#classic-doom-maps-mods

1 messages · Page 122 of 1

whole blade
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David makes good tutorials

trail steeple
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i personally started with his vids

safe steppe
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David's videos are quite well edited and modern

trail steeple
#

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

bright palm
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thanks for all the help!

vast citrus
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TDs only have to do something with monster placement

trail steeple
wispy relic
#

honestly you can get p far even without tutorials/vids on map design

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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

trail steeple
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best to check some genuinely good wads and understand why they are awesome

vast citrus
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Perdition has one of the most annoying map01s

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is Double Impact considered a good episode?

vast citrus
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While MSPaintR0cks seems to be good at scripting, Rise of the Wool Balls had the look'n'feel of a bootleg N64 game

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though it would need to have two 8mb memory paks connected to fit the 19.3mb WAD (in addition to 8MB on cart)

novel sand
#

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

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But definitely watch the videos others have linked on the fundamentals first

safe steppe
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That dragonfly's mountain tutorial was a life saver

novel sand
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Yeah, he's also got some videos on YouTube that aren't on the blog, so check that out too

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Including the "natural rocky outdoors" one Vulldozer mentioned

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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

whole blade
vast citrus
#

Eviternity? The six-tiny-episodes Doom2 megawad?

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Is it just me, or did Kaiser's DSV 1 map01 get some inspiration from the Doom 64 map01?

novel sand
vast citrus
#

if "Doom 64" is the real Doom 3, then Perdition's Gate is the real Doom 4

trail steeple
vast citrus
trail steeple
#

going by this logic you can call SIGIL the "true doom 2" and final doom "the true doom 3" and so on

vast citrus
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my thought when hearing "Doom Eternal"

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(yes, that's Fraggle's SMMU running in DOSbox-X, with Doom 4 Vanilla and Eternal version 3)

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for real though, I keep thinking that the cadet in Perdition's Gate is Doomguy's younger brother

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so it kinda makes sense that the younger brother's gear uses tech recovered from Watcher ruins

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and Sigil is just Doomguy's bloody nightmare after returning to Earth (between Ep 4 and Doom 2)

haughty flower
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what

novel sand
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You're posting all this stuff in the wrong place, man

vast citrus
#

Perdition's Gate is semi-official

novel sand
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This channel is for making maps and mods. This would be better off in #classic-doom

vast citrus
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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...

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Doom 64 for Doom 2 is kind of a stretch, so IDK why the author included that as an example map-PWAD

novel sand
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I don't think anyone on this channel is actually going to engage you in these conversations

safe steppe
#

Is this a real human or some bot saying random shit

trail steeple
shadow trail
bright owl
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I saw him on a different server about a year ago.

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He was banned after a little while but I don’t remember why

haughty flower
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same, actually

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mf was just absolutely pooping on kaiser for whatever reason

trail steeple
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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)

haughty flower
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w h a t

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"doom 64 shouldn't be recognized as its own game"

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:shinji_chair:

trail steeple
haughty flower
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not only that, but w h y

trail steeple
whole blade
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anyway

safe steppe
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is it just me thinking this, or did doom gain a bunch of new mappers recently

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either way it's cool to see so many community created maps

trail steeple
#

wait

185 megabytes ?

whole blade
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i didn't contribute to deadtech but i was one of the testers and it is ok_face

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14 maps, all new monsters and weapons

trail steeple
whole blade
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yeah it's thicc

whole blade
trail steeple
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i like how the broken door was made here

whole blade
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yeah there is some lovely mico detailing in that map

shadow trail
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are the maps in udmf format right?

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because making those slopes in doom format is impossible i think

trail steeple
shadow trail
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yep its udmf
the screenshots look sick btw

whole blade
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definitely udmf

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all the bells and whistles

shadow trail
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playing the wad rn
it kicks ass and looks so dang beautiful

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this ||turret|| tho scared the shit out of me

white saddle
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how can i change the sky texture like plutonia

safe steppe
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Do you know how to add a texture in slade?

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Basically you have to add a new texture (256x128) to your wad, then name it RSKY1 or RSKY2 or RSKY3

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The number refers to the episode in doom or the map range (1-10/11-20/21-30) in doom 2

haughty flower
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or if you're using a sourceport that supports umapinfo:

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and replace sky2 with the sky texture that you want to use

safe steppe
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Pretty sure they are using the boom format

whole blade
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sky transfer line if boom

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action ..... 271?

haughty flower
haughty flower
safe steppe
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You can use action 271 if you want to change it in a single map or a single part of a map

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But if you just wanna change the whole thing you replace the texture

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Depending on what they meant I guess

white saddle
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I’m using boom format

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I’m just using plutonia as an example

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I have the city and mountain textures for walls but not ceiling

wispy relic
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"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

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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

loud spruce
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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?

wispy relic
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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

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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

loud spruce
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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.

wispy relic
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ah
yeah, I only bring it up b/c "deaf" might give you the wrong idea of what happens when you use it

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usu I try not to be pedantic when it's not important

loud spruce
wispy relic
barren shore
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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.

https://youtu.be/xL0FB9phn9I

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...

