#classic-doom-maps-mods
1 messages · Page 123 of 1
I just wish they didn’t have to cut monsters. Especially the Archvile
yeah
the archville can be anoying sometimes but its still a doom staple enemy
just made a big update to my mod
when the ios shoots fireballs it summons a spawncube but if your playing on a difficulty bellow hurt me plenty then it doesnt summon a cube and there is a cyberdemon in the arena that normally isnt
but if you play on a source port that doesnt like when it tries to summon a spawner cube with no end point
i need help with something
What are the pusher and puller Boom objects?
Yeah but they had to make it work with the N64 so stuff had to be done 
I know they had to make compromises for tech reasons
Also, played your wad on Nightmare! difficulty
I noticed that fireballs are instakill now
Are pushers and pullers like conveyor belts?
Unfortunately I’ve never looked into pushers and pullers.
The ZDoom wiki and the good Doom wiki should have good help articles on them
Okay thanks
Cool
I didnt know if it was possible
yeah it's definitely possible
here's the demo recording
that's pretty cool
I based it off of this one area from ion fury, as I thought "Hey, that would look cool in doom"
wait a second, did Yura leave?
or was he kicked? His messages aren't appearing anywhere
if so then praise the lord
I was getting sick of his shit
same, also yeah I think he was kicked
messages don't disappear when you leave a server I think
pain
I'm having trouble installing Brutal Doom, whenever I exit, and then relaunch GZDOOM it appears Brutal Doom has uninstalled itself. What do I do?
you're supposed to drag and drop brutal doom file onto gzdoom everytime
or use ZDL which is a doom launcher that can do that automatically
So I should use ZDL?
you can download ZDL or simply just drag and drop the brutal doom file onto gzdoom
Ok, so say I want to do the same for DOOM 2, then what?
Do I just add it on ZDL?
like this?
Your absolute favourite Classic Doom wads right now? AND GO!
my favorite wad is a video of a windows xp bliss with a bunch of pinkies on it.
Has to go to Heartland atm
It's challenging and kicks my ass but I like it, and the fucking aesthetics man
I've only just gotten into DOOM modding and I'm currently working on a GZDoom 6 map set to learn the basics, please allow my brain to absorb knowledge via general suggestions, I'll probably throw the forum link here later
you can also share the .wad file itself here
as of giving you help with mapping
i'd recommend watching these vids:
https://youtu.be/EucWtn__O8Q
https://youtu.be/6arDCzmhONY
Several people have asked me how to get into making Doom levels themselves! In this video, I spend ten minutes explaining the software you'll need and how to set it up, and then wing it through making a small but technically complete level.
If people think this is useful, I could try making more specific ones for other techniques!
Spectacular ...
From my experience playing beginner maps, some advice about guiding the player gently through a map by making choices about textures, flats and so on in your map elements!
00:00 Science
04:05 Doors
06:25 Switches
10:15 Shootable switches
11:10 Bars
13:05 Platforms
14:05 Teleports
15:15 Damaging floors
17:20 New con...
thanks, at the moment the wad comes packed with various texture packs until I can put them directly into the wad itself
remember:
in SLADE3,always put custom content above the maps themselves
- always make sure that the texture names don't conflict
question, if I put the wads themselves into SLADE and put them over the maps would that work?
no
you have to put the files from the .wad files of the texture packs and then put those textures into your pwad
important thing: NEVER put in more stuff into/replace/rename stuff from IWADs
yes thank you
I've gotten as far as 2 maps, renaming all the maps (including transition screens), end text crawl and some custom music
also:
Realm667 is a good website for custom stuff for doom modders
I noticed
I might just keep the texture packs separate and say you should load them in order in ZDL
quite a unusual thing to do but ok
by the looks of it I might not have to do that
gonna upload my wad here so people can test it
IWAD:Doom 2
Sourceport:GZDoom
amount of levels:4 (the 4th one is unfinished as of now)
recommended difficulty: HMP
upon failed attempts to incorporate the texture packs into the WAD, I'll probably just keep them as required wads and make sure not to repeat this mistake in the future
Adding textures to your wad with SLADE is a delicate process. You can’t just copy the files from the texture pack unfortunately
Oh really, first I've heard of this one 😄
I wholeheartedly intend to make my first large WAD with original textures, I intend to give it a NES/Famicom look and can easily reskin weapons as is
I still struggle with Slade, I only want to learn how to make that end scroll screen haha then I'll be happy
currently, it has to be DBP37: AUGER;ZENITH
I expected it to be eh, decent, but what I got was a very enjoyable experience
The levels are nice and detailed, the music is pretty good (did not expect that Resonance midi on map02), and it was just fun overall
KDiZD
a bit hard at times,but pretty fun
UAC Ultra hands down. Only around the length of 1 episode, but every level is extremely well made
and, btw, here is what AUGER;ZENITH looks like:
looks noisy
noisy? probably. cool? yes.
map making may be tedious but I really enjoy it for some reason
it may get you burned out after doing alot of maps in short periods of time
but making doom maps itself is interesting and quite fun in my opinion
I've only been doing 1 map a day so far since I want to put a lot of detail into them
here's a random example of a very unfinished area I'm working on
I'm gonna put the super shotgun on a podium
I think I might use gzdoom builder with doom 64 absolution to make a doom 64 map pack at some point
ultimate doom builder is better imo
there is no opinions here it's a fact, UDB is literally just a newer version of GZDB, of course it'll be better
agreed
guess what I'm switching to 
I thought gzdoom builder was the newest so I just defaulted to that. Doesn't matter though, I'm now trying to make a 100% vanilla map compatible with even the original dos stuff
hey so, it's been a while since i've played classic doom, is what's the latest cool mods you guys recommend?
Embers of Armageddon is pretty cool
If you want a joke mod, then the Abort Mod or Russian Overkill is definitely the way to go
But otherwise, I'm not too qualified to talk about mods
oh, i've heard about those, but haven't checked it out. thanks a lot anyways!
Goldfire is the mods guy
But anyway, Beautiful Doom is another good mod
Doom one is also good
let me guess, it makes the game look beautiful?
Project MSX is another
And Hellrider
Most of these are what Goldfire345 recommends
Kinda? I don't remember much of what it does, but I'm pretty sure it ups the graphics a bit, makes animations smoother, and implements some new guns
And oh right
The Abort Mod isn't downloadable anymore from any site on the internet but I have a copy of it
If you're ever interested I'll just dm
UDMF format won't be vanilla compatible judging by the screenshot you've sent earlier
because of the colored lighting,3d floors,slopes and so on
i am interested
beautiful doom in short:
-adds a bit more blood that drops from monsters that leaves decals in a brutal-doom-style
-has a separate menu that allows you to customise how guns behave,how your hands look,how much graphical improvements you want etc.
