#classic-doom-maps-mods
1 messages · Page 122 of 1
i personally started with his vids
David's videos are quite well edited and modern
no.
it's better to look at IDs work in doom1 & 2 instead of checking a fan project that is very inconsistent with its stuff
thanks for all the help!
TDs only have to do something with monster placement
they don't ?
honestly you can get p far even without tutorials/vids on map design
and while taking inspiration from other games/genres isn't a bad idea, I wouldn't exact;y tell someone new to mapping to study tower defense games lol
best to check some genuinely good wads and understand why they are awesome
Perdition has one of the most annoying map01s
is Double Impact considered a good episode?
While MSPaintR0cks seems to be good at scripting, Rise of the Wool Balls had the look'n'feel of a bootleg N64 game
though it would need to have two 8mb memory paks connected to fit the 19.3mb WAD (in addition to 8MB on cart)
I'd also recommend Dragonfly's Doomworks (link got censored), he has some good tutorials on more "advanced" editor features (the stairbuilder one changed my life) as well as broader concept stuff and some UDMF things
But definitely watch the videos others have linked on the fundamentals first
That dragonfly's mountain tutorial was a life saver
Yeah, he's also got some videos on YouTube that aren't on the blog, so check that out too
Including the "natural rocky outdoors" one Vulldozer mentioned
Dragonfly was one of the main mappers on Eviternity, which was probably one of the biggest megawads to come out in recent years, so he's got some decent mapping chops to say the least
Lol he was the main mapper. It was his project. I think there were 6? Guest mappers in addition to DF who each made one map
Eviternity? The six-tiny-episodes Doom2 megawad?
Is it just me, or did Kaiser's DSV 1 map01 get some inspiration from the Doom 64 map01?
I just checked the Doom wiki bc I was curious and there are 13 maps with other mappers credited (5 of which Dragonfly also worked on). But you're right, he made the majority of it himself. Impressive
if "Doom 64" is the real Doom 3, then Perdition's Gate is the real Doom 4
but the thing is
doom 64 is official
Perdition's Gate is just a fan megawad that (for some dumb reason) costs money
it no longer costs money, and it was a megawad that missed the "Final" opportunity
going by this logic you can call SIGIL the "true doom 2" and final doom "the true doom 3" and so on
my thought when hearing "Doom Eternal"
(yes, that's Fraggle's SMMU running in DOSbox-X, with Doom 4 Vanilla and Eternal version 3)
for real though, I keep thinking that the cadet in Perdition's Gate is Doomguy's younger brother
so it kinda makes sense that the younger brother's gear uses tech recovered from Watcher ruins
and Sigil is just Doomguy's bloody nightmare after returning to Earth (between Ep 4 and Doom 2)
what
You're posting all this stuff in the wrong place, man
Perdition's Gate is semi-official
This channel is for making maps and mods. This would be better off in #classic-doom
and, given its almost-official status and the reasoning of newer tech, I think Doom 4 Vanilla mod best fits Perdition out of all the modpacks...
Doom 64 for Doom 2 is kind of a stretch, so IDK why the author included that as an example map-PWAD
I don't think anyone on this channel is actually going to engage you in these conversations
Is this a real human or some bot saying random shit
hard to tell
i cant tell
he acts like a non caring robot saying stuff about freedoom and doom64 as far as ik
I saw him on a different server about a year ago.
He was banned after a little while but I don’t remember why
gonna bet he has his room filled with printed freedoom screenshots,a pin board full of his weird theories and a few posters saying how doom 64 "shouldn't be recognized as it's own game" (he literaly said this once)
yes,he literally said that once in #classic-doom IIRC
absolute bruh momentum
not only that, but w h y
found the message
#classic-doom message
anyway
y'all should play this
https://www.doomworld.com/forum/topic/125500-deadtech-community-project-bv2-update/
After a year of delays I am proud to present DeadTech, This wad is shooting for both Doom 3 and Doom 64 in look and atmosphere and Doom 64 with the enemies and weapons courtesy of @Immorphers Morph 64 mod and awesome textures from @ukiros Otex. This is a current beta version so you may encounter ...
is it just me thinking this, or did doom gain a bunch of new mappers recently
either way it's cool to see so many community created maps
downloading rn
wait
185 megabytes ?
i didn't contribute to deadtech but i was one of the testers and it is 
14 maps, all new monsters and weapons
it's the same size as shadow warrior classic
gonna bet alot of stuff is in it
yeah it's thicc
the last 3 years or so has seen a big increase in mappers. we're in a golden age for sure
i like how the broken door was made here
yeah there is some lovely mico detailing in that map
are the maps in udmf format right?
because making those slopes in doom format is impossible i think
coloured lighting + slopes are only in udmf
Same with 3d floors (those are also in this wad)
yep its udmf
the screenshots look sick btw
playing the wad rn
it kicks ass and looks so dang beautiful
this ||turret|| tho scared the shit out of me
how can i change the sky texture like plutonia
Do you know how to add a texture in slade?
Basically you have to add a new texture (256x128) to your wad, then name it RSKY1 or RSKY2 or RSKY3
The number refers to the episode in doom or the map range (1-10/11-20/21-30) in doom 2
or if you're using a sourceport that supports umapinfo:
and replace sky2 with the sky texture that you want to use
Pretty sure they are using the boom format
I don't think that's the map that they're making though
also yeah it's 271
You can use action 271 if you want to change it in a single map or a single part of a map
But if you just wanna change the whole thing you replace the texture
Depending on what they meant I guess
started last year lmao
I’m using boom format
I’m just using plutonia as an example
I have the city and mountain textures for walls but not ceiling
even in more advanced doom map formats like boom or UDMF, there's still only one "sky" flat (F_SKY1)
"Sky Transfer" in Boom maps works by making a sector out of bounds and setting its walls to have a specific texture as their upper texture, then giving them the special 271, and setting the tag for them the same as the sector you want to have that new sky
If an example would help, here's a simple one with 3 rooms, each having a different one of Doom 2's original skies thanks to the transfer skies special
So I'm making a teleport ambush, however I can't seem to get the monsters to teleport, even if I have placed the linedef in the front set to teleport monsters, they will still walk around in a dummy sector as if nothing's happening. The two sectors have even been joined together, tags have been done, and the monsters aren't set to deaf. Any help?
the monsters aren't set to deaf.
first off, this is an old misnomer; the proper name for this flag is "Ambush". "Deaf" implies the monsters can't hear sounds at all, which isn't true. Instead what happens is that if they hear a sound, instead of waking up immediately, they wait until they have a clear line of sight to the player (regardless of what direction they're facing). If the editor you're using still calls it "deaf", you're prob using a really old one
Second thing, and more to your issue here
I can't seem to get the monsters to teleport,
Players/monsters don't trigger lines simply by touching them, but their centerpoint has to cross them. So if Hell Knights have a width of 48 units, you need to make sure that the teleport lines are more than 24 units away from the solid wall. (Also, make sure that the front of the line is facing towards the knights, and not the backside)
Only other thing would be not having a teleport destination in, but I think that's less likely than either of the above
I see. Actually I edit with a modern editor that already calls it “ambush”, however sometimes I like to refer things alternately, had no idea that deaf and ambush are different things and not like, alternative terms.
ah
yeah, I only bring it up b/c "deaf" might give you the wrong idea of what happens when you use it
usu I try not to be pedantic when it's not important
The thing is, the teleport linedef works when I step there by my own after clipping to the dummy sector that has it, had it set to teleport both monsters and players. Is the teleport line unit still the problem?
