla
some secrets still need Boom, but if the player has a 32-level megawad that doesn't matter
you can actually turn Doom 1 TWID into an IWAD with FreeDoom and Doom1 SW
the shareware WAD has missing textures, not just levels
that's why FreeDoom as rootstock
The Unity port is absolutely fine
Yeah
I blame all the unity port hate on gmanlives
wait what did he say about it
he made a very terrible and misleading video reviewing it that got a lot of attention and that he eventually deleted
what were his points about it being bad
my favorite line of the video gotta be: "The unity port can't run simple mods like brutal doom"

unity port is not that advanced
The video is deleted but you can probably still watch a video reuploaded by someone else
and brutal doom is not a "simple mod"
and then there is a response video by (DoomKid I think) that explains why that video got it wrong
imagine considering brutal doom a "simple mod"
the video is so bad it's hilariously funny tbh
that's like saying that sigil is a total conversion that drastically changes the game
feel free to share them
this looks like something straight outta quake
^
Doesn't even look like doom lmao, that's how good it is
Quite amazing what you can do with GZDoom
I feel like it's made with gold source engine because of the torches
It turns out you can actually install Ultimate Doom Builder on GNU/Linux, all you need is to install wine mono
@agile shoal this might interest you as you always said you wanted MBF support on slade, you can just install UDB on linux
It seems the mouse input is a bit laggy but other than that I can actually make maps save them and run them
I think it even is possible to compile UDB for linux without the use of wine, but because I use MacOS, not linux, its no use for me.
Im still waiting to be able to dual boot windows on mac. Maybe they will announce something on monday’s apple event (a man can dream right?)
Macs dont have a dual boot feature?
Oops never knew that
Although
I think there is a version of wine that runs on macOS
@agile shoal you might be able to run wine on mac and install udb wiki.winehq.org/MacOS
I don't have a mac myself so I cant test it out
Intel Macs can dual boot. But I have a M1 Mac, which cant (so far)
The wine you link also doesnt run on m1 macs. The only wine that does work on m1 macs is paid
Thx for your help, but as of now, its not possible
What's the general stance on WildWeasel's Stranger?
Stranger gives Pain Elementals a new attack independent of the LS limit
Thatcher's Techbase starts with a bizarro descent thing and the first actual level is a clusterblunder
There's an issue with the daggers in WildWeasel's Stranger mod
Dropped daggers seem to give two daggers
What's causing that?
maybe a coding oversight 🤷
Sometimes it works fine and sometimes it dupes
in both GZ and LZ
when it dupes, its initial supply is 6 daggers. When it works normally, it's 3 (out of 10 max)
ah, seems a difficulty bug specific to Easy
Is there a fix?
or would the dagger simply need a rework to be melee only? (melee is altfire)
Ask the mod developers
murder
best played with ZANDRONUM
Hot new doom wad just dropped
https://www.doomworld.com/forum/topic/125253-fractured-worlds/
Fractured Worlds is a collection of 8 blue/cyan Boom compatible (cl9) maps, spanning a wide variety of themes and presenting some challenging set piece encounters and incidental combat. There are some large and small maps, and each one contains a secret fight, accessible by finding the hidden pur...
rocket launcher replaced into a grenade
LOL, Kaiser's DSV looks kinda funny without his chosen weapons but with the MINIWAD.WAD used as the IWAD file
crispy-doom -iwad miniwad.wad -file dsvmapsl.wad
with PRBoom+ it's even easier - rename miniwad to doom2.wad and set DSV maps for Legacy as WAD 1 in config
DSV map 1 room 2 on Miniwad
this looks sick
It's time Doom TWID and FreeDoom merged and did everything to dissociate from Doom franchise while staying as just Boom compatible Doom map sets
ShooT: The Way Dallas Did
you know that what you said entirely counters the point of freedoom ?
