#classic-doom-maps-mods
1 messages Β· Page 125 of 1
The thing that makes the map fun is that 90% of it is optional
There is a clear path forward, but you can go hunting for secrets and goodies at your discretion (and, since this is an RPG, experience points I suppose)
that's probably one of the more important parts tbh, having to backtrack in such a huge level is a pain
once again, tnt is another example
I see I'm not the only person working on a large map, but the focus of mine is more deathmatch with brutal doom/russian overkill because why not pick 2 of the craziest mods(copy for each one)
I am totally infatuated with concept pieces like E2M5, where you can play the same map 3 or 4 times and find a different route to the end each time
Or maps that have like, 3 different red keys each with a totally different chain of encounters and cool setpieces to get there
I will say that levels of that style are fun, especially since the route isn't always linear.
Yeah, and of course purely one-way maps can be just as fun obviously, that's just the kick I'm on right now
Can someone help with sound blocking in Ultimate Doom Builder? I can't seem to get "block sound" to do anything.
I'm trying to confine sound made in this rectangle but it's not working
"Block sound" is misleading
In reality, the way it works is that two lines with that flag are required to "block sound"
In other words, if a sound only needs to cross one flagged line to enter a sector, then sound will enter that sector
(You can check this if you have the Sound Propagation plugin for DB; see image for its icon)
Thanks
anyone up to help me with my limit removing megawad? need 1 good builder.
been building it for over a year solo now. really need a hand
π€·
Script question:
How do I spawn in an item/monster at a specific set of cords? (using an "else" statement to note)
Same with summoning projectiles.(Confused with both^)
Is there any way to make a single linedef surround an area (so that I can put a trigger on it that will only be activateable once?)
Your ability to create cool architecture with limited usage of orthogonal or geometric patterns is awesome
Reminds me of a less detailed mechadon
You usually have things spawn in at "Map Spot" things you've placed on the map. You put a map spot where you want the item or monster to spawn in, then give that spot a new tag/thing ID. When you use a command like "SpawnSpot", you put in the map spot's thing ID as one of its arguments, and that's where the item or monster will appear
Looking at the page for the "Spawn" command, it notes that the X, Y, and Z coordinates it needs are "fixed-point numbers".
This can be a pain to deal with if (like me) you've never heard of "fixed-point numbers" before. Basically, to actually use a map coordinate like "64, 16" for the X and Y values, you either have to:
A. give them both a decimal point when putting them in, so "64.0, 16.0"
B. multiply them by 65,536 (2 to the 16th power), so "4,194,304, 1,048,576"
Personally, I just use map spots with the "SpawnSpot" command in my scripting. It's much less of a headache for me, especially if I decide to shift the spawn location around.
From a distance it kind of reminds me of Containment Area for some reason
Looks good but I would get sooo lost and confused.
Because it is. Remade some rooms from Doom and mashed it into a map.
It's about 75% done
He makes the path linear
The thing that makes the map fun is that 90% of it is optional
i think i might download doom builder and make my first map today
Nice
unfortunately super detailed maps like the one you shared earlier aren't my style π
yeah I figure it out earlier today before I saw your message, didn't know that "map spot" was a entity(thing) and was confused by the wiki. Thanks for the help anyways^!
question, for making a texture pack for classic doom WAD making, suppose i would have original art created by people I know IRL, then digitized
-- what do i need to think of? should i just go for random utility (blinking lights, switches, faces, cages, etc)
i keep seeing the same stuff reused but there is no shortage of unique ways to create assets for community use
something like the pentagram demon face on green marble is very specific, for example
but what about hand painted -> digitized textures? if there are ideas/requests, i can look into that
basically what I'm asking is: what building blocks do level makers need?
This depends on what sort of aesthetic or time and place your mod takes place in
Is it traditional Doom - techbases, hell, and inbetween? Or are you making something different?
A good place to start is to consider convenience of editing - it is quite convenient to have, for example, several variations of the same texture which breaks up neatly into 32 unit vertical layers, and then just using a handful of lines to express that layering idea
OK, will get back to you on this!!
thanks π
my partner who does artist stuff,
gray -- white -- purple -- black -- gold -- yellow
Are you working with your own palette? If so, is it entirely from scratch, based on Doom's, etc
could be nice to put some creative new textures online as a gift to the community
ah!
had not considered source ports
i always assume gzdoom (mb)
Ah alright, so I assume then you are not concerned with the 6 bit/8 bit limitations of vanilla/software ports
but if people would like new switch/wall/object textures to work with, i would like to make some stuff available. Eviternity, BTSX, Adv. of Square etc have convinced me of how much that adds
cohesive aesthetic. and i'm seeing so much creative drawing/painting going on around me
and then I see what map makers do with texture packs
so it's inspiration both ways
yeah, it's mainly about twisting the existing imagery
i'm not super concerned about having ultra high scale textures, just something interesting that fits in with the established style. where you go... hey, that's memorable
or try out new color combinations. i really liked that about eviternity
VERY colorful
A contribution for you in that regard
From my IWAD; designed to be used specifically with an 8 bit palette that has a special property about the way it was made, so you may need to mess with the deep dark part of the gradient
how the hell are you supposed to play this
?????
did you playtest these maps to make sure they were possible?
also why does it seem like it's just the same map copy & pasted but with just hordes of monsters(It's not, I played more maps but they're still terrible)
that you're forced to just run past
and this is GZDoom only compatible? This can easily be done in Boom tbh
these maps aren't fucking possible
I don't want to be harsh, but this is essentially a terry wad
or good enough to be in maximum doom
4th level is impossible
the damaging floor kills you instantly
wtf
its like NUTS but easier, and less laggy
Ah yes "NUTS but easier", it's literally impossible without godmode and cheats
I barely passed the first level
You didn't even give a BFG to fight off the horde
I had to pistol john romero to death
The rooms are also unnecessarily tall
And they look kinda bland
They are not
Damaging floor of 4th level kills you instantly
You can't jump over the demons in the second level
3rd level isn't possible with all the spider masterminds blocking the exit
Well you need to fight them when you can't run past them
π
Also, what's the point of slaughter hordes when you don't fight them in the first place
I can prove to you that your levels are nigh-impossible to impossible
So you beat them all from a pistol start, no cheats no mods?
Ah yes, the "trust me" argument
How the hell do you beat the fourth level then
When the damaging floor kills you instantly
Key word here: instantly
... alright so it's without vanilla compatability
Next time specify what compatibility you're supposed to play on
As well as sourceport required to play
And that still doesn't address the 3rd level, how do you run past the spider masterminds at the exit
Don't tell me you have to archvile jump on them somehow and run on them
4th level also has some sort of green wall at the end of the lava river, how are you supposed to get past that
Hell, how do you even get past all the cyberdemons you've put in that tight hallway too
There's barely any wiggle room
So you've advertised this as a slaughtermap
But it's just all parkour
π
Can't be done in some source ports
Remember to say what port you designed your level for
So basically what was the point of saying this is easier than nuts
Nuts doesn't lag in some sourceports at all
So it doesn't matter, even if you have a garbo laptop
Boom-based sourceports can run it at 60+ FPS
See it's interesting, because Doom's game logic is very much single-threaded and it's very hard to get it to take advantage of many cores on modern CPUs
Funny how we're still talking about nuts.wad lagging people out over 20 years later
Probably because they play on GZDoom with a mid range setup
Even with GLES, NUTS still lags for me on GZDoom
Not in DSDA-Doom, though
Completely smooth and stable FPS throughout
I don't lag on nuts.wad at all, but I can definitely lag my own machine out with like 40 or 50 rain spawners on that open-air island type map I was showing
"Easier than NUTS" implies difficulty
Not how easy it is to run on the monsters and finish the level
Which was my gripe
My issue with such a thing is that there's no real way to make using enemies as bridges consistent
I've seen it tried before and in concept it's kinda neat and different, but you cannot 100% promise the player that one caco won't float a little higher than the others and decide to become a wall rather than a bridge
N00BA could've just said his map was parkour-based
Right
Another scripting question: Is it it possible to summon a thing("entity") relative to another entities position. (let's say a cactodemon or imp- my idea is essentially have all monsters shoot rockets at the player because why not torture everyone)
I've been messing with doom builder and made this map, I want to know how it is as my first level
alright gonna review soon
ok thanks
wait what sourceport
also what IWAD
I'm just gonna assume GZDoom and Doom II
hm
I think it's pretty good for a first level
decoration is pretty good, although the level is pretty linear
the fights are decent, although I do think you give the player too much ammo
tips on making levels that are less linear?