Ok thanks for the help
Can you upload your wad? I’ll be able to get a full picture that way
Let me introduce you the new monster that I am making - The Professional Cyberdemon. Concept of incoming "professional monsters" mod is - almost all their stats are default, attacks almost default (no nukes and railguns from cybies for example), but these kind of monsters will do their best to defeat the player. Here is the first one - Professional Cyberdemon and here is a video that demonstrates his abilities.
Doomguy fought cyberdemon so many times, even took him out with fists. But this time cyberdemon is gonna evening the odds...
Желающие отблагодарить:
If you wanna support this channel:
https://www.donationalerts.com/r/nomakh
Discord: https://discord.gg/eBvpEy6hTz
doom cyberdemon, cyberdemon, doom 2016 cyberdemon,cyberdemon theme, doom cyb...
@wispy relic I have sent you the WAD, mind having a look?
sure thing
How do I make a midi louder? I tried a bunch of websites online and I tried downloading a midi editor but I just can't seem to figure it out
use the loudener
I have used onlinemidi.com in the past and it worked great
FreeDoom needs to stop calling itself FreeDoom and also stop being compatible with Doom maps
How the flying fumpus is FreeDoom still a thing trying to be Doom compatible?
Dude, bring it up with the mod authors like you've been told a million times. Freedoom has always been used as an option for an iwad for people unwilling or unable to buy the regular doom iwads, so they can play custom and multi-player content like the rest of us.
If you want to contribute to freedoom go to the github page and suggest anything you like, if they don't accept the suggestions you can fork it and make your own freedoom, if you're here to rant, this is not the place
i have a question
im looking to get into doom modding and i was wondering if prboom allowed you to create new enemies or just edit existing ones
You can replace duplicate decorative corpses with new enemy slots even in vanilla, but that needs some heavy DeHackEd modding
Both PrBoom and (G/L)ZDoom allow you to put the DeHackEd script right inside the WAD bundle
see "Doom 64 for Doom 2"
Thanks, The reason i was asking was because i wanted to make a more interactive icon of sin that would work on most versions
Even the Doom Wiki entry on "Doom 64 for Doom 2" says it replaces one of the duplicate bloody messes with a new mon
dude
you are entirely countering the fucking point of freedoom
your idea is really bad
Are you insane? Are you off your rocker?
he definitely escaped a psychiatric asylum
the very idea of it is legally grey at best
🤨
:archthonk:
it's literally a free game with 100% custom content that uses a free open-source code
^^
The DOOM engine is free and open-source, its assets aren't. Hence why Freedoom exists.
A "substitute core data" for a "hybrid licensed game"
Only the engine is open source, and trying to make a compatible Doom engine is just... a big oof
the doom engine itself is free
All completely redone, even to the simplest of textures I believe!
the textures of DOOM are not
🤨🤨🤨
iit literally isn't, it's taking the doom engine
not making a compatible doom engine
Exactly, and you cannot just go up and substitute them with free ones without breaking the law
DOOM engine serves as only the foundation.
you can literally do that, wtf are you on
replacing the textures makes it not the textures, thus not breaking the law
However, a fully legal game on the Doom engine does exist, though it is way less popular
wtf is your logic here
the game has 100% custom textures,monsters and enemies
The textures and stuff have been made to look different from its Doom counterparts, while some may find some similar.
this, how tf is it breaking the law if every copyrights texture is replaced
heretic,hexen,hacx,chex quest (this one is literally doing the same thing as freedoom lol)
Basically, the engine is free to study but you need a license to reuse it for a new game.
And that's what Hexen, Heretic, Strife and HACX did. Of those, HACX is the least deviating AND the only derivative work that has been opensourced in its entirety.
chex quest literally does the same thing that freedoom does
nvm,i was wrong
The difference is that for Chex Quest, they still licensed the engine from id Software as the engine was not yet open source at the time. Hacx too.
Chex Quest and Hacx were both legally licensed
while FreeDoom isn't
^^
chex quest was before doom went open-source
Hacx was only few months before id open sourced the engine.
Also, Simon Howard's SMMU has a major bug
SMMU what?
🤨
SMMU is a MBF compatible Doom source port for DOS
SMMU
Smack My Marine Up
Even with the DEHfile you can't run CQ1 on SMMU without a full (Ultimate or not) version of Doom 1 or FreeDoom 1
yep
cope
@call smmu -iwad freed1.wad -file chex.wad -deh chex.deh
Also, didn't Mills later decide to reclaim the CQ license?
i need help with a mod im making
what is the problem
im trying to replace the icon of sin's hitbox with a monster in whacked4 so it can be more of a cooler fight
Look at Doom Zero
literally what the fuck happened here
hell on earth
ok so doom 2 got it



nightdive is such a great company. it's great to see how they've been revamping so many classic games recently
when its illegal to alter a games code but the game is open source
that's called "source-available"
you're free to learn from the source but not alter it
The more you know.
For assets, a simialr license is called "CC-BY-NC-ND"
Creative Commons Attribution Non-Commercial No-Derivation
when making maps, you're not allowed to alter the walls or monsters
nor can you reuse any part of the stock maps
Doom Source License is a "Source-Available" license
FreeDoom is illegal
HACX is the only legal freeware IWAD
Earlier when someone asked about modding, I forgot that the very use of DeHackEd is illegal
the one exception being HACX
Boom was grudgingly accepted by Romero himself as a way to prototype balance changes without compiling EXE again and again
dude, you have no idea what you're talking about, please be quiet
it's illegal to sell it. not make it. and even then, sometimes, you can sell it. please do research instead of talking out of your ass.
you have got to be actually trolling at this point
The DOOM modding community would not exist if it was illegal to mod. DeHackEd is modding, mapping is modding, Bethesda or id would have shut our asses all down a long-ass time ago if that was the case. SEVERAL of the Doom modders that you cite are actually working, in part or freelance, with Bethesda or id in some capacity, BECAUSE they modded and created what they created. But considering you've trolled many to them to oblivion, you'd have no damn idea.
They would all be in jail, not working with the people who created doom, does that make sense?
like seriously, why would the add-ons for unity port exist if it was illegal, huh?
I'm surprised Doom 0 is an addon for Unity port of Doom 2
Or anything else that uses DEH.
