#classic-doom-maps-mods
1 messages · Page 124 of 1
kebab stone
also,looks interesting
low res texture moment
E1M1 Magazine's GameJam #2 entry
Download links :
https://www.moddb.com/mods/bloodwar-standalone-game
https://gamejolt.com/games/BloodWar/676098
https://audom-moy.itch.io/bloodwar
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
Thanks a lot!!
Olá,algum brasileiro aqui????
Half-Life 2 (1994)
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.
is there a doom mod that has eternal’s weapons and mechanics?
there’s already one for doom 2016 so I believe it is possible for a mod to have doom eternal’s mechanics and guns
Embers of Armageddon iirc
That looks pretty cool. Reminds me of the secret stage from TTL
yeah i got the textures from that
it looks very good
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?
yeah its a time trial mod
basically you have to finish the whole track under 2 minutes
and its gonna also include a rating system as well
as well as other maps
Yoooo, that sounds awesome
Excited to see more ngl
eoa is a doom 2016 to doom 2 mod
eoa eternal exists though
i got it from their discord server (googling embers of armageddon discord should do it, i can't send server links here)
that’s doom 2016
yeah but eoa eternal
that’s a reskin
When do we get a doom slayer mod on doom 2
EOAE
it isn't just a reskin, it's got actual mechanics
EOAE is incomplete and in the current available public build, not worth your time.
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
otherwise, you're shit out of luck
junko wad is a good wad
Search it up in the options search
its not there
nope
Go to Options > Customise Controls, and look down, it should be a tab that says Treasure Tech keys
So I have the metadoom mod, three marauders in one level so far
it was "body check". god fucking damn it
Oh oof
opinions on brutal doom?
it's alright
its ok
don't see why people have to get so pissed about it tbh
woudl rather play nu-doom
understandable
not my cup of tea
is there any outdoors textures? like new grass texture, wall texture etc
i found some textures from MOH:AA but i cant find an barbed wire textures
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?
are there any mods that improve the enemy ai to dodge more
Hm
I suppose you can download corruption cards
It adds new perks to enemy AI as a subbranch
Like one of them being that they can dodge incoming attacks
thanks
project brutality is 10x better
So I’m doing a continuous run throughout all of classic doom with metadoom as well. Instant marauder on E4M1
The hell is that?
a game that the dev of Brutal Doom has been working on
ngl, it looks pretty promising
Any trailers or anything?
Look it up on steam, he also has a Twitter @BrutalFate that he updates regularly
Hmmm, I'll be sure to give it a watch, although if it's anything like BD then oh boy
just finished shrine 2. pretty good but honestly kind of crap
every one of the last 3 levels are blood references 
wait…. seancon.wad??? NOOOOO
What's the map editor people commonly use for the orignal doom?
ultimate doombuilder
Would you happen to have a link for the download? As when I search it up there's quite a few different ones I get.
gimme a sec
Development Builds
Thank you!^
you'll want the x64 build at the top
once you've installed it (literally just unzip in a folder) it will autoupdate whenever a new build is out
Also, seeing that ones needs a copy of the doom 2 wad, is the one from the steam version of doom 2 sufficient?
no that should be fine
just copy doom2.wad into to folder of the port that you are using (gzdoom/dsda/cripsy etc)
gotcha 👌
I was thinking about using gzdoom but is there an port people commonly use/what's the main difference?
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
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.
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.
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
test it on all ports
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.
"zmusic.dll was not found"
Actually got it to work wack
for some reason the one from the site shown in video's didn't work, but the offical site for Zdoom's did xD
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
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)
Is there any way to move around when in the visual mode?
wdym
Nvm
Only issue I'm running into now is textures not seeming to render
but it mostly seems to be due to me misplacing sectors/skipping small spots of textures.
lol no
why yes
no you test your map in only the ports you intend for it to be played in
ah yes
time to test my mod in obscure stuff like vavoom,amiga doom,gxdoom,doomsday and a bunch of other ports i don't recall anyone using
sorry but what's gxdoom
did you even read that message
"test it on all ports"
i don't remember any ports named gxdoom, i think you mean gzdoom
no,i don't
then what's gxdoom
a source port
gzdoom is a source port
do you really think gzdoom is the only one ?
gxdoom does not exist
oops,i fucked up
i meant Lxdoom
oh
Test on all ports that exist 
i have started another project
As somebody that's never rly delved into map making. I'm curious, what exactly is a linedef, sector, etc.?