I suppose you can make wide open spaces that branch off with different paths
That's the most general way to do so
yes thats the one
thank you so much for the feedback
ill try to improve my future levels with your information
i see, thanks
This sounds more like changing the monsters themselves, rather than running a script on the map
But yes, in DECORATE (or even DeHackEd) making monsters fire rockets instead of (or in addition to) their normal attacks is definitely possible
The easiest way to do this in a way that's telegraphed to the player is by using the keycards and locked doors to block progression
If you want to avoid linearity, make sure to place the keycard in a spot away from its respective locked door(s)
thank you too
for a very simple example, the player starts at the green arrow and needs to get the red key at the star on the map before moving through the locked door to the west to continue
and there's an optional room to the north of their starting point
i am learning
And of course, you can make it more complex and involved than this
But yeah, making the player backtrack is one of the fundamentals of Doom map design
It's just a diagram
I grabbed a color and shape different from what I used for the red key for illustrative purposes
anyone know any good doom maps for project brutality
Dang
10/10
maybe using keys for multiple doors to get different benefits/weapons/powerups?
are you actually adding the resources to the game
hm, not bad, and yeah some textures are misaligned
difficulty is actually pretty easy, nothing close to Final Doom
which iwad
i will go with doom2
if that's your first map i'd say it's okay
but i will give you some advice:
-try making the level less monotonous by using more textures and different floor heights,but don't mash together textures that don't work with each other
-your level lacks any ammo and medkits,add some,but not too many
-try making the level less blocky,but don't automatically go for gothic '99-tier linedef count
-i like some new doomguy sprites,but they go out of the hud,not every sprite is replaced + they are a bit too small,try fixing that
-calling such an easy wad "final doom hard" is a huge overexaggeration,try playing plutonia to know what "final doom-tier hard" means
- i don't see the reason why you used the hexen format for this wad,better stick to regular doom format + if your wad would be gzdoom-only,it would be in the UDMF format,that has alot of cool features,go check it out
-go watch some mapping tutorials,they are very helpful
-align your textures to avoid stuff like very wide doors
Try making a single room so you can study an individual element of good gameplay first
Don't worry about the grid, specific textures or anything like that: just think about generally what you want, i.e. "Doom E1M2 secret computer area", and plot a few sectors. See how your room turns out, add some decorations
"Do I want to focus on vertical oriented combat or flat? Would it be cool to use pinkies this way?" It's questions like that which will eventually get you on the way to making interesting levels
For a total beginner I would focus just on one of these at a time until you have a complete room - "complete" of course meaning whatever you think it means at that time
To speak to the point about Hexen format - I recommend limiting your options somewhat. Try designing using the "Doom 2 (Doom format)" configuration. This will ensure first of all that you use only wall textures that are meant to be wall textures and you'll eventually get a feel for what looks right in that context
When I was new, ZDoom was still on version 1.22 and even then I seem to recall dealing with option paralysis. I can't imagine how bad it would be for someone to experience that but more extreme by trying to start on UDMF for example
this is how you record demos with prboom plus right?
pretty sure that's how
You would also ideally add -warp X, with map number you want to start on
ye
It dont work
it will record the demo into the folder your cmd is currently in
if you dont know how to use the command line, try using a launcher
thanks man it worked!!
Is there a way to copy and paste a group of things? Iβm trying to make a map with a lot of enemies and itβs taking a long time to place them all
Probably depends on editor
Doom Builder
ctrl-c / ctrl-v works on slade
hey guys is there any cool levels i can play with project brutality 3.0? normal campaign becomes a bit boring even with mods at some point
You can always grab vanilla level sets like Memento Mori and Scythe
I'm having trouble playing sounds in a script. Why doesn't this work?
ActivatorSound("dspldeth", 100);
Try using "PlaySound" instead https://zdoom.org/wiki/PlaySound
I tried that first. No luck
ActivatorSound plays that sound at the position of the calling actor. So if there's no actor calling the script, it doesn't activate
If the player called the script by crossing a linedef, would the player be the actor?
same
Monty python and the holy grail
I have yet another scripting question:
I'm looking to spawn in an enemy (for this example lets say cactodemon) that has the friendly property, off a simple enter script. I know that there are actor properties but I'm unsure of how one goes about using/applying them in a script or even spawning an enemy with said property.
idk what you are talking about but in gzdoom there is a command which summons demons that help you
summonfriend specifically
@flat pebble Thing_Hate(...); is the way this was done for a long time, not sure if it's exactly what you want
177:Thing_Hate (hater, hatee, type)
hater: the TID of the hater (monster that will hate and attack)
hatee: the TID of the hatee (monster that is to be hated by the hater)
type: the type of hate that this will be:
0 β Just hate one specific actor
1 β Hate actors with given TID and attack players when shot
2 β Same as 1, but will go after enemies...
Since you're referring to an enter script, hatee can be zero to refer to whatever player entered
So when you place a thing in doom builder and go to edit said thing, for monsters there is the option to make it friendly.(Won't attack player-but rather other monsters)
If running a script how do you make monsters spawned via a script have that ability.
https://zdoom.org/wiki/Actor_flags
I found this article which implies it could be done, but yet not 100% how you include these in the script/apply them to an actor
Flags control various characteristics of your actor, varying from appearance to physical properties. Remember that you can get a basic set of flags by using the Monster or Projectile property keywords. However, you will invariably feel the need to dabble with at least a few of these flags. To use, simply specify the flag within the actor's DECO...
thing hate does somewhat cover what I'm going for but not 100% as it's confined to only certain tid's that it agro's too
Overall if there's someway to use actor flags in scripts, that's what I'm after (I'll definitely be using thing_hate, thank you for that^)
Spawn it and then add SetActorFlag(tid, friendly, 1)
i finally learnt how to make a switch
smh could've watched a tutorial
have some tutorials
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...
yeah i watched a tutorial
ahh so that's the command for it, thank you^!
np
nah
UDB is easier + allows for more stuff
this was from 2016 how the hell did you manage to find this message + you can do some pretty cool stuff with snapmap, maybe not to the degree of classic doom modding though + they weren't even talking about classic doom they were talking about doom 2016 mapping lol
oh and plus ratio
if he was talking about doom 2016 then why did he do this in the classic doom channel
ratio + L
this is in #classic-doom-maps-mods
ratio + L
a while ago, this was a general modding channel, you didn't have to post just classic doom mods here, it wasn't until 2021 where it was split up like how it is now + severe lack of female companions
see post above + ratio x2
how do you change the direction a line is facing?
press the f key while selecting the line
The way I learned to remember it: it's F for Flip
bro
dumb bot deleted it, anyways
Script 3 (void)
{//Former Human Spawning System
if(MonsterPoints >=1);
{
MonsterPoints = MonsterPoints - 1;
Thing_spawnFacing(1,4,false,3);
Thing_Hate(3,10,6);
ThrustThing(0,5,0,3);
}
running the following script via button, but for some reason the value goes into the negatives, ignore the greater than/equal to statement. Any reason for why?
