#classic-doom-maps-mods

1 messages · Page 124 of 1

trail steeple
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also,looks interesting

shadow trail
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low res texture moment

night pond
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i got smooth doom, but the black gloves look wrong

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im used to the odd skin gloves

severe swift
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A program for making wads.

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???

wispy relic
# severe swift A program for making wads.

The two major programs are Ultimate Doom Builder and SLADE3
• UDB is what you will use to do any and all mapping.
• SLADE allows you to open up your WADs and add in everything else - new textures, sprites, music, etc. etc.
There is one other thing worth mentioning, if you're interested in strictly Vanilla modding
• DeHackEd / WhackEd is what you will need to modify a lot of different things in non-advanced source ports

severe swift
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Thanks a lot!!

red abyss
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Olá,algum brasileiro aqui????

loud spruce
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Half-Life 2 (1994)

sterile berry
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Is there a mod that adds level intermission screens similar to Doom 1 where it shows the levels as a map? I know a mod exists for TFC but would one for 2 even be possible? The best option imo would be splitting the screens into segments based on when the intermission screen with text appears.

thick raft
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is there a doom mod that has eternal’s weapons and mechanics?

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there’s already one for doom 2016 so I believe it is possible for a mod to have doom eternal’s mechanics and guns

still dagger
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Embers of Armageddon iirc

slate turtle
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That looks pretty cool. Reminds me of the secret stage from TTL

shadow trail
slate turtle
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Very nice, glad to hear more people heard about it, it's a great mod.

From seeing your vid, i am presuming you're making a racer mod or?

shadow trail
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yeah its a time trial mod

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basically you have to finish the whole track under 2 minutes
and its gonna also include a rating system as well

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as well as other maps

slate turtle
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Yoooo, that sounds awesome

Excited to see more ngl

runic breach
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eoa eternal exists though

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i got it from their discord server (googling embers of armageddon discord should do it, i can't send server links here)

thick raft
runic breach
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yeah but eoa eternal

thick raft
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that’s a reskin

lilac swift
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When do we get a doom slayer mod on doom 2

crisp dragon
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it isn't just a reskin, it's got actual mechanics

twin shadow
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EOAE is incomplete and in the current available public build, not worth your time.

crisp dragon
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there's modifications like hellomemy's version which fixes some stuff, and it's still your best bet if you're looking for Eternal stuff

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otherwise, you're shit out of luck

onyx vector
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can someone tell me how to bind tackle in treasure tech land

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PLEASE

haughty flower
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junko wad is a good wad

crisp dragon
onyx vector
runic breach
slate turtle
sterile berry
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So I have the metadoom mod, three marauders in one level so far

onyx vector
crisp dragon
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Oh oof

runic breach
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opinions on brutal doom?

haughty flower
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it's alright

crisp dragon
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its ok

haughty flower
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don't see why people have to get so pissed about it tbh

gusty bough
wispy relic
runic breach
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understandable

trail steeple
edgy mesa
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is there any outdoors textures? like new grass texture, wall texture etc

edgy mesa
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i found some textures from MOH:AA but i cant find an barbed wire textures

slate turtle
# runic breach opinions on brutal doom?

It's 🥱😴 after you have played anything else. It had that charm of being "oh lord this is so brutal It's cool." But after there were like 10 other mods that made demons explode into a bunch of shredded meat it kinda got boring, the mapset it came with was pretty cool but other than that i don't think I'll ever return to it unless Mark releases the fixed and midernised Mapset he's been working on for like- 3 years now?

whole blade
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he's been working on brutal fate for 3 years

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he's stopped modding for doom

runic breach
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are there any mods that improve the enemy ai to dodge more

crisp dragon
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Hm

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I suppose you can download corruption cards

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It adds new perks to enemy AI as a subbranch

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Like one of them being that they can dodge incoming attacks

runic breach
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thanks

onyx vector
sterile berry
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So I’m doing a continuous run throughout all of classic doom with metadoom as well. Instant marauder on E4M1

slate turtle
haughty flower
sterile berry
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Any trailers or anything?

upbeat path
slate turtle
onyx vector
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just finished shrine 2. pretty good but honestly kind of crap

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every one of the last 3 levels are blood references DE_Tooyoungtodie

onyx vector
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wait…. seancon.wad??? NOOOOO

flat pebble
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What's the map editor people commonly use for the orignal doom?

whole blade
flat pebble
whole blade
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gimme a sec

whole blade
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you'll want the x64 build at the top

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once you've installed it (literally just unzip in a folder) it will autoupdate whenever a new build is out

flat pebble
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Also, seeing that ones needs a copy of the doom 2 wad, is the one from the steam version of doom 2 sufficient?

whole blade
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just copy doom2.wad into to folder of the port that you are using (gzdoom/dsda/cripsy etc)

flat pebble
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gotcha 👌

flat pebble
wispy relic
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Chocolate doom is a fairly conservative port: it doesn't fundamentally change much about the game experience. It's as close to playing the original Doom as you'll probably get. The mouse functions like in the original, keys are bound to their original defaults, the resolution is like 320 x 200, and so on. About the only thing that's not "true to the original" is the music-playback, since in the past midi soundfonts were a bit weird.
Crispy Doom is like Chocolate doom, but has a few modern conveniences added - increased screen resolution, widescreen support, the ability to turn on looking up/down, an optional crosshair, etc. The out of the box settings are close to the default, but you can toggle optional QoL stuff that will start to change the experience

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GZDoom runs Doom in essentially a different engine. This might not be noticeable to the untrained eye, but things more under-the-hood like the game's physics differ drastically from the original Doom. On the other hand though, GZDoom offers things like full mouselook, jumping, crouching, support for Dynamic Lights, etc. etc. that goes well beyond the scope of what the original Doom could do. This becomes much more apparent when you play mods made for GZDoom, such as the popular Brutal Doom/Project Brutality mods. And that's largely the draw of GZDoom: it's a more modern engine, and it supports a lot more freedom with mods that target it.

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this ends the list of doom ports I'm personally familiar with. I know there's also DSDA Doom, PrBoom+, and a few other ports, but I've never really used or looked into them, so I can't really comment on them.

crisp dragon
# flat pebble thank you!^

If you plan on making a map that isn't ZDoom strict, make sure you test on a more vanilla port as well as GZDoom

haughty flower
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test it on all ports

flat pebble
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So after I download a source port(Doing GZdoom to start), what do I do? I notice when I clicked gzdoom.exe it gives an error and does not run.

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"zmusic.dll was not found"

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Actually got it to work wack

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for some reason the one from the site shown in video's didn't work, but the offical site for Zdoom's did xD

wispy relic
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P much with any port, you put a copy of your main WADs in the folder with the executable and run it, and it should work

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For some of them though you may need to do something to specify a different WAD (GZDoom for example by default will ask you which WAD you want to use, but Chocolate/Crispy Doom will automatically open Doom 2 if they detect it, so you have to use their respective setup programs to play a different IWAD)

flat pebble
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Is there any way to move around when in the visual mode?

flat pebble
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Only issue I'm running into now is textures not seeming to render

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but it mostly seems to be due to me misplacing sectors/skipping small spots of textures.

whole blade
haughty flower
whole blade
trail steeple
trail steeple
runic breach
runic breach
trail steeple
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a source port

runic breach
trail steeple
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do you really think gzdoom is the only one ?

runic breach
trail steeple
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oops,i fucked up
i meant Lxdoom

runic breach
still dagger
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Test on all ports that exist hmm

torn remnant
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i have started another project

coarse spruce
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As somebody that's never rly delved into map making. I'm curious, what exactly is a linedef, sector, etc.?

wispy relic
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They're different components that make up a map. Doom maps are drawn on a 2d plane, like so:

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"Linedefs" are the lines you see there; they can be one-sided or two-sided, and they usually have some texture(s) on them. Linedefs are where you put your action triggers for things like doors, teleporters, switches, and so on

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"Sectors" are essentially a group of linedefs. They usually make a single closed shape, but it's possible to have more complex sectors that are made of multiple disconnected shapes. Whereas lines will have textures on them, sectors will have a floor and ceiling "flat"; this can be a simple texture, or it can display the sky instead

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Sectors will also have a brightness level, and can have a bunch of different effects (flickering lights, damaging floors, etc.)

