#classic-doom-maps-mods
1 messages · Page 126 of 1
Hope you have fun
it is quite peaceful here, if only for a moment
Do teleport lines in vanilla need to be at the same angle? I’m having trouble getting this teleport trap to work properly
You need to approach the teleport line from the direction the linedef is facing
In doom builder while in linedef mode there is a little notch that faces the way the linedef is facing
You can flip it by selecting the linedef and pressing the 'F' key
I fixed the direction but it still isn't working. Can you tell what's going on?
I will check it now
@bright owl what is the trap supposed to do?
Like when is it supposed to activate*
The goal is to teleport the zombiemen to the line?
I am gonna guess this is what you're tying to do ^
well first of all we should space out the zombiemen or they get stuck inside of each other
Yeah if you place them with hitboxes connecting it gets them stuck
Rookie mapping error
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
now we don't want the hole to be this obvious
so let's lower the ceiling until there is only a 1 unit gap
Classic hole in the wall wake up trap
Now the monsters wake up, but they don't get teleported any where because we don't have.
step three: add a teleport destination
we create a simple sector, tag it the same as the teleport linedef and add a teleport destination thing
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
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
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
You can also make teleporting traps by tagging the sectors with the same number.
Going Down is a good example of this
Okay thank you. I’ll resume mapping soon and I have a neat new trap and knock how to do it now
I decided to forgo the delay part because I want the trap to spring the second the player fires their gun.
The idea is that if the player opens fire upon monsters right around the corner they’re immediately under attack from multiple directions
Anyone here knows zscript?? I need HELPP
@whole blade maybe you know?
if you can't find an answer here your best bet is doomworld forums
or maybe ZDoom forums is more appropriate
I guess your right
Unfortunatly I don't think anyone here uses GZdoom format other than BridgeBurner
mostly doom and boom format mappers
but there are a bunch of other mapping discord servers and doom forums
Can you dm me the servers?
Sorry not currently in any server, but you can easily find them by googling "doom mapping discord"
modding/mapping*
Alrighty, thanks anyways!
zscript isn't my forte sorry
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
I recognise the name but I also have no idea what it actually entails
Is there a guide somewhere?
is the rain supposed to be that obscructive to your vision?
for now yes
but later I might remove a few rows, however that's probably gonna come when I'm almost done with the map
right, gotcha
Peep the intro for Brutal doom 64
A true marine experience . Listen to the sirens and the Napalm strikes being dropped by the UAC Combat Vessels
Here's my custom level if anyone wants to try it. It's short and sweet, takes about 5 minutes to complete.
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?
I have the mod here https://www.moddb.com/downloads/undoom-early-look-part-iii
I'll try it soon
rain is too thick. make it 1 px wide, same way it is in microsoft hellbender
i mean screen 1px wide
Happy Gardevoir day!
Requires GZDoom 4.7.0 or newer, plays with Doom, Doom 2, and Final Doom
Download: https://www.dropbox.com/s/gf5kr74q7z581nx/GHAG1.0.pk3?dl=0
(Gameplay modified for trailer purposes)
ZDoom thread: https://forum.zdoom.org/viewtopic.php?f=43&t=72802
Doomworld Thread:
Social: https://twitter.com/kbeevans
Music featured: https...
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)
firing animation frame for robocop! the spriteset is still a wip in the official alpha. this frame came out really really good! https://t.co/M7XkOPA6Pk
Robocop VS Terminator.wad is out for testing, Player sprites for robocop isn't finished though. still need death animations. you can download it and play it on TSPG, playtesting servers will be up soon tommorow! https://t.co/Cf4YS47uyA
is it possible in vanilla to have a moving sector? ie for moving platforms
Vertically? Yes
Horizontally? I don’t think so
ok
You can move a sector up or down, but not left or right
ok
how do i make a sector on top of another sector
whenever i right click, it just opens the properties for that sector
also, how do i change the music for a level
hold on, please dont tell me the music is hardcoded
in limit removing, there's an 3D sector tag
in vanilla, it's not possible
Switch to line mode in UDB
I use slade to load music then change the said music file's name to "E1M1" or whatever
but what if the sector starts on a line
ok
You can start drawing on an existing line or vertex, it'll work
oh, i see, draw lines mode
what if i just want to make a level use a different one of the existing music tracks
can i just do that in udb?