-3 types of gun behaviour:
- classic,basically og doom with more fluid animation
- enchanced (turned on by default) ,classic guns but with a slight visual overhaul with additional functions. Examples include:
fists now have a kick function that pushes enemies away
shotgun has a melee attack
you can dual-wield pistols
3.modern,so basically the guns are entirely changed both in appearance and in function
-ALL monsters have 8 rotational sprites that aren't mirrors (they don't generate the weird effect of swapping guns from side to side like zombiemen do in vanilla
-Brightmaps are added,and they basically make textures glow in the dark
and a bunch of features i forgot about
worth checking out
Seems like a nice addition. I'll check it out for sure
Oh that wasn't the vanilla compatible map, that's for my first WAD
oh ok
Natural space or structured?
I'm currently making a level with Doom Builder and was wondering how to load up my currently unfinished level for testing purposes in the steam version of Doom 2
The Unity port is a limit removing port, so if your wad works on Crispy Doom, then it will work on Unity
I dont have the Unity port so I cant help you with it
i don't think that it's limit-removing
I think it is, but I may be wrong
the problem is that when i launch the test mode it just boots up doom 2 without loading the level
I really dont know anything about the Unity port, so just test the another source port
A mix of both
why the hell is there and hom effect there? theres no missing textures at all
Check and make sure all your lines are connected and your sectors are separate
something you can try is move every linedef in the affected area just ever so slightly
sometimes (the node builder?) messes up and you gotta move them a bit to fix it
I am modding the BFG 9000 in Gzdoom Zscript, but I cannot switch to the BFG if I have this in the ZSCRIPT lump.
class BFG10K : BFG9000 replaces BFG9000
{
Default
{
Height 20;
Weapon.SelectionOrder 2800;
Weapon.AmmoUse 40;
Weapon.AmmoGive 40;
Weapon.AmmoType "Cell";
+WEAPON.NOAUTOFIRE;
Inventory.PickupMessage "$GOTBFG9000";
Tag "$TAG_BFG9000";
}
States
{
Ready:
BFGG A 1 A_WeaponReady;
Loop;
Deselect:
BFGG A 1 A_Lower;
Loop;
Select:
BFGG A 1 A_Raise;
Loop;
Fire:
BFGG A 20 A_BFGsound;
BFGG B 10 A_GunFlash;
BFGG B 10 A_FireOldBFG;
BFGG B 20 A_ReFire;
Goto Ready;
Flash:
BFGF A 11 Bright A_Light1;
BFGF B 6 Bright A_Light2;
Goto LightDone;
Spawn:
BFUG A -1;
Stop;
OldFire:
BFGG A 10 A_BFGsound;
BFGG BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FireOldBFG;
BFGG B 0 A_Light0;
BFGG B 20 A_ReFire;
Goto Ready;
}
}
I think I am missing something simple. Thanks.
Is this correct?
does anyone have a good setup guide for golden souls?
In this section of the definition,
Weapon.AmmoUse 40;
Weapon.AmmoGive 40;
Weapon.AmmoType "Cell";```
add this line:
``` Weapon.Slotnumber 7
That should fix it
It worked thank you.
noice
Mfw random hom effects happen
which iwad
hmm,looks broken on both doom 1 & 2
ah yes,can't even start the first level
i think i see the issue

this is literally just a doom 2 map but broken
wait,why is every map the same as in doom 2...
hold on,lemme open it in slade
man,this isn't even a mod
you've literally put the doom 2 IWAD here and broke stuff in it
you DO NOT modify the iwad
you also shouldn't share the IWAD
because the IWAD is the game itself
you've essentially shared the entire doom 2
and that's piracy
@whole blade i am sorry for pinging you but this person literally posted the doom 2 iwad but with broken custom textures (all maps are the same as in doom 2,every texture is in the .wad file,every sound file and so on [checked it in slade])
doesn't posting the entire iwad count as piracy ?
@haughty flower you need to create a PWAD you can't just modify the Doom2.wad
gonna bet that his copy of doom2 is screwed now
if he got it off of steam he can just verify the files
why even replace everything in doom2 when you can
ah i dont know make a simple PWAD
Effort
it takes less effort to make a pwad than to modify the iwad
However it takes more effort to watch a 5 minute tutorial than to start fucking your IWAD
^ Probably how their thought process looked like
Lookin real nice 👍
Thx man!
wait how did you do the scripture of the wall, the symbols there?
they're part of Ancient Aliens textures 😄
what lol, I never seen those kinds of maps like that so guessing a few folks have seen it, curious to see it in the mapping in game, is it still being worked on or free for the public?
it's still being worked on, hopefully to be part of a set called FreonDM
oh nice, hope it goes well, feels like my type of place to hang out in the map
cheers 😄
reminds me of my sucka.wad
back in 2019 i was new to the doom modding at that time then i posted a wad on doomworld which is you know the sucka.wad, you can find still on doomworld oh and yea that wad fucking sucks, anyways if you read some of the comments you see i posted an iwad, oh and yea i was a fucking idiot because i put the whole doom 2 texture, and stayed 2 fucking years.
Ouchvile
yo, I've made a map for Ultimate Doom, and it needs playtesting before I can say it's done
It's a limit-removing map replacing level E4M6, and it needs this texture pack:
https://cdn.discordapp.com/attachments/893793260307365889/894130651069022218/SolarStruggleTEX2.wad
I've beat it from pistol start on HMP, and with a bit of starting supplies on UV to simulate a full run
would appreciate any feedback o7
I may or may not try it later depends if I got some time
Okay I just finished it and wow that was like nothing I ever seen before
I couldn't get 100% kills and secrets due to the maps size and complexity (and because iam bad)
I played in crispy doom and the whole experience was surreal
the calm but sad music, the dark hallways, the liminal spaces and overall surreal architecture is unbelievably well done, I forgot how beautiful and honestly a bit unnerving vanilla doom can be
The combat is very unique with the ||teleporting cyberdemons|| and the map's very different and distinct areas
For criticism there isn't much to say to be honest the map is just that good however:
- I've noticed a missing texture near the ||lift that leads to the area with the damaging floors, pinkies, and crushers||
- Near the end there is a tiny window that you can fall through and die with no way out
teleporting Cows 😦😦😦
Overall I definitely rate this map a 10/10
Ah, so you played on UV?
