#classic-doom-maps-mods

1 messages Β· Page 125 of 1

glacial skiff
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Just set it to 8px and have fun

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Everyone makes straight lines and circles. Be a rebel

crisp dragon
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my god

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looks really fun and interesting tho

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unlike tnt's huge levels

glacial skiff
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The thing that makes the map fun is that 90% of it is optional

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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)

crisp dragon
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that's probably one of the more important parts tbh, having to backtrack in such a huge level is a pain

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once again, tnt is another example

flat pebble
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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)

glacial skiff
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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

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Or maps that have like, 3 different red keys each with a totally different chain of encounters and cool setpieces to get there

flat pebble
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I will say that levels of that style are fun, especially since the route isn't always linear.

glacial skiff
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Yeah, and of course purely one-way maps can be just as fun obviously, that's just the kick I'm on right now

limber monolith
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Can someone help with sound blocking in Ultimate Doom Builder? I can't seem to get "block sound" to do anything.

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I'm trying to confine sound made in this rectangle but it's not working

glacial skiff
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"Block sound" is misleading

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In reality, the way it works is that two lines with that flag are required to "block sound"

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In other words, if a sound only needs to cross one flagged line to enter a sector, then sound will enter that sector

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(You can check this if you have the Sound Propagation plugin for DB; see image for its icon)

limber monolith
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Thanks

red zinc
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anyone up to help me with my limit removing megawad? need 1 good builder.

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been building it for over a year solo now. really need a hand

glacial skiff
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🀷

flat pebble
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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^)

limber monolith
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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?)

trail steeple
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wallpaper material here

bold forge
# glacial skiff 🀷

Your ability to create cool architecture with limited usage of orthogonal or geometric patterns is awesome

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Reminds me of a less detailed mechadon

wispy relic
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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"

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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.

red zinc
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eye candy

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2 weeks of work

glacial skiff
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From a distance it kind of reminds me of Containment Area for some reason

distant yacht
red zinc
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It's about 75% done

crisp dragon
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The thing that makes the map fun is that 90% of it is optional

night pond
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i think i might download doom builder and make my first map today

wispy relic
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Nice

wispy relic
flat pebble
distant terrace
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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)

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i keep seeing the same stuff reused but there is no shortage of unique ways to create assets for community use

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something like the pentagram demon face on green marble is very specific, for example

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but what about hand painted -> digitized textures? if there are ideas/requests, i can look into that

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basically what I'm asking is: what building blocks do level makers need?

glacial skiff
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This depends on what sort of aesthetic or time and place your mod takes place in

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Is it traditional Doom - techbases, hell, and inbetween? Or are you making something different?

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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

distant terrace
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OK, will get back to you on this!!

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thanks πŸ˜„

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my partner who does artist stuff,
gray -- white -- purple -- black -- gold -- yellow

glacial skiff
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Are you working with your own palette? If so, is it entirely from scratch, based on Doom's, etc

distant terrace
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could be nice to put some creative new textures online as a gift to the community

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ah!
had not considered source ports

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i always assume gzdoom (mb)

glacial skiff
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Ah alright, so I assume then you are not concerned with the 6 bit/8 bit limitations of vanilla/software ports

distant terrace
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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

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cohesive aesthetic. and i'm seeing so much creative drawing/painting going on around me

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and then I see what map makers do with texture packs

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so it's inspiration both ways

distant terrace
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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

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or try out new color combinations. i really liked that about eviternity

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VERY colorful

glacial skiff
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A contribution for you in that regard

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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

crisp dragon
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how the hell are you supposed to play this

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?????

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did you playtest these maps to make sure they were possible?

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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)

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that you're forced to just run past

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and this is GZDoom only compatible? This can easily be done in Boom tbh

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these maps aren't fucking possible

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I don't want to be harsh, but this is essentially a terry wad

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or good enough to be in maximum doom

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4th level is impossible

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the damaging floor kills you instantly

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wtf

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its like NUTS but easier, and less laggy

Ah yes "NUTS but easier", it's literally impossible without godmode and cheats

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I barely passed the first level

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You didn't even give a BFG to fight off the horde

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I had to pistol john romero to death

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The rooms are also unnecessarily tall

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And they look kinda bland

crisp dragon
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They are not

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Damaging floor of 4th level kills you instantly

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You can't jump over the demons in the second level

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3rd level isn't possible with all the spider masterminds blocking the exit

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Well you need to fight them when you can't run past them

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πŸ˜‘

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Also, what's the point of slaughter hordes when you don't fight them in the first place

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I can prove to you that your levels are nigh-impossible to impossible

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So you beat them all from a pistol start, no cheats no mods?