▶ Play video
loud spruce
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@wispy relic I have sent you the WAD, mind having a look?

wispy relic
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sure thing

safe steppe
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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

tender garden
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use the loudener

agile shoal
vast citrus
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FreeDoom needs to stop calling itself FreeDoom and also stop being compatible with Doom maps

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How the flying fumpus is FreeDoom still a thing trying to be Doom compatible?

crisp dragon
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um

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bruh

upbeat path
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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.

safe steppe
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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

bitter hare
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i have a question

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im looking to get into doom modding and i was wondering if prboom allowed you to create new enemies or just edit existing ones

vast citrus
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Both PrBoom and (G/L)ZDoom allow you to put the DeHackEd script right inside the WAD bundle

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see "Doom 64 for Doom 2"

bitter hare
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Thanks, The reason i was asking was because i wanted to make a more interactive icon of sin that would work on most versions

vast citrus
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Even the Doom Wiki entry on "Doom 64 for Doom 2" says it replaces one of the duplicate bloody messes with a new mon

trail steeple
#

your idea is really bad

quick crag
trail steeple
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he definitely escaped a psychiatric asylum

quick crag
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Yeah

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Freedoom is great

vast citrus
trail steeple
#

🤨

vast citrus
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:archthonk:

trail steeple
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it's literally a free game with 100% custom content that uses a free open-source code

loud spruce
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^^

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The DOOM engine is free and open-source, its assets aren't. Hence why Freedoom exists.

crisp dragon
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^

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FreeDoom's textures are completely custom which makes it free

vast citrus
crisp dragon
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the doom engine itself is free

loud spruce
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All completely redone, even to the simplest of textures I believe!

crisp dragon
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the textures of DOOM are not

crisp dragon
#

not making a compatible doom engine

vast citrus
loud spruce
#

DOOM engine serves as only the foundation.

crisp dragon
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replacing the textures makes it not the textures, thus not breaking the law

vast citrus
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However, a fully legal game on the Doom engine does exist, though it is way less popular

crisp dragon
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wtf is your logic here

trail steeple
loud spruce
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The textures and stuff have been made to look different from its Doom counterparts, while some may find some similar.

crisp dragon
trail steeple
vast citrus
# crisp dragon wtf is your logic here

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.

trail steeple
#

chex quest literally does the same thing that freedoom does

loud spruce
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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.

vast citrus
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while FreeDoom isn't

loud spruce
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^^

trail steeple
loud spruce
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Hacx was only few months before id open sourced the engine.

vast citrus
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Also, Simon Howard's SMMU has a major bug

loud spruce
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SMMU what?

trail steeple
vast citrus
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SMMU is a MBF compatible Doom source port for DOS

trail steeple
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never heard of it

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gonna bet it's not even updated anymore

agile shoal
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SMMU
Smack My Marine Up

vast citrus
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Even with the DEHfile you can't run CQ1 on SMMU without a full (Ultimate or not) version of Doom 1 or FreeDoom 1

agile shoal
vast citrus
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@call smmu -iwad freed1.wad -file chex.wad -deh chex.deh
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Also, didn't Mills later decide to reclaim the CQ license?

bitter hare
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i need help with a mod im making

shadow trail
bitter hare
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im trying to replace the icon of sin's hitbox with a monster in whacked4 so it can be more of a cooler fight

haughty flower
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literally what the fuck happened here

trail steeple
haughty flower
trail steeple
haughty flower
crisp dragon
brave thistle
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nightdive is such a great company. it's great to see how they've been revamping so many classic games recently

worldly lark
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when its illegal to alter a games code but the game is open source

old mesa
vast citrus
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you're free to learn from the source but not alter it

worldly lark
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The more you know.

vast citrus
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For assets, a simialr license is called "CC-BY-NC-ND"

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Creative Commons Attribution Non-Commercial No-Derivation

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when making maps, you're not allowed to alter the walls or monsters

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nor can you reuse any part of the stock maps

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Doom Source License is a "Source-Available" license

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FreeDoom is illegal

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HACX is the only legal freeware IWAD

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Earlier when someone asked about modding, I forgot that the very use of DeHackEd is illegal

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the one exception being HACX

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Boom was grudgingly accepted by Romero himself as a way to prototype balance changes without compiling EXE again and again

upbeat path
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dude, you have no idea what you're talking about, please be quiet

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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.

haughty flower
upbeat path
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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.

