#classic-doom-maps-mods

1 messages · Page 126 of 1

sinful loom
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Im using keyconfig btw

torn laurel
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I’ll definitely check this out! Looks amazing!

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@fallen panther

fallen panther
haughty flower
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it is quite peaceful here, if only for a moment

bright owl
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Do teleport lines in vanilla need to be at the same angle? I’m having trouble getting this teleport trap to work properly

safe steppe
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You need to approach the teleport line from the direction the linedef is facing

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In doom builder while in linedef mode there is a little notch that faces the way the linedef is facing

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You can flip it by selecting the linedef and pressing the 'F' key

bright owl
safe steppe
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@bright owl what is the trap supposed to do?

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Like when is it supposed to activate*

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The goal is to teleport the zombiemen to the line?

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I am gonna guess this is what you're tying to do ^

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well first of all we should space out the zombiemen or they get stuck inside of each other

crisp dragon
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Yeah if you place them with hitboxes connecting it gets them stuck

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Rookie mapping error

safe steppe
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second: we need to somehow wake them up, you can join sectors together but as a beginner you might find that difficult so instead let's make a really tiny hole so the monsters can hear, and let's force the player to make a sound by a monster blocking their way

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now we don't want the hole to be this obvious

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so let's lower the ceiling until there is only a 1 unit gap

crisp dragon
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Classic hole in the wall wake up trap

safe steppe
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Now the monsters wake up, but they don't get teleported any where because we don't have.
step three: add a teleport destination

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we create a simple sector, tag it the same as the teleport linedef and add a teleport destination thing

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now the monsters teleport immediately after waking up and we don't want that
step four: we will create a short wall to prevent them from teleporting, they can teleport once the wall is lowered

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we create a linedef that will activate the trap, it has the action of "38 - W1 Floor lower to lowest floor" and has the same tag as the small wall

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And congrats the trap works! I know this was long and may seem complicated but once you get used to it you'll be able to make more traps in no time

agile shoal
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You can also make teleporting traps by tagging the sectors with the same number.
Going Down is a good example of this

bright owl
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Okay thank you. I’ll resume mapping soon and I have a neat new trap and knock how to do it now

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I decided to forgo the delay part because I want the trap to spring the second the player fires their gun.

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The idea is that if the player opens fire upon monsters right around the corner they’re immediately under attack from multiple directions

sinful loom
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Anyone here knows zscript?? I need HELPP

safe steppe
safe steppe
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or maybe ZDoom forums is more appropriate

sinful loom
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I guess your right

safe steppe
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Unfortunatly I don't think anyone here uses GZdoom format other than BridgeBurner

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mostly doom and boom format mappers

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but there are a bunch of other mapping discord servers and doom forums

sinful loom
safe steppe
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Sorry not currently in any server, but you can easily find them by googling "doom mapping discord"

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modding/mapping*

whole blade
glacial skiff
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Pro-tip: if you are unfamiliar with the sound propagation plugin that comes with stock UDB, now is the time to get familiar with it

sacred onyx
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Is there a guide somewhere?

haughty flower
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welcome to osaka-2

hard rapids
haughty flower
haughty flower
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A true marine experience . Listen to the sirens and the Napalm strikes being dropped by the UAC Combat Vessels

alpine dagger
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Here's my custom level if anyone wants to try it. It's short and sweet, takes about 5 minutes to complete.

hushed jay
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Hey there, was hoping to get some help on modifying a friend's mod for personal use, the zombieman sprites in this mod are the same as the player's and I've been trying to fix this (the closest I've come is deleting the replacement sprites for the zombieman, but the sprites for the pain states/death animations won't change). Would anyone be willing to lend a hand?

haughty flower
# haughty flower

rain is too thick. make it 1 px wide, same way it is in microsoft hellbender

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i mean screen 1px wide

wispy relic
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Made a medium sized deathmatch level in a vague city setting

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plenty of 3D floors

royal wave
flat pebble
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The end segment of that video is quite humorous, if you know the lore for gardevoir in pokemon(I forget what gen the lore is in)

haughty flower
lusty dove
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is it possible in vanilla to have a moving sector? ie for moving platforms

bright owl
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Vertically? Yes
Horizontally? I don’t think so

lusty dove
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ok

safe steppe
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You can move a sector up or down, but not left or right

lusty dove
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ok

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how do i make a sector on top of another sector

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whenever i right click, it just opens the properties for that sector

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also, how do i change the music for a level

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hold on, please dont tell me the music is hardcoded

toxic dew
lusty dove
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no, not what i mean

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i mean create a sector inside another, physically in the editor

wispy relic
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Switch to line mode in UDB

toxic dew
lusty dove
wispy relic
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You can start drawing on an existing line or vertex, it'll work

lusty dove
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oh, i see, draw lines mode

lusty dove
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can i just do that in udb?

toxic dew
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there's probably an easier way to do this, but i'd extract the music from "doom.wad" then copy the file into the level wad

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it's not possible in UDB tho

lusty dove
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oh, thats annoying

toxic dew
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eh, each software is used for specific things so it's understandable

lusty dove
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wait, so does that mean for the songs that play in multiple different levels, that song shows up multiple times in the game files, once for each level?

toxic dew
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i think so
sound effects are that way but i havent really checked for musics

lusty dove
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bruh

toxic dew
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like if the same sound effect is used for 2 different thing they do that

lusty dove
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jankkkkkkkkkk

toxic dew
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which is kinda weird but it's way easier to mod

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like what if you dont want 2 level's music or 2 sound effects to change at the same time

toxic dew
lusty dove
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yeah fair

lusty dove
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can i make music for a doom wad in FL studio?

runic breach
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it won't work on some older ports

lusty dove
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how come?

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and im talking about vanilla btw

runic breach
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since (much) older ports use their own midi format iirc

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but i might be wrong

lusty dove
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oh i see

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is there any trick to aligning textures?

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cuz i cant find values to get something aligned

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im having trouble getting this to line up

haughty flower
lusty dove
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ok

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what does ctrl+a do

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uh, i marked upper and lower unpegged and it was still off

haughty flower
haughty flower
lusty dove
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uhhh, what happened to my sky

haughty flower
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wdym?

lusty dove
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why does it look like that

haughty flower
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OH
you just pressed tab, press it again for the skybox to show up

lusty dove
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does ctrl+a align the whole map?

haughty flower
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it shouldn't, no

lusty dove
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oh

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wait so what does it align

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cuz im pressing it and its kinda just changing random things, and its not getting more aligned than before

haughty flower
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it should align the texture by both the x and y axis
not sure if axis is the correct term, since udb just says "Auto-aligned textures (X and Y)"

lusty dove
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which texture

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when i press ctrl+a, it changes the offset on a bunch of various textures around the map, but not the one i have selected

haughty flower
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try selecting only the texture you want to align then?

lusty dove
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and it still wasnt lined up

haughty flower
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I guess try aligning them yourself?

lusty dove
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ok

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is it possible for something to be "un-allignable?"

haughty flower
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no

lusty dove
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huh, ok

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cuz im trying a bunch of values, and usually, either the top or bottom is off

glacial skiff
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Press U and L to toggle pegging on the upper and lower textures on a sidedef

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When in doubt, hover on another wall and press shift+A to find all walls which have the same texture and align them by Y, stopping as soon as there are different textures on a wall