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Ah yes, the "trust me" argument

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How the hell do you beat the fourth level then

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When the damaging floor kills you instantly

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Key word here: instantly

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... alright so it's without vanilla compatability

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Next time specify what compatibility you're supposed to play on

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As well as sourceport required to play

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And that still doesn't address the 3rd level, how do you run past the spider masterminds at the exit

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Don't tell me you have to archvile jump on them somehow and run on them

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4th level also has some sort of green wall at the end of the lava river, how are you supposed to get past that

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Hell, how do you even get past all the cyberdemons you've put in that tight hallway too

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There's barely any wiggle room

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So you've advertised this as a slaughtermap

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But it's just all parkour

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πŸ˜‘

glacial skiff
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Can't be done in some source ports

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Remember to say what port you designed your level for

crisp dragon
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So basically what was the point of saying this is easier than nuts

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Nuts doesn't lag in some sourceports at all

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So it doesn't matter, even if you have a garbo laptop

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Boom-based sourceports can run it at 60+ FPS

glacial skiff
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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

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Funny how we're still talking about nuts.wad lagging people out over 20 years later

crisp dragon
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Probably because they play on GZDoom with a mid range setup

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Even with GLES, NUTS still lags for me on GZDoom

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Not in DSDA-Doom, though

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Completely smooth and stable FPS throughout

glacial skiff
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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

crisp dragon
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"Easier than NUTS" implies difficulty

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Not how easy it is to run on the monsters and finish the level

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Which was my gripe

glacial skiff
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My issue with such a thing is that there's no real way to make using enemies as bridges consistent

crisp dragon
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This ^

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They're just gonna move everywhere

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Unless they're in an enclosed space

glacial skiff
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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

crisp dragon
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N00BA could've just said his map was parkour-based

glacial skiff
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Right

safe steppe
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Great playlist of tutorials for mapping

flat pebble
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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)

haughty flower
crisp dragon
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alright gonna review soon

haughty flower
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ok thanks

crisp dragon
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also what IWAD

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I'm just gonna assume GZDoom and Doom II

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hm

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I think it's pretty good for a first level

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decoration is pretty good, although the level is pretty linear

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the fights are decent, although I do think you give the player too much ammo

runic breach
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tips on making levels that are less linear?

crisp dragon
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That's the most general way to do so

haughty flower
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thank you so much for the feedback

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ill try to improve my future levels with your information

runic breach
wispy relic
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But yes, in DECORATE (or even DeHackEd) making monsters fire rockets instead of (or in addition to) their normal attacks is definitely possible

wispy relic
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If you want to avoid linearity, make sure to place the keycard in a spot away from its respective locked door(s)

runic breach
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thank you too

wispy relic
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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

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and there's an optional room to the north of their starting point

runic breach
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i am learning

wispy relic
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And of course, you can make it more complex and involved than this

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But yeah, making the player backtrack is one of the fundamentals of Doom map design

wispy relic
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It's just a diagram

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I grabbed a color and shape different from what I used for the red key for illustrative purposes

thick raft
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anyone know any good doom maps for project brutality

slate turtle
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Dang

10/10

alpine dagger
glacial skiff
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are you actually adding the resources to the game

crisp dragon
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hm, not bad, and yeah some textures are misaligned

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difficulty is actually pretty easy, nothing close to Final Doom

trail steeple
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which iwad

i will go with doom2

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if that's your first map i'd say it's okay

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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
glacial skiff
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Try making a single room so you can study an individual element of good gameplay first

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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

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"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

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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

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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

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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

unkempt plaza
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this is how you record demos with prboom plus right?

runic breach
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pretty sure that's how

glacial skiff
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You would also ideally add -warp X, with map number you want to start on

unkempt plaza
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It dont work

agile shoal
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if you dont know how to use the command line, try using a launcher

unkempt plaza
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thanks man it worked!!

bright owl
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Is there a way to copy and paste a group of things? I’m trying to make a map with a lot of enemies and it’s taking a long time to place them all

agile shoal
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Probably depends on editor

bright owl
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Doom Builder

agile shoal
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ctrl-c / ctrl-v works on slade

bright owl
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It works

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Thanks for the help

royal wave
full agate
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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

wispy relic
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You can always grab vanilla level sets like Memento Mori and Scythe

limber monolith
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I'm having trouble playing sounds in a script. Why doesn't this work?
ActivatorSound("dspldeth", 100);

wispy relic
limber monolith
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I tried that first. No luck

royal wave
limber monolith
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If the player called the script by crossing a linedef, would the player be the actor?

unkempt plaza
flat pebble
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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.

severe swift
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idk what you are talking about but in gzdoom there is a command which summons demons that help you

glacial skiff
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summonfriend specifically

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@flat pebble Thing_Hate(...); is the way this was done for a long time, not sure if it's exactly what you want

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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...

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Since you're referring to an enter script, hatee can be zero to refer to whatever player entered

flat pebble
# glacial skiff https://zdoom.org/wiki/Thing_Hate

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.

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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...

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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

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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^)

limber monolith
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Spawn it and then add SetActorFlag(tid, friendly, 1)

severe swift
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i finally learnt how to make a switch

trail steeple
trail steeple
# severe swift i finally learnt how to make a switch

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 ...

β–Ά Play video

From my experience playing beginner maps, some advice about guiding the player gently through a map by making choices about textures, flats and so on in your map elements!

www.patreon.com/davidxnewton

00:00 Science
04:05 Doors
06:25 Switches
10:15 Shootable switches
11:10 Bars
13:05 Platforms
14:05 Teleports
15:15 Damaging floors
17:20 New con...