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They would all be in jail, not working with the people who created doom, does that make sense?

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like seriously, why would the add-ons for unity port exist if it was illegal, huh?

vast citrus
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I'm surprised Doom 0 is an addon for Unity port of Doom 2

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Or anything else that uses DEH.

still dagger
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Gents, as the age-old saying goes:

"Don't Feed The Trolls"

vast citrus
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I'm not even trolling, I'm genuinely surprised that Bethesda allows DeHackEd-based mods on the Unity port

haughty flower
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but fuckigh
why

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why would they not allow dehacked mods for the Unity port

still dagger
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Doesn't Rekkr in some part use dehacked

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Just wondering

haughty flower
still dagger
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Makes sense, it's total conversion and I forgot about that

vast citrus
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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

crisp dragon
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but freedoom didn't modify the engine???

upbeat path
#

do you not understand what "open source" means

crisp dragon
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it literally switched the textures

still dagger
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And sounds

upbeat path
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additional code isn't changing the engine itself. it changes the engine's behavior in certain conditions.

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which is exactly what DeHackEd is. it's a patch. it's not a full change to the engine.

vast citrus
upbeat path
#

so how is it illegal, if it's assets?

crisp dragon
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^ this

upbeat path
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that's changing out assets, not the engine, mate

vast citrus
upbeat path
#

yeah, that's a patch, my guy

haughty flower
#

what the fuck did I walk into

crisp dragon
vast citrus
#

boom -iwad freed2.wad -file perdgate.wad -deh cacoshot

crisp dragon
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absolute pain

haughty flower
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so to my understanding

tulip monolith
#

Download free doom wad 2023 xaxaxa

haughty flower
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he is saying freedoom is completely illegal

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also that dehacked is "illegal" (which it's goddamn NOT)

vast citrus
haughty flower
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so i cant make the spider demon shoot 200 rockets without being in illegal territory?

crisp dragon
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oh my god, the spiderdemon is a ripoff of the cyberdemon!! it's illegal!!1!11!11!1!1

haughty flower
tulip monolith
still dagger
haughty flower
vast citrus
haughty flower
crisp dragon
#

what would make it worse is the cyberdemon's head replaced with a working pain elemental

crisp dragon
#

oh god

haughty flower
crisp dragon
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OH NO

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oh wait then it'd look so funky LMAO

haughty flower
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wait

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so if dehacked is illegal

crisp dragon
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giant pain elemental head, body of cyberdemon, arms of rocket launcher and chaingun, running on skinny ass archvile legs

haughty flower
#

does that mean zdoom decorate, and zscript are too

crisp dragon
vast citrus
#

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)

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For every 10% HP drops an arachnorb

haughty flower
#

what

vast citrus
#

Or even... Spectral as a property that makes all Crush Resurrections turn into spectral counterparts, having both the Ghost glitch and the Spectre effect

haughty flower
vast citrus
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Rather, insane examples of boss/miniboss designs that would be immediately obvious as being based on DEH or even ACS/Zscript

sinful sundial
#

sounds cool
really impractical but cool

haughty flower
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Can explain to me what extreme weapon pack was all about?

crisp dragon
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like the rocket launcher fires extremely slow dud rockets

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your hand requires reloading via cutting off a hangnail, painting it with nail polish, then waving your hand around to dry it off

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there's a rusty shotgun

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and funnily enough, the best weapon in this mod is a toothbrush

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or if you want the funny points, give it to the chuper chotgun

haughty flower
#

Then there’s hoom we don’t talk about that mod doomguy_cautious_r

crisp dragon
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"hoom"

haughty flower
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What’s the mod with sexy demons?

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Oh boy

sinful sundial
#

best mod 11/10

plus when you play it with brutal doom you get destroyed by boners so win win spooky

trail steeple
trail steeple
#

going by your logic every mod for every game would be illegal

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you are not even wrong,just stupid

haughty flower
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also why in gods green earth was that mod even made

trail steeple
safe steppe
#

From the read me file and the stupid dialogue you can tell it was made as a shitpost

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But some people might use it for a... different... purpose...

quick crag
safe steppe
#

it has the word "hacked" in it /s

quick crag
#

Ah yes

trail steeple
#

that man is down real bad

crisp dragon
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^

trail steeple
#

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

crisp dragon
#

basic summarization

safe steppe
#

Cool but the texture filtering about to make me throw up

trail steeple
#

advice:
-turn off texture filtering
-scale your hud to make it more visible and understandable

torn remnant
#

woah ive got map right here (for doom 2, boom compat)

shadow trail
still dagger
#

The reason why there's little variety is cause it was designed for a 3x3 challenge on Doomworld iirc