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(In other words, "flood-search any and all lines connected to this one")

wispy relic
lusty dove
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To reiterate

Jankkkk

wispy relic
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In the music list in Doom 2, you'll see D_RUNNIN first in the list, then D_RUNNI2 or whatever 15th in the list

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Actually, I misspoke

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That's how the music tracks are for Doom 2 and Final Doom

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For Ultimate doom, the original three episodes have tracks from D_E1M1 to D_E3M9 like you'd expect
The music for Episode 4 however is pulled from the tracks for the first 3 episodes

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so if you make a level replacing for example E4M1, you can't just make a replacement music track named D_E4M1 and expect the game to play it

lusty dove
wispy relic
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(Crispy Doom and possibly other sourceports will recognize that's what's going on, but others like GZDOOM won't make that assumption)

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¯_(ツ)_/¯

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I'm pretty sure if that were the case for how id handled it, the music would've ended up hard-coded for each level, much like the skies are

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so yeah not efficient, but it's made things easier for us to mess around with

lusty dove
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It stores all of the music in an index

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And each level file and overworld area stores a value which allows you to tell it which song to play

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And there are tools that let you inject new music and change around the indices, and the level editor tools that have been made let you set the music for each level

trail steeple
haughty flower
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ctrl+a does both x and y

glacial skiff
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It is often undesirable to autoalign by X

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In broad strokes, if you're auto aligning any textures that are not purely natural features, you are probably also responsible for the rise of ISIS

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(With a small handful of notable exceptions of course, like pipewal1)

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That is all for now

gloomy galleon
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Looking great ! 🙂

whole blade
glacial skiff
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The idea that you intentionally autoalign startan scares me

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Maybe my language is imprecise, I'll try again: you should probably not autoalign textures that aren't designed to look right when that is done

whole blade
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Using startan dansgame

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The key with auto aligning is where you start from

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Find the zero point you want and then boom

haughty flower
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new ENDDOOM screen for ROBOCOP VS TERMINATOR

fierce cradle
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Nice

glacial skiff
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Is there a UDMF field for applying named translucency maps to a line?

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I feel like this is almost certainly a feature that exists, I'm just not looking in the right place

ivory kettle
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hey @crisp dragon how is the map so far?

crisp dragon
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It's going well

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few surprises here and there
doors are a bit jank with textures so far but that's the only criticism as of now

ivory kettle
somber anchor
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i love the fact that john romero is supporting ukraine

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also neat map

ivory kettle
somber anchor
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wat

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i dunno

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just finneshed watching game dungeon realms of the haunting

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and i wondr

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doom engine

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it look like the doom engyn

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is it doom engein

somber anchor
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the perfect pairing

glacial skiff
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Observation: there are no technical reasons a person could not write a fully functional (but probably slow) NES emulator in Zscript

trail steeple
lusty dove
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is there a keybind or tool or something in udb that aligns all textures in the map at once?

haughty flower
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https://www.youtube.com/watch?v=cnWCOC55zIY Great, large and filled with lots of demons highly detailed map set in ancient Egypt, some custom monsters also make an appearance here. Feel like in Serious Sam 2nd Encounter or Act II in Diablo 2

PROJECT BRUTALITY 3.0 together with Elementalism, The Palace Of Tears Map from various authors, Chaotic Random spawn preset, 100% Secrets Achieved. Project Brutality 3.0 is an upcoming version of one of the best available mods for the classic Doom - expect a lot of fun when playing it. Please note that the Project Brutality 3.0 in its current st...

▶ Play video
lusty dove
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what is this map? i saw it in a yt video and im curious cuz it looks very cool

upbeat path
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Eviternity- one of the heaven maps

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It's by Xaser iirc

lusty dove
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what are your guys recommendations for the best vanilla compatible wads

bright owl
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Rowdy Rudy’s Revenge and Rowdy Rudy 2 (not the 2 bonus maps. Those require Boom)

lusty dove
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ive tried that, doesnt work very well

wispy relic
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need opinions on something
should the ammo icons be the actual ammo sprites

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or quake 3 style monochromatic symbols

safe steppe
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The symbols look a lot cleaner imo

glacial skiff
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Man, it really does

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(re: Eviternity heaven)

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The symbolic ammo icons are also very good though

severe swift
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i forgto how to make a door

wispy relic
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by adjusting the HUD scale the symbols look less screwed up

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so ye, I think I'll run with this

upbeat path
solar brook
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Playing around with "Fake Windows" a bit. Instead of having a area outside of each window on the map, you just create one outside area for all of them :P

wooden lark
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Question: i need mods for my classic doom games, wich ones should i download?

fallen panther
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What type of changes are you looking for

wooden lark
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Or completly changes the game like the aliens mod

fallen panther
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I can easily name 3

Call of doom

Project brutality

Embers of Armageddon

wooden lark
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Where could i find them?

fallen panther
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Mod db and git hub a quick Google search will do

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Although for call of doom specifically search for call of doom black warfare

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And look for the light weight versions unless you have a powerful device

wooden lark
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Ok

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Also do you know any mods who adds weapons?

fallen panther
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All of those mods add weapons

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And change the game play

wooden lark
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I mean without gameplay change

fallen panther
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Final doomer

wooden lark
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Thats a mod?

fallen panther
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Yes it is

wooden lark
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I'l download it tomorrow

trail steeple
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doom supports midi stuff

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that's entirely different from chiptune or any other nes-era music

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i may not be an expert,but i think that audacity & flstudio allow you to make midis.but i am not sure

solar brook
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DOOM 2 also supports .ogg files for "high quality" audio

trail steeple
safe steppe
trail steeple
trail steeple
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is the berserk pack just a huge dose of adrenaline or what

bright owl
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Berserk is a medkit that comes with a big Red Bull

safe steppe
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The souls protect life

waxen girder
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@haughty flower Audacity will allow you to edit tracks, but it's not really designed for making music itself. Check out Linux Multimedia Studio (LMMS). There is a Windows port if you don't have access to Linux.

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@lusty dove What mapping software are you using? I teach a game design class and would love to have students create a Doom map for a project in class.

lusty dove
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udb

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ultimate doom builder, im pretty new to it but its pretty easy to use

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getting to make a doom level in class sounds like a dream tho lol

safe steppe
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Ultimate Doom Builder and Slade 3 are the doom editors still being maintained

lusty dove
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you would need to get doom wads for all of your students tho

safe steppe
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Ultimate Doom Builder focuses primarily on mapping while Slade 3 has limitless modding capabilities

waxen girder
safe steppe
lusty dove
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ah

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is that the freeware version or whatever?

waxen girder
safe steppe
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it is fully free, free of charge and free as in freedom

lusty dove
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yeah

safe steppe
waxen girder
safe steppe
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Although keep in mind it is limited only to windows

safe steppe
lusty dove
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udb reminds me of the hammer editor from source

safe steppe
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The hammer editor reminds me of pain.

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yeah I can see the resemblance

lusty dove
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i never made much with it, but it was definitely tricky to use

waxen girder
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Thanks for the help. I'm going to try UDB first and see what I can make before trying it in class.

trail steeple
lusty dove
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yeah

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i watched no tutorials, and basically figured it out myself (ofc while asking a few questions here)

trail steeple
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making a door = having 11 PHDs in theoretical physics

lusty dove
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yeah, although that mostly depends on what game you are using

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i used it for portals, and that just has door models that you can use

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making the wall around the door tho, thats another can of worms

trail steeple
trail steeple
waxen girder
trail steeple
# waxen girder That would be great. I did some mapping back in the day when Doom 2 was origina...