They're different components that make up a map. Doom maps are drawn on a 2d plane, like so:
"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
"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
Sectors will also have a brightness level, and can have a bunch of different effects (flickering lights, damaging floors, etc.)
This (and more) all comes together to make a map:
any other questions?
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
cool map
hideous destructor is how the game would actually go irl
yall know some good horde doom maps?
like maps where you just fight a crud ton of enemies
they're called slaughter maps
search for them
thx
Unless if we put the 2016/Eternal timeline Slayer however...then it'll just go like Doom even IRL.
need some help with gz doom
If you want something more toned down, then get Micro Slaughter Community Project, because the ones Bridge listed are quite difficult
Also, what's the problem
Mhm
but it its a litttle glitched in the way that the backgrounds for the blood is black and not tansparent
same for bullet holes and explosion ash
That's decals isn't it?
i think?
Also I recommend turning decals off tbh
i turned both to just particles but it aint working
Playing slaughtermaps with GZDoom and decals is generally a bad idea
Most of the time on most computers, people using GZDoom can't handle slaughtermaps
Add decals onto that with hundreds of monsters dying at the same time... yikes
lol i learned that the hard way
slaughter max and russian overkill
ill try turning off decals and see if that works
i use this smooth doom fork for gore
Decals have pretty much zero performance impact
Gzdoom handles lots of monsters fine. You have to get into the 10s of thousands before all the monster call checks become an issue
Sunlust gets pretty funky after a few maps. Although nit traditionally a slaughtermap wad it does have some levels where it feels like you have to play like a brutal maniac 
Aka da real doom man
i only play them to combine mods like russian overkill with them
Sunlust only has 4 or so maps you can actually classify as slaughter
Any set that doesn't already have mods added should be fine
Most of the maps have enemy counts in the few hundred
I know, but it does have alot of slaughter map elements
yall should i try nuts?
Fuck around, find out

wait a second
It has a lot of difficult fight elements and set pieces, which is different to slaughter. Something like stardate is closer to slaughter
Oop, I haven't heard of Stardate
Sounds funky tho
how do you edit lighting?
figured it out nevemind!^
how do you enable "thing" visibility(when you are in edititor and are in 3D view mode)
Press 't' to toggle thing visibility
ty^!
yall recommend some weapon mods?
Russian Overkill
already have it
Brutal doom
maybe
supercharge
high noon drifter
extreme weapons pack 
hmmmmmm
Iron Snail
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)
- I think Chocolate Doom is your best bet
- Chocolate Doom has a setup program that comes with it, and you can use that to do command line stuff like load levels from another WAD
- Most likely yes, though from what I remember technically the disc versions of Ultimate Doom/Doom 2 are the ones that have "Doom 95", which is a port
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
- Chocolate Doom
- Also yes, if you use the autobuilds you can drag and drop the wad on the chocolate doom exe and you don't have to suffer with the command line stuff
- If it works with chocolate doom, it can work with the original Doom 1 and 2
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
Chocolate doom is your best bet, although I would recommend using Boom format to make your wad and to test it using a Boom sourceport and above
Vanilla is quite limited although it makes it compatible with every sourceport
Alright thanks a bunch everyone^.
just one last thing, is it possible to test with Chocolate doom through the editor?
I think so, it allows you to select a sourceport and test the WAD directly
How do I add the sourceport, as my current one selected is GZdoom
In UDB,
Tools -> Game Configuration
Make sure you have the right map format selected and navigate to the "testing" tab of the window that pops up
you can add, remove, and change out sourceports from there
Smh trying to post the screenshot of the error I keep getting
bot just had to delete it twice
"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."
there is likely an error with your PWAD
how do I figure out what's causing the issue then?
You can upload your PWAD here and we can take a look at it
there's also the Doomworld forums you can go to for more help
🤦 wait is the format wrong
nah, .wad is the right format
Ah
Your map appears to be made in UDMF
This is an advanced map format, and Chocolate doom/the original doom cannot read it properly
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
is there any way to change the format it's currently in?