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Three Textures, Three Enemy Types, Three Flats

vast citrus
#

oof

upbeat path
#

Limits are fun and challenging sometimes

safe steppe
#

I think limits force people to be more creative overall

haughty flower
#

Russian over load

vast citrus
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but 3 tex/3 enemy types/3 flats? that's ... too much of a limitation

safe steppe
#

you gotta check 10 sectors then

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it's amazing what people can accomplish with that challenge

trail steeple
#

or the 1042 challenge

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you have to work in a 1042 X 1042 space in the doom editor ( imay be wrong with the number)

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it even got to a point of working only in 64 X 64 space

wispy relic
#

lmao

vast citrus
#

10 sectors just means you can't have blinking consoles in niches

trail steeple
#
DoomWiki.org

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 ...

vast citrus
#

eek

whole blade
trail steeple
#

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

DoomWiki.org

2048 Unleashed, also known as Pcorf Community Project 2 is a 2015 megawad containing forty-nine boom-compatible levels for Doom II.

shadow trail
trail steeple
trail steeple
haughty flower
#

Who made the doom wad engine

whole blade
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Originally?

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Carmack pretty sure

still dagger
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it was me ultrakappa

bitter hare
#

Hello\

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i pretty much got the mod finnished but i am having one problem

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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

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when it attacks it dies

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and i dont know how to fix this

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im using whacked4

safe steppe
#

can you send the .deh file?

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or whatever file you made

bitter hare
#

sure

safe steppe
#

you can send it in this channel

bitter hare
#

i copied its actions from a baron

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it replaces john romeros head

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here i will send the textures for it too

safe steppe
#

ugh sorry but I couldn't pinpoint what's wrong, everything seems like it's done correctly

bitter hare
#

its fine

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i will try to troubleshoot it more

trail steeple
#

how can i play a .mus file outside of doom

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it's literally a simplified midi format,yet windows media player can't open the music in this format

bitter hare
#

do you have slade downloaded?

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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

trail steeple
#

didn't know about that

bitter hare
#

so i tested it more and my mod worked flawlessly

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the only problem is i dont know what sourceports it will work with

safe steppe
#

which type of dehacked does it use? just search it on the wiki and you should get a list of all supported ports

bitter hare
#

ok i will

trail steeple
bitter hare
#

ok

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so i have figured out that it will work on pretty much everything except for the vanilla dos version

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as long as the port has boom support

trail steeple
#

so

needs a boom-compatible source-port

bitter hare
#

yes

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because it uses dehacked extended

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it has the bex extention

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i have a question

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does doom have a limit to how big enemy sprites can be in height

safe steppe
#

I think normal doom textures can be a max of 256x256 but sourceports that support hi-rez textures can go much higher

bitter hare
#

ok

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because one of the enemies in my mods texture is like a cyberdemon and a half tall

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am i allowed to post mods in this channel

safe steppe
#

yes

bitter hare
#

like one i made

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ok

#

it appears to only work with gzdoom as of now

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but i will figure out how to get it to work with other sourceports

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my main goal was to get it to work on a version of doom legacy for dos

remote widget
#

imagine hall of torture souls on DOOM

bitter hare
#

i will post the mod directly here but im also going to post it to the zdoom foums

remote widget
#

i don't know if can post my mods now tho because my pc and my laptop is having a virus

bitter hare
#

thats not good

safe steppe
#

get rid of the virus?

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technically if it isn't an executable it can't be infected

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well it can but it wont infect other people

remote widget
#

well that's good it won't infect my wads thank god

safe steppe
#

but also why don't you just get rid of the virus ??
?

remote widget
#

well i will do a complete reinstall on things after update

remote widget
#

anyways the updates looks like it removes it anyways gotta make mods now.

bitter hare
#

changes are only on map30

safe steppe
#

Okay that was actually a very fun fight

#

That sprite is horrifying I was so surprised when I saw it

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also can confirm it works in dsda-doom

trail steeple
shadow trail
#

making those building appear from the back was kinda hard to make
but it was worth it

safe steppe
trail steeple
#

you know the ones i'm talking about

safe steppe
#

they literally could not lol

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getting textures was much harder, and they didn't have enough disk space to fit too many textures

trail steeple
#

at least they could make those textures look more like skyscrapers by making them more blue-ish/brownish (because skybox)

safe steppe
#

fair point

trail steeple
#

so they would actually resemble windows

#

and not whatever they are now

bitter hare
#

the only real problem i have with my mod is that the final boss arena is just e2m8 but i retextured it

trail steeple
#

i can send some tutorials if you need 'em

barren shore
bitter hare
#

thanks i think that those could help

trail steeple
# bitter hare 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 ...