β–Ά Play video
severe swift
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yeah i watched a tutorial

flat pebble
limber monolith
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np

trail steeple
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nah

UDB is easier + allows for more stuff

haughty flower
# trail steeple 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

trail steeple
haughty flower
haughty flower
crisp dragon
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So eh

flat pebble
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how do you change the direction a line is facing?

shadow trail
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press the f key while selecting the line

flat pebble
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ty^!,

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I keep forgetting what key it is lol

safe steppe
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The way I learned to remember it: it's F for Flip

flat pebble
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bro

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dumb bot deleted it, anyways

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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 🀦

whole blade
flat pebble
whole blade
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Regardless, you don't put a ; after an if statement

flat pebble
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What is meant by "line ID" in an action such as Line_setBlocking

glacial skiff
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Exactly what it says; these are set typically with line special 121

wispy relic
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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

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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)

severe swift
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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?

whole blade
severe swift
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ok

haughty flower
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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

haughty flower
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Oh thank you, I'm having trouble with the doors

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I am obviously a rookie Doom mapper

safe steppe
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What's the issue exactly?

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are they not activating at all or are they working incorrectly

haughty flower
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Whenever I activate then the ceiling lowers with them

safe steppe
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Can you take a screenshot or alternatively send the wad file?

haughty flower
safe steppe
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are the door's sector tag and the door's linedef tag the same?

haughty flower
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Where do I find the linedef tag

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I sound like an idiot but this is day two of my mapping adventure

safe steppe
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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

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This is the lines tag

haughty flower
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Yeah they have the same tag

safe steppe
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and this is the sector

safe steppe
haughty flower
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It's 0

safe steppe
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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

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In slade and UDB you can just click "New tag"

safe steppe
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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 ...

β–Ά Play video
glacial skiff
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Door-specific actions (specifically, D1/DR) work differently and do not require sector tags

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Whichever sector is on the back side of the line with a D1/DR special will be affected

torpid plover
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POOGERS.wad is LIVE ON THE INTERNET: https://www.doomworld.com/forum/topic/127451-poogerswad/

crisp dragon
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πŸ‘€ πŸ‘€ πŸ‘€

distant terrace
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been playing a hell of a lot of megawads lately and i gotta say, base ganymede e3? pretty cool stuff. i like those levels

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very classic doom!

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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

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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

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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

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don't expect anything from me but i'd just like some input/ideas

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more guns is always fun

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i got slade installed and been browsing assets, got a feel for how stuff is structured.

haughty flower
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Welcome in the doom modding community

distant terrace
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yeah, that's what i LOVE about it

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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"

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UV-9 ultraviolet cannon, BFG equivalent.

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turns things into skeletons real nice

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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

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put disrupter on a telepad, someone steps onto it and splat

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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)

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never managed to finish No Regret because of that

trail steeple
safe steppe
trail steeple
safe steppe
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UDB is much better imo but it's not available to everyone

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Although they are working on porting it to linux and Mac, I tried it on linux and it was unusable and filled with bugs

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Thankfully I have both windows and linux on my pc

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R.I.P mac users tho

distant terrace
trail steeple
distant terrace
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good to know!!

safe steppe
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UDB for mapping, Slade for modding

crisp dragon
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^ this unless you don't have windows

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And again we have doom to blame for catapulting windows into the consumer market as the number 1 operating system 😜

safe steppe
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The saddest part is that the original source code for doom wasn't even for windows doomcry

flat pebble
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The irony in it all was that later microsoft would acquire bethesda(and hence doom).

distant terrace
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i know right

glacial skiff
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Pro tip: use whatever editor you like and can feel comfortable creating with

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Do not listen to anyone who says "my editor is the better one"

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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

keen dagger
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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.

royal wave
flat pebble
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Anyone know what the spawn number/name to use for "MBF Helper dog" is? Can't seem to find it on spawn numbers page.

severe swift
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does doom accept all script languages?

wispy relic
# severe swift 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?)

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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)

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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.

whole blade
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As far as stuff that works in GZDoom: ACS, zscript, Decorate are the primary 3

wispy relic
#

so you're saying this here has nothing to do with the script compiler when you're making a map?

whole blade
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i have no idea what that is LUL

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but UDB recently added editor scripts which are java (iirc)

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fulfills the same function as lua scripting in DBX

wispy relic
#

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

severe swift
#

THANKS

bright owl
#

So, I want to compile my next several maps into one WAD. What do I need to do so I can do that when they’re ready?

glacial skiff
#

You can "save map into" in practically all modern versions of Doom Builder iirc

safe steppe
bright owl
#

Okay thanks. One other thing. I want to find themed textures online but Realm667 doesn’t have what I’m looking for. Where are some other sites worth checking?

glacial skiff
#

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

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Google Images and GIMP πŸ™‚

bright owl
#

Okay. Do I need to do anything to them for Doombuilder to take them?

glacial skiff
#

It depends. What source port, if any, do you intend your mod for

bright owl
#

Boom/ZDoom

glacial skiff
#

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)

bright owl
#

How do I do that?

safe steppe
bright owl
#

Oh thanks

safe steppe
#

Great 2 minute video

glacial skiff
#

An important note: Flats do not go between FF_START and FF_END

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They go between FF_START and F_END

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F_START and F_END will also not work

safe steppe
glacial skiff
#

I think that tricks everybody first time around

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It's such a not-obvious engine thing

bright owl
#

Thanks. That’s good to know. In that case I’ll use default textures for now and go back to that when it’s time to do Slade editing

glacial skiff
#

Probably also worth mention, I think Boom does not support >128 tall textures?