Figured it out, the ; at the end of the if statement π€¦
Uh, no. Youn don't put ; after an if statement. You're missing the second }
I skipped the bracket when I copied it here(accidently) , it's in my script
Regardless, you don't put a ; after an if statement
What is meant by "line ID" in an action such as Line_setBlocking
Exactly what it says; these are set typically with line special 121
You know how sectors can have tags? This is the same thing but for lines
In UDMF this is an innate property of lines you can set directly. In Doom in Hexen format, you have to set line IDs via special 121 like Diema mentioned
So line_setblocking here will allow you to make a line that loses its impassable status during a map, for example. In conjunction with other actions in a script, this could be used to make a de-activateable forcefield (among other things)
can i use that line ID to make something like in stardate 20x7 map 31 or 32 where there is a floor that makes different damage?
line id is udmf only thing, but you can change floor damage values via a script (stardate is boom)
ok
Excuse me I am having troubles making maps in Slade because of something I don't understand. Completely my fault but was wondering if I could get some help
Tell us the problem
Oh thank you, I'm having trouble with the doors
I am obviously a rookie Doom mapper
What's the issue exactly?
are they not activating at all or are they working incorrectly
Whenever I activate then the ceiling lowers with them
Can you take a screenshot or alternatively send the wad file?
are the door's sector tag and the door's linedef tag the same?
Where do I find the linedef tag
I sound like an idiot but this is day two of my mapping adventure

When you double click a line it will show you the tag, door's sectors (the square that makes up the door) and linedefs (the two lines on both sides of the door should have the same tag
This is the lines tag
Yeah they have the same tag
and this is the sector
is the tag 0 or is it a different number?
It's 0
You have to give it a new unique number, if you have a linedef set to tag 0 all sectors on the map will be affected
In slade and UDB you can just click "New tag"
Also I would really recommend watching tutorials, it's difficult to use a map editor without prior experience https://www.youtube.com/watch?v=EucWtn__O8Q&list=PL-36gm0W-VKmfVVCGe1HTVABepUXshxjY
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 ...
Door-specific actions (specifically, D1/DR) work differently and do not require sector tags
Whichever sector is on the back side of the line with a D1/DR special will be affected
POOGERS.wad is LIVE ON THE INTERNET: https://www.doomworld.com/forum/topic/127451-poogerswad/
POOGERS is a collection of 35 Boom compatible (cl9) maps brought to you by the Doom twitch community. POOGERS is the newest, most spectacular innovation in audio/visual enchantment. This wad features astonishingly realistic high-definition 4D engines, bringing what you see around you every day in...
π π π
been playing a hell of a lot of megawads lately and i gotta say, base ganymede e3? pretty cool stuff. i like those levels
very classic doom!
soo i've been toying around with getting into gzdoom modding as a hobby project, always been meaning to but you know, real life. so what i'm thinking is: crusader no remorse/regret mod
now this could be a way too big project but i'd like to approach it in stages. who knows, i might burn out or lose interest. first step would be a finaldoomer style weapons mod.
you know, bullets go dakka, laser go pew pew, plasma go VOOMF, etc
then maybe a texture pack to add some flavor, cause oldskool texture pack making is something i always wanted to get into
i always thought the crusader no remorse/no regret world (which is a shared universe with wing commander and system shock btw!) would be so ripe for a classic doom style game
been doing some preliminary work, would have to think about how to stage a project like this (again IRL stuff) but i gotta say after so many years, may as well just go ahead and do it
don't expect anything from me but i'd just like some input/ideas
more guns is always fun
i got slade installed and been browsing assets, got a feel for how stuff is structured.
Welcome in the doom modding community
yeah, that's what i LOVE about it
just watched a video from someone with a super laid back accent doing "ok here's how you make weapon sprites in photoshop for doom guns"
UV-9 ultraviolet cannon, BFG equivalent.
turns things into skeletons real nice
no remorse has a lot of rifle vs pistol versions, personal energy shields etc
so the weapon loadout would be a bit hard to nail down.
you got your normal shotty, auto shotty, laser pistol/laser rifle. then batteries would be a thing. you see how the lore and gameplay expands.
fun fact, crusader games had actual telefragging
put disrupter on a telepad, someone steps onto it and splat
i actually softlocked my game at one point, because i dropped the telepad disrupter ON a telepad i needed to complete the mission (was out of inventory space)
never managed to finish No Regret because of that
pro tip:
use UDB instead of the built-in map editor in slade3
Reminder:
Not an option for anyone who doesn't have windows
and this sucks
UDB is much better imo but it's not available to everyone
Although they are working on porting it to linux and Mac, I tried it on linux and it was unusable and filled with bugs
Thankfully I have both windows and linux on my pc
R.I.P mac users tho
hope they'll fix it up
thanks, this is the 2nd time someone mentioned this in here! must be something to it
UDB is basically the most advanced doom map editor that allows you to make maps in alot of formats
good to know!!
UDB for mapping, Slade for modding
^ this unless you don't have windows
And again we have doom to blame for catapulting windows into the consumer market as the number 1 operating system π
The saddest part is that the original source code for doom wasn't even for windows 
The irony in it all was that later microsoft would acquire bethesda(and hence doom).
i know right
Pro tip: use whatever editor you like and can feel comfortable creating with
Do not listen to anyone who says "my editor is the better one"
DB technically does not correctly load certain completely vanilla compatible maps and even lacks features that other editors do have, as trivial as it might seem on first glance
So I Just started on a new map going in with NO theme or style in mind and now the first room has this UAC Mars Base HQ Feel to it, and I'm sensing the feeling that I should really keep going keeping with this "UAC Mars HQ" Theme now that I have seemed to have established it's theme courtesy of the first room.
Further work on the player sprites for my #Gardevoir #Doom mod! Still more to do, plus gotta clothe him so it matches my OC. https://t.co/FXPZRzIlg7
Anyone know what the spawn number/name to use for "MBF Helper dog" is? Can't seem to find it on spawn numbers page.
does doom accept all script languages?
As far as I'm aware, the only scripting languages I've seen used in Doom and its descendants has been ACS (and derivatives thereof). UDB is giving me the option to write/compile scripts in JavaScript in addition to various versions of ACS, but I have little idea how that would work (does it just mean ZSCRIPT-type format?)
Not to mention, this is all moot if you're not building levels in a format that supports scripting to begin with. Vanilla/limit-removing type maps do not support scripting, nor do Boom type maps (though there are contrived ways to make "scripts" in Boom via conveyor belts and such, stuff that's not possible in the original engine)
Zdoom and its family of ports support ACS, so if you want conventional scripting available to you, that's what you'll have to make your maps for.
UDB scripting is for executing actions in the editor. It doesn't have any impact on what's in the map at run time
As far as stuff that works in GZDoom: ACS, zscript, Decorate are the primary 3
so you're saying this here has nothing to do with the script compiler when you're making a map?
i have no idea what that is 
but UDB recently added editor scripts which are java (iirc)
fulfills the same function as lua scripting in DBX
https://zdoom.org/wiki/Classes:MBFHelperDog If you look at the wiki page for the dog, you'll see there's no spawn number actually defined. In order to use the dogs with SpawnID commands, you'll need to make a new dog class that has a spawn ID defined.
Alternatively, you can use ACS commands via a script, which will allow you to use spawn commands that aren't limited to the list of Spawn ID numbers, and instead spawn actors based on their name
THANKS
gotcha, thanks!^
So, I want to compile my next several maps into one WAD. What do I need to do so I can do that when theyβre ready?
You can "save map into" in practically all modern versions of Doom Builder iirc
You can use the file -> 'save map into' option in UDB, or you can download slade and combine all the maps from there
Okay thanks. One other thing. I want to find themed textures online but Realm667 doesnβt have what Iβm looking for. Where are some other sites worth checking?
Do be aware of course that actually developing a significant series of levels with all maps saved into one wad can certainly slow down the saving process
Google Images and GIMP π
Okay. Do I need to do anything to them for Doombuilder to take them?
