OG DooM thread: The Sky May Be edition

New thread maggots

Other urls found in this thread:

volafile.io/r/26Nbq-
forum.zdoom.org/viewtopic.php?t=32392
doombuilder.com/index.php?p=tutorials
doomworld.com/vb/doom-editing-tutorials/74073-vanilla-level-editing-lesson-1-preliminary-reconnaissance/
youtu.be/2w8AJ1QkhXM?t=344
youtu.be/AGlCmt74P9w?t=89
dropbox.com/s/a6s3ek20bnv6t6i/kitchen.wad?dl=0
gunlabs.blogspot.ca/2011/01/tutorials.html
youtube.com/watch?v=mwEDGg4CXQI
filedropper.com/idontlikecomingupwithnames
mega.nz/#!7cplRSRD!fA4sXNrENEtQIWX33f7hdw6wSarj4R7bAk1c9zDVtEk
dl.dropboxusercontent.com/u/60585504/idontlikecomingupwithnamesv3.wad
dl.dropboxusercontent.com/u/60585504/idontlikecomingupwithnamesv4.wad
mega.nz/#!qMBB0ZTR!tH8GYIld6wycrHXGNP8a8WeknjQVOtDka3v4u5XBNJo
strawpoll.me/10426064
mega.nz/#!cpoF1D7A!QpL9X0s3Df-zlCEYZk3SrJ0dKsjzmvAroEH-bBa2Jjw
mega.nz/#!kk5SFLSb!nB6ORYmZJdlRh2ehW7YWJTJ6a1kd6BfY3Pm4QQEOsY8
mega.nz/#!l1w2UTIY!NDMmpkHq5mVh_93v5iiYvW_Lw8CsbMuEi7VRdAxCi2E
mega.nz/#!iMRW2KYQ!qdFmEWkgXOKicqVIUF6P6DwZf4-2j1ZaPlBCq7dd9Kw
volafile.io/get/gKSbPUyTw65BfA/gayshit.wad
oblige.sourceforge.net/forum/index.php?topic=479.0
mega.nz/#!FsZihZYC!EGrk-pFUjEcf6i6tAJ6EF0pIzjWOErGHFxmQsZ9oF0c
mega.nz/#F!o8QG0TwK!_Tfp9qs-xJ7dNlPnpaniCw
mega.nz/#!4kRHXJKA!ddBjqMSZNrI2d1gDBKm33uAvGQcMIc9Rf7VFocOWgMI
devbuilds.drdteam.org/doombuilder2-gzdb/
mega.nz/#!QsZ1SAKC!ZY66EE6MNQ77OFUKgkZgF6DvoD_IwYND6rDqR-Dr3p8
kat.cr/zdoom-with-heretic-hexen-doom-strife-etc-t1360034.html
mega.nz/#!otpABI4D!OT6dDZxFOHcNI_Ee329Y5lx4hw2JlaC7-rfwf56X5eM
dropbox.com/s/yie7vlfnsasbcrx/inferno odyssey.wad?dl=0
doomworld.com/idgames/levels/doom2/Ports/v-z/venice
dropbox.com/s/yie7vlfnsasbcrx/inferno odyssey.wad?dl=1
dropbox.com/s/7dp722iv26qfudl/technotomb.wad?dl=1
dl.dropboxusercontent.com/u/60585504/idontlikecomingupwithnamesv2.1.wad
doomworld.com/vb/post/1627753
twitter.com/SFWRedditVideos

bump for shit

Oh you and your silly 2D shooter game

Waiting on the
guy to show up.

Any of you fellas working on mods?

good job shill

...

What update would it need m8
As far as people are concerned the mod's effectively finished.

good job shill shill


I saw Vargskelethor's DooM builder stream a couple days ago.


Really wanted to get back into it but I'd rather stick to working on my shitty /agdg/ Wolfenstein/DooM ripoff.

If I keep kicking that can down the road it will just never happen.

Top three doom megawads. Go.

I was playing Doom II via GZDoom the other day.

Ultra Violence is pretty hard…

Anyone got a version of it unzipped an user could yoink?

Scythe 2
Hell on Earth (Brutal DooM)
Plutonia 2

why don't you guys like brutal doom?