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I could easily be wrong on that, but check into that before you do any artwork that might need to go beyond that limit

bright owl
#

Okay

haughty flower
#

guys hear me out
Hideous Destructor X Brutal DOOM

brittle wing
#
#

if there are any errors dm me

silent saddle
#

might make a half-assed recreation of uac atlantica facility

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is there a way to go beyond 3000 render distance

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in doom builder 2 that is

whole blade
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i think the limit is 64k

silent saddle
#

ok

#

could you provide a link?

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also does it support 3d platforms and such

whole blade
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i can indeed

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UDB has 3dfloor mode built in

silent saddle
#

awesome

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thanks

whole blade
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np

haughty flower
#

This is about to be a good run

haughty flower
bright owl
#

How do I mark secrets in Doombuilder?

trail steeple
bright owl
#

Nevermind figured it out

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Thanks anyway

distant terrace
bright owl
#

I’m having trouble getting secrets to work properly. How should I set them up?

safe steppe
#

iirc it's special type 9 for doom/boom format and (1000??) For GZDoom

whole blade
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udmf is 1024

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for secrets

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(yay bit flags)

bright owl
#

Okay so it’s a sector in Boom, not a linedef? Thanks for the clarification!

haughty flower
#

Guys i found some wads on yt but idk what is their name does someone know tho?

whole blade
crisp dragon
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Lemme find the first one

haughty flower
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kthx i play more of mods then mega wads

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the first one google threw me freedoom but the chaingun sprite was diffrent

crisp dragon
#

Ah just as I thought

haughty flower
crisp dragon
#

Valiant and Sunlust

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Although I have to warn you, Sunlust is extremely hard

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Ultra-Violence is "reserved for DOOM Gods" according to the creator, Ribbiks

haughty flower
haughty flower
haughty flower
#

i just realised im playing sunlust with fast monsters

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thats what i call hell

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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

haughty flower
crisp dragon
#

Ribbiks is notorious for making difficult mapsets

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If you want something slightly easier, try Crumpets

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I think it's one of his easier mapsets although it's still hard

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I recommend hurt me plenty first before ultra violence

haughty flower
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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 πŸ˜„

crisp dragon
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That's what ribbiks says anyway, that his maps are more balanced for hurt me plenty or hey not too rough

haughty flower
#

guys can prboom+ run mega wads or mods?

fallen panther
haughty flower
#

kk

fallen panther
#

In more basic terms prboom can't run brutal doom but it can run boiled doom aka brutal doom for dos

haughty flower
fallen panther
#

Prboom does performance better for more intensive maps and higher monster counts

Honestly that's about it if you're looking to mod heavily

haughty flower
fallen panther
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No it can't zdl is just a launcher it doesn't control performance of a map

haughty flower
fallen panther
#

True so why not just have both

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That's what I do with delta

haughty flower
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but idk why but discord thinks that zdl is doom 3

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how do i turn off mouse movement in prboom +

fallen panther
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Not sure I've only used it on delta with a controller

Gougaru might know

haughty flower
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nvm my geometry nerdy ass solved it had to turn vertical sens to lowestr

haughty flower
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wtf my camera is bouncing around in prb +

fallen panther
#

You mean the head Bob?

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That's normal in more vanillaish doom but you can turn it off

haughty flower
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i mean im turning 1 way and then doomguy bounces for a sec the other way

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and its messing with my aim alot

fallen panther
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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

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Because it makes me sick

haughty flower
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anyways where do i turn it off

fallen panther
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I'll need to find the option again its enabled on my device i just need to find the toggle

crisp dragon
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both forks are way better than the outdated PrB+

bright owl
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What happens if a level has multiple Romero heads?

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Specifically does the level end when the first head dies, or when they’re all dead?

crisp dragon
bright owl
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Okay thanks

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That makes sense.

wispy relic
#

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

haughty flower
haughty flower
#

I realised that ive been playing sunlust uv on fast monsters for like 3 maps

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Btw coffee guy thx prboom+um is much better then prboom+ romero

crisp dragon
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np :)

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if you're interested, you could also try DSDA-Doom

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it's a port mostly for speedrunners, but it also has some nifty stuff for casual people too

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my favorite is probably the rewind button that allows you to go back in time

haughty flower
#

Did doctor who made that port? doomguy_thonk

bright owl
#

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

bold forge
#

That's the Huy Pham method of deathmatch mapping

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the caveat is that you don't know the map is meant for deathmatch

bright owl
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I mean like having at most 5 demons total just as a map hazard to add another wrinkle to fights in that area

whole blade
upbeat path
crisp dragon
#

πŸ‘€ πŸ‘€ πŸ‘€

haughty flower
#

Doom eternal for poor people

fallen panther
trail steeple
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i like the flames

edgy mesa
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Hello

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Is there an monster that just shoots?