Yes
You will have to fix a lot of things though
In UDB, click "Edit" -> "Map Options" and that box above should pop up
Change the game configuration to the right one
et voila
mhm
so far UDMF is only supported on advanced sourceports like Eternity and ZDoom based ports
but it allows you to have the most creativity when mapping
Boom is underneath that, and it still allows you to map creatively but it caters to a wider range of sourceports
hmm odd
When I click edit and go to map options only gives 1 option, that of which I am using
I wouldn't say "most creativity". Perhaps "most freedom" is more appropriate
go back to your "Game Configurations" window, and check off the map formats you want displayed there
The checkboxes change what's displayed for the "Map Options" window when making/modifying a map
That's not going to matter in the vanilla map format
Gotcha, thanks for the help!
Ngl I find it funny how it really just messed up mostly the lava texture as I personally disliked it.
Yeah, so the original doom format doesn't allow normal textures on floors/ceilings, only 64 x 64 "flats"
so you'll have to get used to working with the rather limited library of those
daily screenshots
Well fixed all the textures, only thing is, whenever I run to test it, it crashes and doesn't run. No error nothing.
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
Welcome to the PreAlpha showcase.
Alpheus Commando is a reboot of the universe of my DOOM mod Swan Fox (well call it commercial Swan Fox)
Storyline : you play as Sarah Elisabeth "Werewolf" Silvers, you were adopted by a former CIA Agent named as Suzanne "Shepherd" Silvers and the president of Russia.
The game takes place in the year 2020 in ...
How do you run custom wads on chocolate doom, as trying to figure out why this is happening, and that likely I'll get an error if there's an issue.
The thing with Chocolate Doom is that it's mean to emulate vanilla as closely as possible
so the only WADs that can run on it are vanilla WADs
if you try to say, run even a limit-removing WAD in Chocolate Doom, it will not run.
and so on, like Boom format WADs and UDMF format WADs.
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).
if you truly wanted to, you'd possibly have to change the map format or worst case scenario, rebuild it in vanilla format
Not necessarily. "Limit-removing" maps should run until it actually encounters something that will cause a crash (for example a visplane overflow), since it's not the map format that's different, just the static limits and stuff that have been raised
If the map can't be opened at all, then there is likely something else the matter
if you can upload the current version of your WAD, I can go ahead and troubleshoot it a bit to see what's going on
that should be it
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).
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
I think I have it figured out
try running this and make sure you don't have any problems with it either
Works, I noticed that the ceilings in the 3 spots where removed, was that the issue?
The issue is pretty much that you were not making solid walls in the way that they are normally made.
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)
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
This will make its interior void space, and all you have to do is put middle textures on the lines
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:
you can then add a door or windows or whatever from there
Alright thank you!^
Kind of thought I was doing something wrong with making each pillar a sector in the first place.
Was able to edit it all out of mine.
Cool
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.
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
How exactly does the app work?
Ah, it's not even a separate program or anything. Just go to Mode -> Visplane Explorer in UDB
it'll basically make a heatmap of the visplanes in your map
Brighter areas have more visplanes, and wherever it's red, that's where you'll get a visplane overflow crash when playing the map
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
so if it's in an unreachable spot it would technically be fine.^
Yeah, probably
now I have a great idea for a troll map
weird graphical glitches can happen as you get close to the limit though
so it's still helpful to keep it in mind even if you're not going over the limit anywhere
gotcha 👌
thanks for the help!^
o7
you can run right up to 127 visplanes and not have an issue. it's a hard limit (128)
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
and the UDB visplane explorer is not 100% accurate. it's an approximation. chocorenderlimits is the best thing to use to check visplanes.
so thats how some maps crash the game
Any good western full conversion for Doom 2?
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)
in vanilla doom you have to use self referencing sectors, pretty complicated and breaks often but if you can pull it off it will work.
in boom format you simply use linedef action 242.
in UDMF format you use 3D Floors.
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 ...
It is lol
and I'm more after creating a flat "pathway" bridge rather than a "wood bridge", but that video is confusing.
1 map done! no music yet
imo, over/under bridges are just not worth the amount of effort that it takes to pull them off properly in vanilla doom. I think your time is better spent simply making a lift that can lower and working on the other parts of your map with the saved time
i like playing high noon drifter with a fistful of doom
Im going to make a wad really interesting
Udoom but with the ssg
Im going to call it
The ultimate doom: ssg edition
Im going to change some shotguns to ssgs
anyone familiar with slade? what's the name of the object that supplies the graphic for the background of the startup screen?
titlepic pretty sure
Found it, thanks
👍
Beautiful
recommendations for maps that look great?
i really liked bridgeburner's bastion of chaos wad
Slaughter Spectrum, also from Bridgeburner, Lullaby by Danlex, Technicolor Antichrist Box by me, Sunder from Insane Gazebo (although it's hella hard)
thank you
How does one change the level music in Slade?