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
it's not possible in UDB tho
oh, thats annoying
eh, each software is used for specific things so it's understandable
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?
i think so
sound effects are that way but i havent really checked for musics
bruh
like if the same sound effect is used for 2 different thing they do that
jankkkkkkkkkk
which is kinda weird but it's way easier to mod
like what if you dont want 2 level's music or 2 sound effects to change at the same time
but then again it's literally just 4 people programming the whole thing so
yeah fair
can i make music for a doom wad in FL studio?
it won't work on some older ports
at least im pretty sure it won't
since (much) older ports use their own midi format iirc
but i might be wrong
oh i see
is there any trick to aligning textures?
cuz i cant find values to get something aligned
im having trouble getting this to line up
mark lower and upper unpegged on this linedef right here
or do ctrl + a
aligns textures on both the x and y axis
huh, that's weird
try doing ctrl+a then?
wdym?
why does it look like that
OH
you just pressed tab, press it again for the skybox to show up
does ctrl+a align the whole map?
it shouldn't, no
oh
wait so what does it align
cuz im pressing it and its kinda just changing random things, and its not getting more aligned than before
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)"
which texture
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
try selecting only the texture you want to align then?
i did that, it kept that one the same and changed a bunch of the ones around it
and it still wasnt lined up
I guess try aligning them yourself?
no
huh, ok
cuz im trying a bunch of values, and usually, either the top or bottom is off
Press U and L to toggle pegging on the upper and lower textures on a sidedef
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
(In other words, "flood-search any and all lines connected to this one")
Yes, that's exactly how it is for the music tracks
To reiterate
Jankkkk
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
Actually, I misspoke
That's how the music tracks are for Doom 2 and Final Doom
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
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
That’s such horrible practice lol, at least just store the songs by index and then just store the index of which song to play in the header of each level
(Crispy Doom and possibly other sourceports will recognize that's what's going on, but others like GZDOOM won't make that assumption)
¯_(ツ)_/¯
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
so yeah not efficient, but it's made things easier for us to mess around with
Super Mario world is a good example of music system done right
It stores all of the music in an index
And each level file and overworld area stores a value which allows you to tell it which song to play
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
no,that would be shift + a
no, that's just only the y axis
ctrl+a does both x and y
It is often undesirable to autoalign by X
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
(With a small handful of notable exceptions of course, like pipewal1)
That is all for now
Looking great ! 🙂
100% disagree. I auto align just about everything.
The idea that you intentionally autoalign startan scares me
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
Using startan 
The key with auto aligning is where you start from
Find the zero point you want and then boom
1984
new ENDDOOM screen for ROBOCOP VS TERMINATOR
Nice
Is there a UDMF field for applying named translucency maps to a line?
I feel like this is almost certainly a feature that exists, I'm just not looking in the right place
EXPAND FOR LINKS
Doomworld thread: https://www.doomworld.com/forum/topic/127934-1-way-ticket-a-one-sector-map-vanilla/
Download: https://drive.google.com/file/d/1byCnsiaofBDU2BuO1XjKCMk4x81zUuub/view?usp=sharing
Discord: https://discord.gg/EDxQyCs4pp
hey @crisp dragon how is the map so far?
It's going well
few surprises here and there
doors are a bit jank with textures so far but that's the only criticism as of now
I see... go on hope you're having fun
ty uwu
wat
i dunno
just finneshed watching game dungeon realms of the haunting
and i wondr
doom engine
it look like the doom engyn
is it doom engein
the perfect pairing
Observation: there are no technical reasons a person could not write a fully functional (but probably slow) NES emulator in Zscript
Game: Doom II
PWAD: not-even-remotely-fair-ep1.wad
Difficulty: Nightmare!
Source port: PrBoom+ UMAPINFO (-complevel 2)
Pistol start.
All secrets and items.
No saves.
Subscribe for more playthroughs!
Link to WAD:
https://www.doomworld.com/forum/topic/127913-not-even-remotely-fair-nightmare-difficulty-only/
Link to soundtrack:
https://megas...
is there a keybind or tool or something in udb that aligns all textures in the map at once?
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...
what is this map? i saw it in a yt video and im curious cuz it looks very cool
what are your guys recommendations for the best vanilla compatible wads
Rowdy Rudy’s Revenge and Rowdy Rudy 2 (not the 2 bonus maps. Those require Boom)
ctrl-a
ive tried that, doesnt work very well
need opinions on something
should the ammo icons be the actual ammo sprites
or quake 3 style monochromatic symbols
The symbols look a lot cleaner imo
Man, it really does
(re: Eviternity heaven)
The symbolic ammo icons are also very good though
i forgto how to make a door
by adjusting the HUD scale the symbols look less screwed up
so ye, I think I'll run with this
More progress on Grove. 💮 #doom #dancingintheabyss #leveldesign #doom2 https://t.co/RJG3128dti
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
Question: i need mods for my classic doom games, wich ones should i download?