Indeed
So having done that, would you uhh
mind giving me your opinion on one of the lower difficulties, if you have time ofc
I'll admit the little windows to the lava near the end may have been intentional
but if it's that easy to fall accidentally I can seal them
Uhmm, so I was nearing 100% kills but I paused and came back to see my brother has quit doom
I won't replay it since I already lost motivation, but from what I experienced so far HMP is totally different from UV, I personally think UV is better by a long shot, but HMP is nice and does it's job well
@crisp dragon you gotta check this wad out I think you'll enjoy it
cool
Aight I'll get to it when I get home
Alright, I may rearrange it so that HMP and lower play more like UV then
If I were you I would first wait for more playtesting from different perspectives, while for me UV is the most fun, maybe the majority of the players would think otherwise and enjoy HMP more
I'll keep a copy of it as is and make a separate file with tweaked lower difficulties, dw
it was a bit of work to get everything going after all, not gonna just throw it all away lol
this map is one helluva doozy to play so far, I really enjoy it
the use of this specific midi with the dark atmosphere and the ||randomly teleporting cyberdemons|| really does invoke a sense of fear
I'm scared to turn corners all the time
Noice noice, glad to hear it
That does sound like the stuff of nightmares
yeah it is
and anyway, I got through maybe about... half the map?
after that I decided that too much progress would be lost if I didn't save so I did it once
and another at ||the crusher pit with the spectres||
I'm not gonna lie, a ||10% damaging floor with spectres constantly blocking your path is a bit mean||
ammo management is quite tight
not the worst things I've faced though
so the way the map is set up, ||there are actually three ways to reach the exit once you've KOd the cyberdemons||
||The dark pit with the crushers is only one of the possible way there, and it's actually the shortest one.||
@crisp dragon @safe steppe So after some feedback from a few other places, I've made a few changes to the map. Gameplay-wise, I reduced the overall enemy density, lowered the amount of Barons on the map, and also tweaked a few of the damaging floors; aesthetics-wise, I put in a lot more decoration throughout. If either of you two would mind giving it another go, the updated level is here:
(and once again, it requires the same texture pack)
I wanna get the base experience good first before worrying about deathmatch/cooperative
alright, on it
Are there any doom mods out there that allow you to punch through walls? I'm picturing a cobbled together wall that you can punch or even shoot and it would basically disappear but maybe with some particles effects or an animation of it falling apart
You can make a map that has walls like this, but with the way the Doom engine works you can't really make a mod that causes this to happen in any map you play, if that makes since. Can't just load up Plutonia with a mod and immediately have destructible walls throughout every level.
For GZDoom there is probably a mod or tutorial out there but I personally don't know how, however for vanilla/boom you can make instant lowering/raising floors/ceilings that get activated on gunshots or other hitscan (G1)
The wad going down does this in a really creative way: https://www.youtube.com/watch?v=-oWsnvo9VRc&t=30s
Game: Doom II
PWAD: gd.wad
Difficulty: Ultra-Violence
Source port: PrBoom+ UMAPINFO (-complevel 9)
Pistol start.
Blind (never played or seen the maps before).
All kills and secrets.
No saves.
Subscribe for more playthroughs!
Link to WAD:
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/gd
Link to source port:
https://github...
(at 0:30)
If you mod for GZDoom instead I think this forum post might help https://forum.zdoom.org/viewtopic.php?t=35826
Discussion about ZDoom
https://cdn.discordapp.com/attachments/424540503489642506/914922256868708423/pihalla.wad
second map ever, i suggest using prboom+ and hmp or uv
Might check it out if I got some free time later looks very promising
Does anyone know how to configure the color setter after putting it in a sector? (I use Ultimate Doom Builder)
I have checked the ZDoom forum where it puts the class and characteristics of that object, but it doesn't help much.
What are you trying to do, and what format are you using
what should i do with this open area for this deathmatch wad
still need to add more details and stuff
but im not sure what to do with the commically big center thing
i should have not made the map so big
yeah I'd just shrink that down
This sentence relates to me on a spiritual level
How do I make bridges
Depends on format
For boom use linedef action 242
For GZDoom use 3D floor thing
and for vanilla you have to make a self referencing sector (literal hell trying to figure this one out)
for vanilla doom I'd just make it a lift
true over-under bridges are possible (see Memento Mori) but like Vulldozer said it's a real pain in the ass to get working if you've never done it before
also, @safe steppe, can you give me an estimate of how long your UV run of my map took?
I didn't 100% it but my successful run took ~20mins
gotcha
Hey, mates, take a look at this! https://youtu.be/MIeMJM3XEig
Download link: https://allfearthesentinel.net/zandronum/download.php?file=krooglyi-v2.0.pk3
Krooglyi - this is the Doom mod where all monsters are replaced by their "caco-analogs", with abilities that somehow can describe their originals. The mod's name means "Round", "Spherical" in Russian language)
First concept of this mod: All monsters loo...
caco world
https://cdn.discordapp.com/attachments/424540503489642506/915652654024237127/S.wad
my third map😁 again i suggest playing with prboom plus and HMP or UV
Seems like usual joke wad, huh? But it's totally playable and has a lotta interesting features
Just state your problem here and if someone knows the solution they will tell you
This is my first mod All Doom
hey guys, I'm trying to make some minor sprite edits to doom classic for something else
since it's for a specific purpose I'm usin a pk3 mod that makes the game not gory (and also funny) as some kind of base because I only want to edit doom guy and some other stuff
I'm using SADE to edit this and I've been able to modify some stuff up, but only the stuff that the og modder changed (aka bloody stuff)
is there a way to add the whole set of og sprites to the mod so I can modify em?
Yes you can add new stuff but you'll need to code the new actors
Oh but I don't want new stuff, I just want to edit all the doom guy sprites, which are not appearing in the program because they werent needed to edit in the mod
if you want to overwrite existing sprites, you simply make new ones in your pk3 or w/e that have the same names as the original
So the player sprites it looks like range from PLAYA1 - PLAYG8, then from PLAYH0 all the way to PLAYW0
Does anyone here know how to install external conversions to the Unity versions? I wanna install Chex Quest and such
static portals are the bane of my existence smh my head
What's the problem? They can be bastards but once you know the limitations and set up sequence they're not too bad
Well, if you wanna try figuring out what's going on, gimme one sec
@whole blade Okay, so in this WAD that I'm making, the level **EHM1 **has a lot of extensive portal work done to create illusions and get the player to go "huh?"
With that in mind, I found that in most cases due to what I was trying to accomplish Static portals weren't suitable and couldn't work. Unfortunate, but oh well.
There was one place though where I left the portals as Static, since it was a fairly orthodox "I'm making a tunnel but don't want to bother with 3D floors and junk"
These did not give me any problems at all when I first put them in. (Attached is the latest working wad and a screenie of where the static portals are in Doombuilder)
Because static portals actually move the geometry, if you have multiple ones in the same spaces, each pair has to be in exactly the same relative position to any other pair
Now, some time later, I decided to add in a few simple scripts that update the player on where they are in the level (like in Doom 3). This works via a simple array and HUD messages, so it should have nothing to do with just about anything else. It's worked with no problems on the other maps.
Or so I thought, but for whatever reason now the game crashes on this specific map whenever
- there are monsters roaming, and
- I walk through any of the line portals on the map.
To further confound me, this issue magically goes away when I make the static portals from earlier into the visual/teleporter type. (Attached here is the wad with issues)
That's the thing, this is basically the most conventional use of static portals
I double and triple checked that they were all lined up properly, and before I put in these new scripts there were no issues
Something must've moved
Do you get a crash log?