Format?
Generally, I mean, how do I choose a different MIDI?
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)
Also Heartland, but that requires the Eternity Engine
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).
Thanks, do you have a link to the wiki location for this?
All of Doom II music was composed by Bobby Prince also known as Robert Prince. Same music used in "No Rest for the Living".
Many of the songs were inspired by or closely mirror popular rock and metal songs of that era, from groups such as Alice In Chains, Megadeth, Black Sabbath, Pantera and Slayer.
Adding in ar luminae by Aurelius, tartarus by rjd and deus vult by huy pham to Arlene's recs
thanks
here is the entirety of john goodman's x-decathlon because yes
What is a sidedef?
One side of a linedef
Contains the information about what texture is applied and where
Among other things
Oh tramos
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
So the sidedefs are the missing link between linedefs and the sectors
I honestly love the structure of wad files once you understand how it works it's actually very simple yet so powerful
Very interesting read if you're a dev https://doomwiki.org/wiki/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:
Sector references on each sidedef are well explored. It's how you make self referencing sectors (both sidedefs point to the sector enclosed by the lines)
made my first proper doom-like animation. thoughts?
also the casing dematerialises because i couldnt be bothered to animate it
shading is required for that doom-y feel
If it's meant for a cartoon-ish mod then it's pretty good
mhm
Otherwise I agree it requires shading
i suck at shading 
dw, i do too
it's why i don't make sprites
i could probably shade in but in pixel studio its way harder than it needs to be
fuck it im pirating aseprite 
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

PS1/PsyDoom are really neat and interesting to map for
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)
this is genius omg
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
...
thank you
welcome
although doomrunner is better than zdl other than the fact that adding engines is a pain
ok
uhh i dont think GZdoom works with the ultimate doom
nevermind
i dont want to come off as rude but this is like straight up a ripoff of my map
this room specifically
👀 👀 👀
i want brutal doom
shhhhhh
they're going to murder you
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

The similarities are definitely uncanny
PSX lighting is yummy
Has some limitations but figuring out how to work with the 256 hardcoded sector colors is part of the fun
Screamshots follow
im going to use doom builder for the first time
Click a vertex and click delete on your keyboard
You mean a linedef? You right click or click enter
no
just right click twice
no
You mean just one vertex? Click Ins on your keyboard
i mean, im trying to make a hall but i cant close it
can you post a screenshot?
The line between two vertexes is called a linedef, choose the linedef tool then use insert to create a new linedef
How was the tag for a sr blazing door?
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
Also should probably watch a tutorial first
Oh ok
BTW you should download Ultimate Doom Builder it's a newer version of Doom Builder with a lot of tools that makes things easy
I think it still works on win7
if not GZDoom builder is also an option that works on win7
Ok
Quick protip: press Ctrl+D to immediately enter line drawing mode anywhere
I ussually use gzdoom as my source port
Noice
Don't worry all doom builders have many formats and can made to work on any doom source port
Im just trying to make a simple map to start
Another thing I have found helpful, but your mileage may vary: set the grid to 8 and forget it exists as much as possible
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
Anyone here knows how to use Bradwurst Recooked? You can call me an dumbass for not knowing
I dont even know what is that
Basically replaces all enemies to Nazis
Oh
Download the mod and drag and drop the *.wad or *.pk3 file on GZDoom
what does dr/d1 mean?
D means Door
R means Repeatable
1 means One Time
DR is a normal door, D1 is a door you open only one time
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
can you send the wad file so I can see the problem?
alright
you can't create walls and doors using linedefs
you have to create a sector
You gotta lower the ceiling of the door until it hits the floor
then give it a texture
this is my first wad
let's see
idk how it works
i used doom builder and tested it on gzdoom
it uses doom 2 assets
i tested it on complevel 2
2 doors on the map lack textures
what?
what does it mean?
that they don't have textures on them i.e they will be invisible
oh on what doors?
also,there is a HUGE issue
the linedefs on the doors are heading the wrong way
srry this first map in my entire life
so?
understandable
but its doable right?
since the lindefes are heading the wrong way,the doors won't work
every single door has a linedef going the wrong way
pro-tip:
putting enemies like archviles,cyberdemons and spider masterminds in such tight spots is not a good idea
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 ...