I'm a doomfag but not active in the community. Thanks for the name though.

here you go

game breaking and ruined the community for newcomes and multiplayer. PB is better.

volafile.io/r/26Nbq-
forgot the link

I've never made a map for anything before, but I got bored as fuck and decided to make a DOOM map.

Making it is kind of fun, but I doubt it will be anything good.

Back to Saturn X: Ep. 1
Scythe 2
Valiant

2 out of 3 are fairly recent but that's only normal considering the mapping community has received so much talent as the years went on.


Because this gets asked every single fucking thread, fuck off already.

PB dev likes NuDoom and made one of the first reviews on Steam and PB wouldnt exist without BD.

BD is alright, its community is pure cancer.

thanks

on a diffrent note anyone wanna play some samsara?

they're just asskissing in a desperate attempt to get hired.

OP could've stayed from sucking dicks for a moment and posted the dump link.


With regular Doom 2, no it isn't.


Going Down
Hell Ground
Scythe 2

It's my first foray into the difficulty.

Chex Quest 1 or 2?

I found a mod that add's DOOT's weapons to Brutal Doom. It looked really fun, but I didn't feel like playing through Episodes 1-3 again. Mods like this usually trivialize them anyway. Anyone know of a good set of maps that would work well with DOOT's weapons, or should I just pick something at random from idgames?

What would be the dumbest but most fun DOOM wad?

Reposting it here because I'm a retard who can't see bump limits
You nigs tried Zion yet? It looks really nice and the weapons have great feedback (sans lightning gun). It's even got the weapon mods and transformation runes.
My complaints are how it changes balance. Shotgunguys do a fuckton of damage, hell knights get an AoE fireball, and chaingunguys are completely neutered. Explosive weaponry also has some pathetic range and the vortex rifle has shit damage output. But it's a work in progress and it's been fun to play with Back to Saturn X. Hope the guy behind it can unfuck it because the rest of the mod's been pretty damn fun.
Maybe I just like this because project msx hasn't had an update in fucking years now. RIP in piece.

Back to Saturn X 1/2 or any futuristic/texture-rich wad.

I opened that twice and only noticed the penis the second time.

Is that actually for real?

*SFM demon gay porn when?

Am I the only person who can't stand playing vanilla unless it's Episodes 1 and 4? There's only a handful of E2 and E3 maps I can get behind.

post your maps in progress, and if you haven't ever made a doom map before, download GZDoom Builder and give it a whirl

forum.zdoom.org/viewtopic.php?t=32392

here's some tutorials to get you off the ground

doombuilder.com/index.php?p=tutorials
doomworld.com/vb/doom-editing-tutorials/74073-vanilla-level-editing-lesson-1-preliminary-reconnaissance/

i really ought to get around to working on this again, it's been a while

I personally don't like episode 2 at all besides the final map. it just feels like the same thing over and over again.

Shit nigger, that's a good choice.
Never really had any strong feelings about Brutal Doom before, but between it and the DOOD weapons, it's pretty fucking fun to play. Big fan of the gibs splattering everywhere.

I haven't tried Zion yet, but the Doom 4 weapons mod is kinda the opposite. Shotgunguys and Chaingunners do a metric fuckton of damage, while Hell Knights, Barons, and Cacodemons are less intimidating. Imps are a mixed bag, their fireballs are telegraphed to high hell and easy to dodge, but the melee is pretty scary, it fucks you up what for.

I'm pretty happy that the DOOM community is porting over shit from it. It's lots of dumb fun, if nothing else.

It pisses me off how they even fucked up the classic maps.

Fine for singleplayer, terrible for multiplayer, even in co-op.

It also brought many newfags.

Epic 2
Icarus
Pirate Doom

My nigga

B-but it's just as fast as the original!

Man this shit makes that Doom 4 mod look all the better. At least that one shit will still feel like Doom.

Fun fact about that secret: the trigger is a lot closer than most people think it is.

I've seen gameplay footage going just as sanic fast as the original, but speed isn't the only thing wrong with nuDoom.

what are you referring to here?

The lighting.

youtu.be/2w8AJ1QkhXM?t=344

Look at this, Halls of the Damned had a bunch of areas with flashing lights and dark areas.

youtu.be/AGlCmt74P9w?t=89

hoarding cell ammo finally paid off

literally no difference from brutal doom

Coming from the user that obviously never played brutal doom.