▶ Play video

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!

www.patreon.com/davidxnewton

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...

▶ Play video
bitter hare
#

thanks

haughty flower
#

Another forbidden doom mod is moon man

bright owl
#

What’s forbidden about it?

safe steppe
#

Everything

vast citrus
#

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

crisp dragon
#

why would you just test in boom though

#

it's a dead and old port

haughty flower
#

also
if its the standalone version then boom wouldn't recognize it anyways

white saddle
#

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

wispy relic
#

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?

haughty flower
#

use zandronum

#

it's essentially gzdoom but mainly for multiplayer

wispy relic
#

gotcha

shadow trail
#

welcome to tomorrow city

still dagger
#

Welcome to the City

frail furnace
#

looks fun

bitter hare
#

your city looks cool

shadow trail
#

appreciate it

trail steeple
#

it's on the /pol/.wad level of awfulness

#

hell,it even uses the same sprites

shadow trail
#

moon man wad is basically a terry wad
but 100 time worse

trail steeple
shadow trail
#

yeah but still

#

it has anything that offends anyone

trail steeple
#

yes

#

why would one even make a mod like this

oh,i know

to watch the world burn

trail steeple
trail steeple
#

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

#

man didn't even try to improve the wad

safe steppe
#

A better way to critique is to give a solution(s), rather than to point out what's wrong.

trail steeple
white saddle
trail steeple
white saddle
white saddle
whole blade
#

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

still dagger
white saddle
#

Time for chainsaw gimmick map because chainsaw

shadow trail
vast citrus
#

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

haughty flower
#

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

vast citrus
#

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)

still dagger
haughty flower
safe steppe
#

"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

  1. non profit.
  2. 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

vast citrus
#

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

trail steeple
#

why do you mention it having the "doomed" in the title
doom is not a copyrighted word

haughty flower
#

just because it has the word doomed in it doesn't fucking mean they can sue
the word doom isn't trademarked

vast citrus
#

Area 1: Knee Deep in Worms (uses lots of the Larva Pinky)

trail steeple
haughty flower
#

yeah

trail steeple
haughty flower
#

yeah bro guess I can't make akira or evangelion references in my wad without getting sued by gainax crazy

trail steeple
#

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

#

🤣

vast citrus
trail steeple
#

no need to

it's not copyrighted

safe steppe
#

I say let's not start another shitshow and discuss something, more related to mapping/modding

trail steeple
#

good idea

haughty flower
#

yes, this

safe steppe
#

We won't get anywhere by arguing

vast citrus
#

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

haughty flower
#

and speaking of mapping how the fuck does the create fake floor and ceiling work

safe steppe
#

If you mean the fake floor and ceiling from boom format its quite easy

haughty flower
#

ye that

safe steppe
#

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

vast citrus
#

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

haughty flower
safe steppe
#

Yes, except its not real 3D

#

It can be useful for something like bridges

vast citrus
#

Is a fake floor or ceiling just a term for a solid slab (or set of slabs, for a bridge)?

safe steppe
#

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

vast citrus
#

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?

wispy relic
safe steppe
#

Oh yeah you can fake deep water using the 242 boom action too

wispy relic
#

that's why for example the spectres at the end of doom 2 map 06 don't die before the player reaches that room

safe steppe
#

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

wispy relic
#

gl

#

I'm p good with UDMF now but other than a couple specific things I haven't touched Boom format at all

safe steppe
#

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?

wispy relic
#

p sure there's at least one port out there that fully supports it

whole blade
#

Supported by dsda and gzdoom currently

wispy relic
#

ik GZdoom's got partial support, but does DSDA have full support for it?

safe steppe
#

What about the doom builders? They got support too

whole blade
#

Only the latest version of gzdoom though. 4.7.1

#

Pretty sure dsda has support

#

I've played mbf21 maps in gzdoo.

wispy relic
#

UDB should have it, but the doomwiki page says you have to enable MBF21 editing first

whole blade
#

I thiiiink udb has a mbf21 config

#

Yeah

#

Boris is usually all over this shit

vast citrus
wispy relic
#

yeah I don't see why not
it seems simple enough

vast citrus
#

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

wispy relic
#

the world's your oyster dude

whole blade
#

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

vast citrus
#

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

whole blade
#

I'm pretty sure you have absolutely no fucking idea what happens in game studios

vast citrus
#

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

whole blade
#

A side scrolling xcom game sounds dope

vast citrus
#

That's how SteamWorld Heist came to be - a sugar crazed debugger's brain-fart

upbeat path
wispy relic
#

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

upbeat path
#

I mean, dehacked, but I forgot that was illegal arleneKappa

wispy relic
#

you'd only (possibly!) get into that if you work in stuff that supports ACS or w/e for scripting