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Like MG's

austere quest
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yes

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in classic doom there is atleast 3 monsters that just shoot you

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i dont know about the newer games i havent played em

bright owl
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In classic Doom there are 4 hitscan monsters, zombie soldier, zombie sergeant (shotgunner), the chaingunner (Doom 2 only), and the Spider Mastermind

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The first 3 are generally reserved for hallway levels, and the mastermind is Doom 1’s final boss

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In modern Doom those enemies have plasma bolt attacks in order to not have hitscan attacks

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Also the Archvile is hitscan kinda but they have a long windup before they actually attack

austere quest
#

kool

ashen shuttle
#

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

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I guess this is about classic doom moding?

upbeat path
#

learn ZSCRIPT and Slade, yes

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good luck with ZScript because it's mostly not documented, you can also try learning DECORATE first

wispy relic
#

If you're just compiling premade monsters and weapons like ones on Realm667, then you need Slade and a basic grasp on reading DECORATE

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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

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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

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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.

lusty dove
#

if i wanted to try to make a doom map for the first time, what would be a good program to use

wispy relic
#

If you're using Windows, Ultimate DoomBuilder is the premiere mapping program

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If you're on Mac or Linux, SLADE's built-in map editor is probably your best option

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(unless UDB is supported on Mac and I'm just unaware)

lusty dove
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ok

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im on windows so il try ultimate doombuilder

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and this is probably a super noob question, but doom 2 runs on doom source ports right? or does it need its own version

wispy relic
#

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 there’s GZDoom for more advanced gameplay stuff.

lusty dove
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yeah, i have both wads from eternal, i was just making sure i could run the doom 2 one using the same software

wispy relic
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Ah ye, the WAD is the important part for using source ports

lusty dove
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no but what im asking is can i run doom and doom 2 using the same source port

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or does doom 2 have its own special one

wispy relic
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Yes, you can use the same port for both

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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

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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:

lusty dove
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can i have both wads in the folder at once or do i have to change them out

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oh, lmao i didnt read the rest of your message

wispy relic
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You can have them both in the same folder yeah

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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

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"Warp" will let you choose which IWAD to play

trail steeple
bright owl
#

Oh right him too

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Though he’s basically just a weaker chaingunner

trail steeple
# ashen shuttle Hello, mate! I am a beginner who seeking for guidance. Can someone tell me what ...

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/

β–Ά Play video
edgy mesa
#

I just want an monster that just shoots, and doesnt move, tryna make an MG bunker that can see from far away

bright owl
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So like a gun turret?

safe steppe
wispy relic
lusty dove
#

do maps made with the ultimate doom maker need to be played by gzdoom?

safe steppe
#

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

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If doom format is chosen then the map will run on all source ports

agile gyro
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i'm making a doom deathmatch map

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i'll call it Doom-Match

edgy mesa
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With firerate of an MG42

bright owl
#

There’s actually an easy way to achieve that effect without using custom monsters.

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All you have to do is take a hitscanner like the chaingunner and box him in with monster blocking linedefs really tightly

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He won’t be able to leave the box area, so he’ll just shoot in place anytime a player is in range

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If you don’t want the turret to be hitscan, take a projectile monster and do the same thing

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As for seeing a long way, demons can see pretty far by default. 1,024 map units IIRC

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If you want it raining down on the player over a long distance, it probably shouldn’t 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

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For a rapidfire turret use a chaingunner for hitscan or an Arachnotron for projectiles

lusty dove
#

which game configuration do i select in ultimate doom builder if i want to build a map for vanilla doom 1

bright owl
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Ultimate Doom. It’s just Doom 1 + TFC

lusty dove
#

these are the options it gave me

bright owl
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Okay so are you trying to use Doom 1 format for episodes, or for another reason?

lusty dove
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simply for the reason that i havent played doom 2 yet

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so idk, ig i could use doom 2 format

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if i were to select doom: doom 2, should i add both the doom and doom 2 wads or just the doom 2 wad

bright owl
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The only differences between Doom 1 format and Doom 2 format are the episode structure and Doom 2’s new assets. The underlying mechanics are the same

#

You only need to add the Doom 2 WAD

lusty dove
#

ah ok, thank you

#

how do i get my mouse back after going into visual mode besides windows-keying out of the application lmao

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also, are there any just general tutorials to getting started

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bruh i cant use the editor because i am stuck in visual mode

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oh its q

bright owl
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On a separate note, Doom 2 is very good and you should play it at some point

lusty dove
#

yes i will play it once i finish doom 1

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why am i getting this error when pressing test map

wispy relic
#

Technically there is a separate format for "Doom: Doom (Doom Format)" in UDB. You have to enable it from the settings, though

lusty dove
#

ah i see

wispy relic
#

your Doom / Doom 2 wad is likely not in the same folder that has your Chocolate Doom EXE

lusty dove
#

it is

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i used doom 2 format

wispy relic
#

Can you run chocolate doom normally, without loading your custom wad?

lusty dove
#

yes

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wait do i have to do something else besides just press play button

wispy relic
#

okay, then there's definitely something up in your custom wad. it would be a lot faster to just upload your wad here

lusty dove
#

do i need to export the wad or smthn?