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This (and more) all comes together to make a map:

coarse spruce
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Not at the moment lol. As somebody that's played classic doom for years I've always been kinda curious about this kinda stuff even tho me myself would probably never try to make a map

glacial skiff
old panther
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cool map

onyx vector
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brutal doom fan vs hideous destructor enjoyer

runic breach
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hideous destructor is how the game would actually go irl

sage nimbus
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yall know some good horde doom maps?

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like maps where you just fight a crud ton of enemies

whole blade
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sunder

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bastion of chaos

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abandon

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slaughtermax

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death in excess

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cryogenesis

runic breach
sage nimbus
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thx

loud spruce
sage nimbus
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need some help with gz doom

crisp dragon
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Also, what's the problem

sage nimbus
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so apperently they added blood splatter to gz doom

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like blood on walls and stuff

crisp dragon
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Mhm

sage nimbus
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but it its a litttle glitched in the way that the backgrounds for the blood is black and not tansparent

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same for bullet holes and explosion ash

crisp dragon
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That's decals isn't it?

sage nimbus
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i think?

crisp dragon
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Also I recommend turning decals off tbh

sage nimbus
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i turned both to just particles but it aint working

crisp dragon
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Playing slaughtermaps with GZDoom and decals is generally a bad idea

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Most of the time on most computers, people using GZDoom can't handle slaughtermaps

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Add decals onto that with hundreds of monsters dying at the same time... yikes

sage nimbus
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lol i learned that the hard way

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slaughter max and russian overkill

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ill try turning off decals and see if that works

runic breach
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i use this smooth doom fork for gore

whole blade
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Decals have pretty much zero performance impact

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Gzdoom handles lots of monsters fine. You have to get into the 10s of thousands before all the monster call checks become an issue

slate turtle
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Aka da real doom manslayer_helmet

sage nimbus
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i only play them to combine mods like russian overkill with them

whole blade
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Sunlust only has 4 or so maps you can actually classify as slaughter

upbeat path
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Any set that doesn't already have mods added should be fine

whole blade
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Most of the maps have enemy counts in the few hundred

sage nimbus
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rn im playing slaughter max and its really good

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im suprised my pc can handle it

slate turtle
sage nimbus
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yall should i try nuts?

upbeat path
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Fuck around, find out

slate turtle
sage nimbus
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jk tried it once

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my pc nearly died

slate turtle
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Yoinkers

sage nimbus
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wait a second

whole blade
slate turtle
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Oop, I haven't heard of Stardate

Sounds funky tho

torn remnant
flat pebble
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how do you edit lighting?

flat pebble
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figured it out nevemind!^

flat pebble
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how do you enable "thing" visibility(when you are in edititor and are in 3D view mode)

whole blade
flat pebble
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ty^!

sage nimbus
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yall recommend some weapon mods?

shell jetty
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Russian Overkill

sage nimbus
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already have it

shell jetty
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Brutal doom

sage nimbus
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maybe

whole blade
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supercharge

runic breach
trail steeple
sage nimbus
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hmmmmmm

sage nimbus
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gz doom being dum again

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this time the hud

slate turtle
torn remnant
flat pebble
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I have 3 questions:
-1.) Which sorce port was closest to the original version of doom/doom2?(If possible could I also have a download link?)
-2.) How would I go about testing to make sure the level I made works on said sorce port from the first question.
-3.) Would the level file (wad) be compatible with an orignal copy of doom/doom2 if I so have an orignal copy on an older pc?(I have an older disc copy of ultimate doom, wondering if I can make levels on my "newer pc" and transfer them, and I find doom builder much easier to use then DEU mainly due to being able to view what I've done)

wispy relic
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Alternatively, if you purchased Doom/Doom 2 off of Steam, those come with DOSBox and the original EXE iirc, so you can play "truly original" Doom that way

haughty flower
wispy relic
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for all intents and purposes, when people make a WAD that they say is "vanilla compatible", 99% of the time they mean that it plays without issue in Chocolate Doom. No one's really expected to dig out the original EXE and hardware to play it on in order to make that claim

crisp dragon
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Vanilla is quite limited although it makes it compatible with every sourceport

flat pebble
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Alright thanks a bunch everyone^.
just one last thing, is it possible to test with Chocolate doom through the editor?

crisp dragon
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I think so, it allows you to select a sourceport and test the WAD directly

flat pebble
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How do I add the sourceport, as my current one selected is GZdoom

wispy relic
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In UDB,
Tools -> Game Configuration

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Make sure you have the right map format selected and navigate to the "testing" tab of the window that pops up

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you can add, remove, and change out sourceports from there

flat pebble
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Smh trying to post the screenshot of the error I keep getting

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bot just had to delete it twice

wispy relic
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"W_LumpLength: %i >= numlumps
A request to retrieve the length of a particular lump referenced a lump number out of the range of the master WAD directory."

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there is likely an error with your PWAD

flat pebble
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how do I figure out what's causing the issue then?

wispy relic
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You can upload your PWAD here and we can take a look at it

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there's also the Doomworld forums you can go to for more help

flat pebble
wispy relic
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nah, .wad is the right format

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Ah

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Your map appears to be made in UDMF

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This is an advanced map format, and Chocolate doom/the original doom cannot read it properly

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If you want to make maps that are vanilla compatible, you need to select "Doom: Doom (Doom Format)" or "Doom: Doom 2 (Doom Format)" depending on if you're making your wad for Doom or Doom 2/Final Doom

flat pebble
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is there any way to change the format it's currently in?

wispy relic
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Yes

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You will have to fix a lot of things though

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In UDB, click "Edit" -> "Map Options" and that box above should pop up
Change the game configuration to the right one

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et voila

crisp dragon
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mhm

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so far UDMF is only supported on advanced sourceports like Eternity and ZDoom based ports

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but it allows you to have the most creativity when mapping

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Boom is underneath that, and it still allows you to map creatively but it caters to a wider range of sourceports

flat pebble
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hmm odd
When I click edit and go to map options only gives 1 option, that of which I am using

wispy relic
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I wouldn't say "most creativity". Perhaps "most freedom" is more appropriate

wispy relic
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The checkboxes change what's displayed for the "Map Options" window when making/modifying a map

flat pebble
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Ahhhh

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Also just to make sure, script type should remain the same?

wispy relic
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That's not going to matter in the vanilla map format

flat pebble
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Gotcha, thanks for the help!

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Ngl I find it funny how it really just messed up mostly the lava texture as I personally disliked it.

wispy relic
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Yeah, so the original doom format doesn't allow normal textures on floors/ceilings, only 64 x 64 "flats"

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so you'll have to get used to working with the rather limited library of those

torn remnant
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daily screenshots

flat pebble
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Well fixed all the textures, only thing is, whenever I run to test it, it crashes and doesn't run. No error nothing.

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do you have to include an end objective when testing with chocolate doom? No clue why it's not running the level since there's no error

trail lion
flat pebble
crisp dragon
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so the only WADs that can run on it are vanilla WADs

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if you try to say, run even a limit-removing WAD in Chocolate Doom, it will not run.