Gents, as the age-old saying goes:
"Don't Feed The Trolls"
I'm not even trolling, I'm genuinely surprised that Bethesda allows DeHackEd-based mods on the Unity port
it does
Makes sense, it's total conversion and I forgot about that
There were only four companies ID ever licensed the right to modify the engine to:
1 - Digital Cafe
2 - Raven
3 - Rogue
4 - HacX: Twitch'n'Kill team
but freedoom didn't modify the engine???
do you not understand what "open source" means
it literally switched the textures
And sounds
additional code isn't changing the engine itself. it changes the engine's behavior in certain conditions.
which is exactly what DeHackEd is. it's a patch. it's not a full change to the engine.
here, I made an entire video about it
https://youtu.be/6eodTmEKlmw
FreeDoom is just an asset bundle.
so how is it illegal, if it's assets?
^ this
that's changing out assets, not the engine, mate
Having shotgunny cacos and charging losties that pain the player or any non-flyer on impact?
yeah, that's a patch, my guy
what the fuck did I walk into
pain, Artsmen
boom -iwad freed2.wad -file perdgate.wad -deh cacoshot
absolute pain
so to my understanding
Download free doom wad 2023 xaxaxa
he is saying freedoom is completely illegal
also that dehacked is "illegal" (which it's goddamn NOT)
legally grey, at the very least - while shotgunny cacodemons are 100% off-limits to my understanding
so i cant make the spider demon shoot 200 rockets without being in illegal territory?
oh my god, the spiderdemon is a ripoff of the cyberdemon!! it's illegal!!1!11!11!1!1
thanks for giving me the idea

Make the Cyberdemon dual-wield a Spiderdemon's chainguns while you're at it
pain elemental 🙂
yoooo that's cool
Especially if part of the rockets are actually kamikaze mobs
actually for the final boss of my tc i actually had that exact same idea
what would make it worse is the cyberdemon's head replaced with a working pain elemental
big brain
oh god
and make the feet the archviles so its fast
giant pain elemental head, body of cyberdemon, arms of rocket launcher and chaingun, running on skinny ass archvile legs
does that mean zdoom decorate, and zscript are too

Pain Incarnate, behaves like a Pain Elemental/Cyberdemon combo until all HP is lost (has same HP as a PE), spawns a PE on death, thus making a staged miniboss
Another example is Spider Mother, who actually crawls on ceiling (teleports on top of a 3D floor slab ceiling and then gains negative height as the sprite flips upside-down)
For every 10% HP drops an arachnorb
what
Or even... Spectral as a property that makes all Crush Resurrections turn into spectral counterparts, having both the Ghost glitch and the Spectre effect
at this point it's just devolved into insane ramblings
Rather, insane examples of boss/miniboss designs that would be immediately obvious as being based on DEH or even ACS/Zscript
sounds cool
really impractical but cool
Can explain to me what extreme weapon pack was all about?
dumb but funny weapons
like the rocket launcher fires extremely slow dud rockets
your hand requires reloading via cutting off a hangnail, painting it with nail polish, then waving your hand around to dry it off
there's a rusty shotgun
and funnily enough, the best weapon in this mod is a toothbrush
or if you want the funny points, give it to the chuper chotgun
Then there’s hoom we don’t talk about that mod 
"hoom"
best mod 11/10
plus when you play it with brutal doom you get destroyed by boners so win win 
what is wrong with you
spelled it wrong but yes
we do not talk about it
i'd like to see you elaborate on this and how it is "illegal" as you said
going by your logic every mod for every game would be illegal
you are not even wrong,just stupid
but we do talk about it ;)
also why in gods green earth was that mod even made
sex sells
From the read me file and the stupid dialogue you can tell it was made as a shitpost
But some people might use it for a... different... purpose...
Why the “flying fumpus” would dehacked be illegal
it has the word "hacked" in it /s
Ah yes
what claims did you expect from a dude who wants freedoom to "stop using the freedoom name and stop being compatible with doom maps",who also thinks that EVERY DOOM MOD is illegal ?
that man is down real bad
^
imagine wanting freedoom to counter its own point because you think that it's illegal even though you don't have a source on that,but when you find one,everyone points out that it doesn't apply to the topic,so you stay in your little bubble of misinformation and bullshit claims
YuraConst's behaviour basically
basic summarization
Cool but the texture filtering about to make me throw up
advice:
-turn off texture filtering
-scale your hud to make it more visible and understandable
woah ive got map right here (for doom 2, boom compat)
i played it and it was a well designed map
more enemy verity would be good since all of the enemies were revenants and mancubus
The reason why there's little variety is cause it was designed for a 3x3 challenge on Doomworld iirc
Three Textures, Three Enemy Types, Three Flats
oof
Limits are fun and challenging sometimes
I think limits force people to be more creative overall
Russian over load
but 3 tex/3 enemy types/3 flats? that's ... too much of a limitation
you gotta check 10 sectors then
it's amazing what people can accomplish with that challenge
or the 1042 challenge
you have to work in a 1042 X 1042 space in the doom editor ( imay be wrong with the number)
it even got to a point of working only in 64 X 64 space
lmao
10 sectors just means you can't have blinking consoles in niches
Congestion 1024 is a 2005 megawad for Doom II. All maps are designed so that the playing area fits entirely within a 1024×1024-sized area. Authors were allowed to define sectors outside of this area for the purposes of gameplay, detail and scenery, as long as they are not reachable. MAP01 and MAP19, however, include accessible areas outside of t...
https://doomwiki.org/wiki/Congestion:_64 the 64 X 64 version
Congestion: 64 is a joke megawad inspired by Congestion 1024, and following a similar premise, namely that all levels fit within a small area. Congestion 1024 restricted mappers to a small but nonetheless workable 1024x1024 unit area, but in Congestion: 64, all levels are restricted to a tiny 64x64 area (by comparison, the Doom player object is ...
eek
Congestion 256 had some interesting maps. Bauul's The Shuffling Madness has some of the most insane portal usage I've ever seen
https://doomwiki.org/wiki/2048_Unleashed there's also a project in similar style,but you can do levels twice the size of the ones in congestion 1024
this is too much limitation now
https://doomwiki.org/wiki/2_Sectors then look at this
true
someone made a plutonia wad in this style lol
Nice
Who made the doom wad engine
it was me 
Hello\
i pretty much got the mod finnished but i am having one problem
when the enemy i made does its attack animation it works fine but when the animation is finished it plays its death animations and acts like its dead
when it attacks it dies
and i dont know how to fix this
im using whacked4
sure
you can send it in this channel
here it is
i copied its actions from a baron
it replaces john romeros head
here i will send the textures for it too
ugh sorry but I couldn't pinpoint what's wrong, everything seems like it's done correctly
how can i play a .mus file outside of doom
it's literally a simplified midi format,yet windows media player can't open the music in this format
do you have slade downloaded?
because you can open doom2.wad in slade then navigate to the track you want as a midi and then right click it hover over audio then click convert MUS to MIDI
oh ok
thanks
didn't know about that
so i tested it more and my mod worked flawlessly
the only problem is i dont know what sourceports it will work with
which type of dehacked does it use? just search it on the wiki and you should get a list of all supported ports
ok i will
test it on as many as you can
ok
so i have figured out that it will work on pretty much everything except for the vanilla dos version
as long as the port has boom support
so
needs a boom-compatible source-port
yes
because it uses dehacked extended
it has the bex extention
i have a question
does doom have a limit to how big enemy sprites can be in height
I think normal doom textures can be a max of 256x256 but sourceports that support hi-rez textures can go much higher
ok
because one of the enemies in my mods texture is like a cyberdemon and a half tall
am i allowed to post mods in this channel
yes
like one i made
ok
it appears to only work with gzdoom as of now
but i will figure out how to get it to work with other sourceports
my main goal was to get it to work on a version of doom legacy for dos
imagine hall of torture souls on DOOM
i will post the mod directly here but im also going to post it to the zdoom foums
i don't know if can post my mods now tho because my pc and my laptop is having a virus
thats not good
get rid of the virus?
technically if it isn't an executable it can't be infected
well it can but it wont infect other people
well that's good it won't infect my wads thank god
but also why don't you just get rid of the virus ??