Normally when static portals break you just can't go through them
No, the screen gets frozen while the music keeps going
like, they're still aligned properly. That didn't change at all
I dunno. Like I said, the fix just seems to be making them into the simple teleporters
Maybe if graf zahl or someone took a look at it they could figure out where I'm messing up, because I sure as heck can't
man, I ran out of ideas fast
maybe make a new wad or something but I’m not too sure what to theme it on
Making totally original stuff is kinda difficult
h
a friend made me do this
amogus sectors
amogus sectors
gonna be the wackiest plasma backpack secret ever
do I put John Romero’s head in there
Amog
level speedrun
wait is John auto programmed to end the level when killed?
Yes. That’s how they made the Icon of Sin work
ah
the bosseye alerts the icon and the targets is how it can spawn monsters
and the icon just ends the level if by itself
j
anyone know any good doom mods?
funnily enough, while I love making mods and stuff I really haven't tried many others
Plutonia II is pretty neat, and there's this level set called Evil Tech that I thought was cool
That's about all I've really played through lmao
if I may ask a quick question @upbeat path
these see-through floors you have here
is that as simple as making a flat with transparency and using it for a 3D floor or whatever? or do you do it some other way
since I'm using UDMF I'm using a fence midtexture in there
which in fact does have translucency so yeah, essentially just make the floor and ceiling of the 3d floor the same height and you'll get that effect
gotcha. Was thinking that's all that effect was but never actually tried it myself lol
question: how can you make a transparent 3d floor ?
I don't know why the link it so long tho
this looks sus
interesting
I have no clue why that link looked like that but here you go images are better anyway
alternatively,
you can simply reduce the opacity of a 3D floor
Oh I'm dumb
Well to be fair I don't use UDMF
You put a linedef with the action "scroll move things according to line vector" inside the sector you want to turn into a conveyor belt
okay got the action but how can it activate
- the linedef's length and direction decide it's speed and direction respectively
ok
You can't activate it on a switch if I am not mistaken but you can simple put a 32 hieght floor to block the thing from going forward until its lowered
- also make sure to tag both the sector and lindef with the same tag
Then just simply apply tags
okay
I don't remember the exact action number sorry
But it should say "Scroll move things..."
action 253 says scroll floor, move things
Probably the correct one
ok it worked thanks for the help
No probs
here's the newest version of my doom 2 wad,play in gzdoom
any feedback is appriciated
note:map04 is unfinished
pretty fun to play, and cool enimies but the texturing is kinda bad
like the stretched ones
also how can i make custom enimies those punching revenants are funny
in Boom, you replace an existing enemy with a custom one
so use an enemy you don't use(most likely wolfenstein SS) then add a custom monster and set it to replace the SS pretty sure
can you give me examples of places where this looks the worst ?
i may try to fix 'em textures
howcan i replace them though
use SLADE
mainly stretched textures or some stone looking ones that dont fit in that much
okay
by stone-looking you mean like the ones in the red brick baron cage room ?
i think it looks better now
yeah looks good
need midi suggestions for map 08
ill probably start a new wad with more story and more fitting level patterns
this is just kinda me making maps
pro tip: try improving the previous maps based on the feedback we gave you a few months ago (texture fixing,removing enemies right behind the spawn etc.)
i like how this area looks,i dunno why
but i don't really understand this
question: what's up with those holes in floors with enemies in them
because of the way the doom renderer works, whenever there are missing textures like that, the floor "stretches" to cover them up
It allows you to make enemies that instantly pop up without warning
Or if you just wanna hide some enemies that will come up later, it works fine for that too
they pop up
but their wont be an hom
why wont a decorate file appear
im trying to add a new monster
ive done everything right
can yall check out this thing ive been making past 4 hours? its not done... yet also it was too big to post
https://www.moddb.com/mods/doom-2-the-challenge/addons/hitscan-hell
DECORATE only works in (G)ZDoom
Furthermore your editor may not recognize that you've added new monsters/weapons/etc.
For Ultimate Doombuilder at least, there is some code you can put in your DECORATE files with SLADE to make them pop up where you want them to
here are a few examples that I've done. It's the commented out stuff with the dollar signs
The only other thing would be to make sure you've given your new monster a valid editor ID, otherwise it won't show up in Doombuilder at all.
Im late to the party but DECORATE only works with ZDoom based ports
It doesn't work on Boom
If you are looking for something that even works on vanilla, try DeHackEd
ooh
"finish the maps as fast as possible"
sounds like something for the speedrunner in me
If mapping wasnt a pain in my [REDACTED]
Why isnt there a bytton shortcut to select all enemies
it only works in gzdoom
also,when opening your wad in UDB i am getting a dehacked error
I think you can just use the "thing" tool and select the entire map or CTRL + A
But that would also select teleporters and players so becareful
sneak peek
What’s the error
seams like it
weird
Yea i only need all enemys to show up not the whole map :D
okay map 8 is done, still need to find midi for it, also this map is pretty tough so have fun
ok added midi
Whats the best map/mod to train and evolve in Classic doom because im not good and i what to be able to play harder levels from the community because they are the ones that have the most time put into them
SIGIL is a good way to train in my opinion, I guess DOOM 1 E4 works as well but it can get way too stressful
I think you should realize that most of SIGIL is harder than E4
He did say he wanted to get good at harder maps, and while SIGIL can be naturally harder, I think E4 has a lot more unfair moments. I'm not a fan of E4 if you couldn't tell lmao
Most of E4 imo is lackluster, especially E4M4. The only remotely challenging maps is M1, M2, and M6(Low health for M1, baron count, enemy density and hazardous floor for M2, and the cyberdemon turret and hazardous floor in M6)
Sums up my thoughts perfectly, M1 is the only level in E4 that I actually like, and I guess M2 is okay, but I have a strong distaste for E4
E4M2 is probably my favorite level
and funnily enough, my first map I completed on Nightmare! difficulty
there any demon reskin mods.
I'm playing the Spawn Path to Damnation mod and wonderin' if there's something that'd fit his aesthetic or whatnot
You can set up thing filters to do this
[TSPG] Terminator Mayhem Arena: classic edition 2.1 Offical Server
server is up with neon and aeon DEATHMATCH to play!
special help form Kaapeli47 creator of insanity deathmatch for new sounds and coding.
Battle with bots or friends as the T-800 Endoskeleton, The terminator. this deathmatch has lethal weapons with quick time to kill, arnold voice lines, and NOW the new weapon: THE AUTOCANNON. another additional change is the custom player skin that allows the player to pick custom colors for the terminator.
https://www.youtube.com/watch?v=PRI2rTwvWfk what king of mod is this guy using? the animations are beautiful
It's an abstract kind of Earth.
Patrons see episodes early: https://www.patreon.com/civvie11
Twitter: https://twitter.com/civvie11
Join the Dungeon Discord: https://discord.gg/CEBKKJS
How do I convert a mp3 to midi? Nothing on Google seems to help
he's using a mod called Smooth Doom
yw
You cant
The way mp3 and MIDI works is very different
You gotta recreate the song with midi limitations
Or use an engine that supports mp3 like (G)ZDoom
you can but good fucking lord they sound cursed as hell
So does Ultimate DOOM Builder support mp3?