Stay fully compatible with content made for vanilla Doom but drop the word Doom
I'm serious, since ID is now under Bethesda (and that is now under MS), it might be best to drop the Doom name just to be safe
Also, imagine Hideous Destructor and Yomi projects merging - with Yomi expanding into a 64-level (2-"episode") thing that runs on GZDoom+FreeDoom
Could "The Destructive Abomination" (that being the title of the combined game) have any chance of selling on Itch as a NYOP game?
or would no one actually pay?
this defeats the purpose of freedoom: being free
Microsoft/Bethesda don't have any reason to sue the FreeDoom creator(s) for copyright infringement, it would just hurt there reputation and not serve any actual purpose, besides FreeDoom is already different enough from Doom.
yeah,it is very different
no reason to change it even more
Destructive Abomination being a commercial Itch game using FreeDoom as a base asset bundle per the commercial permitting license of the FreeDoom (or ShooT) project
and then again, a commercial NYOP game with no bottom limit - so it would still be downloadable for free
besides, other FOSS projects on Github already DO offer an Itch NYOP option - and some actually suggest Itch as recommended method of getting Windows binaries
C-Dogs SDL, which is a free 2D shooter game, does exactly that
Do you know why no one uses freedoom? Because it's poor quality. And the doom iwads are so cheap they might as well be free. Go spout your weird obsession in the freedoom discord. No one here cares
the icon of sin reskin freedoom has literally looks like an image from google graphics
imo it's not poor quality but it's something I'd expect from it being a free version of Doom
FreeDoom is actually very good
It's just that it's purpose isn't necessarily to be a doom competitor, it's supposed to a doom replacement, incase anyone wants to play doom mods without actually owning doom, or if someone wants to make a commercial game and decides to use ZDoom as their engine, they can pair it with freedoom
And hey after all, freedoom is completely free (free in price and free as in freedom), you can't really complain about that
that too^
and iirc freedoom is a community project to wich you can submit your own content to make it for example look better
exactly
3D model exporter is the bomb dot com
cool skybox
I’m really enjoying meta doom
It’s like a compilation of the best parts of every doom game
how can i make a moster/ an item spawn only in a specific difficulty level in UDMF format ?
ok so, place a new thing. on the side of the menu that pops up, there are flags that you can check to have it spawn in a specific difficulty (i.e skill 1, skill 2, skill 3, skill 4, skill 5)
adding on to this, the default behavior of vanilla doom is for Skill 1 and 2 to have the same thing placement ("Easy"), Skill 3 to have its own thing placement ("Medium"), and Skills 4 and 5 to have the same thing placement ("Hard")
with UDMF ofc, you can have skills 1-5 with an even more graduated scale of adjustments made
but I think that following the way Vanilla difficulty differences work is a tried and true method of balance
UDMF also supports up to 8 or 16 different difficulties (UDB has flags for 8 different difficulties, but the ZDoom wiki says the format can handle 16, so idk which is right)
In any case though, if you flag Things for more than the standard 5 difficulties, you'll have to define those new difficulties in MAPINFO in order for them to actually function
mod name?
its a short wad im making for someone
i really have no plans to make it public but hey i can do it if anybody is interested
thanks for the help
Imagine a Doom Musou game...
combo-based melee, ranged weapons mainly consisting of thrown ones... and 3rd person camera unless you select said thrown weapon
I am a little interested. I like the shotgun model too. But if it's too much don't go out of your way for me
i can dm you the thing
but it has a lot of dumb stuff in it
Which megawad goes best with WildWeasel's Batteries Still Not Included?
For Stranger, the choice is pretty obvious - it's the Yomi add-on episode
damn i probably converted the doom hud incorrectly
Nah, it looks good
what did you do to the hud
CREATE YOUR OWN DESTINY IN THE STARS: Join the infamous space pirate Melody Crosswell as she searches the universe for fame and fortune! A frantic blend of first-person shooters and the character action genre, The Space Pirate is a brand-new gameplay experience for GZDoom! Play the First Hunt demo NOW at https://www.bluevertigo.org/thespacepirat...
My first map
i accidentally converted the hud into something
for a first map
looks cool
looks interesting
would play it
Took me ages to realize that FreeDoom was built with level flipping in mind
The unusual G shape in FreeDoom becomes a D when flipped
like this
MDA means Monochrome Display Adapter
the van
I made an endless map because why not
i couldnt get every monster to drop different kinds of ammo with dehacked
so infrequent use of idfa is kinda required depending how long it takes you to get bored of the single ugliest map i have ever made
when you're ready for the level to be over take the lift, go through the tunnel, and shoot the icon with the ssg a few times
you can't do that with DEH, that needs scripting
like in Brutal/Magop
yeah, the "dropped by monsters" tag in dehacked didnt seem to do anything
but for the endless thing itself monster spawners are pretty handy
doesn't work with "shmuppy" monsterpacks
seriously, Endless is already hardcore, more so on "shmup type" monster packs
creative
reminds me of grezzo 2
and i cannot look at Crispy DOOM the same way man
grezzodue 2 has a demo now
noice

tho i'm still saving for spaces
i just like recovered a lot of gbs after i updated it to 20h2
funny thing is that i don't call grezzo 2 a mod but rather a game
isn't grezzo2 standalone
yea
standalones are kinda stated as a game rather than a mod
"MARINE DOOM STANDALONE DEMO" a project i was making back in NOV or DEC 2020
Hi friends, has anyone run Doom rtx with Brutal doom?