?
well i will do a complete reinstall on things after update
it's very hard, even if the antivirus deletes it it will come back
anyways the updates looks like it removes it anyways gotta make mods now.
Okay that was actually a very fun fight
That sprite is horrifying I was so surprised when I saw it
also can confirm it works in dsda-doom
a good view of the city
finally,a city in doom that actually looks like a city instead of boxes placed on gravel
making those building appear from the back was kinda hard to make
but it was worth it
to be fair, doom didn't have 3d floor back in the doom 2 days
but they could at least use textures that look realistic instead of those weird-ass black walls
you know the ones i'm talking about
they literally could not lol
getting textures was much harder, and they didn't have enough disk space to fit too many textures
at least they could make those textures look more like skyscrapers by making them more blue-ish/brownish (because skybox)
fair point
the only real problem i have with my mod is that the final boss arena is just e2m8 but i retextured it
try making your own level from the ground up
i can send some tutorials if you need 'em
I was tired while coding so next morning I've discovered this bug during the test. Meet the HUEY-demon https://youtu.be/P6fczpZ02Vg
How to make the best doom mod that ever was existing (no).
thanks i think that those could help
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...
thanks
Another forbidden doom mod is moon man
What’s forbidden about it?
Everything
the "standalone" version of Hacx is bugged
Even after extracting the DEH lump, Boom fails with a GetNumForName error
PRBoom+ is fine, but actual Boom fails
also
if its the standalone version then boom wouldn't recognize it anyways
map 07 is done after a long time, very big and full of baddies, it will probably go into a new wad since this wad is kinda just me playing with udb, if playing i reccomend hmp on hntr it is very cruel and stuff so yeah
and boom compatible, there is a useless switch right now so ill remove it later
but the map is beatable
so I have a UDMF mapset I've been working on
what would be the best way to test it in co-op?
still just GZdoom, or is there a port with more stable multiplayer capabilities out there?
gotcha
welcome to tomorrow city
Welcome to the City
looks fun
your city looks cool
appreciate it
basically
it's content is at least distasteful
just watch Gggmanlives' video on it
it's on the /pol/.wad level of awfulness
hell,it even uses the same sprites
moon man wad is basically a terry wad
but 100 time worse
at least it's playable unlike terry wads
time to see if any balancing was made / any suggested changes were implemented
dehacked issue
and of course,no changes at all
missing textures + comically large door
what am i even looking at
literally E1M2 but worse in every way
lack of a in-between texture (support3 for example) makes this look ugly and odd
huge texture alignment issue + ugly stair texture
monsters are stuck in eachother
here too
i think you've used a wrong door texture
are you trying to make plutonia but 100 times worse ?
ah yes,a map that you can get softlocked on didn't get an update that prevents that
i.e. if you don't use gzdoom (or any other port that allows jumping) you are fucked
this is still here
why
eugh
man didn't even try to improve the wad
A better way to critique is to give a solution(s), rather than to point out what's wrong.
the thing is
many of as gave him tips and solutions on how he can improve the maps a few weeks ago
i guess he didn't listen
Different difficulty settings
makes sense
Yeah you can’t see it though while playing but I’ll fix anyway when I can
Forgot to fix the door and you can’t notice the missing texture
Gonna say this here so it's nice and clear. I have zero tolerance for unnecessarily rude and aggressive feedback on people's work. That shit can fuck right off
Reminds me of Illium from Mass Effect 2, very neat
Time for chainsaw gimmick map because chainsaw
much obliged
Imagine someone making a 2.5D squad shooter with FreeDoom assets...
I'm almost convinced ID would sue
Syndicate/Lemmings Paintball style game with FreeDoom assets (re-angled for the 2.5D view) and called Europa: The Doomed Colony
at this point yeah this has to be a troll
why would Id software sue over someone using the freedoom assets
when freedoom isn't even associated with id
FreeDoom is associated with the Zandronum project IIRC
Or was it that other multiplayer port?
ID might sue both the company behind FreeDoom and Europa Colony (name picked randomly given Doom's use of other moons)


"Here it is, at long last. The DOOM source code is released for your non-profit use." - Official doom source code (readme file)
As long as the game is
- non profit.
- doesn't use doom/doom 2 assets
it's completely fine
Oh and let's not forget that even if it somehow was, ID and Bethesda have no reason to sue indie game developers
Or modders/mappers even
🤨
For the sake of example, Europa: The Doomed Colony is a Syndicate/Lemmings Paintball type RTT/shooter hybrid written entirely in GameMaker Studio, for-profit, using the BSD licensed FreeDoom assets and even has Doomed in its subtitle
why do you mention it having the "doomed" in the title
doom is not a copyrighted word
just because it has the word doomed in it doesn't fucking mean they can sue
the word doom isn't trademarked
Area 1: Knee Deep in Worms (uses lots of the Larva Pinky)
if a game was literally titled "doom" and it was sold then id would take action
if a title of the game has "doom" with some stuff with it then there is no reason to sue
yeah
people can't make references smh
yeah bro guess I can't make akira or evangelion references in my wad without getting sued by gainax 
also,i think that "Knee-deep in the dead" is literally a phrase taken from the bible
imagine if id would sue the fucking bible
🤣
the Church saying ID
no need to
it's not copyrighted
I say let's not start another shitshow and discuss something, more related to mapping/modding
good idea
yes, this
We won't get anywhere by arguing
but again, the main enemy type in Europa's first area uses the Larva Pinky as the main enemytype, and is just a giant sewer system that your four colonists must crawl through
and speaking of mapping how the fuck does the create fake floor and ceiling work
If you mean the fake floor and ceiling from boom format its quite easy
ye that
You have first a real sector
And you want to give it fake textures or fake hieghts
So what you do is first create the fake sector which is what tbe real sector will end up looking like
And you just give one of it's linedefs a 242 action, and then tag the sector and the linedef
Ill post an img explanation in a sec
you have the Freeguy (shotty), Sam Warren (a Heavy in a vaguely Metroidish suit), the Technician (vaguely Mario-like - he must repair the plumbing that the Larvae are destroying) and a medic who's still scared of the worms after 15 years on Europa
so it's kinda like a 3d floor?