Ultimate doom builder is the mapping program
what you want is a source port that supports mp3
if you don't care about support for other engines you can make a map in UDMF format which will run only on GZDoom but have mp3
if you care about support for other source ports then you gotta stick with midi
it's a matter of personal preference
either to midi or mus
I will use only GZDoom, I don't care about that part, I just don't know how to import mp3 as it only says midi
just put it into your .wad file via SLADE3
Does Ultimate DOOM Builder support it? I'm just starting out and Ultimate looks a bit easier than SLADE
Ultimate DOOM Builder is used to edit maps, SLADE is used to edit assets
again,UDB is a editor
if your .wad is made in the UDMF format then the wad will support it
you NEED Slade3 for modding and adding assets,sticking just to UDB pretty much limits you
Ah so I can make the maps in UDB then use SLADE for everything else?
Exactly
yup
Nice thanks
slade3 also allows you to make maps,but i find it very limited and uncomfortable
That was what I had noticed when looking at SLADE
i generally just make maps in UDB and add assets to them via slade
also,pro-tip:
i have heard somewhere that you ahve to put custom content in slade above the stuff you made in the map editor (just above map and map-related files) otherwise there is a chance that the custom stuff will break
I don't think I'll be using custom textures, just custom music
just put it above the map files in slade
also:
you can make a MAPIINFO file in your wad,it allows you to set what music has to play in a level,which level comes after it,what sky is the main one etc.
https://youtu.be/EucWtn__O8Q this video will help you get started with mapping,making mapinfo files,and it will help you with using slade3
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 ...
hope it helps
you can but it turns them into auditory illusions
it's cursed as fuck
yeah I just tried
auditory illusion confirmed
it's only piano but I can hear vocals where there are none
ummm hey look, in my opinion while playing this mod is that I consider that when you open a door many enemies await you every door is literally a trap and another thing that I think you should consider is that there are many places where they can hide from the archiviles ty
Another important thing is that for each level there are monsters waiting to kill you this means that if you did not gather enough life in the previous level you will die in the next
At the end of level 3 in the battle with the cybbber demon I think you are putting a lot of difficulty for the player due to the mancubus behind and when you grabbed the red skull you have very little life left to face the cyberdemon
pro tip: don't make a frustrating/ultra hard wad as your first project
imo,the earliest maps (something around map01 - map06) need a total remake
things to note:
-remove enemies that spawn behind/in front/right next to the spawn point (something like a single zombieman or any other weak enemy who is facing a wall/door/a direction he can't see you in is fine)
-if making an archie jump,make sure that the reward is worth it and that i cannot soft-lock the game (that was the case in map06 i believe)
-don't just spam strong enemies/big groups of hitscanners and call it a day,make sure the wad is fair and fun to play
-align every texture
-make sure that textures look good and work together
Question: what's an old open source and really basic doom map editor?
the most basic editor there is
doomed editor that id used
not sure about the open-source part tho
Just one very basic level, custom title screen music and an endscreen message you guys probably won't get lmao
Is anyone here really good at mapping?
I mean I clearly need some pointers as that level is... not the best
Hi. What do you think you need help with? (I can't test the wad as I am at work)
i can share some tutorials
Several people have asked me how to get into making Doom levels themselves! In this video, I spend ten minutes explaining the software you'll need and how to set it up, and then wing it through making a small but technically complete level.
If people think this is useful, I could try making more specific ones for other techniques!
Spectacular ...
From my experience playing beginner maps, some advice about guiding the player gently through a map by making choices about textures, flats and so on in your map elements!
00:00 Science
04:05 Doors
06:25 Switches
10:15 Shootable switches
11:10 Bars
13:05 Platforms
14:05 Teleports
15:15 Damaging floors
17:20 New con...
I watched the first one, it's more so the creative side, as I can't seem to make a good interconnected level
alright,let's talk about what we can do about this
first,try using textures that work well together
Well I was trying to go for a entering Hell feeling
second,having enemies see the palyer right on the spawn is not a good idea,it makes the map artificially harder
Fair enough, I should move them
third,texture aligning
try shrinking the doors,add a wall or something,resize the textures and so on
So how do I fix that?
may i edit the map to show you how ?
Sure I don't care
i'll try improving the map so you can see how it looks and take notes
Alright thanks
so first i made a small beginning room,so the player can prepare themselves for the demons ahead + added a shotgun to the start
I don't know why I didn't think of this but how did you make the teleporter?
it's quite simple
you make a linedef with a teleported action,you add a teleporter destination thing,set the destination tag on the linedef and bam,done
Alright makes sense
@trail steeple How do I fix the door texture?
Posted an update to my mod for GZDoom: https://forum.zdoom.org/viewtopic.php?f=43&t=72802
Discussion about ZDoom
Nice principal character
it's not that bad though
SIGIL has you starting out with a spectre, a few imps, and shotgun in a room with strobing lights
Hot starts are 100% fine as long as it's not something unavoidable like 6 chaingunners right in front of you
You don't want to do them all the time but they are good to chuck in there to mix things up
I apologize for being an absolute noob here, but does anyone here know how to make working buttons (with the animation and sound effects) in Ultimate Doom Builder? I’ve never made one before. Lol
Thinking about having it raise a platform, kind of like an elevator
Switches are a product of 2 things. An action, and an animated texture.
The first part is done by choosing your action (and making sure it is something activated by the use function)
The 2nd is choosing a switch texture
every map i try to make becomes me trying to make a slaughtery marble map
but then i end up not setting the actions right and its just irritating
@whole blade Gotcha. Thx so much for letting me know! I’ll see what I can do
Not necessarily broken but an usual choice for sure
yeah,a very odd choice
JAM episode 1 is using the same skybox. It was not designed for mouselook though
So the sky maybe text is not visible
That is a place holder texture for when you've assigned a sky that doesn't exist
So might wanna fix that
time to fix le sky in slade
the mapinfo in your wad looks broken to me
i think i fixed it
sorry for the VERY late answer,but you can move it with arrows and resize after right-clicking
also,gonna share how much i've modified your wad as of now
Sorry I've been really busy lmao thank you so much for helping me
You just drag and drop whatever map you want onto LZDoom and it should open
ah thanks
how do i know it work or not?
start a new game
Do you know what entryway looks like?
have you played doom2 before?
if you don't know, try opening another map and see if it's identical or different
i have but that was a long time ago,sorry if i have disturbed you
do you remember what entryway is like is what I meant
some of those work and some of those doesnt
yeah there is a chainsaw aounrd u at the start right?
some of them aren't on map slot 1,
oh it replace map 25
check which map slot the file takes (it should say it in the txt) and to go to that level type inside doom this cheat code: IDCLEV (MAPNUM)
yeah so open it with lzdoom and when you start a game type IDCLEV 25
glad it did
have fun!