It depends. What source port, if any, do you intend your mod for
Boom/ZDoom
You will need to convert the assets into Doom patches and/or Doom flats, then add them between the appropriate markers (and then add your new patches into a texture directory)
How do I do that?
To add or modify textures for your Doom WADs, you will need Slade3: https://slade.mancubus.net/index.php?page=downloads
For more WAD editing tools, click here: https://doomshack.org/doomtools.html
Oh thanks
Great 2 minute video
An important note: Flats do not go between FF_START and FF_END
They go between FF_START and F_END
F_START and F_END will also not work
This was confusing af first time I used slade
I think that tricks everybody first time around
It's such a not-obvious engine thing
Thanks. Thatβs good to know. In that case Iβll use default textures for now and go back to that when itβs time to do Slade editing
Probably also worth mention, I think Boom does not support >128 tall textures?
I could easily be wrong on that, but check into that before you do any artwork that might need to go beyond that limit
Okay
guys hear me out
Hideous Destructor X Brutal DOOM
https://www.doomworld.com/forum/topic/127497-doom-the-summoning-demo-first-level/?tab=comments#comment-2455123
hey, anyone wanna check out this map I made?
This is the first level of a map pack Im working on. its not the official first level yet, I still have to work on it a bit, but its progress! theres also a story behind this map, this maps story happens after the events of DOOM 64 and in between the events of DOOM 2016; where doomguy closed the ...
if there are any errors dm me
might make a half-assed recreation of uac atlantica facility
is there a way to go beyond 3000 render distance
in doom builder 2 that is
get ultimate doombuilder c:
i think the limit is 64k
np
This is about to be a good run
https://cdn.discordapp.com/attachments/805569228173475841/943290281736949810/unknown.png
Terminator Mayhem: liquid metal edition has been updated to V1.1
updatelog 1.1
-improved shotgun sprites
-fixed player sprites
-Memetic Polly Alloy BFG now consumes more ammo and give armor instead of health
-ADDED gooy pain sounds to the t-1000
it can be played on TSPG, the file name is TMLM1.1
it can be downloaded here:
https://allfearthesentinel.net/zandronum/download.php?file=tmlm1.1.wad
How do I mark secrets in Doombuilder?
what format
yo i was looking for something like this, thanks chief!
Iβm having trouble getting secrets to work properly. How should I set them up?
Depends on the map format, but usually on doom/boom you give a secret special effect on a sector
iirc it's special type 9 for doom/boom format and (1000??) For GZDoom
Okay so itβs a sector in Boom, not a linedef? Thanks for the clarification!
Guys i found some wads on yt but idk what is their name does someone know tho?
standard for all formats is a sector. you can make it an individual thing in udmf, and you can have something that activates via a script to trigger the secret message (and count on the automap)
Second is sunlust
Lemme find the first one
kthx i play more of mods then mega wads
the first one google threw me freedoom but the chaingun sprite was diffrent
Ah just as I thought
Thr first wad is Valiant
alright tysm
Valiant and Sunlust
Although I have to warn you, Sunlust is extremely hard
Ultra-Violence is "reserved for DOOM Gods" according to the creator, Ribbiks
thats ok my desk is strong and im kinda calm
ok but
what if I just
IDDQD
IDFA 
idkfa better
idfa better + idkfa mid + ratio + you fell off
i just realised im playing sunlust with fast monsters
thats what i call hell
i feel like that if romero woke up one day and HE made plutonia with in mind that he wants to be asshole then we would get sunlust
dear coffeeguy i cannot afford another desk im in debt help me
Ribbiks is notorious for making difficult mapsets
If you want something slightly easier, try Crumpets
I think it's one of his easier mapsets although it's still hard
I recommend hurt me plenty first before ultra violence
im gonna try it later for now i just wanna get atleast the 2nd level now im at 10 hp and there is a arachnatron camping the whole room π
That's what ribbiks says anyway, that his maps are more balanced for hurt me plenty or hey not too rough
guys can prboom+ run mega wads or mods?
Pr boom can't run any mods or wads that would need any special features from gz doom but it can run any mods or megawads that would be compatible with boom
kk
In more basic terms prboom can't run brutal doom but it can run boiled doom aka brutal doom for dos
and does it do something better then gz cuz im seeing everyone talking about pr
Prboom does performance better for more intensive maps and higher monster counts
Honestly that's about it if you're looking to mod heavily
its okay zdl can take care of that
No it can't zdl is just a launcher it doesn't control performance of a map
yea but it can switch between like source ports wads mods etc.
but idk why but discord thinks that zdl is doom 3
how do i turn off mouse movement in prboom +
Not sure I've only used it on delta with a controller
Gougaru might know
nvm my geometry nerdy ass solved it had to turn vertical sens to lowestr
wtf my camera is bouncing around in prb +
You mean the head Bob?
That's normal in more vanillaish doom but you can turn it off
i mean im turning 1 way and then doomguy bounces for a sec the other way
and its messing with my aim alot
Odd that's definitely not normal but I'm not enough of an expert in the port to answer that question
Head Bob i know head Bob I can't stand I can't play an fps game that has it and doesn't let you turn it off
Because it makes me sick
anyways where do i turn it off
I'll need to find the option again its enabled on my device i just need to find the toggle
actually you should probably use PrBoom+UM or DSDA-Doom over PrBoom+
both forks are way better than the outdated PrB+
What happens if a level has multiple Romero heads?
Specifically does the level end when the first head dies, or when theyβre all dead?
I think when 1 head dies, the entire level ends
EXPAND FOR LINKS:
Download: https://drive.google.com/file/d/1qiCBptn7K9_MMmybS9tnXy3bvGYV8EMA/view?usp=sharing
Doomworld thread: https://www.doomworld.com/forum/topic/127554-zombie/
Discord: https://discord.gg/TQpWnfHby5
(g)zdoom is basically an entirely different game engine from the original doom.
It's not just that it's more advanced, but the game physics and behavior in ZDoom is different from the original doom (even if the experience is mostly the same for the majority of players)
Some prefer the original physics and behavior of Doom over how ZDoom handles it, and that's not something that can really be changed unfortunately
Alr il check both later
I realised that ive been playing sunlust uv on fast monsters for like 3 maps
Btw coffee guy thx prboom+um is much better then prboom+ 
np :)
if you're interested, you could also try DSDA-Doom
it's a port mostly for speedrunners, but it also has some nifty stuff for casual people too
my favorite is probably the rewind button that allows you to go back in time
Did doctor who made that port? 
Is there a precedent for Deathmatch maps with demons running around? I think a Baron of Hell in the middle of a relatively small map fighting any players who get too close could be a fun way to add that extra bit of chaos
That's the Huy Pham method of deathmatch mapping
the caveat is that you don't know the map is meant for deathmatch
I mean like having at most 5 demons total just as a map hazard to add another wrinkle to fights in that area
There's a map in R!Zone that has a cyber demon in the middle. Stupidly fun, especially on nightmare
π π π
Doom eternal for poor people
I'd argue it's more versatile than the real thing
yes
in classic doom there is atleast 3 monsters that just shoot you
i dont know about the newer games i havent played em
In classic Doom there are 4 hitscan monsters, zombie soldier, zombie sergeant (shotgunner), the chaingunner (Doom 2 only), and the Spider Mastermind
The first 3 are generally reserved for hallway levels, and the mastermind is Doom 1βs final boss
In modern Doom those enemies have plasma bolt attacks in order to not have hitscan attacks
Also the Archvile is hitscan kinda but they have a long windup before they actually attack
kool
Hello, mate! I am a beginner who seeking for guidance. Can someone tell me what should I learn if I wanna make a mod like PB(custom weapon and custom monster)? Someone told me about Slade, zscript or something
I guess this is about classic doom moding?