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and so on, like Boom format WADs and UDMF format WADs.

flat pebble
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what would be the best way to test if my map works on the windows 95 version of ultimate doom then?(I have tested this wad in GZDoom and works fine).

crisp dragon
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if you truly wanted to, you'd possibly have to change the map format or worst case scenario, rebuild it in vanilla format

wispy relic
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If the map can't be opened at all, then there is likely something else the matter

wispy relic
flat pebble
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it is in doom 2 format, but still wouldn't run. Map is unfinished but nothing that I've been able to find with check is untextured/problematic(only some intentional mis-alignments).

wispy relic
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All right, so I moved the player start and was able to get it to actually open, but when I moved into the open area with the lava I got this error

flat pebble
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hmm

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odd

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Worked perfectly fine on Chocolate doom when I put it in the indoor area

wispy relic
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I think I have it figured out

flat pebble
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Works, I noticed that the ceilings in the 3 spots where removed, was that the issue?

wispy relic
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The issue is pretty much that you were not making solid walls in the way that they are normally made.

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As a result of all the extra information on each line, it was throwing that "solidsegs overflow" error (at least, this is my limited understanding of it)

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In the future, when you're going to make a pillar or a wall that never lowers or opens up or anything like that, what you need to do is delete the sector (in Sectors mode, not Lines mode) after drawing it

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This will make its interior void space, and all you have to do is put middle textures on the lines

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If you want to have a room, for example in that structure where the shotgun is in your map, you simply draw a new sector inside the void, leaving a thin space to act as your wall
Like so:

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you can then add a door or windows or whatever from there

flat pebble
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Alright thank you!^

Kind of thought I was doing something wrong with making each pillar a sector in the first place.

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Was able to edit it all out of mine.

wispy relic
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Cool

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Also, for vanilla mapping, there's a very handy tool that UDB has called "visplane explorer", which will allow you to deal with the notorious Visplane Overflow crash should you get it
This mode checks to see if the number of visplanes in your map exceeds the limit that vanilla doom will allow, and it'll highlight the places that go over the limit.

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You will usually get this crash if you try to detail your map by drawing a lot of sectors and doing stuff like very gradual brightness changes or trying to make fake-slopes, or creating very large and open areas

flat pebble
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How exactly does the app work?

wispy relic
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Ah, it's not even a separate program or anything. Just go to Mode -> Visplane Explorer in UDB

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it'll basically make a heatmap of the visplanes in your map

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Brighter areas have more visplanes, and wherever it's red, that's where you'll get a visplane overflow crash when playing the map

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Note that it's not when you're looking at the areas in red from a different location, but rather when you're standing in those specific places looking at the rest of the map while playing you'll get a crash

flat pebble
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so if it's in an unreachable spot it would technically be fine.^

wispy relic
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Yeah, probably

flat pebble
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now I have a great idea for a troll map

wispy relic
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weird graphical glitches can happen as you get close to the limit though

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so it's still helpful to keep it in mind even if you're not going over the limit anywhere

flat pebble
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gotcha 👌
thanks for the help!^

wispy relic
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o7

whole blade
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the issue with going that close to the limit is if something changes slightly and tips it over you get a hard crash. like a door opening or an archvile hitting the player and they see more. buffers are good to account for unexpected events

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and the UDB visplane explorer is not 100% accurate. it's an approximation. chocorenderlimits is the best thing to use to check visplanes.

plush cave
upbeat path
full agate
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Any good western full conversion for Doom 2?

upbeat path
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Bastardos

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it's not a full megawad but it's a good few levels

flat pebble
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I'm finding a bunch of things regarding how to make 3d floors/bridges. What is the current method of doing them?(And does it work in doom2 format)

safe steppe
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this is the only video tutorial that exists for doom 2 format but it's kinda hard to understand https://www.youtube.com/watch?v=AH7UWvNKRIg

IMPORTANT NOTE: Forgot to mention at 4:48 to hold Ctrl while dragging the self-referencing sector over the bridge so the lines cross without creating a bunch of vertices.

Someone on Doomworld asked about this, so I thought to create this video. First of all sorry about the blurry sections - those are screens that came out really small for some ...

▶ Play video
flat pebble
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It is lol

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and I'm more after creating a flat "pathway" bridge rather than a "wood bridge", but that video is confusing.

torn remnant
wispy relic
runic breach
severe swift
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Im going to make a wad really interesting

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Udoom but with the ssg

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Im going to call it

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The ultimate doom: ssg edition

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Im going to change some shotguns to ssgs

limber monolith
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anyone familiar with slade? what's the name of the object that supplies the graphic for the background of the startup screen?

whole blade
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titlepic pretty sure

limber monolith
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Found it, thanks

whole blade
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👍

red zinc
crude isle
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Beautiful

runic breach
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recommendations for maps that look great?

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i really liked bridgeburner's bastion of chaos wad

upbeat path
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Slaughter Spectrum, also from Bridgeburner, Lullaby by Danlex, Technicolor Antichrist Box by me, Sunder from Insane Gazebo (although it's hella hard)

runic breach
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thank you

limber monolith
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How does one change the level music in Slade?

upbeat path
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Format?

limber monolith
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Generally, I mean, how do I choose a different MIDI?

torn remnant
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if its not udmf, then you put the midi in the wad and rename it according to the map you want the midi in (i think there should be a list on doomwiki of what track plays on what map and how its called in the files)

crisp dragon
torn remnant
shadow trail
wispy relic
# torn remnant i dont know how it works in udmf i havent used it

Regardless of map format, putting in replacement MIDIs will work as long as your new levels use the same naming convention as the IWAD you're playing from. So for the original Doom, if your replacement levels are named E1M1-E3M9 it'll work fine, and for Doom 2/Final Doom, if the levels are named MAP01-MAP32 it'll work there as well.

Things only get more complicated if you decide to name your maps something different internally. Like if you use E1M1 and so on for a project that uses Doom 2 as its base, or if you use an entirely different naming convention like "LEVEL01" for your maps. If you do that, you'll have to use a MAPINFO lump of some kind to properly define all the properties of your levels (not just the music they have).

limber monolith
safe steppe
whole blade
onyx vector
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for anyone who needs it

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128x80px

white saddle
onyx vector
severe swift
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What is a sidedef?

whole blade
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One side of a linedef

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Contains the information about what texture is applied and where

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Among other things

severe swift
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Oh tramos

agile shoal
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The anatomy of a wad file is very interesting, my project for university is to understand how it all works. Sidedefs are used for something much more important than textures: getting the linedefs of a sector. Because a linedef can belong to 2 sectors, these sidedefs tell the which sectors are in each side.
So these sidedef are often overlooked and are not known as well as linedefs, but they are a key part of the map structure

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So the sidedefs are the missing link between linedefs and the sectors

onyx vector
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gehegeeheehehge

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BIG gun

safe steppe
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I honestly love the structure of wad files once you understand how it works it's actually very simple yet so powerful

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Very interesting read if you're a dev https://doomwiki.org/wiki/WAD

DoomWiki.org
WAD

WAD (which, according to the Doom Bible, is an acronym for "Where's All the Data?"[1]) is the file format used by Doom and all Doom-engine-based games for storing data. A WAD file consists of a header, a directory, and the data lumps that make up the resources stored within the file. A WAD file can be of two types:

whole blade
onyx vector
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made my first proper doom-like animation. thoughts?