Brutal Doom is actually violent, D44m is really tame.

...

Currently working on this one, not what I'd call finished or polished though.

so I wanna play HDoom, Pirate Doom, and that Metroid one ((dreadnought? Forgot the name).

Would GZDoom or Zandorum be better for these?

:^)

Pirate Doom is GZDoom only as far as I know. I think Metroid works better in Zandronum. HDoom can go either way, pretty sure.

...

Anybody know where I can download the complete version of doom.wad?
I think I figured out the problem I've been having with opening custom wads, and it's that PrBoom+ doesn't come with the complete original first game.
That and I still can't figure out PrBoom+ to get anything going besides shareware DOOM and DOOM 2

But the metroid one will still run in GZDoom?
Either way, 2 outta 3 aint bad. Thanks user

Hell Revealed, Alien Vendetta, and Action Doom.

...

Check the infographic, it's got links to the complete essential WAD list including Hexen/Strife/Chex Quest

Also, if you've got a Blackcats account, they've got a Top 100 WADpack from DoomWorld, shit's pretty nice.

Gonna spam the question, does anybody know what the fuck is wrong with the dynamic lights on ATI cards in gzdoom? You go close to one source and the fps drops beyond cinematic levels.

motherfuck I didn't save the old thread and there was some info there. fuck I hate not having archives.

I'd like to believe that it's impossible for an AMD fanboy to cry "NVIDIA SABOTAGE" but I feel like they could do it even in this thread.

The answer is: Shaders. AMD treats and renders shaders like it renders geometry. NVidia treats shaders like shaders and has a whole pipeline system just for shaders.

I thought the dev stopped working on it. Good news.

You don't have to exclusively use one source port. I have over 10 of them.

You're given the BFG right away in The Sky May Be
Despite the fact he has God Mode, several enemies can still kill you such as The Baron of Hell.
It's hard as fuck without God Mode because a single imps fireball acts exactly like a BFG
There are several teleports that will trap you in a room with no escape.
I'm not even going into chaingun-guys who spawn mancubusses or an enemy coded to crash the game.

The Sky May Be was designed to be different and fuck the player over, don't compare it in any way to vanilla Doom.

The Sky May Be may be one of the worst wads I've ever been unfortunate enough to play.

Then it did its job.

If it's job is being trash, it's trash.
Hurrdurr ironic stupidity.

I have never made a map in anything before and I am doing this to fuck around and waste my time.

I have no clue where I'm going with this and I have no idea what I am doing.

i'm playing evilution tnt on ultra-violent, i'm on e1m8 and i'm getting my ass handed to me.

My first map. Not even remotely close to be finished, I plan to add an underground railway if I don't get bored out of it first.

embeds don't give views you fucktard

That's some Goya-esque shit right there.

It wasn't even intentional, I just noticed at some point that the thing vaguely looked like a goat so I decided to add eyes.

Here's my first map. I haven't worked on it for a while because I worked on it mostly during college on a school laptop that I no longer have, and Doom Builder's 3D mode runs really choppy on my desktop for some reason. Like, trying to maneuver around with the keys makes the camera jump around for some dumbass reason.

dropbox.com/s/a6s3ek20bnv6t6i/kitchen.wad?dl=0

I think the level would've been better if the player had more room to maneuver. I'm not sure I'd know if it was a kitchen if not for the title.

How do I get started with weapon modding?
sage for double-post

It's not finished yet, but you're probably right. The only reason I even based it on a restaurant is because I can't into abstract level design.

gunlabs.blogspot.ca/2011/01/tutorials.html
Someone posted this in an earlier thread. Haven't read it so I have no idea if it's good tho.


Interesting concept. Did you add one of those rooms where they hang huge chunks of meat on hooks? I can't quite guess from the top-down view, but you could put some hanged corpses in.

Of course.

neat

no, meat

Evilution can get pretty fucking brutal.

Or maybe I'm just a total bitch and haven't played something that's actually brutal.

youtube.com/watch?v=mwEDGg4CXQI

Playing pirate doom for the second time through on 'cap'n' now, as the difficulty names were confusing, and I thought they'd each be more difficult than their defaults.