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i literally just pressed the play button in ultimate doom builder

wispy relic
#

That should work, hence why I would need to look at your custom WAD to see what's going on

lusty dove
#

ok

#

il upload it in a minute

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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?

bright owl
#

To start a demo run? No. To complete one you need a level exit

wispy relic
#

again, I need to take a look at it first lol. I can't really say at this point

lusty dove
#

ok, where do i find the wad?

wispy relic
#

Save your wad into a folder in your pc, then upload it here from that folder

lusty dove
#

wait hold on, i think i might have just forgotten to save it, forgive my noobyness

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oh no it still breaks

wispy relic
#

alright, I have three recommendations here

lusty dove
#

ok

wispy relic
#
  1. Change the map format to "Doom: Doom (Doom Format)". You should be able to set this if you close and re-open the WAD.
#
  1. Change the name of your new map to "E1M1", instead of "MAP01"
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  1. Make another sector in your level. the original Doom can get pretty wacky if a map has only a single sector.
lusty dove
#

huh, ok

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just curious, why do i not want to do doom 2 instead of doom 1 if all it has is just new stuff

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i think im just gonna start with a fresh wad, since i didnt have much in that other one

wispy relic
#

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

lusty dove
#

ok

wispy relic
#

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

lusty dove
#

ok

#

thank you

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ok, things seem to be working now, but for some reason, the second sector i made doesnt have sides

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i made the floor height 16 higher to try to make a little platform, and the sides look really weird

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oh, i figured out how to add textures to the sides

lusty dove
#

(sorry for all of the noob questions)

trail steeple
trail steeple
bold forge
#

Crispy is great as well

#

Gibbon has also made several ports that have varying levels of compatibility and faithfulness to check out

crisp dragon
#

it's an updated fork of PrBoom+ with extra features

bright owl
#

There isn’t really a way to do that in Doom’s 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

bright owl
#

Just looked up the monster range and it’s more like 60 meters

wispy relic
edgy mesa
#

ok

lusty thorn
#

Some enemies for the mod I'm working on

glacial skiff
#

Insert the usual debate here about how Doom 2 is functionally much better than Doom 1

#

Oh wait I was way-ass behind, nvm

stuck ridge
elder plover
#

how do i make an area like in the first image in ultimate doom builder?

#

i cant figure out how to lower the walls

lost sail
lost sail
wispy relic
gloomy galleon
#

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!

elder plover
#

another question, how do i make this wall transparent?

safe steppe
lost sail
stuck ridge
#

tell me when u finished

quartz latch
#

@stuck ridge i finished

torn remnant
#

mmm,,, crates

bright owl
#

So I’m working on a WAD and had the idea to have a horror level in the vein of Hunted, but I don’t want to use Archviles. What other demons would make a good fit for that kind of thing?

safe steppe
#

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 πŸ‘

safe steppe
bright owl
#

Yeah and which ones work well for a claustrophobic maze

#

The baron sounds like a good idea

safe steppe
#

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

bright owl
#

Sounds good. Thanks. One other thing. There isn’t a technical reason to stop me from mapping in Doombuilder and do final touches like texture and MIDI stuff in SLADE, is there?

safe steppe
#

Doom Builder and Slade work with each other very well and are compatible, nothing to worry about

bright owl
#

Thank you very much

#

I’m having trouble getting my doors to work and I can’t tell what I’m doing wrong. How do I make working doors?

crisp dragon
#

Hm... if possible you could also adjust the baron speed to be higher somehow so it'll be even more stressful

bright owl
#

That sounds terrifying

#

I don’t know a way to do that so I won’t. Maybe when I take it to SLADE for final touches

bright owl
#

Also I finally got the doors working again

bright owl
#

The levels I make tend to be quite short, but I feel like quite a few Doom levels (Doom 2’s map10 is a great example) overstay their welcome so I’m okay with leaning on the side of short but distinct and interesting

stuck ridge
#

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

bright owl
#

Is there a way to make powerups respawn after they run out?

edgy mesa
#

Is there an doom 2 mod that made the nazis look like this?