learn ZSCRIPT and Slade, yes
good luck with ZScript because it's mostly not documented, you can also try learning DECORATE first
If you're just compiling premade monsters and weapons like ones on Realm667, then you need Slade and a basic grasp on reading DECORATE
If you're wanting to go more in depth and make serious modifications to them, or want to use the sprites to create essentially a new weapon/monster from the ground up, then it'll get more complex
Adding to what Arlene mentioned, ZSCRIPT is more advanced and gives more freedom than DECORATE, but on the other hand it's set up more as a proper coding language, so it's more complex to learn if you're not used to programming at all
DECORATE otoh has a huge online resource available through the ZDoom Wiki https://zdoom.org/wiki/Main_Page, and speaking from experience you can get very far just using what's there and by looking at other people's DECORATE files to make your own stuff
one last thing to keep in mind - Zandronum (the more popular method of doing multiplayer ZDoom) doesn't support ZSCRIPT and likely will not for a very, very long time. if you want to make a mod that's multiplayer-compatible, you pretty much have to use DECORATE.
if i wanted to try to make a doom map for the first time, what would be a good program to use
If you're using Windows, Ultimate DoomBuilder is the premiere mapping program
If you're on Mac or Linux, SLADE's built-in map editor is probably your best option
(unless UDB is supported on Mac and I'm just unaware)
ok
im on windows so il try ultimate doombuilder
and this is probably a super noob question, but doom 2 runs on doom source ports right? or does it need its own version
If you buy doom 2 off of Steam, you can run it through the included DOSBox (a hassle) or Unity port.
There are other ports available though. Chocolate Doom and Crispy Doom are fairly accurate to the original experience, and thereβs GZDoom for more advanced gameplay stuff.
yeah, i have both wads from eternal, i was just making sure i could run the doom 2 one using the same software
Ah ye, the WAD is the important part for using source ports
no but what im asking is can i run doom and doom 2 using the same source port
or does doom 2 have its own special one
Yes, you can use the same port for both
Every modern port can at least run Doom, Doom 2, TNT, and Plutonia from the same EXE.
GZDoom and some ports can also run doom-based games like Heretic, Hexen, Strife, and Chex Quest with no issue
For Crispy and Chocolate Doom specifically, there is a second "setup" exe included that allows you to specify which WAD you're playing if you put multiple in the same folder (they otherwise default to Doom 2 if they detect it iirc)
GZDoom on the other hand will ask you on startup each time which WAD you want to load:
cool
can i have both wads in the folder at once or do i have to change them out
oh, lmao i didnt read the rest of your message
You can have them both in the same folder yeah
like I was saying though for Crispy and Chocolate doom you'll have to use the Setup exe if you don't want to just play Doom 2
"Warp" will let you choose which IWAD to play
you forget the wolfenstein ss
https://youtu.be/wM7X8wS4PPE here's a good tutorial for DECORATE-coded monsters that are far easier to add
note:
some custom monsters on Realm667 have their DECORATE file renamed to "OLDCODE" or something like that,and to make it work just rename that file to DECORATE and do the same stuff you would do with any other DECORATE monster
How to import custom monsters (and weapons and items) and even create your very own by inheriting from those that already exist.
SLADE:
http://slade.mancubus.net/
Realm667:
http://realm667.com/
ZDoom Wiki:
http://zdoom.org/wiki/
I just want an monster that just shoots, and doesnt move, tryna make an MG bunker that can see from far away
So like a gun turret?
You can use a chaingunner but set his speed to 0
there are a couple of enemies like this on Realm 667; there's a Tesla Coil and a Gem Turret
do maps made with the ultimate doom maker need to be played by gzdoom?
Not a necessity, there are multiple map formats, and each source port supports a different number of them
Most common formats are: Doom format, Boom format, MBF, and UDMF.
When creating a new map in Ultimate Doom Builder it lets you choose between these
If doom format is chosen then the map will run on all source ports
Thereβs actually an easy way to achieve that effect without using custom monsters.
All you have to do is take a hitscanner like the chaingunner and box him in with monster blocking linedefs really tightly
He wonβt be able to leave the box area, so heβll just shoot in place anytime a player is in range
If you donβt want the turret to be hitscan, take a projectile monster and do the same thing
As for seeing a long way, demons can see pretty far by default. 1,024 map units IIRC
If you want it raining down on the player over a long distance, it probably shouldnβt be hitscan to keep from frustrating the player too much. Hitscan is very good at making players rage if you use it too much or in ways that are hard to counter
For a rapidfire turret use a chaingunner for hitscan or an Arachnotron for projectiles
which game configuration do i select in ultimate doom builder if i want to build a map for vanilla doom 1
Ultimate Doom. Itβs just Doom 1 + TFC
thats not one of the options
these are the options it gave me
Okay so are you trying to use Doom 1 format for episodes, or for another reason?
simply for the reason that i havent played doom 2 yet
so idk, ig i could use doom 2 format
if i were to select doom: doom 2, should i add both the doom and doom 2 wads or just the doom 2 wad
The only differences between Doom 1 format and Doom 2 format are the episode structure and Doom 2βs new assets. The underlying mechanics are the same
You only need to add the Doom 2 WAD
ah ok, thank you
how do i get my mouse back after going into visual mode besides windows-keying out of the application lmao
also, are there any just general tutorials to getting started
bruh i cant use the editor because i am stuck in visual mode
oh its q
On a separate note, Doom 2 is very good and you should play it at some point
yes i will play it once i finish doom 1
why am i getting this error when pressing test map
Technically there is a separate format for "Doom: Doom (Doom Format)" in UDB. You have to enable it from the settings, though
ah i see
your Doom / Doom 2 wad is likely not in the same folder that has your Chocolate Doom EXE
Can you run chocolate doom normally, without loading your custom wad?
okay, then there's definitely something up in your custom wad. it would be a lot faster to just upload your wad here
do i need to export the wad or smthn?
i literally just pressed the play button in ultimate doom builder
That should work, hence why I would need to look at your custom WAD to see what's going on
ok
il upload it in a minute
all i did was make a map, put a box in it, and put a spawnpoint in that box
do i need to add anything else to make the map work?
To start a demo run? No. To complete one you need a level exit
again, I need to take a look at it first lol. I can't really say at this point
ok, where do i find the wad?
Save your wad into a folder in your pc, then upload it here from that folder
wait hold on, i think i might have just forgotten to save it, forgive my noobyness
oh no it still breaks
alright, I have three recommendations here
ok
- Change the map format to "Doom: Doom (Doom Format)". You should be able to set this if you close and re-open the WAD.
- Change the name of your new map to "E1M1", instead of "MAP01"
- Make another sector in your level. the original Doom can get pretty wacky if a map has only a single sector.
huh, ok
just curious, why do i not want to do doom 2 instead of doom 1 if all it has is just new stuff
i think im just gonna start with a fresh wad, since i didnt have much in that other one
Chocolate Doom as a sourceport tries to perfectly replicate the original doom experience. This includes game-breaking bugs that have long since been fixed in every other source port
ok
basically, for the best results with Chocolate Doom, you should do things by the books 100% of the time, even if it's minor or trivial
ok
thank you
ok, things seem to be working now, but for some reason, the second sector i made doesnt have sides
i made the floor height 16 higher to try to make a little platform, and the sides look really weird
oh, i figured out how to add textures to the sides
do you have any reccomendations for other source ports that still feel as vanilla like but without some of the bugs?
(sorry for all of the noob questions)
there are no wrong questions
Don't be sorry
PRBoom+ seams like a good option
Crispy is great as well
Gibbon has also made several ports that have varying levels of compatibility and faithfulness to check out
DSDA-Doom is a really great option
it's an updated fork of PrBoom+ with extra features
I want it to be unlimited range
There isnβt really a way to do that in Doomβs system
Everything gets a sight range limit. The default enemy range limit is something like 30 meters (not counting any vertical difference) so with a little planning you can absolutely make that seem unlimited
Just looked up the monster range and itβs more like 60 meters
You would need to be using (G)ZDoom most likely
ok
Some enemies for the mod I'm working on
Insert the usual debate here about how Doom 2 is functionally much better than Doom 1
Oh wait I was way-ass behind, nvm
what do u think if place the uac logo in the torret ?
how do i make an area like in the first image in ultimate doom builder?
i cant figure out how to lower the walls
Posted my first map to Doomworld, https://www.doomworld.com/forum/topic/127654-fio-single-map-release/
Feedback is welcome
Wait, thats more of a parody. So Ill go with Anarchy God and the State mix.
you should be able to go into Visual mode with Q and point at ceilings/floors and use the mouse wheel to adjust, or you can manually select sectors and change the heights
look at how they handle it in doom/doom 2. There are additional sectors drawn with the sky ceiling lowered.