texture filtering 🤢
however, it looks better than doom remake 4
texture filtering on doom sprites does not look good
it's a matter of opinion doe
some people think it looks okay but then others can think it looks like horrible
Ding dong, you opinion is wrong
Jokes aside, no, texture filtering on the stock doom textures literally makes no sense, it just blurs the textures
I think Lost Civ actually uses Serious Sam sprites, heavily downscaled
all that grass...
doom sprites with texture filtering look like something you'd see while wearing dirty glasses
Fun fact, grass sprites exist outside of serious sam
Texture filtering reminds me of sunday morning
not pleasant
nah sunday morning to me isn't pleasant, it reminds me of a laptop overheating from GZDOOM's texture filtering
Why are weapon randomizers so common?
Magnum Opus and Stranger both belong to this class of mods, as do T64 and Brutal and its offshoots
That's why I prefer Crispy Doom, although I'm on a desktop. And I'm looking for a Crispy compatible monster pack to pair with Lost Civilization.
Lost civilization is prboom/gzdoom, why the hell are you playing in crispy
even for PRboom it's kinda hard to get a monster pack...
he is crazy i guess
Texture filtering can get obnoxious, that's it
On GZ, Serious Doom kinda fits Lost Civ, especially the out-of-city portions
why cant i make a key activated switch
What format?
you can uhh turn off texture filtering in gzdoom you know
Udb
That's an editor, not a format
Are you in vanilla, boom, udmf etc
Because vanilla you can't make a keylock for anything other than a door open action
Preetttyyy sure that's the same for boom
Well, you can get around it in boom by making voodoo dolls
if you're using UDMF, there are a couple of ways to handle it
Easiest way is to set the lock field
You can apply that to any action
Works with custom lockdefs too
Boom
Yeah you can only make locked doors in boom, unless you set up a voodoo doll that rhen activates something else
wtf why
what is this?
What is the height limit for steps?
24 going up for the player
It's more complicated for enemies. The size of their hitbox impacts their ability to travel vertically up and down
Essentially it works out as 24 for monsters, but that cannot be over a horizontal distance less than their hitbox. And because hitboxes don't rotate, you need really wide stairs for angled movement of big monsters
Okay that’s more than I figured when plotting out my map earlier. Thanks.
Where is a good place to get textures besides the vanilla Doom textures?
Realm667
Okay thanks
In boom and doom format, instead of making a key locked switch you instead make a regular switch and place it inside an area only accessible by entering a key locked door
I get the premise, but in a lot of situations that's not the best solution
halloween jokewad
Thanks
do i use prboom or gzdoom with sunlust
i think i heard prboom removes the enemy limit
but i wanna play with extreme weapons pack so i have to use gzdoom
If you want to use extreme weapons pack you have to use a zdoom based port
And both remove the enemy limit btw
ok thanks ill use lzdoom then
i thought it didnt remove enemy limit
I'm kinda sad that the angled pistol didn't make it into FreeDOom
guys
🤨
But why would you use level flipping?
good question
was trying to play grezzo 2 on coop but doomseeker says this to me and I honestly don't know what to do
i dunno
try playing it in zandronum or something
guys go to voice chat 1
where did you download and in what type of file did the game come?
I can't exactly tell but this "Grezzo 2" seems to be a total conversion that has it's own executable instead of just being a wad file, you perhaps have to run in without doomseeker, either with the command line or simply running the executable
Yes
Grezzo 2
In the game files , there is an executable to play it in multiplayer
@haughty flower I think I partially solved the issue but I'm not sure about setting up a thing. Would you help me in call eventually?
What do you mean by "call"?
@haughty flower solved everything
Good
2GB
The hell, my old PC had less RAM than that
love the color choice there

Does Crispy Doom support autoloading dehacked files?
Apparently DEH in autoload is supported but DEH in WAD isn't
but it's somehow bugged on some levelsets
also, why the fleeb does Insane turn prop corpses into lost souls?