What kind of mods do you want?
What type of changes are you looking for
Mods that changes aspects of the games like some gameplay mechanics or adds weapons
Or completly changes the game like the aliens mod
I can easily name 3
Call of doom
Project brutality
Embers of Armageddon
Where could i find them?
Mod db and git hub a quick Google search will do
Although for call of doom specifically search for call of doom black warfare
And look for the light weight versions unless you have a powerful device
I mean without gameplay change
Final doomer
Thats a mod?
Yes it is
I'l download it tomorrow
doom supports midi stuff
that's entirely different from chiptune or any other nes-era music
i may not be an expert,but i think that audacity & flstudio allow you to make midis.but i am not sure
DOOM 2 also supports .ogg files for "high quality" audio
isn't that more of a feature of gzdoom tho
(G)ZDoom only*
don't forget that gzdoom also supports .mp4 tracks
is the berserk pack just a huge dose of adrenaline or what
Berserk is a medkit that comes with a big Red Bull
The souls protect life
@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.
@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.
udb
ultimate doom builder, im pretty new to it but its pretty easy to use
getting to make a doom level in class sounds like a dream tho lol
Ultimate Doom Builder and Slade 3 are the doom editors still being maintained
you would need to get doom wads for all of your students tho
Ultimate Doom Builder focuses primarily on mapping while Slade 3 has limitless modding capabilities
I have the wad files.
You can also use freedoom, which as the name suggests a free IWAD that imitates doom
Ok. I want to start with mapping before trying any kind of modding.
it is fully free, free of charge and free as in freedom
yeah
Ultimate Doom Builder is the way to go
Off topic, but do you know a good map editor for Quake / Quake 3?
Although keep in mind it is limited only to windows
Nope sadly but you can probs find one with a quick google search
udb reminds me of the hammer editor from source
yeah lol
i never made much with it, but it was definitely tricky to use
Thanks for the help. I'm going to try UDB first and see what I can make before trying it in class.
watching just about two tutorials is enough to get started
yeah
i watched no tutorials, and basically figured it out myself (ofc while asking a few questions here)
tried making a map in it once
pain & suffering
making a door = having 11 PHDs in theoretical physics
yeah, although that mostly depends on what game you are using
i used it for portals, and that just has door models that you can use
making the wall around the door tho, thats another can of worms
full respect for the dude who made "The Thing" mod for HL2 Beta in 2003 with the buggy mess that the hammer was in that time (don't forget the lack of any tutorials)
i can send you a few tutorials to get started
That would be great. I did some mapping back in the day when Doom 2 was originally released but that was almost 30 years ago now!
have some great tutorials:
From my experience playing beginner maps, some advice about guiding the player gently through a map by making choices about textures, flats and so on in your map elements!
00:00 Science
04:05 Doors
06:25 Switches
10:15 Shootable switches
11:10 Bars
13:05 Platforms
14:05 Teleports
15:15 Damaging floors
17:20 New con...
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 ...
Thank you @trail steeple
no problem man 🍻
fun fact: when you launch the hl2 beta hammer a literal midi of "Can't touch this" by mc hammer plays
lol
valve was wild back then
in portal, the door models are circular, so you have to make a wall with a circular hole in it which is an enormous pain and way harder than making the door itself
lemme guess
it's "playing gmod with 30 terabytes of mods and waiting for the map to load"-tier pain ?
never played gmod but yeah something like that
yeah, pretty much
whats the best map builder?
ultimate doom builder probably
There is no definitive best but a good one for starting out is Ultimate Doom Builder
^
thanks
i am now spending 90% of my time on map making
what software would you recommend for making music for a doom wad
can i use the software i already own, fl studio?