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

www.patreon.com/davidxnewton

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

▶ Play video

Several people have asked me how to get into making Doom levels themselves! In this video, I spend ten minutes explaining the software you'll need and how to set it up, and then wing it through making a small but technically complete level.

If people think this is useful, I could try making more specific ones for other techniques!

Spectacular ...

▶ Play video
waxen girder
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Thank you @trail steeple

trail steeple
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no problem man 🍻

trail steeple
lusty dove
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lol

trail steeple
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valve was wild back then

lusty dove
trail steeple
lusty dove
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yeah, pretty much

night pond
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whats the best map builder?

lusty dove
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ultimate doom builder probably

safe steppe
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There is no definitive best but a good one for starting out is Ultimate Doom Builder

lusty dove
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^

night pond
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thanks

night pond
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i am now spending 90% of my time on map making

lusty dove
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what software would you recommend for making music for a doom wad

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can i use the software i already own, fl studio?

haughty flower
lusty dove
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if i have ended up here, in doom2 map08, is there any way to get out or am i screwed

quick crag
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You’re screwed

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You gotta run to the exit

neon pike
lusty dove
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That level was so long and stressful and now I have to do the entire thing all over again because I didn’t know that there was a bullshit trap at the very end

solar brook
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Making a maze in classic doom because... why not

trail steeple
solar brook
trail steeple
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ah yes

time to make a maze that is even more confusing

solar brook
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Hardcore Mode comes with Archvile (Fast Demons) kappa

trail steeple
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maze with fast archies oh no oh god

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it's plutonia all over again

trail steeple
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just reminded myself that i have a WIP wad i still haven't finished because of probably burning out a bunch of months ago

hasty brook
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is there a way to make enemies see through walls? I wanna set up a room with caco fireballs constantly going through walls and you have to try and run through collecting items while dodging fireballs going through walls but they can't exactly see the player through the wall (so far I'm only at a theoretic level of designing so if theres a thing I missed or a way to do it please tell me)

solar brook
hasty brook
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thank you, that should work

solar brook
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Just make it "Block Player" and "Block Weapons" and slap a texture on it

trail steeple
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that should do the trick

safe steppe
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^

solar brook
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Also work with teleporters if you want them not just "clip through walls"

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John Romero also did this in his latest level "One Humanity"

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@hasty brook

safe steppe
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I am not sure this is what they meant

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I think they mean a regular wall that you can walk through

solar brook
hasty brook
hasty brook
safe steppe
solar brook
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Those "Audio Pipes" are especially awesome if you make maps in boom format where you are limited with scripting and stuff

solar brook
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Title: The Maze
Description: Well... it's a maze.

Difficulty's [WIP]
Handled via script - Activated by entering a teleporter in the hub

I'm too young to die

  • Just find the exit
  • No Guns

Hurt me plenty

  • Shotgun start
  • Have a few enemys in the maze
  • Normal amount of medipacks in the maze

Ultra-Violence

  • Shotgun start
  • Have Archviles in the maze
  • Normal amount of medipacks in the maze

Nightmare

  • Shotgun start
  • Normal Enemys + Archviles
  • Less medipacks in the maze

Ultra-Nightmare

  • Super Shotgun start
  • Normal enemys + archviles
  • Less medipacks in the maze
  • Time limit

crisp dragon
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Oh damn

glacial skiff
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I may have a handful of other midis floating around in other mods, most notable other example I can think of is one of Xaser's levels from PRCP

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GP5 is obviously focused on tablature primarily, so you will get the most out of it if you are a guitarist or similar, but that is why I find it so nice to edit midis with

toxic dew
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I'm too poor to buy GP5 so i use tux guitar. i think it's a nice alternative

lusty dove
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Can I not use the software I already have?

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I already own fl studio, could I make that work?

glacial skiff
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If you want, sure - I was just speaking to the question of "what would you recommend"

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I've never used Tux Guitar, but if it's like GP I trust it's great

safe steppe
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MIDI is the music format doom uses

lusty dove
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fl can export midi, but im not sure it can do all of the channels and stuff properly

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since its not really designed for that

lusty dove
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what channels does doom have for its midi?

glacial skiff
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All, except you should probably be aware that Doom does not directly use midi

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Vanilla's internal format is called "mus", though you can include a raw midi in the wadfile and even vanilla will be happy with that. It just gets converted internally, so this has some important limitations

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  1. the midi you include can't really be bigger than around 96K (because of the 64K mus limit)
  2. there is a static "notes per second" limit of something on the order of 140Hz
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The most important distinction is that, if memory serves, lots of tempo changes are liable to eventually screw up instrument tracking and put everything out of wack

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This is a midi I output that I seem to recall really makes a laughing stock of Doom's internal mus conversion

glacial skiff
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All 16 channels work, provided the output hardware can actually service them

lusty dove
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hmm, fl doesnt have any specific 16 channels

glacial skiff
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The midi file format contains up to 16 channels. Channel 10 is reserved specifically for percussion. It's up to FL to map those remaining 15 some kind of way, I'm sorry I can't be of further help with that program

lusty dove
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ok

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oh, fl has a system called prepare for midi output that maps all of the channels to midi channels

glacial skiff
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Trying to be more ambitious with the lighting. Areas have to be a little simpler to accommodate but I think it's worth the tradeoff

lusty dove
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does this work on windows 10 lmao?

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what does any of this mean?

safe steppe
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Ignore all the options you don't need them

glacial skiff
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A node builder is required to play Doom levels. They split up the levels into convex polygons so that they can be drawn to the screen more easily later. The check boxes are common options to let you mess with the behavior of this process

lusty dove
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what if im not gonna use this to make levels at all, im using udb for that and i just want to use this to add stuff like music

safe steppe
lusty dove
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ok

glacial skiff
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I highly recommend giving the SLADE level editor a chance later

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It's got some really neat stuff, like being able to edit textures while looking at stuff in 3D view, almost in real time

lusty dove
glacial skiff
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No - except channel 10

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Channel 10 represents percussion, no exceptions

lusty dove
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ok

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does doom have specific instruments?

glacial skiff
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Depends on what output device you're talking about

lusty dove
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howabout the sc-55

glacial skiff
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Then no, Doom does not contain specific instruments for that output device

lusty dove
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i want my wad to be vanilla compatible, and thats what is normally used right?

glacial skiff
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For Soundblaster/OPL, there are specific instruments, which I believe are defined in GENMIDI or something?

