#classic-doom-maps-mods
1 messages · Page 128 of 1
dehacked runs on pretty much every popular port
it's compatible with the og doom engine
actionscript, i'm not sure, but it runs in gzdoom
decorate works on zdoom ports, i think eternity as well but i'm not sure
zscript only runs in gzdoom (doesn't work zandronum as of now)
ping
gzdoom runs everything but has weird input delay issues (on lower end PCs) and behaves differently even on doom strict compatibility
I’ve noticed that, as well as some frames getting dropped during levels with 15 or more entities loaded at once, even though I’m running it on a high end computer. I’m not really familiar with this kind of stuff, is there some way I can allocate more resources to the program?
lower the resolution
even if just by a little
also switch the renderer to vulkan or openGL ES instead of openGL
ok, I'll try those, thanks
i made a doom mod for gzdoom
anyone here know how gzdoom language lumps work
i can only get it to display english
actually, it works for portuguese, but not for brazillian portuguese
the zdoom wiki was wrong, the language code is pt not ptb
May be a request to put in the github
Anyone know how to get a hud mod to work in 20:9 aspect ratio on delta touch? Love the hud mods but they cut off on the sides because most are maxed out at 16:9
What mobile device do you have that is 20:9
Samsung a32
Oh
Yeah and the cats hud works great except it's not the width of the screen. I do found a console command that stretches it mostly the width but not quite to the edge.
Apparently you can disable a scaling feature added to later versions of the app or something. It makes the hud render wider but it doesn't snap to the edges of the screen.
is it possible to make animated camera angles like this one in gzdoom or nah
i think there's a mod called orbital camera just for that
Discussion about ZDoom
"strangers in the night, exchanging glances.."
good
map compiler options
so you can give linedefs tags from what i know
which is a linedefs (I use doom builder a while ago but I don't know the names of things)
walls
Okey
"Wondering in the night, what were the chances"
I have never seen this many stuff in a wad, do I need all of those or only the wad is enough? I wanna load it with zdl alongside a bunch of mods
Read the .txt file it should tell you
If not try loading just the wad file
yeah it doesn't say anything that's why I asked
yeah I guess no
ah wait, my zandronum might be outdated
okay it launches now but with a lot of errors
okay the comments under the wad says I only need the wad so I guess who cares about the errors?
some things look a bit buggy but nothing gamebreaking hopefully
like, this is not what the red keycard should look like but I don't think this is anything gamebreaking
Is there a delta touch specific discord server? I can't find anything online that still exists.
in the process of making my first doom wad. learning ACS scripting rn, so I decided to build a neat lil entryway.
damn I wish my first wad looked that good
hoping to make my first mapset with custom textures based on Urdak architecture
but for now, baby steps
I've started making my first Doom map! I'd love to know what you guys think of it so far, so here's the WAD:
Does anyone know how to make an event trigger on death of multipel monsters? I know how to do it on one using a tag but I want it to be like MAP07 where when all the mancubi die the walls lower and with the arachnotrons the stairs raise.
That is only possible in map07
With mancubi and arachnotrons
It's hardcoded into the engine
You could probably do it if you are making a zdoom map but idk anything about that
And with just vanilla or boom or mbf it's impossible
Alright thanks
i need to get better at detailing maps
anyone here know how to mess with gzdoom shaders?
i have a shader that's giving me errors in a line that doesn't exist
Me and the gang have just opened up a brand new community project for classic Doom. It is centered around coop horde mode for the Odamex port. First of it's kind. Taking sign ups now with the project kicking off properly this weekend. More info in the DW post 
https://www.doomworld.com/forum/topic/130154-hordamex-a-horde-mode-community-project-taking-sign-ups/
https://youtu.be/WYdTa9UXXj0
Its time for a brand new type of community speedmapping project!The Hordes of Odamex, or HORDAMEX for short, is a project aimed at the new Horde survival co-op game mode on the multiplayer-enabled Source Port Odamex! Whos involved? The project is being head up by @Xenaero, a long-time competitive...
Beat back the Horde!
Community speedmapping project by The Hellforge @ https://discord.com/invite/hellforge
Download Odamex @ https://odamex.net
Tune used is the high quality mix of E2M1 from Andrew Hulshult!
I will never get enough of this complete chaos
it's comes to a point where it looks modelled in blender or 3ds max, it's that good looking
Hello
good someone who recommends me mods for delta touch
does anyone know what source port i need to use in order to play sunlust
prboom as a minimum but it'll also work well on gzdoom and dsda doom
and zandronum if you want to play it coop
how hard do you guys think it would it be to recreate ultrakill's weapons and movement in doom
just wanna see what it would be like to play slaughter maps with this
i think the movement shouldn't be too hard, and some weapons should be easy enough
This might be a controversial opinion but realism doesn't blend well with doom's level design
Brutal Doom V21 has already demonstrated how realism would be a bad idea as it could make the game unfair
yet there are fanatics out there who are begging to make the game play that way...
not that controversial
doom was designed after running at high speeds without any weapon recoil after all
but if you want realism, don't go for brutal doom v21
there's this mod called hideous destructor that turns it into a full-on mil-sim
pretty fun challenge in my opinion
Ehh...
Hideous destructor is basically ghost recon but kinda disturbing...
But I wouldn't mind trying that mod
It pisses me off that there are people out there who wants to add realism to a game that it doesn't need it. Unless if they changed the enemy type or make a huge map (or maps that would fit to it), it wouldn't make any sense at all.
Agreed
Also, is there a way to change Hideous Destructor's hud?
speaking of hideous destructor why does the invis sphere crash my game
is it for all of ya
just use it as any other pk3
how do I make a custom death animation when the player dies like in brutal doom?