if i have ended up here, in doom2 map08, is there any way to get out or am i screwed
Oof
That is the dumbest thing ever
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
Making a maze in classic doom because... why not
i can feel the par time being 30 minutes
I was thinking of throwing some "Portal Lines" in it, for the extra "Non-Euclidian" mindfuck 
ah yes
time to make a maze that is even more confusing
just reminded myself that i have a WIP wad i still haven't finished because of probably burning out a bunch of months ago

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)
Not "see through" walls, but you can work with "audio pipes" that triggers enemys. Basically a 1 tile wide "pipe" that connects two rooms
thank you, that should work
Just make it "Block Player" and "Block Weapons" and slap a texture on it
i want to make demons see through walls
i actually don't want them to see through walls
if you make a linedef you can put a middle texture on it,and then you can just check the "block monsters/players" box
that should do the trick
^
Also work with teleporters if you want them not just "clip through walls"
John Romero also did this in his latest level "One Humanity"
@hasty brook
I am not sure this is what they meant
I think they mean a regular wall that you can walk through
I'm just offering a more elegant way to transfer enemys into a room
no, I meant activates enemies without being seen
and thanks
Oh then follow this one
Those "Audio Pipes" are especially awesome if you make maps in boom format where you are limited with scripting and stuff
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
Oh damn
Guitar Pro 5 is the best midi editor I've used personally, results can be heard in BTSX E1M6
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
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
I'm too poor to buy GP5 so i use tux guitar. i think it's a nice alternative
Can I not use the software I already have?
I already own fl studio, could I make that work?
If you want, sure - I was just speaking to the question of "what would you recommend"
I've never used Tux Guitar, but if it's like GP I trust it's great
Yeah I think so, look up fl studio midi
MIDI is the music format doom uses
fl can export midi, but im not sure it can do all of the channels and stuff properly
since its not really designed for that
what channels does doom have for its midi?
All, except you should probably be aware that Doom does not directly use midi
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
- the midi you include can't really be bigger than around 96K (because of the 64K mus limit)
- there is a static "notes per second" limit of something on the order of 140Hz
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
This is a midi I output that I seem to recall really makes a laughing stock of Doom's internal mus conversion
what do you mean by all
All 16 channels work, provided the output hardware can actually service them
hmm, fl doesnt have any specific 16 channels
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
ok
oh, fl has a system called prepare for midi output that maps all of the channels to midi channels
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
You need to download a node builder and just choose it's path
Ignore all the options you don't need them
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
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
Then you don't need a node builder, just skip it
ok
I highly recommend giving the SLADE level editor a chance later
It's got some really neat stuff, like being able to edit textures while looking at stuff in 3D view, almost in real time
do the 16 channels represent specific instruments?
Depends on what output device you're talking about
howabout the sc-55
Then no, Doom does not contain specific instruments for that output device
i want my wad to be vanilla compatible, and thats what is normally used right?
For Soundblaster/OPL, there are specific instruments, which I believe are defined in GENMIDI or something?
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
lmao this is too much information, il deal with this later
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"
ok
maybe il just yoink the default soundfont out of gzdoom and input that into my daw
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)
Layout thus far
Starts as a bronze/star techbase in the north and going south leads you deeper downwards into woodmet/flesh hellfort
Hey looks pretty good!
"Wood-metal gore fortress"??
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
i got in the yellow key room and the way out isnt very clear
im actually kinda stuck
oh i found it through wall humping but it just felt like a secret
Yeah I should probably put a different texture to make it clearer
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
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?
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
Did you find the first floor secrets?
mega-armor one or did i miss?
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
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
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
adjust ammos and textures and i think it'd be a pretty solid map
Thanks. I’ll implement the changes tomorrow
I would love to try it, unfortunately I am kinds busy but I will check it out in like 8 hours
Thanks. I need to sleep now anyway
Goodnight then
what are some good maps to play with demonstelee?
those look nice
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?
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

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!
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
Woodmet? Wood# textures?
If you're using Doom 2 assets, highly recommend PANCASE2, PANCASE1, FLAT5_2, etc
If in doubt, d1gfxd2.wad also contains some nice wood panelling
WOOD12 is good too
I'll review your wad Molly when I get home
Pancase and panbord are criminally underrated
Okay thanks. The problem has been actually using the alternate textures though
And a couple others for the project I'm working on too
Just have to finish my homework first before doing any of this 😒
fr fr
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!
anyone have tips for making a monster closet
im new to mapping and i just cant get it to work
What are you trying to do exactly
Once you walk past a certain line, a door opens with zombieman and shotguners
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
thank you
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
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
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
I feel ya 
🫂
so here's the wad
4 levels,the 4th one is unfinished
play on GZDoom,with the doom 2 IWAD
have fun
Will definitely try it after my school
how do you add models to ultimate doom builder?