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There is a specific lump for it, but I don't recall which it is - I think DMXGUS contains GUS instrument mappings as well if you want to cover that base

lusty dove
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lmao this is too much information, il deal with this later

glacial skiff
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For the most part you can probably assume that your midi will sound acceptable on OPL, just give it a listen before considering it "vanilla compatible"

lusty dove
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ok

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maybe il just yoink the default soundfont out of gzdoom and input that into my daw

flat pebble
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When the bot deletes your screenshot
Anyways, what do I do if when I'm trying to host a server that I get the error "There are files containing duplicate lumps that require authentication"(trying to host a local project brutality match)

glacial skiff
glacial skiff
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Layout thus far

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Starts as a bronze/star techbase in the north and going south leads you deeper downwards into woodmet/flesh hellfort

solar brook
glacial skiff
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"Wood-metal gore fortress"??

bright owl
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I have finished making a level that I would like feedback on. it's admittedly very short but I think it's exciting enough to be interesting

toxic dew
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i got in the yellow key room and the way out isnt very clear
im actually kinda stuck

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oh i found it through wall humping but it just felt like a secret

bright owl
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Yeah I should probably put a different texture to make it clearer

toxic dew
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also it'd help if all the wall's werent the textures that are meant to be doors so i can differentiate with actual doors
and the exit switch wall should have a switch texture as well along with adding an exit sign

#

i like the implementation of the teleports tho

bright owl
#

Noted on the switch thing. I used the door wall texture because I couldn’t find any other ones I liked aesthetically and I can’t get texture importing to work right.

#

Also what is your verdict on my combat?

toxic dew
#

i played this on UV and found that there just wasnt enough ammos to kill even a quarter of the enemies. i just kinda speedran through all the demons

bright owl
#

Did you find the first floor secrets?

toxic dew
#

mega-armor one or did i miss?

bright owl
#

There’s shells and a plasma rifle with cells in hidden rooms on the first floor. With those it becomes doable but the ammo is still tight

toxic dew
#

ooh ok imma try to find it.
i'd still say map shouldnt rely on secret for there to be enough ammo unless there's a berserk tho

#

oop there it is i found it

bright owl
#

One is a misaligned texture near the chair and the other is a silver door in the back of the main room.
That’s reasonable. I’ll adjust it

toxic dew
#

adjust ammos and textures and i think it'd be a pretty solid map

bright owl
#

Thanks. I’ll implement the changes tomorrow

safe steppe
bright owl
#

Thanks. I need to sleep now anyway

safe steppe
#

Goodnight then

runic breach
#

what are some good maps to play with demonstelee?

solar brook
#

Slowly making progress ^_^

runic breach
#

those look nice

glacial skiff
#

Ask me about D64D2 MAP01 :)))

#

Actually instead of looking like I'm pumping my ego I'll skip to the advice I was going to give regarding how the lighting effect could work in that room

#

Be aware that negative light values are completely valid and can be used to do complex multi-level fades with effect 8, for example

#

Me and Mechadon had a go of trying to get this to work in D64D2, but we never quite figured it out. Maybe you'll have better luck?

glacial skiff
#

That's a tiny boy so far haha! You should see my previous PSX level that hits all the major size limits

#

Or this one from my iwad

solar brook
safe steppe
# bright owl I have finished making a level that I would like feedback on. it's admittedly ve...

Just finished the map on UV, it looks very experimental to me so I am not gonna judge the map and instead give you general advice:
-Give the rooms a unique shape instead of being a simple square, it gives it much more depth and possibilities.
-Know when to use each texture, some textures are made specifically for doors, others are made specifically for switches, etc... you need to learn what the purpose of each texture is and use them accordingly.
-Have a nice color palette, this is more of an art-style advice but a nice color palette is much better than brown on brown.
-Use regular teleporters instead of silent ones, silent teleports are useful for some applications, however most of the time you should use normal teleports.
-Make sure you have the right amount of ammo, don't have too much and don't have too little, also avoid placing ammo in secrets - maps should be beatable without getting any secrets.
-The two smaller sides of doors should be surrounded by the wall, just like real life doors.
-Have the player start with weak weapons and work their way into getting better and better weapons later on the level - not a necessity but usually a good option.
-Mid textures shouldn't be used as walls most of the time.

#

And remember, with each map you create, you become a better mapper, so never stop mapping!

bright owl
#

Okay thanks. I used the door texture for walls entirely because I wanted wooden walls and there just isn’t a lot to work with in vanilla textures and I haven’t been able to import custom textures for some reason.

#

The silent teleport to the arena was meant to seem like it was a room that is bigger on the inside

glacial skiff
#

Woodmet? Wood# textures?

toxic dew
#

If you're using Doom 2 assets, highly recommend PANCASE2, PANCASE1, FLAT5_2, etc

glacial skiff
#

If in doubt, d1gfxd2.wad also contains some nice wood panelling

toxic dew
#

WOOD12 is good too

crisp dragon
#

I'll review your wad Molly when I get home

glacial skiff
#

Pancase and panbord are criminally underrated

bright owl
#

Okay thanks. The problem has been actually using the alternate textures though

crisp dragon
#

And a couple others for the project I'm working on too

#

Just have to finish my homework first before doing any of this 😒

glacial skiff
#

A quick suggestion I usually give is to try using some zero height sectors to make texture stacks

#

You can get a lot out of that trick and just two well chosen textures, so experiment often with it!

uncut locust
glacial skiff
#

More from the woodmet gore fortress

night pond
#

anyone have tips for making a monster closet

#

im new to mapping and i just cant get it to work

glacial skiff
#

What are you trying to do exactly

night pond
#

Once you walk past a certain line, a door opens with zombieman and shotguners

wispy relic
#

Okay, so first you make a closet, then make a door in front of it.
Give that door sector a tag.
Next, draw your tripwire line. Give it an action like "W1 Door Open Stay (Fast)", and give it the tag that the door sector has

#

Now put some zombies/imps behind the door, and you have a monster closet.
For a really simple example of this done in Doom 2, look at map 3's trap with the blue armor at the start of the level

#

Or map 2's trap with the red key.

#

Always always look at how the original games pulled things off if you want to do something similar in your WAD; it'll give you a more thorough understanding of how something works rather than just knowing it's possible, and it'll also maybe give you inspiration for ideas of your own

night pond
#

thank you

trail steeple
#

have y'all ever had a moment when you realise you have a wad you haven't finished but have 0 motivation to finish it

bright owl
#

Yeah. I was working on my first WAD but all the levels had significant problems so I decided to start a new project from scratch rather than fix the levels I’d made

trail steeple
#

and i still haven't finished the 4th level of my first wad

#

i planned having 5 levels

#

the best thing i can do now is just put the wad in its current state here and maybe in the future i'll work on it

trail steeple
#

so here's the wad

4 levels,the 4th one is unfinished
play on GZDoom,with the doom 2 IWAD

have fun

safe steppe
#

Will definitely try it after my school

trail steeple
#

btw i'd recommend playing the wad on Hurt Me Plenty

edgy mesa
#

how do you add models to ultimate doom builder?

trail steeple
runic breach
#

iirc gzdoom supports 3d models

edgy mesa
#

Still cant add it

trail steeple
#

try finding a guide online,or ask on the gzdoom forums,because i don't know

toxic dew
trail steeple
#

if that's the case then how do i fix it because i forgot how to edit decorate files

#

i know how to open it in slade and such,just dunno how to turn off corpse collisions

glacial skiff
#

A_Fall, generally

#

A_NoBlocking also works

#

Also this wad is a mess

trail steeple
glacial skiff
#

Decorate

trail steeple
#

i know which file,but where do i paste this in the file itself

glacial skiff
#

I could not tell you which one, as there are 24 Decorate lumps, but if you examine the lumps you'll figure it out

trail steeple
#

i'm not saying in which lump do i put this in,i'm asking where in the lump itself do i put this a_noblocking thingy

glacial skiff
#

Look at the 24 Decorate lumps yourself, it won't be difficult to figure out

trail steeple
#

aight,i think i know where to add it in now

#

should it look like this ?