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...
if you ever need help with anything,feel free to ask here
ok thanks a lot
This started as a generic Doom 64 MAP05 type computer maze and I kinda started thinking about E1M2 somewhere along the way
new torches are finally done, and so am I
#doom #modding #gamedev https://t.co/3CawV7X8uy
is this about classic doom map mods or modding in general/
classic doom maps and mods
gzdoom
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
tfw
im new to the modding community
i have no idea how to help
but what was the crash like
Make sure you have the latest version of GZDoom
Anyone know any gore mods that mimic the style of the gore in the Build engine games like Blood?
I’m going to do exactly that
Honestly it's not that bad since they can't fit through the doors
Archvile probably can though
hi
you want to see the world burn
what
i thought you meant to put some strong enemies to f*ck the people
in enclosed rooms
oh yeah
i wouldn't recommend doing this
and that's a big issue
Importing classic map to eternal?
Gardevoir. Gardevoir go brrrrrrrrrr. Garde-brrrrrrrrrr.
#Gardevoir #Doom https://t.co/AzeMrDyqkR
nice
Ok, I like ... literally cannot add any more geometry to this level, lol
It's that much more stressful on the hardware, too
There is literally no more memory available, at all, anywhere
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)
is your PC not up to spec? I feel like any software rendering port could handle that
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
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
nice
it looks like a map from doom on ps1
how do I play a .pke file such as heartland with gzdoom? It says i need to upgrade eternity engine
It literally is
Eternity engine is a different port. Heartland won't run on gzdoom
ty
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)
@whole blade ^^
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)
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?
An iso of what?
Of my level
Is it not a doom map?
Yes, for the PS1 version
So why does it need an iso?
Distribution of any commercial doom content is prohibited
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
You're not explaining what is in the iso and why it's required to run a doom wad
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
Ps1 doom maps dont use wad files I am assuming
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
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
@royal wave
I completely trust you in where this is going, but if you're unsure I'd rather someone definitively say no
If its not allowed here a good idea is to share it on doomworld
from what I've seen in the Fire Emblem community, ROM hacks and stuff are distributed as patches like this
that way people aren't sharing the actual ROM file or any of the assets
Fundamentally because of the way PS1 Doom works I literally have to share the copyrighted assets no matter what
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
Even in patch form I have to distribute the texture, sprite and sound files
This is actually required unfortunately
then it sounds like you may be SOL in legal terms if there's no way around it
This is a hard no then
Then I just can't release my map 🤷♂️
Legally? No
Doomworld :)
Which means it can't be posted here
eh even on doomworld I don't think this would fly
You can't post copyrighted assets on doomworld either
Speaking as a doomworld moderator c:
It has copyrighted stuff?
My distaste for Doomworld notwithstanding anyway
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
Can u replace assets with freedoom perhaps?
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
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?
Imagine making a map where all you use is BROWN1 -- you must therefore supply BROWN1 in a special separate archive
The solution to this would have to be providing instructions on how to patch it into the .iso
To be clear, even a patch must contain some copyrighted content, even if unusable without a real copy of the game - is this acceptable?
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
What copyrighted content is in it
The textures, sprites and sounds absolutely required to run the map and no more
This is, again, because of how the PS1 version works
the textures in of themselves are stored in the map?
Basically in simple terms, yes
That I find hard to believe
Assuming the PS1 port still uses .wads, the map components are separate entities from the assets it uses
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##
I'll investigate this
Thank you for hearing me out
But, as it stands now: Distribution is not okay, so I am sorry
if your statement stands true
@glacial skiff is it not possible to replace the textures and other assets?
Maybe with something like freedoom?