#

ah f, mb

upbeat path
#

(joke)

wispy relic
#

never really tried using dehacked myself 😔

#

anyways what I'm getting is Yura, just download Doombuilder and start making maps
it's super easy

upbeat path
#

that would require effort

white saddle
#

why wont the song work when i open the wad

crisp dragon
wispy relic
white saddle
#

ah shit

#

i think i just lost my wad

wispy relic
#

My hunch is that since your music file is an Mp3, not every port will support it

white saddle
#

yeah i couldnt find the midi

wispy relic
#

Look up a site called doom depot

#

It should have all the original doom midis available

white saddle
#

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

whole blade
#

Mapping has a gloriously low barrier to entry

exotic hinge
#

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.

wispy relic
#

you can get really far with them being a hack like me and just reverse-engineering what other people have done

wispy relic
#

because gonna be honest, hoping for a v2.0 release of Doom/Doom 2 is prob not gonna happen lol

exotic hinge
#

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. 😆

wispy relic
#

nah, I don't mean a sourceport. one sec

#

actually maybe I do, whoops

exotic hinge
#

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.

whole blade
exotic hinge
# whole blade Uhhhh what? What dehacked issues? Because dehacked requires a port which has not...

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)

upbeat path
#

well then unfortunately you've just found a source port your mod doesn't work with, it's not the IWAD

remote widget
trail steeple
#

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

sacred pine
#

I have to play that

#

Oh god, the shotgun is buggy and doesn't let me swap weapons

remote widget
remote widget
trail steeple
#

if it was an iwad then it would be an issue

remote widget
#

it contains all of the graphics of the doom 2

trail steeple
#

what dumbass puts all the doom2 textures into a fucking pwad

remote widget
#

i know right

sacred pine
trail steeple
whole blade
#

no. redistributing any of the original assets in any form is illegal. whether it's an iwad or pwad is irrelevant

crisp dragon
#

^

sacred pine
trail steeple
#

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

trail steeple
#

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"

haughty flower
#

mfw I hear blessed engine doomguy_shock

trail steeple
#

doom 4 vanilla is basically "what if doom 2016 was made in 1994"

quiet cosmos
trail steeple
#

maybe this was intended,maybe not

you can always ask about that in the freedoom discord or wherever the freedoom team is

dim zodiac
#

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

trail steeple
#

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 ...

▶ Play video
ornate surge
trail steeple
safe steppe
trail steeple
#

why would anyone make a nintendo 64 game in 2021

upbeat path
#

someone made Legend of Zelda in Doom, it's not completely out of the question

trail steeple
#

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)

shadow trail
trail steeple
trail steeple
#

never heard about it

#

there isn't anythng like this

looked it up,nothing

bitter hare
#

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

wispy relic
#

sonic robo blast 2 is p f-wording based

white saddle
#

ill upload 6-7 tommorow and work on map 8

hushed stag
#

im not sure what to do from here. trying to install project brutality 3.0

wispy relic
hushed stag
#

no, i got them through xbox play anywhere

haughty flower
#

did it give you the wad files? or is it just basically remote play?

hushed stag
#

i think just remote play

wispy relic
#

Welp, you’ll need to either install them on your computer instead, or buy them again if you can’t do that

hushed stag
#

install the games? because i have done that and they are fully functional

wispy relic
#

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

wispy relic
hushed stag
#

then no, thats not what im doing

#

sorry, im very new to all of this and i dont know what im doing

wispy relic
#

All right, so you just need to find the folder on your computer where doom is installed in

#

For example, somewhere in Program Files

hushed stag
#

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?

white saddle
#

what you guys think

#

idk its not a new texture, i think its used in the icon of sin doom 2

white saddle
sinful sundial
#

funny skeleton

#

💀

white saddle
#

I was playing my first map ever and this shit happens, very lucky

haughty flower
white saddle
#

yeah I like tnt map 01 so I put the song in this

haughty flower
#

i was talking about map 11's archvile jump secret but thats interesting

white saddle
#

Oh

#

Yeah that’s a memorable moment in tnt

haughty flower
#

where is doom eternal rule 34 chat at

trail steeple
haughty flower
mild hinge
#

This is what you can do in the GZDoom engine, Zan also makes good titlemap

upbeat path
#

this looks great 😄

trail steeple
wispy relic
#

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:

trail steeple
#

(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

wispy relic
#

alright, probably not gonna bother with zandronum then

#
#

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

upbeat path
#

yes

whole blade
#

dude shut the fuck up. this is a complete lie

torn remnant
#

https://www.doomworld.com/forum/topic/125773-smog-11-map-wad/ pogger !!!! ive got the map out finally

upbeat path
#

Fuck around and find out

shadow trail
trail steeple
bitter hare
#

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

remote widget
#

i just realized that grezzo 2 kept the original doom 2 graphics

#

weird thing about it's doom2.wad is that it's freedoom

trail steeple
bitter hare
#

it has its own map now

drifting harness
#

haha yes

bitter hare
#

new discord pfp?

haughty flower
#

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

wispy relic
#

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

crisp dragon
#

@wispy relichm, does this go with anything or can it be standalone?

wispy relic
crisp dragon
#

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

wispy relic
#

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

crisp dragon
#

hm

whole blade
# haughty flower If anyone wants to work on a mod with me, dm me. Ill make the maps, you make the...