although some people don't like the master levels, a bunch of these levels are fun

Some ports (like Crispy Doom) will automatically put all of the Master levels in order for you, so that way you don’t have to close the game and warp every time you finish a level
I have been working on a doom builder for 5 hours but I still haven't compiled it even once yet I am so scared of the imminent bugs
hell, eternity has a menu that will load the master levels as if it were Doom-It
About the current state of the Doosk mod:
https://forum.zdoom.org/viewtopic.php?f=43&t=70358&p=1207791#p1207791
Discussion about ZDoom
I have a new level if anyone would be up for trying it
Vanilla/limit-removing, replaces map15 of Doom 2, doesn't need additional resources
never tried making something like it before, so I could really use feedback on whether it's fun or not
i just try it and i died from archville that i cant see where it is
Hell revealed is the best wad ive ever played
hell revealed 2 sorry, Map 15 is amazing, the middle is fantastic
looking for fun shitposty mods that work on gzdoom legacy
spaghetti weapons is a no go
mock 2: the speed of stupid 
does it have silly weapons
not really a weapon mod
it can't really be described,you have to see it for yourself
ok thank you
appreciated
i made a shitpost mod months ago named banana factory accident
check it out if you are interested
well it requires doom 2.iwad
and gzdoom source port with hardware rendering on
i really dont know if it runs on doom legacy
most likely not
if it is then I feel sorry for you
Let me present you my mod: totally playable jokewad, compatible almost with every weapon pack and mappack, this jokewad includes a lot of features in it, most of those can be seen in the trailer (also from my channel) https://youtu.be/MIeMJM3XEig
CACODEMONS EVERYWHERE.
Download link: https://allfearthesentinel.net/zandronum/download.php?file=krooglyi-v2.2.pk3
Zdoomforum тема: https://forum.zdoom.org/viewtopic.php?f=43&t=71547&start=15
ZandronumForum: https://zandronum.com/forum/viewtopic.php?f=58&t=10165&p=116548#p116548
Doomworld: https://www.doomworld.com/forum/topic/120151-wip-kru...
Is there any way to make maps on console?
yo amazing mod
k
sadly,not to my knowledge
Unfortunately no, unless you got a hacked console
Damn
Thank you)
i like the part where cacodemon appear
very well made wad
a funny one too
Thanks)
Well... How do you like this one as a boss-cyber? 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 #Doom mod #Cyberdemon
Does anyone have the doom center maps
oh no a cyberemond
So what are your guys favorite kinds of maps? I want to include all different types in my 32 level megawad
Slaughter maps are great
Holy Hell, The path 2, Pretty much all of speed of doom
I'm going insane everyone, how the hell do I change the game title in SLADE?
Noted
@whole blade Hate to ping but I actually can't find out how to do this
you mean the map title?
No like the actual title of the game itself, to make it where it doesn't say DOOM 2
you mean the menu picture?
that's an image
you'll have to replace MDOOM with your own
i think that's the name of the original asset
No, so you how in GZDOOM it says DOOM 2 then the map name? How do I change it to where it says my mod name then the map name
you're gonna have to show me what you're talking about mate
Alright
How do I change the DOOM 2 thing to my mod name
Alright
It's what the wad is being read as I think but idk how to change this thing
yeah that's the iwad you are using. if you load up a doom 1 wad it'll say "the ultimate doom". only way to get rid of that is make a standalone game
Alright and how do I do that?
or just run in fullscreen and out of sight, out of mind 😉
you replace every doom asset so there are none left
good luck
Never mind then! But uh I can change the title screen picture and that image above the pause menu right?
yes you can replace that relatively easily
np
you can use STARTUPTITLE on GAMEINFO, like this
That just changes the loading screen window title iirc. Not the actual game window
That small 16bit colour image screen with the loading bar
it seems that it also changes the title bars
lol
That you so so much, I assume I do that just like mapinfo?
Like just make a new text lump in SLADE?
yes, just create a file with the name GAMEINFO and put this
Thank god lmfao, I think it's weird how little SLADE and GAMEINFO tutorials there are compared to MAPINFO
Should I put Hexen or Doom2 for startup type
both of them work
Is there a better one?
depends, Hexen is good if you want to show an image at startup, but it is more of a personal choice
So DOOM 2 is just the normal bootup that you see when booting the DOOM 2 iwad? If so I'll probably just do that
you better read this because I am terrible at explaining things :p https://zdoom.org/wiki/GAMEINFO https://zdoom.org/wiki/Startup_lumps
GAMEINFO is a special lump that is parsed even before ZDoom starts loading fully. It can be used to influence how the game loads. This must not be confused with the GameInfo section in a MAPINFO lump.
On Windows systems, ZDoom supports three games that had special graphical startups. Contrarily to other graphics, the image formats used here are hardcoded and cannot be replaced by alternatives.
The -nostartup command line parameter forces ZDoom to use the text-mode startup log from Doom.
The GAMEINFO lump can be used to override the game defa...
So basically go with Hexen lmao
I'm going to release a playable beta late tonight/tomorrow of my mod
Bruh
Bruh
covering up a tunnel entrance there?
Discussion about ZDoom
Queue up rockets and send them in a volley
#Doom #Gardevoir https://t.co/qX0cwI03W2
gardevoir in doom 😳 😱
How do I make a good city map in UDB? There doesn't seem to be any videos referencing this
nothing happens
What do you mean
Yes, but how you get them in depends on what source port you’re aiming to use.
If you want the easiest time, look up how to use Decorate for zdoom based source ports and learn how to get those engines to recognize them
Otherwise if you want something more closer to vanilla support, DeHacked is the way to go
sneak peak of me getting my ass beat by the start of my own map
couldve done slower but whatev
Make the windows sound blocking linedefs to lure the player into a false sense of security
there is nothing in the wad i think
Just downloaded it. Works just fine. Walk me through your process.
what do you all use to make midis for your wads +any ideas for me to not make another monster closet and nuts imitation festival
I use mp3s personally
a view from the skyscrapers
also a small sneak peak of my wip contest mod for br0leg
Is this a city level??
well this is after the city level i made
its some sort of a small map before a big one
which takes place in a skyscraper
(that big sky scraper above the door)
I have no idea how to make city maps lol, I just started mapping
oh well its not that hard if you know what to do
just some streets and buildings
nothing much
unless if you are going far and beyond and adding other stuff like shops and malls
well main is kinda looks like one
i can send screenshots if you are interested
Very, I haven't seen any tutorials online or anything referencing how to make a city map in UDB
That looks good
appreciate it
I'm interested in playing this mod now, I love city levels
It looks inspired by Nuke Dukem 3D, but I may be wrong there
it is
i even used some texture from it
you can play it when its out on br0legs contest
its gonna have some jokes here and there but its just another doom mod
I have no idea what that is but alright, and there's nothing wrong with just a level mod
As long as you don't have it keep playing normal DOOM 2 levels after your levels
no its not just a level mod
it has custom weapon and big levels
with some alt maps for more stuff
That's a pet peeve of mine
h man this looks really cool
well its not like doom2 levels
its kinda unique and chaotic
much obliged
Well this is what I mean, let's say it's a nine map mod but after you beat map 9 it goes to normal DOOM 2 map 10
Idk that's just a pet peeve of mine
no it has ending and scripted scenes
Nice sounds good
I'm mapping a 32 map megawad by myself
(There may even be more honestly)
nice good luck with that
I would have my friends helped but they've never even played DOOM
you mean help with playtesting?
this looks harder than plutonia
also,if there are archviles,then why is there practically no cover from them
archvile gets released inside of the buidling
its kinda easy to hide from him but hes annoying with all the ressurecting he can do
also i was wondering
how can two or more people make a wad
im kinda confused cuz im starting a project with some people soon
send the wad and they will continue it?