Impossible unfortunately, as there is no way of converting between the PS1's unique asset formats
Darn it
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)
you can't play pke files on GZDoom
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
Don't know what you're doing wrong @glacial skiff but the maps are 100 percent separate from the textures
cant enter text
The maps will not run at all without their accompanying archives
Then whatever tools you are using are incomplete
The IWAD is not used for this purpose because the PS1 version made special concessions regarding asset loading from disc
I'm looking at the disc directory right now
it's all separate
each map is a separate wad
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
which are also separate files
hm
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
Definitely sounds like the modding tools you're using are incomplete
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
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
That isn't my contention, you just seemed to not want to understand why I am having this problem to begin with
have you ever opened command prompt before
Idk what that is
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
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"
You'll get the proper path for Eternity on your computer, copy it into the command prompt, and then copy the "-file" stuff mentioned here as well
It should be one long line that looks something like this before you hit enter
Yeah like that
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
Cheers 👍
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)
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 ...
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...
Thank you so much! This is exactly the sort of thing I was looking for ❤️
hey guys how do you recomend making a slaughter map?
I would say go for it! I think slaughter maps are quite fun 🙂 Unless its Okuplok Difficulty
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.
ok
You can look at other slaughtermaps and see how they style it
A few good examples imo is Scythe's Map26, Fear, and Micro Slaughter Community Project(MSCP)
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
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?
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
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
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
Also study good slaughter maps. Sunder, Bastion of Chaos, Ar Luminae, Abandon etc
Useful post from Ribbiks
https://www.doomworld.com/forum/topic/69457-slaughter-map-making-tips/#comment-1289545
What are some tips and trick of making a slaughter style map (like in sunder, Combat shock, stardate, etc.)
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 :^)
ooh that's cool
finally playing this amazing mod
there will be a chainsaw on ghag?
what mod is this
sorry i didnt respond https://forum.zdoom.org/viewtopic.php?f=43&t=72802
Discussion about ZDoom
kevansevans did it
cool mod
👀
download link plsss
https://forum.zdoom.org/viewtopic.php?f=43&t=72802
However latest stable isn't the version pictured
Discussion about ZDoom
thanks
a funny I did with boom
that would be cool for multiplayer
I'm planning on possibly adding multiplayer support at some point
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
height transfers have been able to do that for a while
Just wait until they discover Boom script :^)
already have :)
I wonder if anyone's reimplemented ACS using that method
That would be a fucking bananas tech demo
that would be cool to see, actually
anyways, here is the video of the room over room thingy i did
so it teleports you
will they replace the torture blade?
They will
can i make a texture strech?
like, i can make them strech to the sector floor instead of repeating itselF
If you're in udmf, yes, otherwise no
udmf?
TEXTURES is another possibility, but if you're using TEXTURES then you can also use UDMF anyway
hey how do i make a sector without ceiling?
Use F_SKY texture on the ceiling
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
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
idk
so im working on a new map
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
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)
[ and ]
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)
Not necessarily
That is certainly the easiest way to do it, but using ZScript you can directly check if buttons are being pressed iirc
biblical violence
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
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)
also -- how do I use shaders with GZdoom? i'm so enchanted by capabilities of the engine
Thank you! Doom community is awesome
pretty cool
*very cool
working on one of my early hell maps
that looks cool
much obliged
ok i just tried it!
looks snazzy, could use some more animation frames though?
oh no its "for dummies guy"
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
yeah slade3 is the best for modding currently
by modding i mean adding custom content or changing stuff etc
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
and you are telling me this is doom
Ye, it's UDMF
yep a udmf map
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.
- 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
- 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)
- 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
It automatically disables mods when you exit the game
Next time you launch it there won't be any mods until you drag and drop them again
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
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
I believe the newer doom launchers allow you to do that as well
Context sensitive kinesis ability for my #Gardevoir #Doom mod (In dev footage, not final) https://t.co/DwrJ0Ac5aQ
That feel when obvious cache fragmentation problem :)))
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...)
||barrels o' fun, now that levels gotta be barrels o' really fun||
where do you choose the mods at in it?