toxic dew
trail steeple
toxic dew
#

i wrote it like this, tested it, and worked

#

im unfamiliar with decorate so i cant tell you why but it doesnt work when A_NoBlocking is put on the last line

glacial skiff
#

Because it never gets called on that line

trail steeple
glacial skiff
#

If the duration of the frame is -1, then I believe the game never reaches a point where it can process A_NoBlocking on that sprite

toxic dew
#

ah i see, thank you

glacial skiff
#

protip:
#include LUMPNAME #include LUMPNAM2
etc.

trail steeple
#

i don't think i get it

glacial skiff
#

If you will not merge all the Decorate lumps, then at least name them and #include them

trail steeple
#

then how do i merge them

#

do i just paste all the code from each decorate file into a single one ?

glacial skiff
#

You should try it and find out

wispy relic
#

then at least name them and #include them
does this work in WAD files, or is it only possible in PK3s?

glacial skiff
#

It works fine in wads, you just address the lump name without an extension like you'd expect

#

Example, #include ZOMBIE3 will include the lump by that name (don't know how name collisions are processed)

#

I would also like to point out to everyone that #includes can be chained, and in the context of a pk3, you may specify a directory and filename as well. For example, #include Zscript/Gimmicks/Model_Bridge_001.z

#

I guess what I'm really saying is "organize your shit" 🙂

#

In fact you'll probably notice that in most cases, directory structure is kind of freeform. Another powerful example is how the "sprite" namespace also includes subdirectories, like Sprites/Deadbrain/Death/*.png

#

Or Textures/Nature/*, you get the idea

solar brook
glacial skiff
#

Another fun one is when the format in question doesn't support includes, you can instead use the form Textures.(any-extension) to break up groups of TEXTURES definitions for example

#

(Textures.nature1, Textures.wood, etc. all sitting in the pk3 root directory will all get read and processed at load time together)

edgy mesa
#

hello, i want to extract the allied soldiers in Wolfenstein Boa, but i cant find the decorate file,do i need to write a new one?

solar brook
#

So glad there is a map editor for DOOM 64, where i can copy some parts out of the original .wad

safe steppe
glacial skiff
#

Good mix of gray stone and green bricks, classy

#

I only have 1 meg of space available for graphics so please forgive some simplifications

#

(I would normally have done something else with the STARTAN)

glacial skiff
#

Are you familiar with how Decorate is loaded by the game

whole blade
upbeat path
glacial skiff
#

Black background walls could possibly benefit from a stack

#

Visual explanation

solar brook
#

Big boi

crisp dragon
#

Nice

still dagger
glacial skiff
#

It is a variant of DB

acoustic rose
solar brook
still dagger
#

UDB can edit 64?

solar brook
#

oh i should have read the previous messages haha, sorry

still dagger
#

Alrighty, thanks

solar brook
# still dagger Alrighty, thanks

btw. you need DOOM 64 EX in order to play modified maps or maps you created. As far as i know it doesnt work with the Steam port of DOOM64

glacial skiff
#

Steam Doom 64 works fine for custom maps

#

Pass -file as normal

solar brook
glacial skiff
#

As I said, pass -file mod.wad as normal

haughty flower
#

can somebody please help me?

glacial skiff
#

With

haughty flower
#

i dont know how to use doom builder

glacial skiff
#

"Google is not allowed here"??

safe steppe
#

Some things that can help you:

  1. look up a guide.
  2. read the documentation.
  3. watch a youtube tutorial.
#

Several people have asked me how to get into making Doom levels themselves! In this video, I spend ten minutes explaining the software you'll need and how to set it up, and then wing it through making a small but technically complete level.

If people think this is useful, I could try making more specific ones for other techniques!

Spectacular ...

▶ Play video
haughty flower
#

thank you

glacial skiff
#

Why on earth am I not allowed to link to Google

safe steppe
#

idk stupid vega bot

#

also yeah @haughty flower next time you can just ask google, if there is no answer ask here and we'll gladly help

glacial skiff
#

That is ... painful, but anyway, Google has 99% of the answers and I'm almost certain the ZDoom Wiki will have the other 1% of answers you can't find

#

Oh ok, links to the Doom Builder official site are not allowed either

safe steppe
#

if it's a harmless link, just remove the https at the start

glacial skiff
#

Seems like an eminently useful link to have on hand

safe steppe
#

I was going to link that as well but the bot didn't allow me

#

Hey mods, if you by any chance read this can we have the doombuilder site be allowed by vega

whole blade
whole blade
# safe steppe if it's a harmless link, just remove the https at the start

the link whitelist has been set up by the server admins. trying to get past it is grounds for a warning. i know it seems a bit silly to have some seemingly innocuous sites blocked but it's done because otherwise we have to deal with a vast array of shit posting and garbage. this is the only way to keep our jobs as mods manageable

solar brook
#

Makes stuff sooo much easier

whole blade
#

very nice

random matrix
#

Anyone knows what the name of the Doom version of the "Hexeretic Fantasy" wad is?

fathom halo
#

in dehacked or in vanilla, can you change which monster does tag 666(the keen thing)?

glacial skiff
#

Yes, but the process is not obvious

#

You effectively need to replace the Keen/Manc/Arach thing rather than just putting a codepointer on something else

runic breach
#

how the hell do you edit a monster sprite in slade3

glacial skiff
#

Graphic > Extract as PNG is probably what you want

runic breach
#

thanks

fathom halo
glacial skiff
#

Are they lacking A_BossDeath?

#

(or A_KeenDeath, as the case were)

brittle wing
#

Hey anyone wanna try my lvl? I worked pretty hard on it

toxic dew
brittle wing
#

Yea

#

Wait the lava doesn’t work?

toxic dew
#

might be hard to see but the switch on the center does not work

#

i tried using it, shooting it, all the sides to no avail

brittle wing
#

??? I thought i fixed that

#

Sry man didn’t mean for it to be that way

#

Its not your fault

#

It should have been able to be switched to the next lvl

toxic dew
#

see how the middle's T thing on the sector is facing inward?

#

that means it's only usable from the inside

#

selecting the sector and pressing "F" would turn it which would fix the problem

#

it should look something like this

brittle wing
#

Yeah

#

I thought so

toxic dew
#

also, on MAP02, i pistol started it, and i think it's kinda unfair that it just drops me into a room with bunch of enemies without any weapons

brittle wing
#

Yeah i should have probably put a shotgun there

#

Didn’t account for pistol starts

#

Sry bout that

toxic dew
#

when i test out maps, i always pistol start, and do a segment run to see game balance

toxic dew
brittle wing
#

Thx, Ill be on that but in the meantime did you like the map pack?

toxic dew
#

havent finished it so wait a little :P

brittle wing
#

Alr well either way thx for playing!

toxic dew
#

ofc man always :)

crisp dragon
fathom halo
night pond
#

brutal doom platinum wont work because "Execution could not continue. 2 errors while parsing DECORATE scripts"

glacial skiff
#

What precisely are the errors

night pond
#

thats all the info i got

glacial skiff
#

Ensure you are using the version of ZDoom intended for that mod

glacial skiff
#

Reworked PSX light table that includes free space and a bunch of useful transitional colors to make the keycard door lights more generally useful. This works the same way as editing a palette/colormap in GIMP/PS, with the input format RGBA8

#

Top half is mostly the original definitions, but pressed into half the space. There is enough granularity between these original shades and the sector lighting field that you should be able to get by

twilit monolith
#

Can someone tell me where the Vanilla Doom's difficulty selection code is?