Is a fake floor or ceiling just a term for a solid slab (or set of slabs, for a bridge)?
Not exactly
A fake floor/ceiling means that a sector appears as another sector that its not
So you could have a sector that looks like a deep hole that you can fall in
But in reality it can be at floor height
Water-walking false Christ boss?
he stands on what appears like deep water but is actually floor-height, and 5-point damaging (with the boss having 5pt damage block to be immune to it)?
False Christ sends forth illusions of family (modified zombie scientists) that also have brief shield against the cold water
/¯¯¯¯¯¯\
|F D[]
|~~~~¯¯|
do I get it right now?
as of Doom mapping, could EA sue for porting Syndicate maps over to Doom?
monsters in Doom are immune to damaging floors by default
Oh yeah you can fake deep water using the 242 boom action too
that's why for example the spectres at the end of doom 2 map 06 don't die before the player reaches that room
I think at some point in time I might do doom tutorials
Especially for boom since I had to figure out a bunch of stuff by myself
gl
I'm p good with UDMF now but other than a couple specific things I haven't touched Boom format at all
Also anybody know when MBF21 is ready? I am really excited for it
I think it is already finished but is it fully supported now?
p sure there's at least one port out there that fully supports it
Supported by dsda and gzdoom currently
ik GZdoom's got partial support, but does DSDA have full support for it?
What about the doom builders? They got support too
Only the latest version of gzdoom though. 4.7.1
Pretty sure dsda has support
I've played mbf21 maps in gzdoo.
UDB should have it, but the doomwiki page says you have to enable MBF21 editing first
so that means False Christ would be even easier to do?
yeah I don't see why not
it seems simple enough
He alternates between Painful Blessings (that heal but drain armor if you have any armor, but do damage if you have no armor) and summoning illusions
basically, heal and hurt at the same time, so that it goes to straight damage if you have no armor
In coop mode, players killed by PB turn into zealot mob variants of that player class
in singleplayer, dying to a Painful Blessing of False Christ counts as normal death
Hell in Jerusalem - Doom episodes 1-3 on Doom 2, virtually unaltered, with the Jerusalem episode and False Christ as episode 4
the world's your oyster dude
You know what's annoying? People who constantly talk and fill the air with their ideas but never actually do anything useful to put them in place
but once in a while there comes the ubergonk - something so obnoxious you wish that person stayed just an idea guy
so you should be thankful I'm too stupid to code and actually create Hell in Jerusalem
When a studio is out of ideas and an "annoying idea guy" brings an idea up, that's when ubergonk titles (standalone games or mods) happen
I'm pretty sure you have absolutely no fucking idea what happens in game studios
How the f would a game studio think of a "side-scrolling X-com"?
The idea must have come from someone really annoying AND sugar crazed
A side scrolling xcom game sounds dope
That's how SteamWorld Heist came to be - a sugar crazed debugger's brain-fart
you're an absolute donut, so jot that one down.
the thing with doom modding and such is that so very little of it relies on actual legit coding, especially if you're just using doombuilder to make maps
in fact, vanilla and Boom format maps don't support any coding whatsoever lmao
I mean, dehacked, but I forgot that was illegal 
you'd only (possibly!) get into that if you work in stuff that supports ACS or w/e for scripting
ah f, mb
(joke)
never really tried using dehacked myself 😔
anyways what I'm getting is Yura, just download Doombuilder and start making maps
it's super easy
that would require effort
why wont the song work when i open the wad
DSDA-Doom, GZDoom, and Woof! currently supports MBF21
what are you using to play the level? Zdoom, Gzdoom, Crispy Doom, etc?
My hunch is that since your music file is an Mp3, not every port will support it
yeah i couldnt find the midi
Look up a site called doom depot
It should have all the original doom midis available
nice, i got my full wad back but not map 01 its just called D_RUNNIN and wont work
ok i opened map 1 in editor but how od i change it back to MAP01
ok i got the full wad back
now to use the midi file this time
oh my god it finally worked. what an emotional rollercoaster
Map making doesn't require coding knowledge, modding does. Especially if you're using zscript
Mapping has a gloriously low barrier to entry
Hi Doom Family, my name is Charles Lai, maker of the Doom 2 Mods: Ultra Doom2X, Doom2X-treme, and Doom2X-treme GOLD! Nice to meet you guys.
Total serious question for anyone at Bethesda, will you ever fix the Dehacked issues with Doom 2: Hell on Earth? My mods work great except for the MISC number changes I made to max health and ammo consumption of the BFG weapon. The current versions of Doom 2: Hell on Earth won't recognize those changes.
honestly even with ACS and DECORATE, they're so straightforward and intuitive imo that it's barely even coding (I'll admit I'm still scared of zscript)
you can get really far with them being a hack like me and just reverse-engineering what other people have done
have you looked into the more modern Dehacked stuff, like what MBF21 supports?
because gonna be honest, hoping for a v2.0 release of Doom/Doom 2 is prob not gonna happen lol
If you mean more modern front ends, sure. I just love getting my mod working on whatever I can get it to work on. Like Dreamcast and GBA and what not. Getting it to work on the official Bethesda launcher of Doom 2 would go a long way to adding more random devices to get it to work on. 😆
nah, I don't mean a sourceport. one sec
actually maybe I do, whoops
https://doomwiki.org/wiki/DEHEXTRA thought this worked with vanilla, my bad
See this is what I get for being out of the modding game for decades. Hmm. I wonder if simply importing it into this then exporting it back out into Doom 2 on Steam will be enough to fix the issue.
Uhhhh what? What dehacked issues? Because dehacked requires a port which has nothing to do with the base game code
So Doom 2: Hell on Earth on Steam (the “classic” version on Steam, Switch, PS4, iPhone, etc) was updated last year to accept mods and dehacked files. My mod changes a lot including upping max health from 100 to 666. Damage from enemies is also increased to balance this additional health. I also lowered the BFG plasma ammo consumption from 40 to 2. These classic version does indeed take dehacked files and seems to work perfect, with the exception of these.
Basically everything in the top left box is ignored by Doom 1&2 classic, despite it now working with Dehacked files.
(Not my screenshot, just an example of the misc screen)
well then unfortunately you've just found a source port your mod doesn't work with, it's not the IWAD
i guess Marine DOOM is an illegal mod OH wait it was actually 
hold on what
lemme look that up
Marine Doom is a 1996 modification of the first-person shooter Doom II for the United States Marine Corps, which was later made available for download to the public.