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
Peruse a forum that's centered around Doom modding. Doomworld has a section, ZDoom centralizes on it, and there's always the id Games archive where you can play roulette with what wads you download
The bullet sprite that's pictured here is using the XScale value to stretch itself longer
Alternatively, you can just go into your favorite photo editing program and stretch it yourself
What mod is this, so I can dig up the appropriate flags
It's brutal doom v19
oh dear, that's some unfriendly code you're having to parse
^
I already went poking around in it, but didn't find anything in the actor definition that seemed like it would do this
My best guess it it's using +FloorSprite and setting the actor's pitch based on the player's pitch
I ripped the sprites and decorate code for the bullets wholecloth, but when I implemented them in a separate wad https://www.youtube.com/watch?v=ZIViHh4sw3k
no dice 😔
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
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
I meant when setting up the server, didn't realize you put the pk file in the same place as you put wads.
wait, I've figured it out
it uses a 3D model
YES
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
br*tish
ZDL is a thing
DoomRunner is a thing
Never been worth using for my use cases
ZDL is always worth it wdym
ZDL to many people is messy, clunky, looks outdated, and unuseful
Vull calls it a "glorified command prompt"
that's what it is
it's all of those except for unuseful
doomrunner is still better
in all honesty I'm just waiting for PBeGood4's crossplatform doom launcher which is probably better than anything we have at the moment
but ZDL really helps with loading mods
doomrunner would be perfect if i didn't have to edit the actual json file to add a new engine
it looks good
honestly though the thing i want the most is a launcher that looks video-gamey
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
i could do that
but i can start the game faster with ZDL
Missing my point
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
MP40 likely comes from ROTT
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
I endorse Grafx2 and GIMP for what that's worth
Gimp can do pixel art?
Yes??
what I never knew
Press N, click sliders on toolbox, select size=1 and brush type "pixel"
thinking about adding a BioMenace class (Snake Logan) for my FinalDoomer+
I've always used paint dot net even though I had GIMP installed 🤦♂️
ripper chaingun, grenades, plasma bolts, etc
do you know how to mod doom 2 from the microsoft store?
if it's the unity port you can't mod it, however you can use a source port usch as GZDoom
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
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.
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"
3
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
Generally, yes. You just add them to your load order. Specially? Varies massively based on the quality and fidelity of the mod. 10 errors indicates the mod is broken
what?
Do I need to get you a dictionary to help you understand the English language
Good thing I was replying to someone else then isn't it
oh
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?
i dont think so
but why, why would you do that?
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
Yes there is. Pretty supercharge does this (it's a toggleable option)
Are you familiar with how it's implemented?
You're better off asking in a more specialized mapping discord
It might be possible with decorate?
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 😔
I'll dm you some options in a sec
cool
I don't think I expressed in the other place how much I really like your use of MODWALL*
i think im going to make a map of parkour with archivle jumps only
any tips into getting back to doom modding
Open doom builder, have some music playing, start mapping away, if you lack inspiration look at other people's work
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
- Get UDB
- Draw some lines
- Fuck around
- Find out
No substitute for just diving back in
try making a slaughter map or a simple one
like just fool around with enemies
Making a sandbox version for doom
A sandbox mod where u can spawn anything and build anything
Monsters and weapons design will be updated
good
nice, i always wanted a big map to test things
how do i make a switch?
Attach any effect prefixed S1 or SR to a line and give it a switch texture (typically starts with SW1 or SW2)
prefixed¿
care to share links? i'd like to lurk n learn
Love this
i did make the flatgrass from gmod in doom before
i think that map is also useful for texting stuff
i meant this
Who's the fecking sadist that made Sunder?
Insane_Gazebo
lol you're gonna be cursing the gods by the time you get to map 16
what map
How?
Is that #1DWANGO from the maximum levels
It's something called DOOM: pack 2 or something
I think dwars made a video on it I don't remember



key
Ye.
i don't remember map01 this way
the mandela effect
yep it's DOOM PACK II, now i will now find a way to get those maps.
yes.
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.
get UDB and watch a shit ton of tutorials
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
Nice
what are some popular deathmatch maps for brutal doom(outside of what it comes with) or russian overkill
He plays too? :0
of course
Yes because even the one who died for our sins enjoys smiting the wicked
what do you think jesus did in the 3 days that he was in hell after getting crucified
Mass demon slaughter
SPOILER: Jesus is the Doom Slayer
:)
UDB
Here's the raw colors, I've been playing with them to semi-imitate the SLADE light theme
damn, for real!?
I thought it was like
wadauthor
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
yeah, true
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?
Ultimate doom builder
I would actually recommend SLADE before UDB for most use cases, unless you make specific use of GZ features a lot
Thanks! I use dont use slade that often tbh
I mean if you're using UDMF format the grid rotate function at the very least is super useful
I don't recommend sticking to the base grid at all anyway