#

I've being trying to find that for a while now...

glacial skiff
#

static void M_ChooseSkill(int choice), part of m_menu.c

#

More specifically, this may be of interest:

menuitem_t NewGameMenu[]=
{
    {1,"M_JKILL",    M_ChooseSkill, 'i'},
    {1,"M_ROUGH",    M_ChooseSkill, 'h'},
    {1,"M_HURT",    M_ChooseSkill, 'h'},
    {1,"M_ULTRA",    M_ChooseSkill, 'u'},
    {1,"M_NMARE",    M_ChooseSkill, 'n'}
};```
#

The actual difficulty selection is placed into the global game state in g_game.c, in void G_DeferedInitNew ( skill_t skill, int episode, int map)

safe steppe
#

I wonder, is it still possible to compile linuxdoom on a modern system and run it in the tty?

twilit monolith
safe steppe
#

UV fast + double ammo option in GZDoom is an option

#

But if you want to edit the source code, you can go to the crispy doom/chocolate doom github page

twilit monolith
safe steppe
#

Download the source code, edit it, compile it, if you are not a developer I highly advice against this

twilit monolith
safe steppe
#

It took me a good two hours to edit and compile crispy doom for the first time

#

Maybe I just suck st programming :p

#

If you are trying to learn a bit about programming I think messing with doom's source code is a good idea

twilit monolith
safe steppe
#

Doom is written in c/c++

#

Any IDE that supports c/c++ will work

twilit monolith
#

Oh i see... cool!

safe steppe
#

In the gameplay options you can hive double ammo

#

And set the difficulty to UV fast

#

Very close to nightmare difficulty without respawning monsters

twilit monolith
safe steppe
#

Forget about coding or compiling

#

Just use GZDoom it has all the options you want built in

twilit monolith
#

ah, alright

#

thanks for helping though

safe steppe
#

@twilit monolith Just enable these settings in GZDoom gameplay options

twilit monolith
glacial skiff
#

Developing on Chocolate/Crispy's source base is actually really easy, and I highly recommend it

#

The Msys2 environment is not ... necessarily to everyone's taste, but you can get it up and running pretty easily

#

It's probably not in the scope of what you want to do, but it can be a great way to just try weird shit that's not necessarily supported by any source port

night pond
#

is there any way to change the music from a map 01 to something like map 11?

night pond
#

i meant for the map itself

#

idmus is one of my favorite cheats tho

safe steppe
#

You can create a PWAD with slade that replaces the music

#

For example: extract the map11 music from your doom2.wad, then create a new empty PWAD and add that music lump to it, then all you have to do is rename it to map01 music name which is D_RUNNIN

#
Doom Wiki

All of Doom II music was composed by Bobby Prince also known as Robert Prince. Same music used in "No Rest for the Living".
Many of the songs were inspired by or closely mirror popular rock and metal songs of that era, from groups such as Alice In Chains, Megadeth, Black Sabbath, Pantera and Slayer.

night pond
#

thank you

normal holly
#

ZDOOM with Doom 2 Iwad btw

sullen swift
#

Dang it. I though I screwed up. Okay, Does anyone know of any doom 2 mods that are arena survival type, such as; Doom slayer chronicles.

fallen panther
#

@bright owl
This spot is where they fire from

#

Those windows in the distance and they can basically cover just about anywhere you can move to during the battle

#

And that's while I'm doing this whole encounter with two 6 summoned soldier allies to help me and a swath of call of dooms more powerful explosives that let me take out hordes of enemies in a single shot

It's the God damn rev damage rolls and multiple hitting me at once while I'm trying to avoid getting hit up close

#

The annoying part is i have a damn sniper rifle on me if they'd even step one pixel out of that fake wall I could kill them

runic breach
#

what mod

fallen panther
#

Call of doom. map set running late 2

runic breach
#

ty
it looks cool

fallen panther
#

Looks cool but as I've been ranting about this encounter is absolutely annoying

fickle jackal
fallen panther
#

Doom 4 is doom 2016

fallen panther
#

A little too irked to joke right now

runic breach
#

the revenants really pissed you off that much huh

fickle jackal
fallen panther
#

And in order to stand still to aim long enough to hit them based on their missle fire you'd already be taking multiple hits

runic breach
#

yeah i'd also probably get annoyed as hell

fallen panther
#

Honestly i would almost rather it just be a cyber demon turret on a pillar

#

I can at least take advantage of that to make in fighting happen with mister cyber but nope

#

Finally done but i kinda just went nuts summoning allies to help me deal with all the enemies quickly and the rev missles still brought me close to death 3 More times

I can't even imagine trying to do this encounter with just the regular doom arsenal

#

No wait I died again after the encounter was over to another stray damn rev missle

coral yarrow
#

are there any good tutorials to get started on making mods?

glacial skiff
#

YouTube and Doom Builder's website contain lots of good info to get you started authoring levels

#

For Zscript, the frontier is still untamed, but you can get started at the ZDoom Wiki

coral yarrow
#

Any links for the YouTube vids?

glacial skiff
#

I'm not likely to be able to link them here, and I'd rather not cause a fuss, so just go search yourself

bright owl
#

I kinda want to see a mod that recreates a version of Battlemode in Classic Doom’s system. Maybe the demon side could play like a simple RTS managing demon positioning to try to screw the Doomguy player as much as possible. That sounds hard to make but also really fun

strong tusk
#

a map i made. its gonna be a map pack but so far this is the first one.(this is also for experienced players)

#

its more of a layout

upbeat path
ivory kettle
#

made a mapping challenge to anyone that wants to join in

fringe atlas
#

So, I've been looking to try and recreate a number of the Call of Duty zombies maps inside doom, however the majority of the maps include a number of floors/layers. If I were to use ZDoom's Linedef portals (as seen in #the-future yesterday), would something like this be achievable?

wispy relic
#

Structurally, probably. The issue is that the enemy AI doesn’t react as you would expect/want to portals iirc. That is to say, they can’t see the player through them and won’t attack until they’ve crossed the portal line

fringe atlas
#

Hmm, okay, makes sense. I'll see what I can do to sort of work with it, thanks!

runic breach
#

any mods where you fight a really big boss?
i saw a br0leg video with a giant cyberdemon and ngl that'd be really cool

karmic egret
#

Whats the easiest way to mod doom?

safe steppe
runic breach
safe steppe
#

Guess I'll answer both in a very brief manner.

Play mods:

  • Download a mod file (usually ends with .wad or .pk3).
  • Drag and drop that file on your favorite sourceport.
  • If you don't have a source port, download and set up GZDoom.