this is the model im trying to get in the game
you can't just add a 3d model into a 2.5d game
iirc gzdoom supports 3d models
Still cant add it
try finding a guide online,or ask on the gzdoom forums,because i don't know
it looks and plays amazing
blind pinky's corpse has collision so it kept softlocking me cuz the corpse's in the way of where i'm trying to get to
wait what
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
and where do i add this
Decorate
i know which file,but where do i paste this in the file itself
I could not tell you which one, as there are 24 Decorate lumps, but if you examine the lumps you'll figure it out
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
Look at the 24 Decorate lumps yourself, it won't be difficult to figure out
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
Because it never gets called on that line
i'm listening
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
ah i see, thank you
You have 24 unnamed Decorate lumps and about as many sprite namespaces
protip:
#include LUMPNAME #include LUMPNAM2
etc.
i don't think i get it
If you will not merge all the Decorate lumps, then at least name them and #include them
then how do i merge them
do i just paste all the code from each decorate file into a single one ?
You should try it and find out
then at least name them and #include them
does this work in WAD files, or is it only possible in PK3s?
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
👀
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)
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?
So glad there is a map editor for DOOM 64, where i can copy some parts out of the original .wad
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)
Anyone?
Are you familiar with how Decorate is loaded by the game
Blade of agony is likely to be zscript
.@Jazzmaster9 and I made a bridge today. and it was FUN. #doom #dancingintheabyss #leveldesign https://t.co/IbxtqjL2Nh
Nice
Is the editor Doom Builder or something else, if you don't mind me askin'
It is a variant of DB
Ultimate DOOM Builder, yes
UDB can edit 64?
nope, but Doom Builder 64 (Also often just called DB64) can open and edit them. But its not as good compared to UDB
oh i should have read the previous messages haha, sorry
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
huh? How?
As I said, pass -file mod.wad as normal
can somebody please help me?
With
i dont know how to use doom builder
"Google is not allowed here"??
Some things that can help you:
- look up a guide.
- read the documentation.
- 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 ...
thank you
Why on earth am I not allowed to link to Google
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
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
if it's a harmless link, just remove the https at the start
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
i see you've found the stairbuilder 😉
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
Link to Ultimate Doombuilder
https://devbuilds.drdteam.org/ultimatedoombuilder/
Development Builds
however, i can do this c:
Indeed :D
Makes stuff sooo much easier
very nice
Anyone knows what the name of the Doom version of the "Hexeretic Fantasy" wad is?
in dehacked or in vanilla, can you change which monster does tag 666(the keen thing)?
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
how the hell do you edit a monster sprite in slade3
Graphic > Extract as PNG is probably what you want
thanks
this doesn't seem to be what happens in Not Even Remotely Fair. The Tyrant has the death trigger but he replaces the spiderdemon(I loaded up levels of vanilla that usually have spiderdemons). Whereas the keens in map32 were replaced with spiderdemons that don't trigger 666
hey again! I finally finished the second level and HOLY S***T IT WAS LONG. but I am incredibly proud of it and honestly, its probably my best and favorite level I have made so far I hope you guys enjoy it as much I did making it. caus omg this was time-consuming BUT IT WAS WORTH ITT!!! heres a li...
Hey anyone wanna try my lvl? I worked pretty hard on it
im on the first map
i killed all 32 enemies in it and i have no idea where to go. the switch in a big room with the lava doesnt work, is that intentional?
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
??? 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
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
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
Yeah i should have probably put a shotgun there
Didn’t account for pistol starts
Sry bout that
when i test out maps, i always pistol start, and do a segment run to see game balance
nah you're fine bro making mistakes makes you better at mapping
Thx, Ill be on that but in the meantime did you like the map pack?
havent finished it so wait a little :P
Alr well either way thx for playing!
ofc man always :)
usually when mappers make maps they balance for segmented runs and pistol starters, so a good thing to keep in mind next time
the spiderdemons that I find where the keens used to be do not open up the wall that normally reveals the map32 exit switch. So I suppose they lack A_KeenDeath.
brutal doom platinum wont work because "Execution could not continue. 2 errors while parsing DECORATE scripts"
What precisely are the errors
thats all the info i got
Ensure you are using the version of ZDoom intended for that mod
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
Can someone tell me where the Vanilla Doom's difficulty selection code is?
I've being trying to find that for a while now...
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)
I wonder, is it still possible to compile linuxdoom on a modern system and run it in the tty?
Ah I see, where are those files/code stored specfically? I am trying to make Nightmare difficulty without having the respawn monsters and double ammo for my friend, but not sure where to edit them :/
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
Oh rly? Nice! Because I use Crispy Doom!