Are there any other similarly made light hearted wads similar to pirate doom, or is it just sadly unique?

Made a map, please criticize.

filedropper.com/idontlikecomingupwithnames

Texture missing here.Also there's some non-working switches.

Was pretty easy on UV.

It's a bit crazy at times and some secret traps are a bit too dickish.

Some areas are too compact compared to most of the map, not too sure if it's meant to be like that.

Instead of having 10 enemies waiting in a single room, maybe there could be 4-6 and 3-5 waiting behind a hidden wall. Talking mainly about the far side of the map near the Yellow card

A couple switches either don't do anything or appear to do nothing, it's a like a cocktease, I expect a wall to open up or some door, but all that happened was I wasted shotgun ammo on a pinky I didn't really need to kill.

The room with computer tables and about 4-5 enemies in it is pretty useless, it has nothing but enemies! You should either put a secret there or at least an item.

The end was rather bare as well, just a box with a switch and a bunch of enemies, not detail.

As said, it was pretty easy on UV, but some traps would be impossible on Nightmare.

I put one nonworking switch as a decorative texture, guess that was a bad idea.

I thought that some of the hallways and rooms were too cramped or small, and I just noticed someone else basically said everything I was going to say. Other than that, a few textures were misaligned and one of the switch was too high on it's wall but that's more of a nitpick than a serious issue.

Thanks for the critique. I'll keep that in mind for the future.

The Adventures of Square
Chex Quest 3
Shadow Of The Wool Ball
Memiors of Magic (yet-to-be-released)

But Brutal Doom wasn't designed from the ground up to be a casual game.

Christ, that looks so much better than actual Zenimax Doom.

Finished The Sky May Be.
30+ minutes wasted. It's not a bad joke wad, but Mock 2 is way better. Some jokes were good, like the "Stairway to Heaven" one, or the Cyberdemon killing himself, but being killed by the BFG Imps way too many times ruined my mood.
At least it's not a Terrywad.

So can anyone tell me why I have so many issues with zdl not registering some wads?


Jesus christ, I have zdoom, gzdoom, chocolate doom and zandronum since a friend wants to do a co-op playthrough of OG doom

I'll admit I don't use all of them and only have some of them for jokes, like Doomsday and Doom95

I will never understand why some people make their mods exclusive to that trash heap.

Cheers.

Played through Shadow of the Wool Ball, it was good, quirky stuff imo.

I've heard about Memoirs. From what info I got from the test vids, it looks like it might be fun once its fleshed out.

...

did anyone archive the last thread?


he should edit it to be less like the ZeniDoom weapons, they're boring. make the gauss gun work like a half life tau cannon. get rid of the weapon mods and give them secondaries or something.

Neat map, but why are bottoms of doors the same texture as the ceiling? It looks weird.

I think the first Doom, and E1 in particular, had the best level design. I don't really like Doom 2's level design.

same here. doom 2 was great for the super shotgun and the increased difficulty but doom 1's map design was miles ahead of doom 2's

All of this.

Have you seen Project Remap? It's looking to give Doom 2 the Knee-Deep in ZDoom treatment.

I'd love to see something like this for all of the classic Doom series.

If you're looking for more light hearted wads, you should look up Hocus Pocus Doom and Sonic Robo Blast 2. I haven't gotten around to trying either yet, but I've heard good things about both. From what I've seen of them, I'm really impressed with how much they change the look and gameplay of doom, especially the latter one.

first ever map, probably pretty shit but whatever
mega.nz/#!7cplRSRD!fA4sXNrENEtQIWX33f7hdw6wSarj4R7bAk1c9zDVtEk

Revised it with criticism taken into account. Where can I improve from here?

dl.dropboxusercontent.com/u/60585504/idontlikecomingupwithnamesv3.wad

It's not a good idea to make secrets mandatory for getting through a level alright. Good use of Seek and Destroy though.

Pretty good, although I'd make the end room multi layered, or just detail it. The room feels empty the way it is now.

The Pinky on the far left is still useless for anything but 100% kills. Maybe open that door when you pass in front of it to force the player to fight him.

Overall I'd rate it higher than most of Doom 2's maps.