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also the casing dematerialises because i couldnt be bothered to animate it

runic breach
safe steppe
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If it's meant for a cartoon-ish mod then it's pretty good

safe steppe
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Otherwise I agree it requires shading

onyx vector
runic breach
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it's why i don't make sprites

onyx vector
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i could probably shade in but in pixel studio its way harder than it needs to be

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fuck it im pirating aseprite doomguy_grin

crisp dragon
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Ooh

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Interesting

shadow trail
# slate turtle ~~Op shotgun~~

yeah i should have mentioned that this mod is a semi slaughter house/power fantasy mod thing
and also yeah that shotgun can fire 5 shells at the same time

white saddle
glacial skiff
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PS1/PsyDoom are really neat and interesting to map for

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You have to more carefully consider texture choices sometimes to hide warping (like seen on the stargr on the left on that platform), consider memory constraints, be mindful of how much audio you're loading, etc.

#

(Also worth mentioning is PSXDOOM-RE, hint hint)

white saddle
rancid cypress
#

how do i mod the ultimate doom?

runic breach
# rancid cypress how do i mod the ultimate doom?

Gone and done an updated Doom mod tutorial because I've had a few folks ask me about getting mods working and load orders. So here's a basic tutorial video on GZDoom and ZDL, hope this is helpful to anyone that might need it.

Download links:
GZDOOM - https://zdoom.org/downloads
ZDL - https://zdoom.org/wiki/ZDL#Versions

CONTENTS:
INTRO - 00:00
...

▶ Play video
rancid cypress
#

thank you

runic breach
rancid cypress
#

ok

rancid cypress
#

uhh i dont think GZdoom works with the ultimate doom

rancid cypress
#

nevermind

torn remnant
torn remnant
safe steppe
#

👀 👀 👀

teal mirage
#

i want brutal doom

runic breach
#

shhhhhh
they're going to murder you

teal mirage
#

but i play on ps4 so i cant mod

safe steppe
#

That reminds me I have a ps4 that I can probably play GZDoom on

#

It wasn't updated in ages so I can jailbreak it

teal mirage
crisp dragon
glacial skiff
#

PSX lighting is yummy

#

Has some limitations but figuring out how to work with the 256 hardcoded sector colors is part of the fun

torn remnant
#

👀

#

looks fresh!

glacial skiff
#

Screamshots follow

severe swift
#

im going to use doom builder for the first time

severe swift
#

i like it

#

@glacial skiff how do i delete vertexes on doom builder?

safe steppe
#

Click a vertex and click delete on your keyboard

severe swift
#

thanks

#

hey @safe steppe how do i make a vertex without closing it?

safe steppe
#

You mean a linedef? You right click or click enter

severe swift
#

no

haughty flower
severe swift
#

no

safe steppe
#

You mean just one vertex? Click Ins on your keyboard

severe swift
#

i mean, im trying to make a hall but i cant close it

haughty flower
#

can you post a screenshot?

severe swift
#

well im trying to connect to vertexes

#

yeah im using windows 7

safe steppe
#

The line between two vertexes is called a linedef, choose the linedef tool then use insert to create a new linedef

severe swift
#

oh thanks

#

really thanks

severe swift
#

How was the tag for a sr blazing door?

glacial skiff
#

You should probably try exploring the interface at least in a cursory way first before asking those kinds of questions (you can usually very easily solve these yourself)

#

"How do I (...) a sector?" can probably be answered by going into sector mode and right clicking an existing sector for example

safe steppe
#

Also should probably watch a tutorial first

severe swift
#

Oh ok

safe steppe
severe swift
#

Oh ok

#

But i use windows 7

safe steppe
#

I think it still works on win7

#

if not GZDoom builder is also an option that works on win7

severe swift
#

Ok

glacial skiff
#

Quick protip: press Ctrl+D to immediately enter line drawing mode anywhere

severe swift
#

I ussually use gzdoom as my source port

safe steppe
#

Don't worry all doom builders have many formats and can made to work on any doom source port

severe swift
#

Im just trying to make a simple map to start

glacial skiff
#

Another thing I have found helpful, but your mileage may vary: set the grid to 8 and forget it exists as much as possible

severe swift
#

Just making halls with every demon

#

Its like starter room (with weapons items and some powerups):hall with a demon : another hall with the next demon etc.

#

In order of the doom 2 final

edgy mesa
#

Anyone here knows how to use Bradwurst Recooked? You can call me an dumbass for not knowing

severe swift
edgy mesa
severe swift
#

Oh

edgy mesa
#

Theres diffrent sprites

#

I want to use the hd ones

safe steppe
#

Download the mod and drag and drop the *.wad or *.pk3 file on GZDoom

edgy mesa
#

Ik how to do that

#

I want to use the Hd ones

#

It has multiple sprites

severe swift
#

what does dr/d1 mean?

safe steppe
#

D means Door

#

R means Repeatable

#

1 means One Time

#

DR is a normal door, D1 is a door you open only one time

severe swift
#

oh thanks

#

i have a rare problem

#

when i put a door,either it cant be opened or it appears opened even if i dindt touched it

safe steppe
#

can you send the wad file so I can see the problem?

severe swift
#

ues

#

1 min

#

@safe steppe

safe steppe
#

alright

#

you can't create walls and doors using linedefs

#

you have to create a sector

severe swift
#

ohh

#

now what

#

@safe steppe

safe steppe
#

You gotta lower the ceiling of the door until it hits the floor

#

then give it a texture

severe swift
#

thank you

#

it really working

severe swift
trail steeple
severe swift
#

idk how it works

#

i used doom builder and tested it on gzdoom

#

it uses doom 2 assets

#

i tested it on complevel 2

trail steeple
#

2 doors on the map lack textures

severe swift
#

what?

trail steeple
#

yes

#

they don't have textures on them

severe swift
#

what does it mean?

trail steeple
#

that they don't have textures on them i.e they will be invisible

severe swift
#

oh on what doors?

trail steeple
#

also,there is a HUGE issue

the linedefs on the doors are heading the wrong way

severe swift
#

srry this first map in my entire life

trail steeple
#

understandable

severe swift
#

but its doable right?

trail steeple
severe swift
#

which doors?

#

ohh

trail steeple
#

every single door has a linedef going the wrong way

severe swift
#

i know what you mean

#

when i tested it it could only be open by one side only

trail steeple
#

pro-tip:

putting enemies like archviles,cyberdemons and spider masterminds in such tight spots is not a good idea

severe swift
#

yeah i know

#

i dont know how to calculate the units

trail steeple
#

what

#

here,have some tutorials that might help you
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 ...

▶ 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
severe swift
#

thanks

#

maybe i just need more expierence

trail steeple
#

if you ever need help with anything,feel free to ask here

severe swift
#

ok thanks a lot

glacial skiff
#

This started as a generic Doom 64 MAP05 type computer maze and I kinda started thinking about E1M2 somewhere along the way

glacial skiff
upbeat path
stuck vapor
#

is this about classic doom map mods or modding in general/

runic breach
stuck vapor
#

aight

#

so, how do i install project brutality correctly?

runic breach
stuck vapor
#

i dragged it onto gzdoom and got to play it for it a lil bit but once i died the game crashed

#

i couldnt play it again

runic breach
#

tfw

stuck vapor
#

im new to the modding community

runic breach
#

i have no idea how to help
but what was the crash like

stuck vapor
#

like

#

it just shut off, no "doom is not responding"

#

very abruptly

safe steppe
#

Make sure you have the latest version of GZDoom

tepid edge
#

Anyone know any gore mods that mimic the style of the gore in the Build engine games like Blood?

glacial skiff
still dagger
crisp dragon
#

Archvile probably can though

severe swift
#

hi

severe swift
still dagger
#

what

severe swift
#

i thought you meant to put some strong enemies to f*ck the people

#

in enclosed rooms

still dagger
#

oh yeah

trail steeple
trail steeple
lime needle
#

Importing classic map to eternal?

glacial skiff
royal wave
plush cave
#

nice

glacial skiff
glacial skiff
#

Ok, I like ... literally cannot add any more geometry to this level, lol

wise drum
#

Good lord

#

There are more polygons there than in resident evil 1

glacial skiff
#

It's that much more stressful on the hardware, too

#

There is literally no more memory available, at all, anywhere

crisp dragon
#

it's fucking huge

glacial skiff
#

I'm almost positive I'm hammering the 1K dcache for leafs as much as possible too

#

(There is some limit on the number of leaves that can be drawn because of a memory limitation there)

royal wave
#

is your PC not up to spec? I feel like any software rendering port could handle that

glacial skiff
#

The PS1 is not up to spec for large levels, no

#

The way the hardware draws the level is fundamentally slightly different from the traditional software renderer and therefore has some more esoteric limitations

royal wave
#

OH you're getting this to run on the PS1?