Download the source code, edit it, compile it, if you are not a developer I highly advice against this
oh... Yeah I probably can't do that :/ Very new to Doom's code and stuff...
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
Yeah, is there a good Doom code editor out there?
My original intention with this question was to get rid of respawning mosnters/ Double ammo
Oh i see... cool!
Then I recommend just using GZDoom
In the gameplay options you can hive double ammo
And set the difficulty to UV fast
Very close to nightmare difficulty without respawning monsters
Oh, I see. So I ahve a C++ compiler here, do I just upload the wad file to make it read the code or waht?
Forget about coding or compiling
Just use GZDoom it has all the options you want built in
@twilit monolith Just enable these settings in GZDoom gameplay options
I see, thank you very much!
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
is there any way to change the music from a map 01 to something like map 11?
Idmus cheat code
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
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.
thank you
First timer, just started making wads like a day or two ago
ZDOOM with Doom 2 Iwad btw
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.
@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
what mod
Call of doom. map set running late 2
ty
it looks cool
Looks cool but as I've been ranting about this encounter is absolutely annoying
you mean doom 4?
No the full mods name is call of doom black warfare
It's a gz doom mod
Doom 4 is doom 2016
i was joking lol
A little too irked to joke right now
the revenants really pissed you off that much huh
not THAT doom 4, the doom 4 that got put in the trash bin
If I could actually snipe them i wouldn't be as pissed off because I'd be able to shoot them before the real encounter even starts but that requires actually being able to spot their bodies not just the missles they shoot
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
yeah i'd also probably get annoyed as hell
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
are there any good tutorials to get started on making mods?
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
Any links for the YouTube vids?
I'm not likely to be able to link them here, and I'd rather not cause a fuss, so just go search yourself
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
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
https://youtu.be/Afm7ncg2wTY and here's the actual view
ill probably upload the who thing to itch.io or github
just wait alright
also this spills the bfg9000 secrets
Alright, then
I have a challenge for you doom mappers... I want you to make a 8 level doom 2 caimpaign... based on the 8 songs from Metallicas, Master Of Puppets Each level will fit the theme and meaning of each of the eight Metallica songs on the album (for example, welcome home sanitarium could be like a men...
made a mapping challenge to anyone that wants to join in
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?
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
Hmm, okay, makes sense. I'll see what I can do to sort of work with it, thanks!
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
Whats the easiest way to mod doom?
Create mods or play them?
yeah create mods or play them
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.
Ok thx
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
What's your GPU
this looks like the predator ship form the predator series.
looking badass btw
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
Does anyone know a good tutorial for making mods for doom?
Define "mod"
Do you mean making levels? Replacing existing content without programming changes? Adding entirely new things? Each of these processes is different
Mapping: https://youtube.com/playlist?list=PL-36gm0W-VKmfVVCGe1HTVABepUXshxjY
DeHacked (Basic Modding):
https://youtu.be/PTn-oK8m2KU
If you like this, please consider a Patreon subscription! https://www.patreon.com/Doomkid
Modding Doom is easy once you get the hang of it! Download the tools here:
WhackEd 4: http://www.teamhellspawn.com/exl/whacked4/
DeHackEd (OPTIONAL): https://www.doomworld.com/forum/topic/117871/
Slade3: http://slade.mancubus.net/index.php?page=downloads
Ev...
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.
(To be clear, Zscript remains something of an "unexplored frontier" in many regards)
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
Line portals are good for linking disparate parts of the map. If you want to build a visible multilayered 3d structure then sector portal slices or 3d floors are what you'll want to use for the most part
Enemy AI behaves perfectly fine with static portals. They actually are built in the bsp so mobs will path through them fine. Teleporter based line portals are where they'll get confused, although there are tricks to get the enemies to go where you want them
Okay, I see. Thank you
That looks fucking sick m8!
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
Robcop VS Terminator: Deathmatch Release Candidate 1 is now available for download! additional versions slated for release before Offical 1.0 release
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
accurate d2016 monster pack that works with embers of armageddon?
strongbelly's EOA monster pack
thank you very much
do you have a link?
i can google it
thank you so much
A .wad File as you never seen it before, ROBOCOP VS TERMINSTOR: DEATHMATCH!
special thanks to Kaapeli47, Bobby, and Arrowhead for feedback and playtesting, and along with others who's playtested, thank you!