Create mods:

  • For mapping use Ultimate Doom Builder or SLADE 3.
  • For modding use SLADE 3 with Whacked 4.
oblique fiber
#

Beautiful Doom keeps crashing every time I try using it, getting Vulkan out-of-memory errors upon loading levels and it won't get past the menu at all on OpenGL

glacial skiff
#

What's your GPU

haughty flower
haughty flower
#

looking badass btw

glacial skiff
#

TIL PSX Doom is subject to some oddities with how the sound hardware works, meaning music often doesn't play back exactly the way it is defined

#

For musicians: pitch bends can only go upwards to about a factor of 4. Some songs in PSX UD sound noticeably different if this limit is raised

karmic egret
#

Does anyone know a good tutorial for making mods for doom?

glacial skiff
#

Define "mod"

#

Do you mean making levels? Replacing existing content without programming changes? Adding entirely new things? Each of these processes is different

safe steppe
# karmic egret Does anyone know a good tutorial for making mods for doom?
#

Modding, especially using ZScript is highly customizable and advanced but also is a large topic and can be quite complicated. Dehacked is a lot more basic but it allows you to change many of the games behavior relatively easily.

#

It's good to learn basic mapping + dehacked then learn the more advanced topics on your own.

glacial skiff
#

(To be clear, Zscript remains something of an "unexplored frontier" in many regards)

karmic egret
#

Mama mia I'm stupid at figuring out this stuff

#

But thx

glacial skiff
#

GMS tool for converting PLAYPAL-style 768 byte palettes to PSX compatible LIGHTS lumps, and applying custom light tables to Doom Builder PSX v2. GMZ is source; if you do not have Game Maker Studio, open it as a zip. You can verify what's going on by looking in the "scripts" folder

#

This, specifically, is the code that may be contentious since we're talking about executable patching:

///D_PatchBuilder(exe_buffer, rgb8_buffer);

var exe = argument0;
var rgb = argument1;

var i=0;

var exe_save_state = buffer_tell(exe);
var rgb_save_state = buffer_tell(rgb);

buffer_seek(exe, buffer_seek_start, BUILDER_PALETTE_START);
buffer_seek(rgb, buffer_seek_start, 0);

for(i=0; i<256; i++) {
    buffer_write(exe,buffer_u8,buffer_read(rgb,buffer_u8)); //red
    buffer_write(exe,buffer_u8,buffer_read(rgb,buffer_u8)); //green
    buffer_write(exe,buffer_u8,buffer_read(rgb,buffer_u8)); //blue
}```
#

Example use case with completely custom from-scratch LIGHTS table

whole blade
whole blade
solar brook
glacial skiff
#

Thank 🐶

#

Funny, the thing I worked on most in that shot was the custom bronze looking textures that ended up just looking like the regular bronze stuff anyway

haughty flower
glacial skiff
#

I have to say, the art and subject matter mesh really well

#

It's like, evocative of late 90s CGI put into Doom, in a good way - if that makes sense

runic breach
#

accurate d2016 monster pack that works with embers of armageddon?

crisp dragon
runic breach
crisp dragon
haughty flower
rain snow
#

Sonic Robo Blast 2 looks really fun ngl

#

(Yes this is a doom mod, trust me)

crisp dragon
#

Gah dayum

The stuff they're going with GZDoom is insane

glacial skiff
#

SRB2 is its own branch of Doom Legacy and is a standalone game

#

All the more impressive if you ask me

runic breach
#

still impressive though

haughty flower
#
haughty flower
royal wave
#

That's a really neat looking gun

naive tundra
#

im trying to make my own doom maps with doombuilderx. when i use the ultimate doom DOOM.exe to test the map, it gives me this error. i have GZdoom, but i dont really want to use it. what should i do?

crisp dragon
#

also use the wad and with a more vanilla sourceport like DSDA-Doom, not the exe

naive tundra
#

when i open ultimate doombuilder, theres not an ultimate doom option

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i only have ultimate doom

haughty flower
runic breach
trail steeple
runic breach
#

lmfao

safe steppe
safe steppe
#

Download a sourceport instead, you mentioned you have GZDoom but don't want to use it, if you want a close to vanilla experience download Crispy Doom

haughty flower
#

bad script

haughty flower
#

wait a minute, so yall know how doom was run through a pregnancy test?

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does that mean it's possible to run plutonia experiment through it?

runic breach
#

still really darn impressive though

haughty flower
runic breach
haughty flower
#

better yet make them use an snes controller cause that was "fun" to play doom on

runic breach
#

lmfao

crisp dragon
#

Wasn't that faked? It turned out to actually be a video

haughty flower
#

There was once a guy telling me ,,Walt do not play sunlust its extremely hard" and i ignored him

haughty flower
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Hfs i just beated it

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I mean my keyboard not the level

naive tundra
trail steeple
naive tundra
#

no

naive tundra
#

got something going

haughty flower
naive tundra
#

my bad then

naive tundra
#

how do i make the player spawn with just fists?

safe steppe
#

DeHacked allows you to edit some doom gameplay properties, such as monsters, text, weapons etc...

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Download WhackEd 4, and create a new file using:
Ultimate Doom 1.9 - if vanilla.
Boom - if boom format.
After that navigate to miscellaneous and change starting bullet ammo

naive tundra
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kk

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a new file as in

safe steppe
naive tundra
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oh ok

safe steppe
#

In doom modding (vanilla/boom formats only), We use usually multiple tools

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Doom Builders are for making maps

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Slade is for editing textures and other resources

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and WhackEd 4 is what you will use right now to edit properties

naive tundra
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alright

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im new with all of this, thats why i dont know about most of this

safe steppe
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Feel free to ask anything whenever

naive tundra
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alrighty

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kk, edited what i wanted to, now what

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wait i thiink i know

safe steppe
#

You can now save the file as any name you want and give it the file extension .deh

naive tundra
#

this good?

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also it is dehacked

safe steppe
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Yes

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It should work now I think

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By default the .deh file and .wad file are separate

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I haven't used Doom Builder X so I don't know if it can automatically combine them but I am guessing it does

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if not you'll have to combine the .wad and .deh using slade

naive tundra
#

kk

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how do i do that? because the script wont work

safe steppe
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do you know where the script is saved on your device?

naive tundra
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yes, i have a little folder for my wad stuff until i group it together

safe steppe
#

Alrighty one second

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Ok here's the process:

  1. Download and install SLADE 3 and set it up.
  2. Open your wad file in SLADE.
  3. Drag and drop your .deh onto your SLADE window.
  4. Rename the lump you just dropped to DEHACKED.
naive tundra
#

kk

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like this?

safe steppe
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Yes exactly, now just save it and try running it

naive tundra
#

kk, thank you

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worked, but he still pulled the gun up for a second

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whatever, good enough, thanks v!