Any mods that add mecha elements?
I doubt there are mods that add playable mecha, but Serious Doom adds enemy biomechs
So basically I can’t make a key switch on boom but I was playing through my map05 in my wad and there was a key switch but I made that map with boom
And now I can’t make key switches ?
Maybe you accidentally had UDMF format for that map
key switches just don't exist in boom format
just make a keyed door that leads to a switch
You can make remote-locked switches that open doors specifically
It should say something like "You need a red key to activate this object", and it opens all doors of a specific tag
But that's all that vanilla doom/Boom support as far as key switches go
Can't have a locked switch lower a floor, or teleport the player, or anything else
Are skull keys and keycards interchangeable? If not, then could they be used together to have more than 3 lock/key sets?
In the vanilla doom format, they're considered the same thing
In just about every new map format since then, you have the option to make them separate locks or keep them together like in vanilla
What format is Doom Builder?
Doom Builder lets you choose from a bunch actually
When you choose to make a new map in doombuilder, you should see a drop down list that says "game configuration" like this
Oh that’s cool. Thanks for the help
You can also change this while editing your map, but I would only advise it for moving between similar map formats
(example vanilla Doom -> Boom or vice versa, or from (G)ZDoom "doom in hexen" -> (G)ZDoom UDMF or vice versa)
Things can get dicey if you try to move between one of the older map formats to one of the newer ones
That sounds liable to cause problems yeah
I was trying to build an outdoor level the other day but the platforms came out all screwy for some reason. Is there some trick to making proper platforms that I don’t know?
Which format are you using? The default behavior's a bit different betw them
Honestly the big 3 are just vanilla doom, Boom, and UDMF
so it depends on what you want to do p much
Is one more straightforward than the others?
Vanilla's the simplest
Boom's still pretty simple, but allows you to do some QoL things not supported in Vanilla
UDMF gives you like, total freedom, but it's more complex than the others
Okay thanks
With those options I think I’ll use Boom
The main issue I ran into when building that level is that the sides of the blocks were way taller than they were supposed to be, so it looked weird and the stairs just didn’t work
Just wanna make sure I'm looking at this right
yes that looks like I remember
Alright, so this might be a little difficult for me to explain
With doom maps, you're not actually drawing 3D geometry in the level editor
it's a floor plan. right
So you're not constructing this pyramid for example out of like, a bunch of blocks stacked on top of each other or anything
Yeah, exactly
I figured the problem was ceiling/floor heights but changing them didn't fix it
What you've got going on here is a bit of that, and also a bit of an issue with your line flags
If you'd like, I can make some changes to it right quick and let you take a look and see the difference
If you're okay with it, of course
sure
my internet is slow so it takes a minute to download and run
Gotcha
you did it. thanks
So a few things
- Most lines that aren't touching the boundary of the map/the "void" don't need middle textures
- Similarly, most lines don't need the "Impassable" flag. This flag doesn't make just the middle texture block the player/monsters, but the entire height of the line
- Skies are still limited to the height of the sector. There's a simple workaround to avoid making the farthest walls really tall though
so I need to put a texture on the low but not mid and leave off "impassable"?
That's the largest thing, yep
Middle-textures are 90% of the time only on one-sided lines that touch the boundary of the map
The remaining 10% is mostly when you want to use one of those see-through textures, like bars for a cage
ok that makes sense. thanks
hmmm
@junior lance so first,we go here,this is the download page
those are the links that allow you to download the mod,pick the one wich is closest to you and let it download
so now let's drag the .rar file onto the desktop
the file should look like this:
let's unpack it
those are the files that are inside
we are interested in this one right here (my bad,this isn't a .wad file but a .pk3)
now we just drag it over onto gzdoom.exe (or a shortcut if you made one)
then,we pick doom 1 aka ultimate doom
if it works,that means you've done everything correctly
you just have to left-click to turn on the menu with new game and stuff
decided to update one room in my wad,thoughts ?
ok but if we don't get a nuts 4, santa wont be the only one flying from the roof
🤨
personal taste thing here, but even though gzdoom/udmf supports it, I avoid using FLATs for line textures
the 64x64 tiling on a wall is unnatural/very noticeable imo
largest map I've built yet
what's that circle thingy
Do you really think that looking for candies while cosplayed is not easy?
You want to go to some Halloween Party and thinking it won't be bad? Well you were wrong...