Gah dayum
The stuff they're going with GZDoom is insane
SRB2 is its own branch of Doom Legacy and is a standalone game
All the more impressive if you ask me
it's not made with gzdoom
it's a heavily modified version of the doom engine
still impressive though
remake of demontech repeater is done. I put in the process here https://boosty.to/smoke_th/posts/f5ffc13c-1d9c-430b-b550-6861b1058068 https://cdn.discordapp.com/attachments/466975004018475018/957586906496008202/DTRNF0.png https://cdn.discordapp.com/attachments/854092174395310120/957559130569199696/unknown.png https://cdn.discordapp.com/attachments/854092174395310120/957559130296578108/unknown.png
That's a lot of info to go through but here we go. The iterative process Iterating over Loaded into unity3d, adjusted lights, did direct downscaling - doesn't look good Lancoz downscaling looked ugly Area downscaling via python scripting Adding an triangle depth normal edge detection + downscaling "lineart" pass, this one via lancoz be...
original is amuscaria's mauler gun https://cdn.discordapp.com/attachments/854092174395310120/956630902551748648/rxFhZWy.png
and this is the original edit which is old demontech repeater https://cdn.discordapp.com/attachments/854092174395310120/951230029457682432/unknown.png
That's a really neat looking gun
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?
use UDB
also use the wad and with a more vanilla sourceport like DSDA-Doom, not the exe
when i open ultimate doombuilder, theres not an ultimate doom option
i only have ultimate doom
skill issue tbh
that's literally doom 1
lmfao
Doom.exe is the original ultimate doom executable from 1995, you can not run it on modern systems without an emulator like DosBox
yes
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
bad script
wait a minute, so yall know how doom was run through a pregnancy test?
does that mean it's possible to run plutonia experiment through it?
yeah because the game is run on something else
the pregnancy test is just used as a display
still really darn impressive though
that would be fun to watch tho
yes
pregtonia
better yet make them use an snes controller cause that was "fun" to play doom on
lmfao
There was once a guy telling me ,,Walt do not play sunlust its extremely hard" and i ignored him
i know, and theres still not a doom 1 option. unless im just blind
thank you
or prboom+
are you trying to modify the doom 1 iwad
no
got something going
there is a Doom 1 option, two actually
Boom: Doom (Doom format) and Doom: Doom (Doom format)
however you have to enable the latter in the Game Configurations menu
my bad then
how do i make the player spawn with just fists?
You need to use DeHacked
DeHacked allows you to edit some doom gameplay properties, such as monsters, text, weapons etc...
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
oh ok
In doom modding (vanilla/boom formats only), We use usually multiple tools
Doom Builders are for making maps
Slade is for editing textures and other resources
and WhackEd 4 is what you will use right now to edit properties
Feel free to ask anything whenever
You can now save the file as any name you want and give it the file extension .deh
Yes
It should work now I think
By default the .deh file and .wad file are separate
I haven't used Doom Builder X so I don't know if it can automatically combine them but I am guessing it does
if not you'll have to combine the .wad and .deh using slade
do you know where the script is saved on your device?
yes, i have a little folder for my wad stuff until i group it together
Alrighty one second
Ok here's the process:
- Download and install SLADE 3 and set it up.
- Open your wad file in SLADE.
- Drag and drop your .deh onto your SLADE window.
- Rename the lump you just dropped to DEHACKED.
Yes exactly, now just save it and try running it
kk, thank you
worked, but he still pulled the gun up for a second
whatever, good enough, thanks v!
actually he can still pull the gun out
sadly no solution to this
hm
Also I gotta say you are a very fast learner
I don't think so, at least not in vanilla/boom
hm
The solution to what you're asking for is to turn the pistol into the fist
However, this is not the wisest thing to do, either
Not sure why you'd want to get rid of the pistol though
It serves nearly no purpose because it's so weak
i want to get rid of it so the player has no weapon at all
also, theres flashing lights in my map and i really dont know where they're coming from. do textures emit light?
Do you have any sector effects set?
Doom Track pack was design around JP LeBretons Wad Smoosh; compiles all the official doom Iwads into one hub for you to access them all as episodes using the gzdoom source port. The tracks replace 2 expansions and an additional episode for doom2, No Rest for The Living, The Plutonia the Experimen...