Nicely done. Only thing I can think of is that you're a bit too generous with ammo.


most of the rooms are too bare bones. In terms of difficulty it was pretty good tho, the enemies in the dark room took me completely by surprise.

Damn good, though you do need to think about some rooms that seem too empty like this user said

Ammo's alright, but - I don't know about others, but for me putting a load of ammo into a single room seems meh. Enemy placement is great, no issues here.

wonderful.jpg
Holla Forums megawad when?

Revised once again, now with music!
dl.dropboxusercontent.com/u/60585504/idontlikecomingupwithnamesv4.wad

keep telling yourself that, kid.

Some points that came to mind:
-while the blinking-light rooms are pretty cool, be careful about using them
-lot of the corridors and rooms feel predictable and standard. How could you distinguish them from each other?
-secrets should have some sort of hint leading to it
-be careful about using table-like elements
-be aware how the monsters behave. The demons are not very good at navigating, narrow doorways often cause them to clutter on the other side without purpose
-some of the lighting decisions are kinda strange
-cacodemons have huge corpses, when they die on narrow stairs leading downwards the player can't see jack shit

Sounds a bit peppy, but it works I suppose.

Holy fuck do I hate making stairs.

reloading

very nice,I like the look of the map

should be a bit better now i hope
mega.nz/#!qMBB0ZTR!tH8GYIld6wycrHXGNP8a8WeknjQVOtDka3v4u5XBNJo

Not enough room to move in many spaces with a large amount of enemies. Not every hallway has to be only as wide as doomguy.

It's a pain in the ass, I fell into that shit 3 times while running through the map

I don't know why you guys are straight up using actual songs for music, it's not good. There's a difference from Doom's use of similar riffs or drumbeats to non-looping music from Metallica and Alice In Chains, that is not the way to go, especially when the vocals are replaced with trumpets instead of being removed.
By the way, I hope you read this too c8b4fb.

Stray away from this unless it's a hidden door, it looks cheap.

After about 5 tries I gave up on UV because it was so frustrating to die from stupid shit in cramped corridors.

Definitely an improvement over the first. Not what I'd call good though.

Much better. You placed two secrets on the same spot at the top of the map tho and the wall textures connected to that door move with it.


git gud:^)

fug. Second part should be to

What's the best Doom-map?

The recreated original maps is proof that nuDoom is slower, in Doom 1+2 Doomguy not only moves faster but he accelerates which is why people stop and go in Doom playthroughs. You can see it clearly in map by map playthrough comparisons far more readily then the other gameplay footage comparisons.

bump

Bump with screenshot of wad I'm working on.

Best megawad. Let's go

strawpoll.me/10426064

I remember getting stuck on that one. The track was too good to give it up, and boy was it worth it. Great map

Since the thread is so slow I'll bumb with the progress I've made with my map. Not much tbh.

Should i give Brutal Wolfestein a try? It looks fun but people always talk shit about Brutal Doom.

daily reminder that the guy who made The Sky May Be is a furry

I thought it was unfinished.

daily reminder that The Sky May Be is one of the worst wads ever and that the fact that the creator is a furry is irrelevant.

Shit datamining poll, go back to doomworld.

Well the last version was 4.5, and it has 6 episodes. Even if its unifinished, there's still a lot of time of gameplay.

There's multiple intentionally crappy wads out there. Ranking them in shittiness is pointless.

About Doom Builder, does anybody know if it's possible to transfer selection from 2d-view into 3d?

So I've spent the last week working on my first map and learned quite a few things about Doom itself in the process. Also creating maps is probably the single worst (best?) thing for time-wasting I've ever come across.

It's finally at a point where I feel it's ready for others to try out. I made sure it's beatable without touching a single secret as well. Tested with ZDoom.

mega.nz/#!cpoF1D7A!QpL9X0s3Df-zlCEYZk3SrJ0dKsjzmvAroEH-bBa2Jjw

Could use some feedback.

Since there is never ever a marathon thread, I figured it'd be best to ask here. How easy is it to make mods for any of the Marathons?

Pretty fucking rad m8

I really liked that map, there's a good challenge and an attention to detail, and it feels very open-ended. I can't really think of any major problem personally.

Also speaking of challenge, am I just bad or is back to Saturn 1 nearly impossible?