#

That's pretty cool!

glacial skiff
#

Toolset is by GEC team, check out Doom Builder PSX if you're interested

#

So far, no horrific wrecks

#

Framerate gets dicey occasionally but no crashes in emulator is a good sign

red zinc
#

a view from a map i built

severe swift
#

nice

severe swift
carmine chasm
#

how do I play a .pke file such as heartland with gzdoom? It says i need to upgrade eternity engine

glacial skiff
whole blade
carmine chasm
#

ty

glacial skiff
#

Speaking of, I'm looking into releasing that map I've been showing, but there is a specific problem I wanted to ask about regarding it's distribution

#

I can provide an ISO, which would contain only the minimum data requires to launch and play the one level - is this allowed

#

(As in literally no other levels or data are included other than what that one level uses)

safe steppe
#

@whole blade ^^

glacial skiff
#

I can alternatively supply an Xdelta or IPS patch or something

#

(If you're a moderator feel free to ask for the ISO in DMs if you want a look to verify)

carmine chasm
#

I got the eternity engine, when i drag a .pke over it to run it i just get a black console, what am I meant to do?

whole blade
#

An iso of what?

glacial skiff
#

Of my level

whole blade
#

Is it not a doom map?

glacial skiff
#

Yes, for the PS1 version

whole blade
#

So why does it need an iso?

#

Distribution of any commercial doom content is prohibited

glacial skiff
#

So that people can actually play it - the ISO version contains a bare minimum of what is loaded into video and audio memory when the level is run

whole blade
#

You're not explaining what is in the iso and why it's required to run a doom wad

glacial skiff
#

The alternative is to release an Xdelta patch version or something similar, which isn't impossible to deal with, but is an extra step to get the same thing

#

The level is literally designed to run on the PS1

#

As in you actually are intended to make a disc and play it on the PS1

safe steppe
#

Ps1 doom maps dont use wad files I am assuming

glacial skiff
#

They use a bunch of files

#

The way that version works assumes that a bunch of files which contain basically direct memory uploads of the art and sound required for that one level be situated spatially next to each other on the disc, or in other wordals, distributing an ISO means you cannot use it to play anything but the one level

whole blade
#

Sounds murky to me and therefore above my pay grade so the answer is currently no. You'll have to take it up with an admin

glacial skiff
#

@royal wave

#

I completely trust you in where this is going, but if you're unsure I'd rather someone definitively say no

safe steppe
#

If its not allowed here a good idea is to share it on doomworld

wispy relic
#

that way people aren't sharing the actual ROM file or any of the assets

glacial skiff
#

Fundamentally because of the way PS1 Doom works I literally have to share the copyrighted assets no matter what

wispy relic
#

it's much the same as making a PWAD with just the level architecture and thing placement, and not the actual assets/resources from the IWAD included

glacial skiff
#

Even in patch form I have to distribute the texture, sprite and sound files

#

This is actually required unfortunately

wispy relic
#

then it sounds like you may be SOL in legal terms if there's no way around it

glacial skiff
#

Then I just can't release my map 🤷‍♂️

whole blade
#

Legally? No

safe steppe
whole blade
#

Which means it can't be posted here

wispy relic
#

eh even on doomworld I don't think this would fly

whole blade
#

You can't post copyrighted assets on doomworld either

#

Speaking as a doomworld moderator c:

safe steppe
#

It has copyrighted stuff?

glacial skiff
#

My distaste for Doomworld notwithstanding anyway

wispy relic
#

could make your own site to host it or something ofc, b/c I really don't see the copyright holder for PSX doom going after you

#

but yeah prob can't share it in places like this directly

safe steppe
#

Can u replace assets with freedoom perhaps?

glacial skiff
#

My map is made for a version of the game that requires that the needed assets be packed into a special format to be loaded in a special way at runtime - it doesn't work like having a single IWAD and just supplying a map replacement

carmine chasm
#

I got the eternity engine, when i drag a .pke over it to run it i just get a black console, what am I meant to do?

glacial skiff
#

Imagine making a map where all you use is BROWN1 -- you must therefore supply BROWN1 in a special separate archive

royal wave
glacial skiff
#

To be clear, even a patch must contain some copyrighted content, even if unusable without a real copy of the game - is this acceptable?

royal wave
#

As much of a legally grey area distributing games that are no longer sold, the doom community at large strongly believes in legally acquiring the games, and we have to enforce that here being official

royal wave
glacial skiff
#

The textures, sprites and sounds absolutely required to run the map and no more

#

This is, again, because of how the PS1 version works

royal wave
#

the textures in of themselves are stored in the map?

glacial skiff
#

Basically in simple terms, yes

royal wave
#

That I find hard to believe

#

Assuming the PS1 port still uses .wads, the map components are separate entities from the assets it uses

glacial skiff
#

It is true - look in your PSX Doom CD and you will find that each map has an accompanying texture sprite and sound archive

#

Called mapspr##, mapsnd## and maptex##

royal wave
#

I'll investigate this

glacial skiff
#

Thank you for hearing me out

royal wave
#

But, as it stands now: Distribution is not okay, so I am sorry

#

if your statement stands true

safe steppe
#

@glacial skiff is it not possible to replace the textures and other assets?

#

Maybe with something like freedoom?

glacial skiff
#

Impossible unfortunately, as there is no way of converting between the PS1's unique asset formats

safe steppe
#

Darn it

glacial skiff
#

Even if I did that could change how memory is allocated which would break everything (I'm running the PS1 at it's absolute limit)

crisp dragon
#

also, you have to run it via command console

#

run the Eternity Engine executable, put in -file heartland.pke, and then run it

#

then it'll allow you to select an IWAD, and then you'll be able to play it

royal wave
#

Don't know what you're doing wrong @glacial skiff but the maps are 100 percent separate from the textures

glacial skiff
#

The maps will not run at all without their accompanying archives

royal wave
#

Then whatever tools you are using are incomplete

glacial skiff
#

The IWAD is not used for this purpose because the PS1 version made special concessions regarding asset loading from disc

royal wave
#

I'm looking at the disc directory right now

#

it's all separate

#

each map is a separate wad

glacial skiff
#

Yes, but please listen to what I'm saying

#

The archives you see labeled mapspr##, maptex##, and mapsnd## are level specific; the IWAD is not used from the disc for those purposes

#

They are in fact required to run each level and are not interchangeable in any way

royal wave
#

which are also separate files

crisp dragon
glacial skiff
#

Yes, and if I use the stock maptex01.img then the game will refuse to run because the assets are not laid out correctly