EXCUSE ME WHAT
W h a t
I have to play that
Oh god, the shotgun is buggy and doesn't let me swap weapons
well i said it's illegal because the pwad contained original graphics of the game so that's why said it was illegal.
pwad =/= iwad
well the shotgun was buggy because you didn't load super2.deh
if it was an iwad then it would be an issue
seriously look at the files it had on the pwad
it contains all of the graphics of the doom 2
wait what
what dumbass puts all the doom2 textures into a fucking pwad
i know right
Wait, let me open that on GZDoom Builder later
*slade3
no. redistributing any of the original assets in any form is illegal. whether it's an iwad or pwad is irrelevant
^
Got confused there for a moment, thanks for correcting me
freedoom isn't a bootleg
it's just a fan project
also,regarding the intermission music
i don't really like it,i'm more of a "Intermission from DOOM" fan
but that's just my opinion
depends from person to person i guess
dunno,maybe they didn't find that comfortable or something
elaborate
dehacked doesn't do this by default ?
nobody forces you to mod the game this way
- dehacked isn't bad in itself,it's just an editor
dehacked patches are mainly made for a wad they are made for
instead of vanilla (regular) doom mapset
what about them
but what's wrong with that
that's just your opinion
be thankful you aren't forced to play on the "Blessed Engine"
mfw I hear blessed engine 
doom 4 vanilla is basically "what if doom 2016 was made in 1994"
https://youtu.be/k5obhEkOYQA perfection
pls killme
Finally it can download.
http://www.mediafire.com/file/s4tefg4n1lag8hz/worstdoommodever_%25281%2529.zip/file
mod
Brutal Doom v19(modded)
HDoom(modded)
pwad
Brutal Doom Hell on Earth Starter Pack
https://www.moddb.com/mods/recurring-nightmare/downloads/brutal-doom-hell-on-earth-starter-pack
music
Andrew Hulshult E1M3(Dark Hall...
maybe this was intended,maybe not
you can always ask about that in the freedoom discord or wherever the freedoom team is
is there any way i could make my own doom levels? specifically eternal but i'd be down to try it for 2016 or classic doom
but if you want to make maps for doom 1 & 2 then watch this : https://youtu.be/EucWtn__O8Q
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 ...
GPU: NVIDIA GeForce GTX 750 Ti
CPU: Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz
Memory: 8 GB RAM (7.96 GB RAM usable)
Current resolution: 1680 x 1050, 60Hz
#Doom
this is the doom 1/2 modding channel,not #videos
in DOOM 2016 you only have snapmap to make maps, and in Eternal the modding tools can't edit geometry, so you're best option for mapping is classic doom, the video linked by @trail steeple is a great start if you want to get into classic doom mapping. (Modding is possible on 2016 and eternal but mapping is lacking)
why would anyone make a nintendo 64 game in 2021
someone made Legend of Zelda in Doom, it's not completely out of the question
newest version of my doom 2 wad (level 4 is still unfinished because i'm lazy)
-some small graphical improvements on all levels
-a big visual update of map01
iwad required: Doom2
Sourceport: GZdoom (because colored lighting,3d floors,slopes and such)
yeah i saw that
basically a nes classic now in doom

ok so i got a suggestion for my mod that maybe the ios can shoot like revenent tracers after mancubus fireballs but i dont know how to do that
like currently it shoots mancubus fire balls but after it does that can it shoot revenent missiles
sonic robo blast 2 is p f-wording based
https://www.youtube.com/watch?v=ao_xFDatQXw started making a series i have 1-5 so far
i know i used a save, only used so i didnt have to replay the map a million times for a useless secret
ill upload 6-7 tommorow and work on map 8
im not sure what to do from here. trying to install project brutality 3.0
Did you buy Doom or Doom 2 off of Steam?
no, i got them through xbox play anywhere
did it give you the wad files? or is it just basically remote play?
i think just remote play
Welp, you’ll need to either install them on your computer instead, or buy them again if you can’t do that
install the games? because i have done that and they are fully functional
The game data needs to be stored on your computer
You cannot play brutal doom on your computer if the game data is on your xbox
“Remote play” means that you are basically streaming gameplay on your computer monitor
then no, thats not what im doing
sorry, im very new to all of this and i dont know what im doing
All right, so you just need to find the folder on your computer where doom is installed in
For example, somewhere in Program Files
how?
i installed that, now what
yes, inside is a doom 3 folder and a doom eternal folder
neither are there
no
where do i ppaste it into?
where do i get the wad files out of eternal?
what you guys think
idk its not a new texture, i think its used in the icon of sin doom 2
Since I can’t post in classic doom I post here
I was playing my first map ever and this shit happens, very lucky
tnt evilution moment
yeah I like tnt map 01 so I put the song in this
today im playing this wad for Doom II that i made. this was my first ever map so i know it sucks, the maps get way better at map05 i promise anyways enjoy lmao, next video i will work on fixing the bad crop that the video has.
i was talking about map 11's archvile jump secret but thats interesting
where is doom eternal rule 34 chat at



this looks great 😄
this barely looks like doom at this point
is anyone here good with Zandronum
my wad can't run with it, so I need a list of GZDoom features it doesn't support yet so that I can decide whether targeting that port is worth it
for example, using the latest dev build:
searched up and found this
(it's on the zandronum forum btw)
but this post seams to be from 2013
so i dunno it it's still up to date
alright, probably not gonna bother with zandronum then
For now though, got the latest update for my megawad out https://www.doomworld.com/forum/topic/124086-udmf-megawad-doomwave-new-interlude-out-1114/
Current version is the Episode 2 Beta, version .32a Download here: DOOMWAVE_episode_2_beta_v.32a.zip Essentials: • 16! new levels (starts at E1M1); Im aiming for 4 episodes with 7 levels each • Requires the Doom 2 IWAD • Built in UDMF, tested with GZDoom (truecolor SW render or Hardware render re...
16 levels of singleplayer madness (and co-op, but I still need to make sure it plays well there), with several new weapons, powerups, and monsters to discover
Oh, also there are three new difficulty settings - Doom Unity's Ultraviolence+, along with two of my own creation, Famine Mode and Barrels o' Fun
yes
dude shut the fuck up. this is a complete lie
https://www.doomworld.com/forum/topic/125773-smog-11-map-wad/ pogger !!!! ive got the map out finally
smog a 1,1 map wad about the wad this was originally a map for 3x3 take two, but i didnt have enough time to finish it for that and ive got a sudden burst of motivation to finish it now the gimmick of the map is that i was allowed to use 3 textures (except DOORBLU(2), DOORRED(2), DOORYEL(2) and E...
Fuck around and find out
those lightning tho
looks awesome
finally,someone said it
hi
a popular sugestion of my mod was to add a new map for the ios so i did that
its not done yet but i had fun play testing it
its a bit hard tho
i just realized that grezzo 2 kept the original doom 2 graphics
weird thing about it's doom2.wad is that it's freedoom
this screenshot looks sus
haha yes
Hello
If anyone wants to work on a mod with me, dm me. Ill make the maps, you make the weapons and i pitch sprites, concept art, and ill voice act for the mod
whoops, made a mistake w/ a bad reference in my wad
anyway, same as before. 3 new automatic weapons, should pop up when you use the IDFA cheat. Would appreciate some feedback on them if anyone can spare a minute
@wispy relichm, does this go with anything or can it be standalone?