Looking sick!
posting the others now
what do you think lies behind this door? perhaps a murderous android? or maybe, a ticket out of this mess? instant death? who knows.
that looks so good
ty!
dude those are some cool Auger Zenith vibes there. you made this?
yep! some of the textures that I used here are actually from AUGER;ZENITH, however most textures used here are from various texture packs I found on Realm667
It really does tbh
Among with Ancient Aliens and Sunlust this is also one of my favourites
Some 16 color conversions I did a long time ago
these look awesome
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
I have a bunch of textures done too, but not all of it is Doom specific per se
i would play the hell out of that so damn much if i'm being honest
i love the aesthetic to bits
Yeah that's DOPE
apparently doom in a TI-84 calculator runs zdoom, so i might be able to run doom russian overkill on a TI-84
Nowhere near enough memory to do so. "ZDoom" happens to be the name of the application
But I assure you there is zero relation
I doubt the Z80 those calcs run can even clock high enough to launch "actual" ZDoom
there is no fucking way in hell that version is modern enough to run mods
oh
yeah
highly doubt it
Does anyone know any good wads that take place entirely in hell?
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.
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
thats a lot of cacodemons
aww cacodemons and pinkies 😊
hey, how do you make a key door gate? like in the 2nd level of doom 2
UDMF or BOOM?
udm means ultimate doom right?
no, i want to know what map format you are using to make maps
UDMF is its own format
UDMF means Universal Doom Map Format
ohhhhhh
oh ok
udmf works on anything
Not really, UDMF supports ZScript
oh
BOOM works on literally anything
let me check
uhhhm
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...
alrighty
Video is easier than writing everything down 
does this look like it fits in doom?
lacks shading
i posted that when i didnt shade the bandage thing
here it is now
guys is there any good doom wads that are compatible with pr boom plus and will not get bat shit insane like Sunlust?
Valiant
Yea but when i tried it the imp cabin in e1m1 didnt worked same for the switch and other
Are you on complevel 9?
in the editor it shows this (first), but in game it shows this (second). any idea what this is?
oh i see
Oh i forgor about the complevel 💀
does anyone know how to replace textures for doom(ex if I wanted to replace a door or wall texture)
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
Do not add it to TEXTURE#/PNAMES, it'll just work exactly this way
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)
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
ok
To add or modify textures for your Doom WADs, you will need Slade3: https://slade.mancubus.net/index.php?page=downloads
For more WAD editing tools, click here: https://doomshack.org/doomtools.html
just press tab in the editor
They're not talking about the sky
Tried doing that but when I play the game it doesn't show up
Ima try again in the afternoon
the sky isn’t the problem, there’s a wall that I didn’t put there and can’t get rid of
Show is the 2d editor view of this area
Make another sector U shaped and lower the ceiling to floor height
can i port a map i started in udb into slade?
ye
ok thanks
sorry if i'm wrong
however i do know that wad files stay the same no matter what editor you use
uh
If they both have the same map format then yes
If you're using a common format like doom/boom/UDMF/MBF it should work just fine
yeah
back to level making, my 25 level episodic wad is 95% completed. started this in 2015
and yes there are purple cacodemons in it, they are nasty
when you finish it, can you send me the download?
Yes, it will be on Doomworld some day
Igs a fucking carnage after 7th level
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
credit to ShallowB on doomworld for drawing the sprites.
oof. i added all the wads for tnt, plutonia, and doom 2
i might just stick with plutonia because i prefer its style, but what do you guys suggest
You're not meant to play that map like that 
Try em all, stick with whatever you like
Yeah I was just throwing ideas out
Doom 2 is a pretty quick romp so a good one to go through
Tnt ... well should be experienced imo 
But plutonia is my favourite
Wdym theres no way im running thru 5 archies
Look at the signs around the map
The ones that indicate what not to do to the mancubus
Bro i killed him 3 shotted the cyber and left
that's why the archviles appeared
Oh 💀 💀
(i'm assuming this is map 07, the mancubian candidate)
try slaughterfest 2016. Then try it with Complex Clusterfuck Nexus
on 5 life limit
then come back to me.
Anyways i revinded to my older save and passed the level with 80+ hp
👍
whats a cage texture
No
You want to use mid textured lindefs
And double sided
If I want to creat the illusion of glass, I suggest Shawn texture and reducing the alpha to about.4
Thanks
LEAN CACO!!1!1!1!
- hurt me plenty, ultra violence, and nightmare are impossible
Hm 
UV is possible confirmed, if you don't get 100% kills
snippet of my work in progress wad
random data, i play doom 93 in school breaks
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?
maybe if they share the same tag?
Merge the sectors
Select the ones you want to join and press 'J'
how do you do make textures that are 0 units wide like the icon's brain?
Np 👍