I have a question that is not Doom specific but is very related. In the 90s there were lots of shovelware CDs that had custom WADs. If you were looking for a custom WAD that is not online right now you could go check them. A lot of these can be found on the Internet Archive website.
Similarly, I am looking for long-lost Dark Forces custom missions. I found a bunch (cannot link here?) on CDs even for other games. For example one was a CD for Duke Nukem maps but had Dark Forces missions as well.
My questions are...
1. What is a good place to find these shovelware CDs that may contains these custom missions? Other then Archive or Ebay?
2. Or... on Archive site, how can I search for a particular mission filename? Ex: I found a mission on an archived page - but no query I put in gives that pages as a result based on the mission name
3. Are there any other tools/suggestions/forums I can look into to find these missing maps?
Thanks!
another question, how do i make this wall transparent?
Don't make an actual wall, instead draw a linedef, give it a middle texture and not a lower/upper one, and check the box that says "impassible"
thanks! it worked
π³ ice map
Thanks! I'm working on another one, will be streaming shortly
tell me when u finished
@stuck ridge i finished
mmm,,, crates
So Iβm working on a WAD and had the idea to have a horror level in the vein of Hunted, but I donβt want to use Archviles. What other demons would make a good fit for that kind of thing?
for a beginner it's alright, I think you should focus on these 3 for your next map:
-Texturing
-Vertical Layout
-Non-Linear Route
BTW, Welcome to the mapping community π
Like which monsters are scary? Imo the baron is quite creepy
Yeah and which ones work well for a claustrophobic maze
The baron sounds like a good idea
I'd personally go Barons or hell knights for that kind of thing
Being stuck in a small space with barons really drives up your heart rate
Sounds good. Thanks. One other thing. There isnβt a technical reason to stop me from mapping in Doombuilder and do final touches like texture and MIDI stuff in SLADE, is there?
Doom Builder and Slade work with each other very well and are compatible, nothing to worry about
Thank you very much
Iβm having trouble getting my doors to work and I canβt tell what Iβm doing wrong. How do I make working doors?
Hm... if possible you could also adjust the baron speed to be higher somehow so it'll be even more stressful
That sounds terrifying
I donβt know a way to do that so I wonβt. Maybe when I take it to SLADE for final touches
Also I finally got the doors working again
The levels I make tend to be quite short, but I feel like quite a few Doom levels (Doom 2βs map10 is a great example) overstay their welcome so Iβm okay with leaning on the side of short but distinct and interesting
i got 2 ask
u made the the music and lobby image ?
and some details too
l the doors are so big
isnt nesesary the rocket launcher is so powerfull for the level dificulty
other think is what are so grey the map
and the walls are a bit small
thas all but is a good
8/l0
Is there a way to make powerups respawn after they run out?
Is there an doom 2 mod that made the nazis look like this?
I dont want to use the blue nazis
Isn't there... Wolfenstein: Blade of Agony ?
I can't seem to link to it
Wolfenstein: Blade of Agony is one of the biggest GZDoom wads ever madeβit may even be the biggest. But "wad" is a misnomer really, because this 30 level outing looks more like an entirely new game. The project has been six years in the making, and during that time 15 volunteer modders from all over the world have put their heads together to create a "true" follow-up to id Software's Wolfenstein 3D.
I just noticed you said Doom 2 - this is GZDoom - but maybe you can extract textures?
The bulk of GZDoom objects and such should be compatible with other source ports
I just want the enimies
You should be able to lift them from that WAD. You doing a WW2 game?
That game's enemies are 90% of what the reference picture you've sent
It has occurred to me that Commander Keen makes for an easy way to make destructible cover
I canβt get keyless doors working. What do I do differently from locked doors for them?
set a different tag for them I think?
Okay
What format are you working with?
Boom format
What's the problem with the doors?
Iβm working on a WAD themed around a demon hotel. I plan for map29 to be the only place to deviate from that core theme, and thatβs mostly because I think every good area shooter should have at least one fever dream level in act 3. Bonus props to Duskβs episode 3 for being almost nothing but fever dreams
They wonβt open
Do they make an activation sound?
I donβt know Iβve been testing my maps with the sound off
if you can screenshot or send the wad that'd help
Okay one moment
Alright I'll check what's wrong
thank you
Okay so here is the issue:
- You are using a W1 action which stands for Walk once as in you should walk on this linedef to activate it and the actions is not repeatable
The simple solution is to give it action 1 which is DR Open wait close
which means the door opens when you hit the use key
okay thanks. I didn't know what the W stood for
There are many other actions that could do the same thing in different ways just make sure it starts with DR or SR (Door Repeatable or Switch Repeatble)
makes sense
Here are all the meanings for letters
there we go. I'll fix it in a few minutes. thank you for identifying the problem
I know thereβs a Boom feature called βfake ceilings and floorsβ
I think I know what it does but how do I access it? I want to have the player wade through water that slows movement
Action 242
How do I get to the actions list?
You can find a detailed explanation in the official boom reference: soulsphere.org/projects/boomref/#ld242
Thanks
You right click a linedef and it should have a field where you choose the action, you can also search instead of typing a number
This button lets you search or even create Generalized actions (although you shouldn't really use those most of the time)
Btw @bright owl didn't you say you use crispy doom? that won't work with boom format maps, it might load them but it some things won't work correctly, I'd use dsda-doom or prboom+um for boom maps instead
Okay good to know. Anything else I need to do to set this up?
One last tip, if you ever have trouble on anything boom related you can look up BOOMEDIT.WAD and see how it's done there (it's a wad with examples of all boom features)
Okay thanks
hey peeps, i was wondering if there were any hand sprites out there (for weapon pack making) that resemble these gloves.
it's for a project π
and that i can use (license wise ofc)
are those black gloved hands i see in some mods free to use and modify? are there any that are maybe a bit shinier/have forearm armor?
i normally do different kinds of spriting but I'll give it a shot. but i need something to work from
I'll review this when i get home
How do I get monsters to teleport in?
You have monsters caged by walls in some sector outside the map, then the player either hits a switch or crosses a line that lowers the walls, outside the walls monsters are trapped in there should be teleport linedefs
Okay so set up a teleport linedef near the cage with a door keeping the demons away from it?
Yes
Cool thanks
@bright owl Here is an example I made rn that might help (Boom format, Doom2)
I just need to fix a linedef and I think Iβve got it
The 2 linedefs are both βW1 teleport (monsters only)β right?
if you have only one monster you want to teleport use W1 teleport, if you have multiple use WR teleport
on the sector with the teleport destination don't give the linedefs actions or tags, only a sector tag
Okay that makes sense
@amber void
Hit this switch
3rd room in the level
Something should have opened up back around where you came into that room
Second hint
Go to the door I'm looking at
@amber void
You'll probably spot what opened on your way there
It's actually really hard to miss
Yep
Have you triggered both secrets in that room?
There's 2 if you want to use jump for this you can
Because it's annoying to open them normally
Here and here
@amber void
Jump up Ontop of these 2 spots
Trying to trigger them normally involves timed trigger lines so i don't
No that's the cross hair
I'm the little white line facing forward
| like that
Did you find something?
Oh I'm guessing you found the rocket launcher
Ah that's the first secret
One more that should come down after you exit that room
No it's a wall
1 hour before what?