I'm pretty sure you can use any sprite editor
Just make sure that it matches the resolution of doomguy's sprite
Um... guys, how can I fix this? (I'm using GZDoom btw)
the rest is I don't know
you can just search it on the internet on how to insert these animations into the mod
Hello, can you help me solve a bug in my doom wad, it is a doom 1 wad exactly for the first chapter, this happens to me: I put a secret level in the sixth level when I go through the exit, everything is fine, but when I find the secret level exit takes me to the fourth level, what can I do
(Pls help me)
what kind of sourceport are you using?
this is the standard behaviour for exiting the secret level in a doom 1 episode. it's hard coded. you can change this in ports that support mapinfo (zdoom ports, eternity, dsda doom)
mapinfo allows you to define what maps follow what
Doom builder, Slade and zandronum
And gzdoom
how do i do it?
i am new using slade
ZDoom supports a special MAPINFO lump that can be used to define special characteristics for the different maps in a WAD/PK3, in addition to defining custom skill levels, intermissions, and game settings.
hideous destructor was made for fun i think
it's not like "omggg this game isn't realistic it SUCKS!!!"
In my opinion, it's what HD does right
it created its own enemy types to compensate for the agonizing gameplay it has
but yeah people who are desperate for scoping and tactical stuff like sprints and recoil need to go play something else
instead of outright using the original enemies which would make the game extra harder
i don't mind sniper rifles in doom actually, but i found someone complaining about the lack of aiming down sights and that's just stupid imo
yeah
Although HD was made for fun, it also pretty much demonstrated how realism would be a bad idea in some games that doesn't need it
regardless, it's a great mod. Not gonna lie.
anyone recognizes this wad?
i really need to finish my mega wad, ugh
release it half finished to testing and feedback?
but i need to find people who can stream it or make videos as they play. That is the best form of feedback
Thanks
Classic Doom cover hell
Even has the baron/imp things
Im going to need testers who can do video play throughs if possible
this is the first time I see dualies done with the pistol and I'm mad that I never ever thought of that idea before
something about that arm feels wrong
needs some aliasing on the left edge i believe
Can someone teach me how to make towers and buildings with Ultimate Doom Builder for Doom II? (ones that can be entered)
Buildings like this
Here is the Post for my megawad if anyone is interested
Name: Untitled Beta (Name not official, it is so hard to come up with a name) Format: UDMF Port: GZDoom: Jumping and Crouching can be used if needed. There should already be barriers where I do not want you to jump but the map can be completed without jumping. Do as you will. IWAD: DOOM2.WAD Game...
i didnt make the entire sprite, but i dont see it. It copies the doomimp sprite sheet for the most part.
looking forward to trying it out !
^^help
Make a regular room, but on the outside have an F_SKY texture on the ceiling
gun arm sprite
i have a question
when making sprites for a gzdoom mod, do i have to make them with the 1:1.2 pixels or not
the sprite is put into the mod using slade if that matters
oh yah that is a sprite from Realm667, not the best but i cant sprite worth a shit
as for your question i know you can scale sprites up through decorate
the think GZdoom adjust them to be 1:1
gzdoom adjusts the face but strangely not the weapons, monsters, or anything else
i could be wrong, but i think the sprite size could be based on game resoulutoin, so if you stretch rez it in gzdoom, sprites change to that. I think
hmmm
i always make mine as perfect squares in adobe and have had no weird issues
i see, thank you very much
any megawads that give you a lot of room to move while not having really spaced out enemy placements
new mode for easy demons how chicken food

My MegaWad is Up, read the entire thread before playing so you dont hate it as much!
Name: The Elder Runes of Discord (Working Title) Format: UDMF Port: GZDoom: Jumping and Crouching can be used if needed. There should already be barriers where I do not want you to jump but the map can be completed without jumping. Do as you will. IWAD: DOOM2.WAD Game Type: Singleplayer (coop pla...
New Gothic Movement 1 and 2
Dues Vult
Sunder
Alien Vendetta
Speed of Doom
The Slaughter Spectrum


Hello everyone! I have the .pk3 of a shout park mod (I didn't make the mod) and since I had a hard time finding the files, I want to make it easier for someone, can I upload it here? I have to upload it to mediafire, drive or what method?
I recommend against this. If the mod does have an easy to access location like zdoom, moddb, itch.io, doomworld, or id games, it's considered rude to host it yourself. I'd recommend looking around a bit harder to see if it does have an official page of some sorts before you start hosting it
It is understood but since I did not find any hosting that is not a repository with 3 wads, I wanted to do it in .pk3 but now that I think about it, you are right, thanks for telling me (by the way, I am sorry for my bad English, it is not my mother tongue)
oh my gosh thank you
try posting it on moddb i guess
Oh yes! Can I showcase my Doom mod here?
yep
Sprites made by CthulDragon aka GD Seirya, who also did the Doom commission of myself.
Doom hand sprites ripped by Falcon Delta, edited by GD Seirya.
First file is my main BlytzDragon mod as it stands for now.
Second is an older version for player skin purposes.
Third is me as a shotgunner enemy.
I hope this is also ok if I show the sprites for the mods as sprite sheets.
Also previews.
i can't believe it took me a couple years to get a somewhat decent hand for scripting and triggers
Shotguns came around a lot faster than the pistols, since I actually know what I'm doing now and don't have to bash my head in figuring everything out #Gardevoir doom mod.
this looks cool
how do i make th bridge that plutonia map 02 did
does assigning no texture work
Not quite
It's a self referencing sector
Only needed if you're intending for it to work in vanilla ports though
Ports like gzdoom and prboom have other (much easier) methods
For vanilla you'll have to look up self referencing sectors, for boom you can use action 242 fake floor
cool
I'm just wondering if one of you guys have a forklift model I can use cause I can't find a free model of a voxel forklift
i am getting better at this