There are different ways you can handle version control
usually for a community project where there's a bunch of different mappers, whoever's the lead person will maintain a resource WAD (new textures, sprites, etc.) if there is that stuff
and everyone else will make their levels standalone files that load assets from the resource WAD and whatever IWAD you're using
that way the project lead can handle compiling the levels all together with ease
Alternatively, if you're working with a smaller group on a project and you're all putting stuff into the resource pool, you can use something like Github I'm pretty sure
but I've never worked with it so idk how that would go in practice
it is, not just "it looks"
I would compare this with something akin to scythe 2
or plut2 or HR2
that hectic start just reminds of HR2's map01
imps in the front, shotgunners in the back, and a horde of cacos you have to take care with a shotgun(?) i think
or was it a SSG? I don't remember and frankly I don't care enough to check
it looks hard
kinda tough map however you take care of the start
First ever build of the game! Four beatable levels and an fifth unbeatable one!
Map01 needs a lot of fixing, it was made before I got any good at mapping
Map02 is better but still has some flaws, Map03 is my favorite and I think Map04 is an okay fast slaughter map
i'll try em out
what format and what port to run?
eh fuck it, I'll try with GZDoom first
first thing I gotta say is that the first door looks kinda weird since it's a cut off door texture
and it's especially thicc
the blue circle texture on the bottom kinda weird to me
GZDoom because it uses mp3
Yeah Map01 needs a lot of fixes
also,gonna post how much i've already modified your first map (it still isn't finished)
i also advise you to look at the MAPINFO file i fixed there for you
so let's see map02..
well,i'd say that this much shotgunners in a tight space may result in the palyer quickly dying
also,a bit of correction about how much damage the liquids should do (when looking at vanilla)
-nukage = 5 health/second
-blood = 10 health/second
-lava = 20 health/second
advice: try making your maps less "flat"
by "flat" i mean lacking detail and height variety
question about the fourth map:
how is the palyer meant to survive this ?
i see a common theme about your maps
you seam to try putting the player into very difficult situations
While that's not a bad thing,i'd recommend doing something easier than throwing the player into a room with 15 shotgunners right at the start
also,if i were you'i wouldn't put any monsters right behind the player without them having a clue of them being there
Slaughter map
I just started mapping, and I have no help with this project
Not exactly, only if they pistol start
if not, they have the SSG
and I assume most people will use do single segments
but for pistol starting, I don't think it's too rough either
quickly kill a shotgunner then immediately take cover, and then take potshots
there's no doubt that some of the shotgunners in the back qould also cause some infighting
So @crisp dragon is it good? I know map01 sucks but how is the rest?
I couldn't finish it today because I had things to do, but I'll post my review tmr
Alright
its really good
You really think so?
Yeah the writing is cool I guess lmao
it's pretty good
the maps feel sort of linear and flat though
there are a couple of alignment issues here and there, like some strange textures or door problems
and some key switches aren't tagged correctly
The firefight at the start of map04 might be my most favorite though
but why put a plasma rifle at the very end? Seems like it serves no purpose but for people doing single segment
Elementalism, the big GZDoom mapset I've been leading for the last few years, has a new release date trailer! https://www.youtube.com/watch?v=wtpqv2YmSb4
Elementalism is an epic new mapset for GZDoom. Phase 1 will feature:
- The first three of six planned episodes, featuring 15 levels by a team of eight world-class mappers, including four Cacoward winners
- Expansive maps dripping in atmosphere and environmental storytelling
- Cutting edge UDMF and GZDoom features, but paired with classic Doom ...
Damn that looks insane
Map05 and further
And I'm not good with different lengths of floor
eye candy
great shit
Honestly I'll take submissions if anyone wants to send me a map or two of their own to put in
Maybe I'll make like a bonus episode or something
Found something really cool for boom format mappers, the official boom edit example map, it has example of all boom format features being used https://www.doomworld.com/idgames/themes/TeamTNT/boom/boomedit
this will come in handy
oh and here is the official video https://youtu.be/d7WBQH5-1ps
This level was made (long long ago) by TeamTNT member and Boom developer Jim Flynn (jff) to showcase some of Boom's enhanced editing features. Modern source ports have way more extensive and impressive features but it's easy to forget what the humble Boom was capable of.
Record in PrBoom. Yes, this really is the music included in this WAD.
when will you finist it?
Made a thread over on Doomworld about a "Grandmaster Levels" community project; see here for more details: https://www.doomworld.com/forum/topic/126411-“grandmaster-levels”-community-project-–-interest-check/
So this is an idea that was broached by @Soundblock back in November, and I don’t think I’ve seen anyone else do something with the concept, so I figured I should go ahead and try to make this happen. Basically, it would be a community-wide followup to the Master Levels, a set of 21 levels create...
Darn that's cool af
GTA Eternal 
Yessir
Omg creepy but I want to play this

is thete a mod that mixes doom 64 and classic sfx together?
appreciate it
hello, im new to doom modding, how do you make sprites show up in gzdoom builder?
my advice: move onto Ultimate Doom builder
wha
gzdb is outdated
oh
Ultimate Doom builder is newer
imma search it on google
also you need slade3 for that
its basically for modding and adding custom content
lol
so uh for the past few days, every time i vaped d8 i'd go and work on a doom map, and it turned into an idea for a 12 map miniwad
i am still not done with the first level...
Hey i wanna play smoothdoom.pk3 on zandronum but it shows
Script error, "SmoothDoom.pk3:deco/monsters/zombieman.txt" line 50 Expected string constant but got '+' instead.
Any help? ):
Have you checked that smooth doom is compatible with zandronum?
Which a quick Google tells me it is not
this map kinda looks like thefactoryv3finalrelease.wad
is that a good thing or a bad thing
good
I dunno
oh so it was because i had an old version
the error message didnt show up at the other doom i had
I wonder why people never bother to check themselves beforehand if something is compatible with the port they're using
Guys, what are some of the best doom 2 wads
how?