Oh i see that's the kind of puzzle boxes old 90s levels were but
Yeah there is that much stuff on your first run
If you're looking for every secret
Turn jump on if you haven't this will go faster if you do
Alright take care
No problem
beta testing for my Zandronum mod "Multi Pack" is underway https://www.doomworld.com/forum/topic/127625-beta-testing-multi-pack-tspg-archanea/
DOWNLOAD NOW! Multi_pack.zip Over the upcoming weekend of Feb. 26-27, Ill be hosting a server through The Sentinels Playground for a new gameplay mod Ive created called Multi Pack. It features an expanded arsenal of weapons and pickups, as well as four new deathmatch maps showcasing the new items...
server is "[TSPG] Archanea", and you need Doom 2 and the .pk3 in the link above to begin Deathmatching.
Any and all feedback is welcome!
Hey guys I have a question. I'm using the HD textures and objects mod with a complete Doom wad made from Wadsmoosh. When I run all of it through GZDoom the in-game message text is super small. Anybody have any ideas about how to fix this issue?
try increasing the message size in the settings
It's at 8, which is max
Hmmm, out of my wheelhouse, but I did solve my font-message problem by adding another HD font mod to my load order
There is no way to do this. Consider if you really need a hud message to begin with though - you can 99% probably convey the same point with better scene composition
Not possible, but I've seen a clever trick where mappers create textures with text on them and use them as a middle texture so it appears the text is floating over am area
#classic-doom-maps-mods message bumping this in case it was missed (won't do it again, don't worry)
i need some gloves with shiny form fitting armor, any starting points for my sprite edits?
now that i think of it, i saw Brutal Doom VR has some voxel based assets
does GZdoom handle voxels?
A voxel is a "volumetric pixel". Voxel models are in many ways essentially 3D sprites, allowing them to fit visually much better with the rest of a Doom-engine game's graphics than polygonal models would.
ZDoom supports voxels using the KVX format employed in Build games Blood and Shadow Warrior. The SLADE3 editor is able to identify voxel lumps...
check this out too https://doomwiki.org/wiki/Doom_voxel_project
The Doom Voxel Project is a modification which provides most of Doom's items in a three-dimensional voxel format. It began on February 23, 2004 after precursory discussion on a thread posted to the Doomworld forums by Tony Lindberg (Ghostpilot). Several forum members expressed interest, and Lee Wallis (DooMAD) joined the project.
O HELL YES
yeah, okay, this will absolutely work
considering the gameplay style of crusader games, having freely movable weapons to peek around corners actually may be a win/win situation
okay cool, considering it will be possible to rip the gun images from the game (side view) i can expand those into voxels using magicavoxel and then buff 'n' shine 'n' polish until they become nice 3D shapes
yeah, cool. thanks @safe steppe, this actually combines some things for me in a different way i had not considered but might make it even more of a fun project to work on.
related question, palettes.
can i make my own, what do i have to keep in mind?
i take it GZdoom doesn't care too much about palettes?
(so it'd be mostly for aesthetic consistency)
iirc GZDoom doesn't need a palette and can work with any color, as for aesthetic consistency I would personally use 2 main colors and 2 or 3 secondary colors and make sure they look nice together, you can however switch palette with every episode/chapter
yeah, i am the same. https://www.youtube.com/watch?v=rUnvNTvHMnQ here's some footage
so this is the sort of color scheme for normal tech bases, also this https://www.youtube.com/watch?v=h3on89w4rws for orbital stuff
thanks for the response chief o7
For reference: a palette is required for GZDoom to launch, but you don't have to use it, necessarily
It can be 768 bytes of 0x00 and that is fine
how do i make doors?
Special #1 on any two sided line. The sector referenced on the back side will be acted on
i want it to do something specific tho, not just open all of the way when clicked
Then use ACS
Anything more complex than "door open (stay)/close (stay)" is going to require either conveyor belts or ACS
Hexen's method of delivering complex actions into a level. It is generally these days written in Doom Builder, compiled, and included in the map, and requires at least Hexen format (but I strongly suggest you use UDMF if you want complex features)
oh, so you cant do anything more complex with regular doom format?
In general, it looks something like this:
Door_Open(tag);
Delay(2*SECOND);
SetMusic(...);
}```
There are some interesting constructs you can make in vanilla, but in general, to trigger a more complex series of actions you will need at least Boom specials or Hexen/UDMF level formats
i just want when a switch is pressed the sector's ceiling height will raise by 96 units
That can be done with a dummy sector
how do i do that? basically I have this room and i want it to go from this:
to this:
when a certain action is done, but preferably not have that texture above it get messed up lol
is that possible?
First, prepare the door sector the normal way, and give it a tag; then copy the door sector and paste the copy somewhere outside of the level. Then, highlight the COPY first, THEN the original (so that the copy is highlighted "1"), and press J. Now, these are the same sector. Draw a new sector that is connected to the copy sector, and raise its ceiling by 96 units
Additionally, make sure the new sector attached to the copy is not tagged
would that smoothly go up?
It will behave as a normal door
The only difference is that now it will raise by 96 units instead of to the next highest ceiling minus 4 units
cool, thank you
also, this is probably a dumb question but does this work in vanilla or require something in a port: https://www.youtube.com/watch?v=oUCji83Xt50
Learn how to make awesome, Prey-like portals in Doom Builder--no scripting required!
00:00 Intro
01:29 Shaping the Portals
05:40 Implementing the (Static) Portals
12:45 Testing the Static Portals
14:26 Switching to Interactive Portals
18:07 Testing the Interactive Portals
19:23 3D Floors Warning
22:38 Testing 3D Floors with Portals
24:15 Bonus ...
Technically speaking, that "works" in vanilla - but the setup is beyond your ability
You will be better served using port features for that
ok
maybe i will come back to this idea later
i think you can see what i was planning to do tho
Yeah, problem is in vanilla you could see through the portals but not walk through; in ZDoom you can make that happen with just one line action on each wall you want to act like a portal
Er, well, I guess really 2 line actions, but still - setup is much simpler and more flexible
hmm, ok
ooh, idea
could i make both the floor and ceiling move?
i could do like an elevator or smthn
Yes, but not in vanilla without some hackery
Note that there is nothing in the engine that says you cannot have two linedefs occupy the same space, as long as both sides of both lines are pointing to the same sector... The problem is creating this construct in Doom Builder
Do you have a resource for how to do this? I am quite interested, I know this is easily doable in boom format but in vanilla too? I would've never thought
Anyone know how to do separate, player attached variables for multiplayer?(this is for a 2 person map, would like each player to have a seperate variable attached to them, that displays their current amount of points.)
As I explained, you need to be able to place two linedefs directly on top of each other (ideally, two linedefs which share start and end vertices, literally)
Like I pointed out, the engine technically doesn't mind if there are two linedefs atop one another with separate specials assigned - they get iterated upon through the blockmap the same way
You may encounter some issues eventually because of how thinkers get associated with sectors, but I haven't seen anything super wonky happen yet
Alright I'll see what I can do with that
You can place two linedefs on top of each other if you edit the wad in a hex editor
is there a doom editor that allows doing that instead of having to do it manually
DEU can edit vertex references directly, and if you disable auto-stitching DB should allow it too theoretically
(You would just have duplicate vertices too, which is technically not a problem)
I think WadAuthor allows direct vertex reference editing too
Is there a technical term for these portals?
Yeah thanks I'll check them out
Apparently it was discovered in 2015, more than 20 years after doom's release damn
Yeah it just turns out that it's a totally valid construct in vanilla
(and most software renderers, except those which inherit certain Boom optimizations)
Also, this will probably never work in any GL renderer, ever - including GZDoom
TBF if you're targeting a source port with a GL rendered you probably won't need to use vanilla format
Is there a way to force pistol start for each level in Boom?