#

Same for any of the other files

royal wave
#

Definitely sounds like the modding tools you're using are incomplete

glacial skiff
#

This is literally the way the engine works :/

#

Ask any of the GEC guys, or the developer of PsyDoom, or Fabien Sanglard if you prefer

royal wave
#

It's not going to change that it's distribution of copyrighted assets

#

Which aren't under protection of the same "good faith" clause the PC port of Doom had

glacial skiff
#

That isn't my contention, you just seemed to not want to understand why I am having this problem to begin with

wispy relic
carmine chasm
#

Idk what that is

wispy relic
#

On Windows operating system, click on the Start menu and type 'cmd'

#

should get something like this to pop up

#

alternatively on older versions of Windows, you should have an "Accessories" folder in your Start menu
Command Prompt should also be available there

carmine chasm
#

Oh yeah that thing

#

And then I enter whatever into there?

wispy relic
#

You'll need to type the path to the exe file for Eternity
For example, for the file path to my GZDoom exe, I can get it real easily by finding it in the File Explorer and clicking on the bar at the top:

#

"C:\GZDoom" is the folder with the exe, so the path to the exe itself is:
"C:\GZDoom\GZDoom.exe"

wispy relic
#

It should be one long line that looks something like this before you hit enter

crisp dragon
#

Yeah like that

wispy relic
#

Also, to be careful, put the Eternity folder somewhere that the file path doesn't have any spaces in it

#

For example, if you have it in a folder named "My Games", either rename that folder to something like "Games" or just put it somewhere else entirely

carmine chasm
#

Cheers 👍

distant terrace
#

hi folks... im back in another classic doom cycle 😄
if i want to learn mapping, what are some good general resources? i know a fair bit of the terminology but you know...dunning-kruger effect etc
(i don't mean forums, don't want to spam questions constantly. more like a website or tutorial that really takes you through the basics)

trail steeple
# distant terrace hi folks... im back in another classic doom cycle 😄 if i want to learn mapping,...

you can always ask about stuff in this channel

as of tutorials,i have some
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 ...

▶ 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
distant terrace
#

Thank you so much! This is exactly the sort of thing I was looking for ❤️

severe swift
#

hey guys how do you recomend making a slaughter map?

twilit monolith
flat pebble
#

Personally I'd follow the this "style":
-have weapons match the enemy or be higher than(Don't pit people against 10 cyberdeamons with only a super shotgun). Scale it with enemy count.
-don't do "very" small spaces(Imo)
-don't go overboard on powerups.

severe swift
#

ok

crisp dragon
#

A few good examples imo is Scythe's Map26, Fear, and Micro Slaughter Community Project(MSCP)

glacial skiff
#

Geometry-only playtest release of my PSX map, "Silent Outpost"

#

You will need to find a way to generate the soundbank and DRAM uploads yourself

#

You must specifically replace map01.wad (with this file), maptex01.img and mapspr01.img with the appropriate uploads, and map01.lcd with the soundbank

whole blade
# severe swift hey guys how do you recomend making a slaughter map?

Good slaughter maps are the hardest maps to make in doom imo. It's very easy for them to degenerate into either mindless grindfests or dull circle strafe parties. When setting up encounters try to think about pressure points on the player. Where are you attacking them from? Where are you putting resources? How are you making them hard to reach? What are the goals and objectives of the fight? Where are you putting cover? Painsectors for area denial? How are you using height variance? Which monsters are coming from where and how quickly are they attacking the player?

glacial skiff
#

It's always worth considering even things like using lighting to draw the player's eyes and using contrast to highlight important items, even in big scale slaughters

#

Or hell, even using darkness to make the slaughter itself nontrivial

whole blade
#

I'd put that under broad good level design rather than specific to slaughter. Definitely do no neglect light variance to highlight points of interest and create atmosphere. Dark areas can make threats more mysterious and foreboding as well

glacial skiff
#

Yeah, for sure! What I'm saying basically applies anywhere, but I know I need to be reminded of lighting specifically so I figured I'd mention it

whole blade
#

Also study good slaughter maps. Sunder, Bastion of Chaos, Ar Luminae, Abandon etc

whole blade
glacial skiff
#

I was not aware until just now the PS1 engine could do the Doom 64 style 3D trickery, but now I think I'm going to have some fun :^)

crisp dragon
#

ooh that's cool

glacial skiff
glacial skiff
royal wave
plush cave
#

finally playing this amazing mod

plush cave
runic breach
plush cave
#

kevansevans did it

runic breach
#

cool mod

haughty flower
#
Mod DB

Mission details: : Entropic DOOM is a new weapon set that gives you the slight edge against the armies of hell. play as the new prtagonist, SullFace. a fully replaced weapon set that includes NEW exhilarating weapons such as the lense rifle and the BFG...

royal wave
crisp dragon
#

👀

severe swift
royal wave
severe swift
#

thanks

haughty flower
severe swift
#

nice

#

i will use voodo dolls to make doors with multiple switches to open

plush cave
haughty flower
haughty flower
#

I will post a video of it in the morning but
I have figured out how to do fake room-over-room in boom format
my power is growing

whole blade
#

height transfers have been able to do that for a while

glacial skiff
#

Just wait until they discover Boom script :^)

haughty flower
#

already have :)

glacial skiff
#

I wonder if anyone's reimplemented ACS using that method

#

That would be a fucking bananas tech demo

haughty flower
#

anyways, here is the video of the room over room thingy i did

plush cave
#

so it teleports you

plush cave
royal wave
severe swift
#

can i make a texture strech?

#

like, i can make them strech to the sector floor instead of repeating itselF

upbeat path
#

If you're in udmf, yes, otherwise no

severe swift
#

udmf?

glacial skiff
#

TEXTURES is another possibility, but if you're using TEXTURES then you can also use UDMF anyway

severe swift
#

hey how do i make a sector without ceiling?

safe steppe
#

Use F_SKY texture on the ceiling

severe swift
#

oh thanks

#

im making a slaughter map and if you are playing on hard you can only have a backpack in secret wall

#

fuck i dont have it

runic breach
#

mod that makes damage a set value instead of RNG-based?

#

even better if it uses dehacked

#

but i'm fine with playing in gzdoom

safe steppe
haughty flower
#

so im working on a new map

haughty flower
haughty flower
glacial skiff
#

Suggestion

#

Set the grid to 8 units and just ignore the 64px boundaries [for the most part]

#

I see what you're trying to do and I'm all about it

flat pebble
#

how do you change the default grid size? somehow mine accidently got stuck at 1x1 no matter what I zoom in/out too.

#

nvm found it

#

but it still doesn't "change" the size when I zoom in/out found it also(dynamic grid size)

glacial skiff
#

[ and ]

distant terrace
#

gotta question. i'm using a weapons pack and would like to add a quick melee. i remember from some years ago that would basically mean adding an alt-fire to each gun, right?
(note: purely for my own use, not planning to redistribute)

glacial skiff
#

Not necessarily

#

That is certainly the easiest way to do it, but using ZScript you can directly check if buttons are being pressed iirc

torn remnant
#

biblical violence

haughty flower
#

Hi all I was wondering if someone could help me regarding a doom wad I have
it is v17 and I cant find info on the wad other then wad archive where I got it from
maybe there is coding wrong inside ( I am not coder) just a thing I thought it could be

distant terrace
# glacial skiff That is certainly the easiest way to do it, but using ZScript you can directly c...

gave it some more thought! got recommended some super solid videos recently when i asked about mapmaking, so i'll just toss this one out there. what's the best way to get into zscript?