#

I dont want to use the blue nazis

gloomy galleon
#

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 madeβ€”it 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?

bright owl
#

The bulk of GZDoom objects and such should be compatible with other source ports

edgy mesa
bright owl
#

You should be able to lift them from that WAD. You doing a WW2 game?

gloomy galleon
#

That game's enemies are 90% of what the reference picture you've sent

bright owl
#

It has occurred to me that Commander Keen makes for an easy way to make destructible cover

#

I can’t get keyless doors working. What do I do differently from locked doors for them?

crisp dragon
#

set a different tag for them I think?

bright owl
#

Okay

haughty flower
bright owl
#

Boom format

safe steppe
#

What's the problem with the doors?

bright owl
#

I’m 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 that’s mostly because I think every good area shooter should have at least one fever dream level in act 3. Bonus props to Dusk’s episode 3 for being almost nothing but fever dreams

#

They won’t open

safe steppe
#

Do they make an activation sound?

bright owl
#

I don’t know I’ve been testing my maps with the sound off

safe steppe
#

if you can screenshot or send the wad that'd help

bright owl
#

Okay one moment

bright owl
#

the problem is the secret room in the northern area

safe steppe
#

Alright I'll check what's wrong

bright owl
#

thank you

safe steppe
#

Okay so here is the issue:

  1. 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

bright owl
#

okay thanks. I didn't know what the W stood for

safe steppe
#

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)

bright owl
#

makes sense

safe steppe
bright owl
#

there we go. I'll fix it in a few minutes. thank you for identifying the problem

#

I know there’s a Boom feature called β€œfake ceilings and floors”
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

safe steppe
#

Action 242

bright owl
#

How do I get to the actions list?

safe steppe
#

You can find a detailed explanation in the official boom reference: soulsphere.org/projects/boomref/#ld242

bright owl
#

Thanks

safe steppe
#

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

bright owl
#

Okay good to know. Anything else I need to do to set this up?

safe steppe
#

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)

bright owl
#

Okay thanks

distant terrace
#

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 πŸ˜‰

#

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

crisp dragon
#

I'll review this when i get home

bright owl
#

How do I get monsters to teleport in?

safe steppe
#

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

bright owl
#

Okay so set up a teleport linedef near the cage with a door keeping the demons away from it?

safe steppe
#

Yes

bright owl
#

Cool thanks

safe steppe
bright owl
#

I just need to fix a linedef and I think I’ve got it

#

The 2 linedefs are both β€œW1 teleport (monsters only)” right?

safe steppe
#

if you have only one monster you want to teleport use W1 teleport, if you have multiple use WR teleport

bright owl
#

Okay

#

How do I make it 1 way? The caco teleported back

safe steppe
#

on the sector with the teleport destination don't give the linedefs actions or tags, only a sector tag

bright owl
#

Okay that makes sense

fallen panther
#

@amber void

#

The one i have highlighted

fallen panther
#

@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

wispy relic
#

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!

agile spear
#

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?

haughty flower
agile spear
#

It's at 8, which is max

agile spear
#

Hmmm, out of my wheelhouse, but I did solve my font-message problem by adding another HD font mod to my load order

glacial skiff
#

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

safe steppe
#

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

distant terrace
#

#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?

safe steppe
#

You could look for assets on realm667

#

there are a bunch of free doom assets there

distant terrace
#

now that i think of it, i saw Brutal Doom VR has some voxel based assets

#

does GZdoom handle voxels?

safe steppe
# distant terrace 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...

#
DoomWiki.org

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.

distant terrace
#

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)

safe steppe
#

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

distant terrace
#

thanks for the response chief o7

glacial skiff
#

It can be 768 bytes of 0x00 and that is fine

lusty dove
#

how do i make doors?

glacial skiff
#

Special #1 on any two sided line. The sector referenced on the back side will be acted on

lusty dove
#

i want it to do something specific tho, not just open all of the way when clicked

glacial skiff
#

Then use ACS

#

Anything more complex than "door open (stay)/close (stay)" is going to require either conveyor belts or ACS

lusty dove
#

ok

#

i am very new, what is acs

glacial skiff
#

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)

lusty dove
#

oh, so you cant do anything more complex with regular doom format?

glacial skiff
#

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

lusty dove
#

i just want when a switch is pressed the sector's ceiling height will raise by 96 units

glacial skiff
#

That can be done with a dummy sector

lusty dove
#

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?

glacial skiff
#

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

lusty dove
#

would that smoothly go up?

glacial skiff
#

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

lusty dove
#

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 ...

β–Ά Play video
glacial skiff
#

Technically speaking, that "works" in vanilla - but the setup is beyond your ability

#

You will be better served using port features for that

lusty dove
#

ok

#

maybe i will come back to this idea later

#

i think you can see what i was planning to do tho

glacial skiff
#

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

lusty dove
#

hmm, ok

#

ooh, idea

#

could i make both the floor and ceiling move?

#

i could do like an elevator or smthn

glacial skiff
#

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

safe steppe
flat pebble
#

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.)

glacial skiff
#

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

safe steppe
#

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

glacial skiff
#

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

safe steppe
#

Is there a technical term for these portals?

glacial skiff
#

Oh hold on, you're talking about the portals

#

Those are called "linguortals"

safe steppe
#

Yeah thanks I'll check them out

#

Apparently it was discovered in 2015, more than 20 years after doom's release damn

glacial skiff
#

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

safe steppe
#

TBF if you're targeting a source port with a GL rendered you probably won't need to use vanilla format

bright owl
#

Is there a way to force pistol start for each level in Boom?

glacial skiff
#

@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

bright owl
#

I can’t find a tag named that

glacial skiff
#

I'm talking about the sector special field, not a tag

safe steppe
bright owl
#

Damage -10 or -20% health and end level?