@bright owl Exit sector special 11 iirc
@safe steppe Valid point haha, but just worth noting because it's technically interesting that it can be done at all in vanilla
I canβt find a tag named that
I'm talking about the sector special field, not a tag
Right click a sector and give it special 11
Damage -10 or -20% health and end level?
Yes
When the player stand on it they start taking damage and when they die the level ends
Thatβs what e1m8 does in Doom 1 right?
Yep exactly
The exact behavior is worth noting: the player is not allowed to go below 1% health while standing in a sector with that special, and if there is more damage given than would normally kill you, instead the level ends
This means you will start the next map with 1% HP and pistol only iirc
In that case I guess players will be getting a Megasphere at the start of each level
Or just make sure nothing else can kill you
Can put 4 medkits on the player's feet instead
Toe bandages can get you to 100% health, you know how it goes
Right. That would have a similar effect. Yeah Iβll do that
Also you can let the player telefrag a bunch of barrels and the icon of sin
ending the level and killing the player
However do note that it's a bit loud
Not sure why I thought of this but something I haven't seen anyone do: special palette indexes that never get flashed red/brown/green/etc. so they can be used for an always-readable font, regardless of if you just picked up 4,000 health bonuses or just 1
@bright owl
Okay thanks
is there any way to give players separate Thing ID's?
how does vanilla do stuff like raising platforms and stairs
Those are both specific actions programmed into the engine that you can access via line specials like normal
You can see how those behaviors work on E2M2 and E1M8, as an example
also any way to extract doom textures for editing them
Some startan stand-ins I made for Dark Forces, but they are free to use for Doom as well if you can find a good home for them
12 textures, png
@glacial skiff looking good
Is there any way to find a modern contact for Daniel "Stormin" Norman ? He made some impressive WADS . https://doomwiki.org/wiki/Daniel_Norman_(Stormin)
Daniel Norman (alias Stormin) is a Doom level designer, best known for his WAD The Final Gathering, which Doomworld named as one of the ten best WADs of 1995 as part of their "Ten Years of Doom" event.
Or maybe someone has this collection of classic Doom maps by Black Bird Entertainment? https://doomwiki.org/w/images/a/af/ViolenceIn3D-AOC.jpg
"dm"
"t*d"
Yeah I don't get it either - for some reason they put ** in the words? My only guess is in the 90s these words were somehow offensive?
It avoids the use of a trademark
... Even though the screenshots are clearly full of copyrighted content
That would explain it π
EXPAND FOR LINKS:
Download here: https://drive.google.com/file/d/1XXeDrltQtNJUENS9vkJTAR9Lr1-INFGd/view?usp=sharing
Doomworld Thread: https://www.doomworld.com/forum/topic/127752-bludgeonator-ii-ultra-bleeder/
Discord: https://discord.gg/49nDATdTwR
oh wait
did not notice this at first
now i have doom classic stuff in idtech classics
Hey doom community, can you guys recommend me any good sprites editors?
Slade has a feature for that IIRC
Slade is a pretty versatile modding tool in general
Might aswell use Slade 'cause why not, thanks
Define "sprite editor"
im gonna make a map
nvm
wdym, pick sprite/sprites sheet, edit it. Thats it
I mean, you could just use paint.net
or GIMP
Im willing to use anything that works
can i share mods i made and if so how?
look at this brutal sprite i made
ok
yea, it's based under UACLABS.WAD, i apparently made it because i was bored
the what wad

yep that columbian shooter wad

i noticed it was brutal, then i was bored i tried to make it more brutal
Aseprite
Ill try that, ty
Ah
Aseprite is paid I recommend GIMP or paint dot net
I did this but its not going up the exact amount i want, its going slightly less than that
Add 4 to the ceiling height of your dummy sector that has the target height
ok
and how would i make it get triggered by a switch as opposed to interacting with the door directly
By tagging the sector you intend to be the door and applying the same tag to a special of S1 variety
(Nominally, this seems like an action you would not wish to repeat - but if it is, use an SR door)
Yes, there is typically a button to the right in DB that opens the full actions list, categorized by action type
Not in vanilla
triggering things on enemy death is generally only doable in a port that supports scripting
there's some exceptions but they are specific use cases
how did vanilla do it when the barrons were killed in e1m8
They wrote it directly into the code
Dead Simple uses something similar with the mancubi and Arachnotrons
Yeah those specific use cases are hard coded
although, if the source port you're targeting has some form of mapinfo support (umap, emap, or just normal mapinfo), you can set boss actions for any enemy
think there are some drawbacks through
generally if it supports those mapinfo functions, it supports ACS
so i'd just go with that route
i really make sprites in Paint 3D, sometimes MS PAINT
Ok so
I wanna use this as an M_DOOM but the resolution is too big, however when i lower the resolution to make it fit as an M_DOOM it looks bad and blurry. Any ideas to make the thingy look decent?
Also i ended up using ms paint to edit sprites
i dont have a solution to your problem but that looks cool
Ay thanks anyways :)
Try different options when scaling it down, Nearest Neighbor scaling is usually the best option for pixel art
Ill try that ty
yes
bad & blurry ?
if you run gzdoom...TURN OFF TEXTURE FILTERING/ANTI-ALIASING
you can thank me later
he's talking about changing the image size not texture filtering
hm
Not that duh
Wrong ping
Its not that, duh
hi
hi, can i send the video of my map?
or the file, I don't know
i ported map 32 grosse to snes doom
This map is a port of the Grosse version of doom 2 to Snes
Download: https://www.mediafire.com/file/enpiqgmwvtp2x4b/SNES+Doom+2+Grosse.smc/file
Pretty cool, does that means you can port all of doom 2 to SNES?
Is there a way to use a higher resolution image instead of just resizing it?
You can enable Highres textures but only in (G)ZDoom
That counts for the M_DOOM thing too?
I am not sure how to let gzdoom know these are highres textures though
Yes it works for all doom assets
yes, but it would be difficult because to pass the level you would have to change roms and redo each map 1 by 1
Imma do some research on that, thanks
This maybe could help https://zdoom.org/wiki/TEXTURES
TEXTURES is used to define composite textures in ZDoom. It is a text-based replacement format for the original TEXTURE1 and TEXTURE2 lumps.
This lump was previously named HIRESTEX, but its name was changed to reflect its meaning. HIRESTEX lumps are still read but that name is deprecated as of now.
Ill check that out
Can't you like combine all the maps in one?
Ohh this might actually work
cacodemontube ported the underhalls, entryway, the gantlet and downtown
not because it bugs, the tools are betas
and in the same scheme they made pac man doom for snes, it has 5 maps but they are divided by 5 roms
before some ask "why do you modify snes doom?" nostalgia and because it has a different engine than other doom console ports
and all maps are made in doom builder and converted from WAD to SMC
Fair, if im not wrong there should be tools for gba doom too btw
exists but i wanted to make custom maps for gba
transparent sprites that's why
there's much better software but i see
in what situation do i go down here and not die
if i kknow first press the swiches but fast and the platforms of down go up so u can grab the stuff and dont get stucked in mi opinion first grab the orb and next the shot gun ammo
but how would i get out
no first when enter at the zone go for the swiches and the platforwms go up
trying to evade all the monsters
there are switches on the wall
you press them first, and the platforms under the crushers will lift up
Can I use Boom to combine Doom2 assets with the episode structure?
you can just use the doom 1 format in UDB
Okay thanks
iirc it also includes a doom 1 version of other formats
Ok so this is the right channel lol
I recently posted a video on my first doom mod! Hope you guys enjoy!
Any recommendations? For new mods?
Hold up
It's your first played mod or the first mod you made?
Then posting it in #videos is enough lol, this chat is for actual development discussion
Sorry for the confusion pal
One mod I always recommend constantly
Some of the most satisfying weapons I've ever fired in an fps
Anyone knows how to make a slow motion bar? Like, i added slow motion to my mod through timscale but i don't know how to add a limit to it, any help?