(clarification: i'm someone who likes to tinker with stuff so learning-by-doing, videos, etc, are all good w/ me. if there's a specific place I should go for Zscript stuff, i'll gladly be pointed in the right direction)

distant terrace
#

also -- how do I use shaders with GZdoom? i'm so enchanted by capabilities of the engine

whole blade
distant terrace
#

Thank you! Doom community is awesome

haughty flower
#

just made this pistol pickup

#

it's called the handyman

severe swift
#

pretty cool

runic breach
#

*very cool

haughty flower
shadow trail
#

working on one of my early hell maps

plush cave
#

that looks cool

shadow trail
#

much obliged

distant terrace
#

ok i just tried it!
looks snazzy, could use some more animation frames though?

old panther
distant terrace
#

well, i had no idea this existed but it was exactly what i was looking for

#

omg slade3 is amazing.
it supports ALL THE THINGS!
can't wait to start tinkerin' & tweakin'!

where would i go to look at what "makes" a good texture pack? (i.e. what does it need?) i think my partner Dagmar would like to hand draw some hieronymous bosch salvador dali stuffs

shadow trail
#

yeah slade3 is the best for modding currently

#

by modding i mean adding custom content or changing stuff etc

distant terrace
#

like, how are the files organized

#

btw I bit the bullet and bought doom 3 bfg edition, doom64, doom16/eternal, can't even run it properly on this tack-and-balls-PC but DAMN the setttings change things around

#

money well spent

#

i support what this game has brought modding

#

one day. i will merge DOOM and openTTD

trail steeple
crisp dragon
#

Ye, it's UDMF

shadow trail
flat pebble
#

A couple questions regarding mods:(I am using GZDOOM)
-first and foremost what is the best way to play/install them? I'm looking to run and play Bloom(GZDOOM mod that merges blood and doom together and is pretty cool)
-Second, when it comes to multiplayer, how do I run a modded lan "server"(I have gotten lan to work with zandronum, just don't know how to do modded setup)
-lastly how do I make/create levels based around a mod? I'd love to include a sniper riffle/scoped weapons in my current map I've been working on.

safe steppe
# flat pebble A couple questions regarding mods:(I am using GZDOOM) -first and foremost what i...
  1. Using GZDoom is the best option for mods, simply drag and drop your mods onto GZDoom or use a Doom launcher to make the process easier and more flexible
  2. Run doomseeker that's included with Zandronum then create a server and choose all the mods you want, if you want to connect to the server from another device just make sure to load the same mods and it will work (you can use the connect command if the server doesn't appear on doomseeker)
  3. When you first open a map or create a new one in Ultimate Doom Builder it asks you which resources you want to load, other than the doom/doom2 iwad file you should also add whatever mod you want to work with and it hopefully should automatically add the mods assets and monsters/guns
flat pebble
#

how do you remove the mod if you drag and drop them onto GZDOOM?

#

remove/disable*

safe steppe
#

Next time you launch it there won't be any mods until you drag and drop them again

flat pebble
#

Also is the only thing you need from the download the pk file? because bloom downloads a bunch of others

#

turns out bloom also installs gzdoom for you.... yikes

#

lol time to delete all that

glacial skiff
#

You might wish to invest the extra time to create shortcuts (or scripts, as the case may be) containing whatever mod lists you wish to keep around

#

Anything is better than drag-and-drop imo

safe steppe
#

I believe the newer doom launchers allow you to do that as well

royal wave
glacial skiff
#

That feel when obvious cache fragmentation problem :)))

glacial skiff
#

Late-beta of my first PSX level. To prevent any amount of fuss from the unaware, this is an Xdelta patch against the NTSC version of ABIN/PSXDOOM.WAD. It will from there create a stand-alone disc image to play the level

#

As far as I'm aware, this patch doesn't allow unauthorized distribution of copyrighted IWAD stuff (e.g. you need to provide your own IWAD anyway, so...)

flat pebble
flat pebble
wispy relic
#

alright, so for the more advanced (G)ZDoom modders here, how can I get airborne bullets to render their sprites like this?

#

compared to how when I tried to implement it and it still used the regular sprite rotations

royal wave
royal wave
#

Alternatively, you can just go into your favorite photo editing program and stretch it yourself

wispy relic
#

Nah, that's not what I mean. One sec

#

This is what I want them to look like

royal wave
wispy relic
#

It's brutal doom v19

royal wave
#

oh dear, that's some unfriendly code you're having to parse

crisp dragon
#

^

wispy relic
#

I already went poking around in it, but didn't find anything in the actor definition that seemed like it would do this

crisp dragon
#

all that spaghet code

#

it's gonna be a sans time

royal wave
#

My best guess it it's using +FloorSprite and setting the actor's pitch based on the player's pitch

wispy relic
#

no dice 😔

royal wave
#

The sprites properties are definitely being changed outside of those classes

#

Also, some advice, I would strongly recommend making your stuff from scratch if you're not familiar with Doom modding

#

I know it seems like a good idea to borrow other already working examples, but it's a lot harder getting things to work the way you want if you don't know how the source works to begin with

#

GZDoom mods do not blend together like a smoothie

wispy relic
#

Ah yeah, I'm not new or unfamiliar with this by any means, don't worry

#

That's mostly what's making this so frustrating for me lol

flat pebble
wispy relic
#

wait, I've figured it out
it uses a 3D model

wispy relic
#

okay, so I had to find the model definition and associated files, and restructure the WAD into a pk3

#

But I've got it working

plush cave
#

nice

#

i like tea

runic breach
runic breach
#

DoomRunner is a thing

glacial skiff
#

Never been worth using for my use cases

runic breach
crisp dragon
#

ZDL to many people is messy, clunky, looks outdated, and unuseful

#

Vull calls it a "glorified command prompt"

runic breach
runic breach
#

doomrunner is still better

crisp dragon
#

in all honesty I'm just waiting for PBeGood4's crossplatform doom launcher which is probably better than anything we have at the moment

runic breach
#

but ZDL really helps with loading mods

runic breach
runic breach
#

honestly though the thing i want the most is a launcher that looks video-gamey

glacial skiff
#

I have been using the command line to load mods for 20 years, ZDL and the like just don't speak to me like they might newer players is all

#

Like, yes, I could download ZDL or some such, but -file ... -iwad ... works just fine too

#

Put yourself in my place: you know basically all of the important command like parameters for the major source ports by heart, so is it lazier in practice to press Windows+R and type "I:/Doom/GZDoom -file..." or download a program and configure it to do the same thing

runic breach
#

but i can start the game faster with ZDL

glacial skiff
#

Missing my point

distant terrace
#

coming back to AGAIN thank the person who recommended me SLADE3, this is similar to the C&C mixer (for westwood RTS) stuff where one program can handle all file types in archives. THANKS. this is so intuitive to use!!

#

lovely work ❤️

#

i was wondering, those weapon/reload sprites (smoothened and/or interpolated) are some of the most used pixels on the internet. how do people modify that kinda stuff?
pixel bash till it looks good? i see some mods just rotate/tilt etc

#

is there like a base set that people draw from and modify? i keep encountering the same(-ish) MP40, MG42, etc etc in all kinds of projects

glacial skiff
#

MP40 likely comes from ROTT

whole blade
#

good sprite artists are not super common so you'll find the same sprites popping up in projects over the years. sometimes slightly altered, sometimes not. every now and then something top tier gets released and then those sprites flood the modding scene (anything be Amuscaria fits that bill).
Aseprite is the best/most used program to create from scratch from what i've seen but any pixel editing program can do the job

#

and if you're using gzdoom there are a bunch of functions that allow you to roll, tilt etc existing sprites which can make it easier to interpolate frames without having to manually create new sprites

#

oh and then there's ripped assets

glacial skiff
#

I endorse Grafx2 and GIMP for what that's worth

safe steppe
#

Gimp can do pixel art?

glacial skiff
#

Yes??

safe steppe
#

what I never knew

glacial skiff
#

Press N, click sliders on toolbox, select size=1 and brush type "pixel"

distant terrace
#

thinking about adding a BioMenace class (Snake Logan) for my FinalDoomer+

safe steppe
#

I've always used paint dot net even though I had GIMP installed 🤦‍♂️

distant terrace
#

ripper chaingun, grenades, plasma bolts, etc

polar terrace
#

do you know how to mod doom 2 from the microsoft store?

safe steppe
#

if it's the unity port you can't mod it, however you can use a source port usch as GZDoom

flat pebble
#

For brutal doom, when hosting a server what are the deathmatch exclusive maps marked as(Like if you're hosting, you choose a starting map like MAP01 or MAP03 ect...)