safe steppe
#

Yes

#

When the player stand on it they start taking damage and when they die the level ends

bright owl
#

That’s what e1m8 does in Doom 1 right?

safe steppe
#

Yep exactly

glacial skiff
#

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

bright owl
#

In that case I guess players will be getting a Megasphere at the start of each level

safe steppe
#

Or just make sure nothing else can kill you

glacial skiff
#

Can put 4 medkits on the player's feet instead

#

Toe bandages can get you to 100% health, you know how it goes

bright owl
#

Right. That would have a similar effect. Yeah I’ll do that

safe steppe
#

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

glacial skiff
#

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

safe steppe
bright owl
#

Okay thanks

flat pebble
#

is there any way to give players separate Thing ID's?

lusty dove
glacial skiff
#

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

flat pebble
#

also any way to extract doom textures for editing them

glacial skiff
#

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

gloomy galleon
#

@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)

DoomWiki.org

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.

gloomy galleon
#

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?

glacial skiff
#

It avoids the use of a trademark

#

... Even though the screenshots are clearly full of copyrighted content

gloomy galleon
#

That would explain it πŸ™‚

somber anchor
#

oh wait

#

did not notice this at first

#

now i have doom classic stuff in idtech classics

sinful loom
#

Hey doom community, can you guys recommend me any good sprites editors?

bright owl
#

Slade has a feature for that IIRC

#

Slade is a pretty versatile modding tool in general

sinful loom
glacial skiff
#

Define "sprite editor"

somber anchor
#

im gonna make a map

somber anchor
#

nvm

sinful loom
alpine dagger
#

or GIMP

sinful loom
somber anchor
#

can i share mods i made and if so how?

remote widget
#

look at this brutal sprite i made

runic breach
#

ok

crisp dragon
#

Pinky death sprite except gorier, I kinda like it

#

Doesn't seem too over the top

remote widget
#

yea, it's based under UACLABS.WAD, i apparently made it because i was bored

remote widget
#

yep that columbian shooter wad

trail steeple
remote widget
#

i noticed it was brutal, then i was bored i tried to make it more brutal

sinful loom
whole blade
#

Np

#

I haven't used it myself but almost every spriter I know uses it

quick crag
#

Ah

safe steppe
lusty dove
glacial skiff
#

Add 4 to the ceiling height of your dummy sector that has the target height

lusty dove
#

ok

#

and how would i make it get triggered by a switch as opposed to interacting with the door directly

glacial skiff
#

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)

lusty dove
#

ok

#

is there a list of all of the different things i could use to trigger it?

glacial skiff
#

Yes, there is typically a button to the right in DB that opens the full actions list, categorized by action type

lusty dove
#

ok

#

would it be possible to do it when all enemies in a room are killed?

glacial skiff
#

Not in vanilla

lusty dove
#

ok

#

when a specific enemy is killed?

whole blade
#

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

lusty dove
#

how did vanilla do it when the barrons were killed in e1m8

bright owl
#

They wrote it directly into the code

lusty dove
#

ah

#

stupid devs and their proprietary solutions /s

bright owl
#

Dead Simple uses something similar with the mancubi and Arachnotrons

whole blade
#

Yeah those specific use cases are hard coded

haughty flower
#

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

whole blade
#

generally if it supports those mapinfo functions, it supports ACS

#

so i'd just go with that route

remote widget
runic breach
#

why would you make sprites in paint 3d

#

ms paint i understand but why paint 3d

sinful loom
#

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

somber anchor
sinful loom
somber anchor
#

i wonder what its about?

safe steppe
sinful loom
#

Actually nvm

#

uhh

sinful loom
trail steeple
safe steppe
#

he's talking about changing the image size not texture filtering

trail steeple
#

hm

sinful loom
#

Wrong ping

somber anchor
#

hi

woven quartz
#

hi, can i send the video of my map?

#

or the file, I don't know

#

i ported map 32 grosse to snes doom

sinful loom
sinful loom
safe steppe
sinful loom
safe steppe
#

I am not sure how to let gzdoom know these are highres textures though

safe steppe
woven quartz
sinful loom
safe steppe
#

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.

sinful loom
sinful loom
sinful loom
woven quartz
woven quartz
woven quartz
#

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

sinful loom
woven quartz
remote widget
strong kelp
#

Slaughter map I am making

#

Dark dome Inspired

runic breach
lusty dove
#

in what situation do i go down here and not die

stuck ridge
lusty dove
#

but how would i get out

stuck ridge
#

no first when enter at the zone go for the swiches and the platforwms go up

stuck ridge
crisp dragon
#

you press them first, and the platforms under the crushers will lift up

bright owl
#

Can I use Boom to combine Doom2 assets with the episode structure?

trail steeple
bright owl
#

Okay thanks

trail steeple
torn laurel
#

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?

haughty flower
#

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

torn laurel
#

Oh ok lol it’s okπŸ˜„

#

Yeah it’s the first mod I’ve played! Lol

fallen panther
#

Some of the most satisfying weapons I've ever fired in an fps

sinful loom
#

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?