It’s standalone, just the weapons
ah alright
hm, the weapons themselves are pretty interesting
is the burst sprite taken from Brutal Doom?
looks quite familiar
the chaingun is more realistic, has a windup time before firing
and then of course an automatic rifle
got that one off of Realm667 (the UAC rifle there)
do the weapons feel different enough? or do you get any feelings like, "oh I would just use the machinegun and not bother with the other two"
b/c that's what I'm trying to avoid
hm
if you want to have any chance of attracting people to work with you on a project you need proof that what you are doing is good and worth supporting. screenshots, proofs of concept, evidence work is being and effort is being put in. the world is littered with "imma make a cool doom thing" projects that never got anywhere. anyone with talent will never take a look without seeing something good first
this is advice from someone who built a team by doing this.
oh ok
i guess imma make a demo out of my project
and then attract some people to join the team
Good advice too, I remember prototyping Eternity Blitz before even touching on getting someone to make sprites.
Although to be fair, the content is paid for so I don't have to worry about any legal issues or people saying "remove this"
"the contest is paid for" by content you mean the textures and sprites?
Yep, just a way of saying "Hey you can't tell me to remove this even if you get angry at me, I paid for that"
Not that I expect people to be angry at me but if it does happen well yeah
idk why people would be angry at the mod tbh
it looks great
I've noticed there are some heavy handed opinions where it comes to you are either with me or against me but yeah this probably isn't the place or time for that
alright
gzdoom engine state: working
lmao gzdoom in gzdoom
yeah gzdoom engine
Can Slade be used to compose MIDIs or only to import them?
it could be
Sadly you can't use slade, you need a midi editor
32bit Slade says it has a MIDI thing, does it just let you import?
Yeah only playback and import/export
Okay
Yep, this is a 3rd party program but you can use Sekaiju, the MIDI artist James Paddock cannot recommend it enough is what I heard from 1 of his streams and it's constantly being updated
Oh cool thanks
It's also open source too so that's great
Correct
Apologies but you are talking as if I do not know this, I had been following the direction of Sigil for quite some time and have also been in contact with James
So just letting you know that before you continue
Does FL Studio also suffice for creating midis
Use any software you like
I dont say this often but, just use gzdoom
If you want cut scenes and other storytelling elements GZDoom is the way to go
Gzdoom is illegal tho
dehacked too 🥶
So…. I’m having trouble coming up with levels that aren’t extremely simple and short. Is there a trick to make bigger and more interesting levels? (I know bigger isn’t necessarily better but I think my levels are actually too small).
Use keys, branching paths, and distinct areas? Okay thanks. That at least gives me a framework to go off
Try come up with several distinct main concepts that you can build around. A bridge over a canyon, an intricate cave system, and spire at the end of said bridge etc. Having distinct visual landmarks are also necessary for ensuring ease of navigation in big maps
what do you mean....illegal?
ask Yura 
Okay that makes sense
this mod really took my interest lately, can recommend to everyone
A fantastic theme for a new DBP megawad and this one even comes with much more maps than I anticipated. The cyberpunk and city themes, the rich colours, the fun levels with great music! This is one of the special DBPs, easily could have been a candidate back in the days when I did my top 10 DBPs video. It took me almost 7 hours to beat, I had to...
Distinct areas will let you crest more areas in your level, but also make it so people don’t get lost after finding a key
This way you can have multiple branches, but if they player knows they went down 1-2 it makes it easier to not get lost
Likewise it could be used as indicators for players to find locked doors again
Okay, i have a few file i have
it is legal
the creators of it got a permission from id to sell it
anyone good with global arrays and stuff in ACS, I would appreciate a bit of help here https://www.doomworld.com/forum/topic/124928-how-to-give-sectorsrooms-names-that-can-display-somewhere-gzdoomudmf/
I have solved the issue - instead of using the rather inflexible global arrays and SBARINFO for displaying the info, I have instead opted for the HUDMessage function and level-specific arrays
Hey mulder could you do me a favor? Need help with these. I wanna make the background of these transparent. Could you help?
i do have banana factory 2 and another mod in the making but in the mean time i wanted to make a little something for fun this one super short level takes place in a secret underwater base -run this wad with doom2.wad and gzdoom source port -jumping and crouching is optional -use opengl rendering...
a small map i made for fun
feedbacks would be appreciate it
Not at a pc rn; I remember tho in XWE if you imported a picture with Cyan pixels (255 255 0), those would be treated as transparent by the editor
I’d suggest checking if SLADE works the same
if its a png image with transparency slade will automatically make it transparent
Too bad its already one. I got someone from the zdoom discord server to do it
my current map keeps crashing in a certain room and I can't figure out why. the Room's main feature is 3 cyberdemons. are they known to cause game crashes?
also I haven't tested the key doors but I had trouble getting them to work right on my previous map
What are you testing it with? The game's not crashing for me in either CrispyDoom or GZDoom
GZDoom
Did you use the BFG for them? I did that but it just occurred to me that I didn’t tell you that there is one. ||It’s behind a fake wall in the room leftmost from your starting position||
Check the crash log
How do I check the crash log?
ah so ran it in GZDoom, found that it was simply untextured stuff
and no, no crashes from me
After some further testing, I’m only having crashes upon using the BFG in the cyberdemon room
I switched the BFG for a plasma rifle and the problem persists.
I have managed to get it working by removing the cyberdemons
I think the only remaining problem is that the key doors are being treated as fake walls
The doors aren't a glitch at least, you're just not building them the right way
How do I fix it?
Which I don't mean to insult you or anything; it's a better situation - it's not a mystery we need to solve
I figured I was just doing it wrong. I’m not sure what I’m doing wrong though
All right, so you have your WAD open, right?
Yes
And you know how to use Visual Mode in Doombuilder, right?
Where you view the level in 3d like so
Yeah
Awesome
So looking at this door, I want you to remove the "BIGDOOR" textures you have right now, so you can see through to the room on the other side
Done
Next, select the ceiling of the sector in 3D mode
Then, using your mouse wheel, scroll down so that the ceiling lowers and meets the floor
Okay
It should look like this
It does
Perfect
So on the front and back of the door, where you see the orange "MISSING TEXTURE" things, that's where your BIGDOOR textures need to go
You can right click them in visual mode and bring up the line properties window really easily
and the editor will clearly mark for you which part of the line is missing the texture
Right.
Once you get the texturing sorted out, fire up GZDoom and try opening the door when you have the key
Is it working?
It won’t open
So the blue door is working fine. The red doesn’t seem to be
Right
In the vanilla doom/Boom format, the player can only interact with the side where the little nib is facing (the "front" side of the line)
Select both lines and press the f key while in the 2D grid view to flip them
It should look like this
Yup
And making lowering floors and elevators is a similar process; you just raise the floor up however much you want it at
Do basic doors and monster closets work the same general way?
So any door with the "D*" kind of line activator will work how you just set it up, yes - you lower the door sector's ceiling and put that action on both sides of the door
For doors that open remotely (either with a separate switch press or a walk-over trigger), you make the door sector the same way, but you don't put any actions on the sides of the door
Instead, you'll have to give the door sector a tag, and make a switch / walk-over line with the appropriate action and give it the same tag
That makes sense
As for monster closets, are you referring to traps like in Suburbs where a bunch of monsters pour in through a teleporter?