Download: https://www.moddb.com/mods/angry-anna-halloween-quest-2
Does Insane Weapon Pack's dual angled pistol feel kinda awkward to anyone else?
TIL: Maker of the Insane Weapons Patch (and one of the iterations of Aliens TC) worked at Raven
He also helped do the .DEH portion of AHIBL
big circle off to the left is an arena
only the green square part is actually traversible, the rest is just for show
wippp
Game: Doom II
Source port: gzdoom
Mods: Spongebob Doom
Youtube is mad at me because of the music the game uses lmao
it looks good
dang bro I really like this
What are the differences between building a level off the Doom 1 WAD and the Doom 2 WAD?
Deadtech, a project led by @WMcbeard has finally been released! I had the pleasure of mapping for this and really enjoyed the process. Please go check it out! #doom #doom2 #leveldesign
https://t.co/xupNNWyv7q
Thanks. It's gonna be the next part of a project I've been working on; if you wanna give the rest of the set a shot, I have it up on Doomworld 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 .31 Download here: DOOMWAVE_episode_2_alpha_v.31.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 rec...
The main things:
• Doom 1 expects maps named ExMy, where x is the episode number and y the level number. Doom 2 expects MAPxx for its map names
• As far as normal map features go, Doom 2 supports more stuff than Doom 1 (Fast elevators and doors for example are only in Doom 2)
• Doom 1 and Doom 2 share most textures, but there are a few unique to Doom 1 and several unique to Doom 2
• Doom 1 has different map-specific specials from Doom 2. This is stuff like how killing all Cyberdemons on E2M8 ends the map, or the Dead Simple triggers with Mancubi and Arachnotrons. In Vanilla/limit-removing, these are hard-coded for the specific map slots (not sure if Boom lets you get around them somehow)
Oh right, the largest one for gameplay balance: Doom 2 has more monsters as well as the Super Shotgun. Doom 1 doesn't.
For the most part, I would recommend building off the Doom 2 wad
That’s what I’ve been doing
Is there a way to use Doom 2 enemies and the SSG in Doom 1?
Pretty sure the answer is no
Again, I'm not too familiar with Boom so it may let you pull it off, but in Vanilla/limit removing the answer is for sure no
the Zdoom-based ports are insane in their compatibility so you could do it there with ease
hell, you could even throw in Strife and Hexen stuff if you wanted to
but at that point you're less "working in doom 1" and more "working in Zdoom", if that makes sense
Yeah that makes sense
I basically want to use the episode format but have Doom 2 assets
Could I import them the same way as custom monsters?
Did a little digging around, and I'm 99% sure if you're putting in custom monsters, you're going to be working in ZDoom
You can do 1 of 2 things:
load Doom2.wad as a resource with Doom1.wad as the main wad (potentially less stable)
or you can dump all the monster sprites from Doom 2 and import them (using the SLADE editor) into the same wad with your custom maps (less hassle in the long run)
The only thing is that if you dump the monster sprites and put them in your custom wad, then you can't (legally) distribute it for others to use
hmm
Actually, I've been thinking about this the wrong way
You can just build off of Doom 2 and still use the episode format, instead of worrying about importing resources into Doom 1.
You just need to make a "MAPINFO" entry for your wad (using SLADE), and you can directly define important information about the levels that way
If you want to just use the standard 9-level episode format from Doom 1, I can even go ahead and mock-up the file for you pretty easily, and all you have to do is paste it into your wad using SLADE
(apologies if this is a lot to take in)
You can put custom monsters in any port but for boom and vanilla you need to use dehacked
They support additional monsters?
I thought you were limited to replacements, even with Dehacked
Technically yes but you can still have a larger bestiary by replacing things like the dead lost soul
also, what's the deal with some mods corpse-spawning LS?