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actually he can still pull the gun out

safe steppe
naive tundra
#

hm

safe steppe
#

Also I gotta say you are a very fast learner

naive tundra
#

ty

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can i just remove the pistol entirely?

safe steppe
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I don't think so, at least not in vanilla/boom

naive tundra
#

hm

glacial skiff
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The solution to what you're asking for is to turn the pistol into the fist

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However, this is not the wisest thing to do, either

crisp dragon
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Not sure why you'd want to get rid of the pistol though

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It serves nearly no purpose because it's so weak

naive tundra
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i want to get rid of it so the player has no weapon at all

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also, theres flashing lights in my map and i really dont know where they're coming from. do textures emit light?

glacial skiff
#

Do you have any sector effects set?

thorny ether
haughty flower
#

woah screenshot dump (I'll come back and post the other 8 screenshots later)

haughty flower
#

Looking sick!

haughty flower
#

posting the others now

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what do you think lies behind this door? perhaps a murderous android? or maybe, a ticket out of this mess? instant death? who knows.

runic breach
#

that looks so good

haughty flower
#

ty!

frozen slate
haughty flower
frozen slate
#

Zenith really needs a sequel

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its just such an awesome megawad

haughty flower
frozen slate
#

Among with Ancient Aliens and Sunlust this is also one of my favourites

glacial skiff
#

Some 16 color conversions I did a long time ago

runic breach
glacial skiff
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I am considering doing more work on these and putting together a 16-bit "conversion" of the vanilla assets, so you could play existing levels with this kind of coat of paint

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I have a bunch of textures done too, but not all of it is Doom specific per se

runic breach
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i love the aesthetic to bits

granite owl
#

Yeah that's DOPE

haughty flower
#

apparently doom in a TI-84 calculator runs zdoom, so i might be able to run doom russian overkill on a TI-84

glacial skiff
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Nowhere near enough memory to do so. "ZDoom" happens to be the name of the application

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But I assure you there is zero relation

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I doubt the Z80 those calcs run can even clock high enough to launch "actual" ZDoom

runic breach
terse hamlet
#

Does anyone know any good wads that take place entirely in hell?

distant terrace
#

hi folks, simple question but google absolutely does not help me out here:

is there a mod that will show WHERE something is activated by a switch?

Maybe on the map, or a direction/compass, maybe lines on the ground, i'll take anything.

I've been playing so many great megawads but I'm just getting ground down spending 30+ minutes figuring out where i need to go with all these cursed timed switches.

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it sucks that the wads with (what i consider) great combat often insist on having these long sequences of timed switches that take me all over the level

strong dock
#

thats a lot of cacodemons

haughty flower
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aww cacodemons and pinkies 😊

naive tundra
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hey, how do you make a key door gate? like in the 2nd level of doom 2

naive tundra
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udm means ultimate doom right?

solar brook
#

no, i want to know what map format you are using to make maps

runic breach
solar brook
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UDMF means Universal Doom Map Format

runic breach
naive tundra
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oh ok

runic breach
#

udmf works on anything

solar brook
runic breach
solar brook
#

BOOM works on literally anything

solar brook
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You can see it when you go into ur map options

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If you are using UDB

naive tundra
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ok, im using doom builder and its just Doom

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well doom builder x to be specific

solar brook
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uhhhm

naive tundra
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i dont think theres any major difference to be honest

solar brook
# naive tundra i dont think theres any major difference to be honest

Hey guys and girls tonight will be making a map where doors have diff rent action on how to fix them if you incorrectly make one wrong.

I am working on the second part of this video of all the doors and all the actions possible its 43 doors in one level stay tuned if you want to master doors and apply them into you custom maps.

Thanks for watc...

▶ Play video
naive tundra
#

alrighty

solar brook
#

Video is easier than writing everything down FeelsCringeMan

naive tundra
#

does this look like it fits in doom?

trail steeple
naive tundra
#

i posted that when i didnt shade the bandage thing

naive tundra
#

here it is now

haughty flower
haughty flower
#

guys is there any good doom wads that are compatible with pr boom plus and will not get bat shit insane like Sunlust?

safe steppe
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Valiant

haughty flower
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Yea but when i tried it the imp cabin in e1m1 didnt worked same for the switch and other

safe steppe
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It should be complevel 11 for valiant

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Since it is MBF format

naive tundra
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in the editor it shows this (first), but in game it shows this (second). any idea what this is?

crisp dragon
haughty flower
karmic egret
#

does anyone know how to replace textures for doom(ex if I wanted to replace a door or wall texture)

glacial skiff
#

Pure replacements are trivial; name your replacement texture the same as the texture you want to replace, and place it between P_START/P_END

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Do not add it to TEXTURE#/PNAMES, it'll just work exactly this way

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If you're using ZDoom, you can just put them in the "Textures" namespace to get the same effect (in a pk3, this would be under the "Textures/" folder, for example)

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Do be sure however that if you're using the P_START/P_END method, make sure your replacement is exactly the same dimensions as the texture you are replacing or else there is undefined behavior for vanilla and usually at least unexpected behavior on Boom/etc

karmic egret
#

ok

haughty flower
haughty flower
karmic egret
karmic egret
#

Ima try again in the afternoon

naive tundra
whole blade
edgy mesa
night pond
#

can i port a map i started in udb into slade?

runic breach
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ye

night pond
#

ok thanks

runic breach
#

sorry if i'm wrong

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however i do know that wad files stay the same no matter what editor you use

manic pecan
#

uh

safe steppe
#

If you're using a common format like doom/boom/UDMF/MBF it should work just fine

manic pecan
#

yeah

slate maple
#

back to level making, my 25 level episodic wad is 95% completed. started this in 2015

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and yes there are purple cacodemons in it, they are nasty

night pond
slate maple
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Yes, it will be on Doomworld some day

haughty flower
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Im so scared to even move 💀 💀

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To the guy saying valiant is easy then frick u

safe steppe
#

Lol

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Tbf I didn't say it's easy I implied it's much easier than sunlust which it is

haughty flower
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Igs a fucking carnage after 7th level

slate maple
#

Match made in hell. Now we know where the TITLEPIC Demons came from. You will be seeing these in my wad. I call them fiends

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credit to ShallowB on doomworld for drawing the sprites.

night pond
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oof. i added all the wads for tnt, plutonia, and doom 2

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i might just stick with plutonia because i prefer its style, but what do you guys suggest

whole blade
whole blade
night pond
whole blade
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Doom 2 is a pretty quick romp so a good one to go through

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Tnt ... well should be experienced imo LUL

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But plutonia is my favourite

haughty flower
whole blade
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The ones that indicate what not to do to the mancubus

haughty flower
whole blade
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that's why the archviles appeared

haughty flower
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Oh 💀 💀

whole blade
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(i'm assuming this is map 07, the mancubian candidate)

haughty flower
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Yes

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Atlewst i got 140% of kills

haughty flower
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on 5 life limit

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then come back to me.

haughty flower
whole blade
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👍

slate maple
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Looking familiar?

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lots of work still to be done

night pond
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i like the red firey ascetic

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im having trouble with the cage textures

slate maple
#

whats a cage texture

night pond
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My peanut brain can’t think of the name

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Anything like these textures

brittle cypress
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No

slate maple
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You want to use mid textured lindefs

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And double sided

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If I want to creat the illusion of glass, I suggest Shawn texture and reducing the alpha to about.4

night pond
#

Thanks

haughty flower
#

LMFAO

brittle cypress
#

Actually

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That was 4 years ago

haughty flower
upbeat path
crisp dragon
#
  1. hurt me plenty, ultra violence, and nightmare are impossible

Hm doomguy_thonk

crisp dragon
#

UV is possible confirmed, if you don't get 100% kills

cerulean notch
#

snippet of my work in progress wad

haughty flower
verbal silo
#

random data, i play doom 93 in school breaks

naive tundra
#

how do you make a gate in doom builder/how do i make these both open at the same time when one of them is interacted with?

slate maple
#

maybe if they share the same tag?

whole blade
#

Select the ones you want to join and press 'J'

pallid bronze
#

how do you do make textures that are 0 units wide like the icon's brain?

naive tundra
#

that worked

whole blade
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Np 👍