Or do you just mean like, literal monster closets like in doom 3 where a door opens and there's a bunch of baddies behind it
Literal monster closets, though the teleporter thing also sounds important
Alright, so literal monster closets you'll just use the walkover line triggers, or give them the same tag as the gameplay-progression door has so they open at the same time
I should note - "D*" actions will only work on the sector they're attached to, and cannot make use of the Tag function to open multiple doors or remotely open a door
"S*" actions are your switch triggers, and while you can still use them on the door sector without a tag, they will also work as standalone switches to open 1 or multiple doors simultaneously with the same tag
"W*" actions are pretty much the same as the "S*" ones, only you can't really use them on the door itself since the player has to walk over the line to trigger it
Now, teleporting monster traps are a bit of a different beast, if you wanna learn about them right now
I think I’ll worry about those another day then
No worries
There is one other thing I’d like to ask about: how do I change the skybox for outdoor levels?
There are a few differen methods, depending on what port and what WAD you're targeting
I’m using ZDoom and the Doom 2 WAD
In Vanilla Doom -
Doom 1 is hardcoded to have only 4 skies, one for each episode
Doom 2 is hardcoded to have only 3 skies, one for levels 1-11, 12-20, and 21-32
You're using the Boom map format, right? Or the vanilla map format?
I’ve been using vanilla. Whenever I try to set up the others I can’t get them to detect my WADs
All right. If you're using the Vanilla map format with Doom 2, you only have 3 skies to use, and they depend on the level slots above if all you're using is Doombuilder
There are ways to have more flexibility with your skies, though.
The first option is to troubleshoot and get the Boom format working properly in Doom Builder.
The second option is to download the SLADE program and start making a file ("lump") in your wad called "UMAPINFO".
Is Boom a separate program I need to download?
Boom is just the map format
Okay
When you open "Map Options" in your map (edit -> Map Options), you should see a drop down list like this
just click on Boom for the game configuration
Right. Don’t I need to add my WAD as a resource?
The wad that your level is in? No
If you have another, separate wad with textures or stuff, yes
And of course, you should add Doom2.wad as a resource if that's what you want it to be played with
I’m asking about Doom2.wad
Then yeah
When I change the game configuration, the resource list isn't changing, so that shouldn't happen when you do it either
how's the building coming along?
So in the Boom format, changing skies is really simple
And in fact, you can have multiple different skies in a level if you want
We got doors working 🥳
Now we're gonna get alternate skies going
nice
also, the cyberdemons were replaced?
idk whats causing Molly's game to crash
I think the cyberdemons were part of the crash state
it works perfectly on GZDoom for me
Yeah, I couldn't see anything wrong either
it's possible that something's wrong with your port
I may need to troubleshoot GZDoom to fix it. That’s a future Molly problem
Are you using the latest version?
I think so
4.7.1 iirc
So how do I change the skybox in Boom?
All right, it's really simple
To start, we're going to give these two ceilings the "F_SKY1" flat:
Next, we'll give this sector a new tag (should be 1)
Good so far?
Yeah, though I’m experimenting with a new map
All right, this'll still work then
So the room that doesn't have a tag, that one's gonna have the default sky
The room with the tag, we're going to give it a different sky
To make it happen, draw a little box outside the playable area of the map
Done
Select the four sides of the box, and change them like this:
- Give them an upper texture of the sky you want (I'm using SKY3, but any wall texture should work)
- Give them the action 271: Transfer Skies
- Give them the tag of the room that'll have the new sky
It won't show in the editor, but in-game it should work fine
Got it working
The places where I’m in one sector but can see into the other (they’re connected) look really weird
Yeah, you should probably avoid using it on two sectors that directly touch.
If you give them both the same tag though, they will both take that same sky
Yeah, though for a dreamscape type level that could be a neat trick
It could be, yeah
So there you have it, transfer skies. A simple way around the vanilla limits
Thank you very much
Any time
I have one last question that I hope is simple: where is a good place to find custom sky textures? Realm 667 doesn’t seem to have any
Realm667 should have a bunch of texture packs, though I don't think any of them are *specifically* dedicated to skies
Alternatively, there's this thread on Doomworld that has a bunch of great textures in general https://www.doomworld.com/forum/topic/90900-post-your-doom-textures/
Its been awhile since we had a dedicated texture jam thread. I wanna see what you creative folks can come up with. Please go ahead and post your texture edits or your entirely custom ones. Be polite and use spoilers if you have lots in one post as I do here. (Ive categorised them as well - no nee...
Oh cool thanks
one thing - these are looseleaf graphics
If you want to use them in your level, you'll have to import them into a WAD first using SLADE
Okay. I’ll be figuring out Slade soon, so there we go
Thanks! I’ll probably need it
final doom texture pack has some plutonia skies on realm667
Oh cool that’s good to know
👍
the ios can summon monsters now
it works withh crispy doom
and its more challenging
remember to test in multiple ports
unless the wad is made for a specific engine with specific functions
it works with gzdoom, crispy doom, and dsda-doom.
👍
it does not work with zandronum as the ios's sprite does not render in
i have a question
would anybody be willing to try to no hit the icon of sin mod i made on nightmare i can dm you the wad if your are curious
DSDA doom was literally made with demo creation in mind, of course its not going to be wildly different from PRBoom+ because that's been the go-to port for years for speedrunning. It's not a crappier fork, its a fork with a specific purpose.
Crappy? Minimal changes? Outdated PrBoom+ fork?
5378 commits so far. Is that minimal changes?
Added a ton of QOL improvements like rewind
Added heretic and hexen support (and is starting to have Doom in Hexen support)
Its much more true to vanilla than PrBoom+
Plus some speedrunning tools that we love, like ghosts, level restart, run analysis, category tracking
The changes made to PrBoom+ are still being merged to dsda-doom (for the most part)
it isn't crappy nor it does minimal changes
isn't doda a polish singer or something
You have literally no idea what you're talking about.
Isn't DSDA like the second most popular source port?
First off, it's called DSDA-Doom, not DODA-Doom.
Second of all, it's geared towards speedrunners, so changes are going to be minimal.
Not second, but I'm sure that right now it's one of the most popular sourceports.
True that, as well. They're the first ever sourceport to include Modder's Best Friend, followed by GZDoom and Woof!
Nothing about DSDA-Doom is "crappy", you're delusional, Yura.
and besides, DSDA-Doom isn't even a fork of PrBoom+.
it's a fork of PrBoom+UM.
Sure, I'll take a look at it
he always was weird
like when he claimed that DeH is illegal
or when he wanted freedoom to counter its entire fucking point instead of making a fork like this
or when he said that making custom monsters while basing on the og sprites (many monsters from realm667 are like this) is against the law
i don't see the point of listing more
hell,he even once claimed that "doom 64 shouldn't deserve being a separate game"
Big points tbh
it was the 90s
amongst the almost shovelware tier Doom ports the Midway people actually managed to pop out a quality project
p admirable imo
doom 64 is pretty good tbh