Corpses literally playing corresponding death anims and then spawning LS
Sadistic mappers
A cruel idea along those lines: mod pain elementals to spawn Pinkies or tiny Cacodemons or something
I especially like the mini Cacodemon thing
textures,monsters and ssg
as Mulder9527 said,you can use SLADE editor to make a MAPINFO file that allows this,and if you need doom 1-exclusive textures,i'm pretty sure there is a texturepack like that on realm667 (i think there is also a fixed version of it somewhere on the web,that fixes an issue with some textures not wanting to work,but i forgot the link to it)
i'm literally getting stressed at this error, i can't change the offset type in slade
I think that Starcraft mod for Doom should have focused on just the Zerg first, going for different factions based on the iwad/megawad in use
For Lost Civ, use various Infested Terrans
when you load the map that's throwing you these problems, a list of errors should be in the console
hit tilde and take a screenie of what it says
well the errors are TallGreenColumn at has no frames
well i found a reason, i have to sacrifice the other sprites inside it and it kinda worked
how can i run memento mori
i need to use DOS and i dont know how
i mean it workedbut i dont know what it means by
and yes i own doom II
just enter the path where doom2 is installed
If you haven't yet you have to mount a folder from windows to dosbox
that folder should contain the doom2 installation
if you have doom2 on steam you can find the original dos version if you browse local files
whats a mount folder
i found out how to copy the path
Why dos 🤔
I am guessing the mod uses an old dos exe and not a wad file
Pretty sure momento Mori works on source ports
Like it wouldn't matter what exe it uses 🤔
Is it technically feasible to have a Weekly Brutal Challenge, where Obhack is configured to generate a new megawad every week, built specifically with Brutal Doom in mind?
Centralized Obhack generates the DOom2 style Brutal-optimized megawad that the clients download and run with latest Brutal on top of Doom2
Brutal or Doom Roguelike Arsenal, or... anything of that kind
were any PWADs commercially sold ? (no,i am not talking about stuff like D!ZONE)
Hacx wasn't a PWAD sold as a commercial addon - but a properly-licensed game
In fact, with HACX's IWAD being freeware, I consider Hacx to be the legal IWAD / DEH counterpart to the Doom source.
ah I see
I even have HACX installed in my pc running in Chocolate DOOM lol
and this is a worse soil texture i have ever added
What's generally considered better: Death Foretold or Embers of Armageddon?
I've played both embers is better
Death for tolds progression system especially with how random it is means there's really no consistency to it
The glory kills also can be unresponsive if you accidentally overshoot a target because it doesn't snap onto them like the in the actual doom 2016
The price for making d4t compatible with zandronum
there's a DEH-based version, Deh4t
also, Embers seems to break if some custom monster packs are used
Which ones because embers is designed with them in mind?
T64 Monsters - even the Base version (without loading the Custom ones)
even with ALL of the cool features off, like LFD-style hitscan replacer
IIRC there was another one that also caused EOA to honk out
imagine selling level packs that need the base game to be played
thank god only those 2 did this
yeah i cant find the wad
think there were more but I don't know
tho if I must say I would have paid for Perdition's Gate back then, even if I had to have bought Doom 2 as well in order to play PG
Imagine M$ buying PG and making it an official DLC
do people actually use the automap
I had to examine the installers of Perdition to figure out what to load in sourceports and Doom95
basically, those not having access to DOS version needed to use pg-raw-x.wad
some people use it
Yes, a lot
sometimes, but I do a ton of I have a computer area map to find secrets
There are people who don't use the automap??????
Dw, I was just complaining since I didn’t want to clean up its display
but I went ahead and did it anyway
I would've organized the DOS archive of D4V very differently
basically, put every mod's main and fix into a subfolder, and weapon DEHs into another
and packed in BOOM instead of using DEH
do i get anything for beating map30 in sunlust without having the slightest idea what am i doing with russiaan overkill on permit to kill dificulty?
(for people who dont know, map30 in sunlust is h a r d, russian overkill, makes you overpowered and gives you cool weapons and permit to kill dificulty you instakill anything and you get instakilled by anything too
If you're looking for bragging right you probably have to uvmax it in a non-zdoom port with no extra mods
ok
sadly im so bad at videogames, i cant even beat doom 2 without saving every 5m miliseconds
also thanks for telling me, im stupid
also #classic-doom
I normally don't
who doesn't use the automap I'd like to know
Oh cool
This looks promising
the Woolball series is weird
especially the clever mixing of shareware and preultimate behaviors inside the first game, you need an actual full game to play all 3 episodes
you need a full copy of the game to play any mod to begin with...?
Both Woolball games are free, but the first requires you to own Doom 1
if you just specify Shadow of Wool Ball as an IWAD, you get shareware behavior
however, Zdoom only has full official recognition for Rise of Wool Ball
Shadow isn't even an iwad to begin with...?