Just do a quick read of what the textfile or what it says on ModDB
depends on what kinda of doom mods you looking for
The brutal doom kind 
Just some good mods in general:
Embers Of Armageddon(EOA)
Embers Of Armageddon: Eternal(EOAE)
Corruption Cards
Abort Mod
Doom One
Call of Doom
Project Brutality
Beautiful Doom
Thank you! I will save this for future reference.
i like creepy wads
Abort you can't get on the Internet, but I have a file for it
Why not?
it was taken down, I'm not too sure why
i found a page with wads but its sus
what is it?
oh right, Russian Overkill is also a good mod if you don't have it already
what's the paage
guys whats that one mod that had like super hard weapons
that u needed instruction to even load or control
complex doom?
nah i remember seeing a video of a guy who couldnt like shoot a revolver
i think it had seperate buttons to load unload etc.
Hideous Destructor?
I think it's Hideous destructor
YEA THATS THE ONE thanks
my friend betted 20 dollars that i can learn the mod without the manual
i only know few things like holding r just to not drop the magazine XD
Yikes lmao
send harder mods :3 for doom 2 or idk
sunlust 
hideous destructor u need over 5 keybinds to reload a revolver XDD
unload
close cylinder
ammo managment
reload
convert mag to ammo
already have that xd
oke ? let me check
It took me 3 hours just to realise how to reload a damn pistol
Search hideous destructor and there should be like a forum i recommend gzdoom port bcuz its better
For jogging running deplets ur stamina u move way slower then in normal doom and jogging is good but it makes ur accuracy bad wlaking makes it better
Recommend some sort of tutorial bcuz it has more mechanics
U have to pick up things manually ur sniper can get jammed u can bleed out u need to finish ur enemies so theyre not faking death etc.
i see
Dunno recommend shooting range just to get a lil familiar
Prob not but i sometimes just take a sprite and i depixelate it with its color with nearly no details
so hows it going? 😄
does anyone know much about using custom soundfonts?
Like for music?
I know how to configure it for GZDoom, but I'm not too sure about other ports
@quasi cradle
i'm trying to get one to work with Woof
ah. Yeah, idk what to do there then
i underestimated H2H Xmas
i thought it would be easy, but there was a revenant and archvile swarm in level 2
should be similar to prboom+
open the file where settings are stored (in dsda-doom its called dsda-doom.cfg, so maybe woof calls it woof.cfg)
find "snd_soundfont" and put there the path to the soundfont
hello again, how do you edit the ending text? i tried using WackEd4 but it just bombs out with an error
Hmm
what source port are you targeting?
Well then there is no need to mess with DeHackedFiles
gzdoom has something called MAPINFO
You can change the ending text very easily
all ik is how to change map names
ZDoom supports a special MAPINFO lump that can be used to define special characteristics for the different maps in a WAD/PK3, in addition to defining custom skill levels, intermissions, and game settings.
Cluster definition?
no you were right
oh
its cluster definition
cluster 5
{
flat = OGRATB02
music = D_READ_M
exittext =
"In the farthest reaches, a Light",
"awoke, and cast his luminous rays",
"on all around him.",
" ",
"He fashioned a world unto his image,",
"created beasts of his will, and declared",
"himself eternal, ruler of his domain.",
" ",
"But his hubris cast a sickness, and",
"from distant worlds called forth ",
"the agent of retribution, drawn ",
"through the cosmos by his pride. ",
" ",
"It cast down his beasts, it rejected ",
"his rule, and through lands eternal ",
"it brought forth his doom."
}
is that the ending text for doom 2?
its the example from the wiki
oh
ZDoom supports a special MAPINFO lump that can be used to define special characteristics for the different maps in a WAD/PK3, in addition to defining custom skill levels, intermissions, and game settings.
just put the text in MAPINFO using slade 3?
I never worked with cluster definition, but I think you need to assign it a number (5 in the example), and maybe link that number to the episode
Or maybe the number is just the index of the episode
oh
o
You have to link it in the map definition
so
cluster 1
{
some text
}
map MAP01
{
cluster=1
}
this is my map info file, map MAP01 "Nazi Camp 1"
{
titlepatch = "CWILV00"
next = "MAP02"
secretnext = "MAP02"
sky1 = "SKY1"
cluster = 5
par = 30
music = "$MUSIC_RUNNIN"
}
map MAP02 "Nazi Camp 2"
{
titlepatch = "CWILV01"
next = "EndGameC"
secretnext = "EndGameC"
sky1 = "SKY1"
cluster = 5
par = 90
music = "$MUSIC_STALKS"
}
cluster 5
{
flat = OGRATB02
music = D_READ_M
exittext =
"Thanks for playing my mod! -MCG1047"
}
yeah I thing thats right
Are you using doom2 as the iwad?
yes
i think its becaust i accidentally pressed "size" in slade
it scattered all the files
yea its becaust of that
thank god theres three back up files
mate there's no background, there's just text
Change this
"flat =** OGRATB02**"
to an actual flat in Doom 2
for example "flat = FLAT5_6"
Some DeHackEd sorcery.
👀
Flynn Taggart... in the flesh... Or, Rather, in the Mega Armor
hey is it possible to combine 2 mods into 1 mod?
Depends, but it has to be done manually and requires modding knowledge
Something like a map mod with a gameplay mod can easily be merged
but trying to combine two gameplay mods is troublesome
^
alright so on a scale of 1-10
how bad an idea would it be to make enemy drops go away if the player doesn't pick them up after a while
Sounds like a unique idea tbh
But you need a backup in case the player misses a portion of the ammo
how do you edit gun sprites
you are doing a wad on mobile?
6/10 imo
i saw a spanish tutorial
you can
i think you need a emulator i dont remember
Not practical but I mean go for it
You basically just run Windows via a virtual machine on your phone to access the Doom modding tools.
hey again,how do you compile multiple pk3 file in one wad?
you don't, you compile them into one pk3
how
Massively depends on what you're trying to combine. Mashing existing finished products together is not advisable
i just put all the pk3 files into another pk3 file, and copy paste the MAPINFO file
thats what google told me to do
What are you trying to acheive
hello, can someone help me with something?
|| now lets wait like 3 years or something ||
with wot?
8 because of a player had no ammo and they would try to find the corpses to pick up their ammo

Twitter compression is an utter biotch but my HUD is FINALLY being gotten together. giant thanks to @Theremmirath for very patiently teaching me ZScript in order to sort this out. #doom #gamedev #DancingInTheAbyss https://t.co/xd5af0KkMq
ZScript hud 
wip

why do these rocks look like pictures of a kebab
idk
they are from daytona usa irrc
thats why they look super crispy
Fuck you, now I can't unsee that 
“Dad… can I go play a Doom wad?” https://t.co/J5JXoyk3CO
304
1671
Especially Sunlust.


Daytona, let's go away
Go to https://buyraycon.com/br0leg for 15% off your Raycon order!
Thank you guys for your countless supports and to everyone who attends my streams :D
-Become a channel member!: https://www.youtube.com/channel/UC5huW4frDgiMY02x8T4yE7g/join
-Join Our Discord for memes and game events: https://discord.gg/d4hbFg9
-Follow me on Twitch!: https://...