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.

shadow trail
#

oh ok
i guess imma make a demo out of my project
and then attract some people to join the team

mild hinge
#

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"

shadow trail
mild hinge
#

Not that I expect people to be angry at me but if it does happen well yeah

shadow trail
#

idk why people would be angry at the mod tbh
it looks great

mild hinge
#

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

shadow trail
#

alright

shadow trail
#

gzdoom engine state: working

trail steeple
#

lmao gzdoom in gzdoom

shadow trail
#

yeah gzdoom engine

bright owl
#

Can Slade be used to compose MIDIs or only to import them?

shadow trail
#

it could be

safe steppe
bright owl
#

32bit Slade says it has a MIDI thing, does it just let you import?

safe steppe
#

Yeah only playback and import/export

bright owl
#

Okay

mild hinge
#

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

bright owl
#

Oh cool thanks

safe steppe
#

It's also open source too so that's great

mild hinge
#

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

still dagger
safe steppe
#

Use any software you like

upbeat path
#

Fuck around and find out

#

Just to annoy you.

safe steppe
#

I dont say this often but, just use gzdoom

#

If you want cut scenes and other storytelling elements GZDoom is the way to go

upbeat path
#

Gzdoom is illegal tho

trail steeple
bright owl
#

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).

brave pilot
#

Think of keycard hunting

#

Multiple branches

#

But distinct areas

bright owl
#

Use keys, branching paths, and distinct areas? Okay thanks. That at least gives me a framework to go off

whole blade
tender garden
upbeat path
#

ask Yura kappa

charred haven
#

@vast citrus

tender garden
#

damb. I thought he was trying to get me

#

I will ask yura

bright owl
#

Okay that makes sense

frozen slate
#

https://youtu.be/2DJnlz64z8I

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...

▶ Play video
brave pilot
#

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

haughty flower
trail steeple
#

it is legal

the creators of it got a permission from id to sell it

wispy relic
brisk flax
#

ayy there are modding channels

#

im happy rn

wispy relic
haughty flower
#

Hey mulder could you do me a favor? Need help with these. I wanna make the background of these transparent. Could you help?

shadow trail
#

a small map i made for fun
feedbacks would be appreciate it

wispy relic
#

I’d suggest checking if SLADE works the same

safe steppe
#

if its a png image with transparency slade will automatically make it transparent

haughty flower
bright owl
#

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?

wispy relic
#

can you post the wad?

#

Hard for me to get an idea just from that

bright owl
#

also I haven't tested the key doors but I had trouble getting them to work right on my previous map

wispy relic
bright owl
#

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||

crisp dragon
#

oh boy

#

I already notice a huge HOM effect in DSDA-Doom

whole blade
#

Check the crash log

bright owl
#

How do I check the crash log?

crisp dragon
#

ah so ran it in GZDoom, found that it was simply untextured stuff

#

and no, no crashes from me

bright owl
#

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

wispy relic
#

The doors aren't a glitch at least, you're just not building them the right way

bright owl
#

How do I fix it?

wispy relic
#

Which I don't mean to insult you or anything; it's a better situation - it's not a mystery we need to solve

bright owl
#

I figured I was just doing it wrong. I’m not sure what I’m doing wrong though

wispy relic
#

All right, so you have your WAD open, right?

bright owl
#

Yes

wispy relic
#

And you know how to use Visual Mode in Doombuilder, right?
Where you view the level in 3d like so

bright owl
#

Yeah

wispy relic
#

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

bright owl
#

Done

wispy relic
#

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

bright owl
#

Okay

wispy relic
#

It should look like this

bright owl
#

It does

wispy relic
#

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

bright owl
#

Right.

wispy relic
#

Once you get the texturing sorted out, fire up GZDoom and try opening the door when you have the key

#

Is it working?

bright owl
#

It won’t open

wispy relic
#

Is it giving you a prompt?