ZDoom doesn't need to hard code support for iwads, it checks the first 4 bytes of a wad to see if it's flagged as one
yes it IS flagged as an iwad - and in that form acts as shareware
I can show you right now it's not
to play all 3 episodes, you need Doom 1 - and need to load as PWAD
It seems to have the iwad tag in a script
you're loading it in incorrectly, that's why you're getting different behavior
Don't know how, but it's not an iwad, and loading it in as such gets you unspecified behaviors
A PWAD has no IWAD tag and will say "IWAD tag not found" if it's not in a script, DEHfile or the header of WAD
In fact, IPK3/IPKE/IPK7/IPK(?) files for Z-series ports all need to contain the tag in a script or deh
one of the SCRIPT files
Scripts don't tell the engine if it's an IWAD or not
Only one thing is guaranteed to tell any Doom engine if it is an IWAD
If the first 4 bytes are iwad, it's an IWAD
the .ipk3/.iwad extension was added to zdoom as a user friendly method to make .pk3 formatted wads to be recognized as standalone
Here's the titlemap script, show me where it's telling the engine that you need the trilogy
it gotta be in one of the lower scripts or something.
I'm not even sure how it manages this, but most normal PWADs - even "total" ones - lack at least one of the crucial files to actually be loaded as standalone in addition to lacking the iwad tag
That's not how wads work
it's literally the first 4 bytes
you're loading the wad incorrectly
but most recent GZdoom doesn't seem to check those anymore for some reason
Yes it does
else it would have just thrown the standard "no iwad tag"
Yes, it does
you can literally use a hex editor and change that P to an I and GZDoom will magically detect it as a standalone
instead of the "no iwad tag" or "game mode indetermiante", it goes on until it runs into a resource-not-found error
What I'm guessing is you used a .ipk3 that lists woolball as a needed wad
Since shadow doesn't have the full 27 levels that GZDoom checks for to make sure you're using the retail version, it defaults to shareware
Thatcher is not an IWAD either, yet it does load into some broken state instead of throwing the not-iwad error in GZdoom 4.7.0
That's not standard behavior
That behavior is on your end. Whatever it is that's causing this is a problem on your machine
LZ gives "no iwad found" even when you -iwad thatcher.wad - but once you provide Doom2.wad, it loads
That confirms it then. The issue lies between keyboard and chair.
I just ran those tests on Thatcher to see - yes, GZ has some broken behaviors that LZ doesn't
It's amazing what you can learn when you trust people who know what they're talking about
with Thatcher, LZ tells you it's not an IWAD
With Shadow of the Wool Ball, even LZ loads into the "shareware state"
even funnier is that the author of Wool Ball KNEW that people would try to load incorrectly
No, they didn't
There's none of this detection you're imagining
Zero. Zilch. Nada. 404 Not Found
it just uses the d1 table, which triggers "shareware" if insufficient levels
it doesn't use any table
I don't know how to make this any more clear to you
This is not how these engines work
and I know you've been shown plenty on other servers that you have a poor understanding of how these engines work
The author of that wad, by the time it was completed, however... had a perfect understanding of Zdoom 2.8.1
What you're doing right now is called "moving the goal post"
or "grasping at straws" more specifically, take your pick between the two, they both apply
trying to shape a new goal post out of the straws
Go ask on the ZDoom forum if you don't believe me.
If anyone has a better understanding of how any Doom engine works, they'd be it
Never mind I've been using zdoom since, well, since I wanna say the 1.8 days
and MSPaintR0cks is one of them, one of the more knowledgeable I'd think
And @whole blade Here who's making his own gzdoom based game
Let's just ignore the fact that we know what we're talking about
I'm a zero, and MSPaintR0cks is a German mastermind.
I'm gonna go with "making shit up"
Well I was being polite about it
@vast citrus you're pretty much pushing unfounded conspiracy theories about creators now which will net you an official warning if it happens again
1K3 LINES IS OUT BAAAABBYYYYYY
https://www.doomworld.com/forum/topic/125479-1000-lines-3-community-project-released/
Hello all, its that time again! This year we have been busy working on the best 1k lines project yet. So, lets get down to business. We have 32 totally awesome vanilla compatible maps for you (+ 2 bonus maps), powered by a vanilla friendly version of Otex1.1. The episode themes this year, I feel ...
ayyyy
getting a glitch where I have this weird hole in the floor while playing on one of my maps (UDMF, GZDoom)
always in this specific spot with these dimensions, but it's a visual glitch only
any ideas what could be causing it?
That's a node builder void. Run an error check for very short lines, overlapping vertices and overlapping lines.