#

also can't figure out how to disable bots on zandronum

whole blade
#

they have to be enabled thonk

#

they're off by default

flat pebble
#

Figured it out, for some reason it lets you switch to deathmatch maps in multiplayer(while on the server)-which they have bots. Found the format(It's like BDDM01 or something idr) for the deathmatch levels via console and set them to starting level which those didn't have bots.

flat pebble
#

For mod addons, how do you install those? same as a regular mod? As I'm trying to load a sniper riffle one for brutal doom and doesn't seem to work(will grab error message in a momment)

#

"10 errors while parsing DECORATE scripts"

severe swift
#

3

red zinc
#

something from my megawad

#

still far from getting done.

severe swift
#

cool

#

really cool @red zinc

glacial skiff
#

Be wary of lots of tiny details popping out or sinking into the floor; that changes the physics and can introduce really annoying navigational quirks

whole blade
severe swift
#

what?

whole blade
#

Do I need to get you a dictionary to help you understand the English language

severe swift
#

i dont mod my game

#

and i talk in spanish

whole blade
#

Good thing I was replying to someone else then isn't it

severe swift
#

oh

wispy relic
#

alright, I come posing another GZDoom question

#

Is there a way that I can make it where weapons are not picked up automatically when a player walks over them, but they instead have to press a key as well to do so?

severe swift
#

i dont think so

severe swift
wispy relic
#

non TL;DR version
Right now I'm working on making a large weapon set to be used for deathmatch, and one of the things I want to do is have the player restricted to carrying only one gun per weapon slot (1-9). For example, they can have the pistol, shotgun, chaingun, and plasma gun in their inventory concurrently since they use different weapon slots, but they can't have the shotgun and the super shotgun at the same time since they're both in slot 3. I've managed to get this part working fairly well mechanically by forcing the player to drop any other weapons from the same slot whenever they switch to a given weapon.

However, this can be a little frustrating in practice since the player will automatically pick up weapons that they don't have in their inventory when they come across them, which isn't a problem normally, but it can make something of a feedback loop if (for example) the player picks up the Super Shotgun -> drops the regular Shotgun -> waits a second before moving -> inadvertently picks up and switches to the regular Shotgun, dropping the Super Shotgun in the process.

#

in a deathmatch/last one standing scenario especially, I want the player to be able to amass a larger arsenal of weapons than the usual 2 in most FPS games these days, but I also don't want them to be able to hoard resources

#

so I thought limiting it to one weapon per slot (with 3-4 different weapons per slot available) would be a good way of handling it

whole blade
wispy relic
#

Are you familiar with how it's implemented?

whole blade
#

Just about anything is possible with zscript

#

No idea lol. I'm not a coder

wispy relic
#

ah ffff

#

zscript is my bane; I'm much more comfortable with Decorate

whole blade
#

You're better off asking in a more specialized mapping discord

#

It might be possible with decorate?

wispy relic
#

Would you be able to point me in such a direction? I thought that Doomworld would have its own "official" discord server, but it doesn't 😔

whole blade
wispy relic
#

cool

torn remnant
glacial skiff
#

I don't think I expressed in the other place how much I really like your use of MODWALL*

severe swift
#

i think im going to make a map of parkour with archivle jumps only

trail steeple
#

any tips into getting back to doom modding

safe steppe
glacial skiff
#

Repeating previous advice: set the grid to 8 units and just kind of ignore the 64-pixel guides, see what you come up with

#

Try unconventional shapes

whole blade
#

No substitute for just diving back in

severe swift
#

like just fool around with enemies

haughty flower
#

Making a sandbox version for doom

#

A sandbox mod where u can spawn anything and build anything

#

Monsters and weapons design will be updated

severe swift
#

im going to make a test map

#

and a bit sandbox too

haughty flower
#

good

plush cave
severe swift
#

how do i make a switch?

glacial skiff
#

Attach any effect prefixed S1 or SR to a line and give it a switch texture (typically starts with SW1 or SW2)

severe swift
#

prefixed¿

distant terrace
charred haven
shadow trail
#

i think that map is also useful for texting stuff

#

i meant this

simple wigeon
#

Who's the fecking sadist that made Sunder?

haughty flower
simple wigeon
#

Like Holy shit. Map fecking One.

#

Lmao.

whole blade
#

lol you're gonna be cursing the gods by the time you get to map 16

haughty flower
#

Gmod with Classic Doom? Nice.

remote widget
#

holy shit...

#

i was able to play it.

runic breach
#

what map

haughty flower
#

How?

crisp dragon
#

isn't that... windows doom?

#

i forgot but I faintly remember something like that

wispy relic
#

Is that #1DWANGO from the maximum levels

haughty flower
#

I think dwars made a video on it I don't remember

severe swift
haughty flower
severe swift
#

key

haughty flower
#

Ye.

trail steeple
runic breach
remote widget
remote widget
#

i got the main appx from this website store.rg-adguard.net, i usually got the game link thanks to those guys who played it back then and added the link to the game, after that i installed the game but... i had the 0x80 error, months later i founded it out now, i just that certificate file thingy and i reinstalled the game it worked.

trail bolt
wispy relic
#

I have successfully made a BFG ball that fires tendrils like the quake 2/doom 3 iteration

#

Things are finally coming along smoothly now with this deathmatch weapon set

crisp dragon
#

Nice

flat pebble
#

what are some popular deathmatch maps for brutal doom(outside of what it comes with) or russian overkill

pseudo pendant
#

hm

#

wack

haughty flower
#

He plays too? :0

runic breach
fallen panther
#

Yes because even the one who died for our sins enjoys smiting the wicked

runic breach
#

what do you think jesus did in the 3 days that he was in hell after getting crucified

quick crag
#

Mass demon slaughter

slate basalt
#

SPOILER: Jesus is the Doom Slayer

glacial skiff
haughty flower
#

hehe
also yo what editor is this?👀

glacial skiff
#

Here's the raw colors, I've been playing with them to semi-imitate the SLADE light theme

haughty flower
glacial skiff
#

WadAuthor is ... how do I put this

#

I've used WadAuthor a lot and it was my first Doom editor, but I'm not fucking going back to it. Period

#

It was great for 1999-2004 or so, but then Doom Builder came out and honestly WA became instantly obsolete

haughty flower
#

yeah, true

turbid silo
#

What do people actually use to make maps these days? It's been a long time for me, last one i used was Doom builder 2 and apparently there's been a GZDoom builder that came out since then?

flat pebble
#

Ultimate doom builder

glacial skiff
#

I would actually recommend SLADE before UDB for most use cases, unless you make specific use of GZ features a lot

turbid silo
#

Thanks! I use dont use slade that often tbh

upbeat path
#

I mean if you're using UDMF format the grid rotate function at the very least is super useful

glacial skiff
#

I don't recommend sticking to the base grid at all anyway