#

Or can you not interact with the door at all?

bright owl
#

So the blue door is working fine. The red doesn’t seem to be

wispy relic
#

All right, I think I see the issue there

#

so these are the lines for your Red door

bright owl
#

Right

wispy relic
#

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

bright owl
#

I’ll test really quick

#

It works now

#

Thanks for the help

wispy relic
#

So now you know how to make doors

bright owl
#

Yup

wispy relic
#

And making lowering floors and elevators is a similar process; you just raise the floor up however much you want it at

bright owl
#

Do basic doors and monster closets work the same general way?

wispy relic
#

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

bright owl
#

That makes sense

wispy relic
#

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

bright owl
#

Literal monster closets, though the teleporter thing also sounds important

wispy relic
#

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

bright owl
#

I think I’ll worry about those another day then

wispy relic
#

No worries

bright owl
#

There is one other thing I’d like to ask about: how do I change the skybox for outdoor levels?

wispy relic
#

There are a few differen methods, depending on what port and what WAD you're targeting

bright owl
#

I’m using ZDoom and the Doom 2 WAD

wispy relic
#

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?

bright owl
#

I’ve been using vanilla. Whenever I try to set up the others I can’t get them to detect my WADs

wispy relic
#

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".

bright owl
#

Is Boom a separate program I need to download?

wispy relic
#

Boom is just the map format

bright owl
#

Okay

wispy relic
#

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

bright owl
#

Right. Don’t I need to add my WAD as a resource?

wispy relic
#

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

bright owl
#

I’m asking about Doom2.wad

wispy relic
#

Then yeah

#

When I change the game configuration, the resource list isn't changing, so that shouldn't happen when you do it either

bright owl
#

Yeah it just goes blank when I switch to Boom

#

Got it set up

wispy relic
#

Hmm
I guess you just gotta hit "Add resource" and go through it again

#

Okay, cool

crisp dragon
#

how's the building coming along?

wispy relic
#

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

wispy relic
#

Now we're gonna get alternate skies going

crisp dragon
#

nice

#

also, the cyberdemons were replaced?

#

idk whats causing Molly's game to crash

bright owl
#

I think the cyberdemons were part of the crash state

crisp dragon
#

it works perfectly on GZDoom for me

wispy relic
#

Yeah, I couldn't see anything wrong either

crisp dragon
#

it's possible that something's wrong with your port

bright owl
#

I may need to troubleshoot GZDoom to fix it. That’s a future Molly problem

wispy relic
#

Are you using the latest version?

bright owl
#

I think so

wispy relic
#

4.7.1 iirc

bright owl
#

So how do I change the skybox in Boom?

wispy relic
#

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?

bright owl
#

Yeah, though I’m experimenting with a new map

wispy relic
#

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

bright owl
#

Done

wispy relic
#

Select the four sides of the box, and change them like this:

  1. Give them an upper texture of the sky you want (I'm using SKY3, but any wall texture should work)
  2. Give them the action 271: Transfer Skies
  3. 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

bright owl
#

Got it working

#

The places where I’m in one sector but can see into the other (they’re connected) look really weird

wispy relic
#

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

bright owl
#

Yeah, though for a dreamscape type level that could be a neat trick

wispy relic
#

It could be, yeah

#

So there you have it, transfer skies. A simple way around the vanilla limits

bright owl
#

Thank you very much

wispy relic
#

Any time

bright owl
#

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

wispy relic
#

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/

bright owl
#

Oh cool thanks

wispy relic
#

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

bright owl
#

Okay. I’ll be figuring out Slade soon, so there we go

wispy relic
#

and setting up new textures properly is a little finicky unfortunately

#

Good luck o7

bright owl
#

Thanks! I’ll probably need it

trail steeple
bright owl
#

Oh cool that’s good to know

bitter hare
#

hi

#

i just updated my mod

#

its better now

trail steeple
#

👍

bitter hare
#

the ios can summon monsters now

#

it works withh crispy doom

#

and its more challenging

trail steeple
#

remember to test in multiple ports

#

unless the wad is made for a specific engine with specific functions

bitter hare
#

it works with gzdoom, crispy doom, and dsda-doom.

trail steeple
#

👍

bitter hare
#

it does not work with zandronum as the ios's sprite does not render in

bitter hare
#

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

safe steppe
#

What the heck is doda

#

You mean Dsda?

upbeat path
#

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.

agile shoal
#

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)

trail steeple
#

it isn't crappy nor it does minimal changes

trail steeple
crisp dragon
#

You have literally no idea what you're talking about.

safe steppe
#

Isn't DSDA like the second most popular source port?

crisp dragon
#

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.

safe steppe
#

They are not even that minimal too

#

They literally added MBF21

crisp dragon
crisp dragon
#

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.

trail steeple
# crisp dragon Nothing about DSDA-Doom is "crappy", you're delusional, Yura.

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"

wispy relic
#

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

bitter hare
#

doom 64 is pretty good tbh