If it's still there then draw a new sector where it's appearing. It'll be coming off existing vertices so usually you just need to draw a couple of lines
It's gzdoom's version of a slime trail
So I’m able to walk through the locked doors in the level I’m working on. How do I fix this?
wdym?
The texture is there but it’s basically just a fake wall instead of a door
You create doors by drawing a slim rectangular sector, and lowering its ceiling to the floor
You'll need to put textures on the upper part of the lines
Okay that makes sense
Thanks
worked; thanks 🅱️
I’m looking to get into mapping, dose anyone know of a good tutorial that will teach me the basics?
SMMU with Doom 4 Vanilla and Doom 64 for Doom 2 (the Doom 2 mod trying to replicate Doom 64 in a vanilla compatible way) seems to be skipping level 1
this happens with both Doom2 and FreeDoom2 (ahem, freed2 per the DOS limits) IWADs
Running D4V on SMMU without a level PWAD results in a crash
A few things:
- Get Ultimate Doombuilder and SLADE 3
- Check out people like Chubzdoomer and Jaundice Juan’s tutorials on YouTube
- Open up and reference the Doom and Doom 2 levels when possible. TNT and Plutonia use some more advanced techniques as well, if you purchased them
And ofc, you can always ask for help here
Thanks! I will definitely be back here soon
Toxic, I'd recommend starting with the FreeDoom levels
but both phases of FreeDoom use turret-like trapped guards a bit too liberally
also, turns out that it's the "megawad fixer" that was causing SMMU to skip level 1
but the author of Doom 4 Vanilla isn't here
i don't see this as a good point to start
best to take notes from id software themselves via looking at doom 1 & 2 maps
Same
doom 1 maps have suprisingly alot of texture misalignments
Yeah you can see some of em
are those blue things on the pit are spikes?
if yes then thats rad
they are spikes, they will kill you. 💀
i've reduced the number of spikes with my latest build because i wanted to allow clearance for the players to fight in a hazardous environment
nice
a mortal kombat mod would be awesome
i think there were another mortal kombat wad
which let you play mortal kombat 2 in arcade in doom
This is fucking stupid
You can't just tell a beginner who knows nothing about mapping to "use freedoom" they probably don't even know what that is
this^
@bright palm FreeDoom (stylized with infinity sign instead of 2 O's) is a set of 3 open-source Doom IWADs
though I question the legality of playing them without owning the corresponding edition, you can learn mapping from those two once you do
such as placing non-flying ranged enemies in a spot that covers more than one part of the level
Do not use freedoom to make maps if you already have doom 2
FreeDoom2's Map 1 perfectly explains this technique, but to a TD player it should be obvious
Nobody knows, or cares what you are talking about
Stop
There are two Imps that attack both the second room and a later part of that same room.
This isn't your diary where you can muse endlessly about whatever random thoughts are flowing through your head. Go start a blog
Generally, Toxic, play some tower defense games and read SLADE's documentation. FD phase 2 just uses a technique borrowed from TD.
Perfect place to start
https://youtu.be/c4-5d10dCyQ
In this video I cover some basic principles and talk through my creative process in a map that I put together in just over half an hour of real time.
I believe anyone can make a Doom map.
Join my JOY OF MAPPING Discord server:
https://discord.gg/Ascc59b
SUPPORT ME via PATREON: https://patreon.com/jamespaddockmusic
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What the hell do TD games have to do with doom
What are these stupid uneducated opinions
Please do not give advice if you have no idea what you're talking about
Toxic, stick to the advice given by Bridgeburner and Mulder
This guy makes no sense at all
dude wtf do tower defence games have to do with doom ?
@bright palm,if you are reading this,don't listen to YuraConst,he is making up weird stuff that doesn't even amke sense at all
stick to advice given by Mulder9527,or me or Vulldozer
have some good doom vids:
https://youtu.be/EucWtn__O8Q
https://youtu.be/6arDCzmhONY
Several people have asked me how to get into making Doom levels themselves! In this video, I spend ten minutes explaining the software you'll need and how to set it up, and then wing it through making a small but technically complete level.
If people think this is useful, I could try making more specific ones for other techniques!
Spectacular ...
From my experience playing beginner maps, some advice about guiding the player gently through a map by making choices about textures, flats and so on in your map elements!
00:00 Science
04:05 Doors
06:25 Switches
10:15 Shootable switches
11:10 Bars
13:05 Platforms
14:05 Teleports
15:15 Damaging floors
17:20 New con...
i swear,YuraConst has some sort of a sick obsession with freedoom