Ok I must be missing something here, I recently grabbed the iwads from the don't use link shorteners link with no problems on two different computers but this time im getting a dropbox error asking me to sign in but when I do it still wont work.

Honestly pretty fucking great

+Good level design, especially in regards to line of sight of upgrades, weapons, and giving you a goal that you have to figure out.
+Excellent enemy and power scaling.
+Great attention to detail.
~Easy to get lost in, but a little fun in the process. Mixed feelings about that
-Missing texture here.
-Didn't know what a few of the switches did. Had to open in Doom Builder to figure out what they did.

All in all though really fucking great. I'd love to see more from you if this is your first.

Damn and I thought I got all the missing textures. Shit's a pain.

Which switches in particular? I probably should add a few more cameras.

And yeah I agree it could get a little easy to get lost but I tried to make sure you had to actually hunt around a bit if you're not careful with ammo (for example the yellow key isn't even required to finish the level but if you actually go out of your way to go back to the yellow door you're rewarded with a stash of ammo, a rocket launcher and blue armor (which all help in the open area immensely). So yeah the open-ended design is intentional (originally it was actually very linear).

Here's a slightly updated version:
mega.nz/#!kk5SFLSb!nB6ORYmZJdlRh2ehW7YWJTJ6a1kd6BfY3Pm4QQEOsY8

The switches I didn't know about were the ones in the hellscape arena, the pinky closet after the Pain Elemental encounter, and in the first hall with the armor. I think since the arena's such a large area, the switches effects were a little hard to figure out. I had to circle around a couple times before figuring out what they did. Still a good job overall though.

Also, what configuration of Doom Builder are you using? I'm just using regular Doom 2, and wondering if there's a better version I could use.

I'm using GZDoom Builder. On a side note, it allows you to transfer selection between 2D and 3D views (as asked about).

The three switches on the three platforms are used to raise the northern platforms to allow access to the upper level, and the one on the upper level drops the red key back down so that you can pick it up. That's all they do. Though with all the shit flying around perhaps it's not as immediately obvious as it could be.

That's a timed switch, it leads to a secret nearby but you have to be quick.

That should open the door to the first Berserk powerup. This one isn't timed so as long as you backtrack it shouldn't be hard to figure out, unless it's also stuffing up.

Oh wait you meant what format for the config?

I'm using GZDoom: Doom 2 (UDMF) for this map, though I'm not really using any GZDoom-specific features as far as I know.

Nice work user. If this really is your first map, I have to say I'm impressed. This was really fun to play.

I really hope to see more from you.

Thanks for that. It's mainly because I'm still getting the hang of Doom Builder. I didn't even mark secrets in the first version of my wad that I posted in this thread.

Bretty cool map. I think the teleporter to hell was kinda unnecessarily hidden. The base needs more varied decorations. While the archvile-lift was interesting, the thing takes too much time to go back and forth for a junction where the player probably will end up passing more than once. Some of the secrets felt a bit random, though not necessarily in a bad way.

Points taken (I also thought the lift could use more work if a non-linear level design was going to work). Here's an updated version:
mega.nz/#!l1w2UTIY!NDMmpkHq5mVh_93v5iiYvW_Lw8CsbMuEi7VRdAxCi2E

- Archvile Lift speed increased from lower floors, also now only drops as far as current floor
- Hell teleporter area reworked
- A few extra decorations (mainly boxes) scattered throughout the base areas

why the fuck can't i put a door here, instead of opening the texture on the door just moves slightly

You have to make those little pegs face outwards, think of it like a doorknob. just hit the L key, hover over them and press F.

I had the door setup correctly and everything it just refuses to open

Did you check that the door's ceiling isn't below its floor? And which action are you using?

ceiling and floor are fine, the action is set to DR Door Open Wait Close (also monsters)

Are the tags on the wall and the sector matching?

Weird, from what I can see it should work fine then.

Mind chucking us the .wad so I can have a quick look?

Shouldn't need tags for a simple door, at least you don't with UDMF

I'd tag them just to be sure. It's more important that it functions.

here ya go
mega.nz/#!iMRW2KYQ!qdFmEWkgXOKicqVIUF6P6DwZf4-2j1ZaPlBCq7dd9Kw

Hover over the linedefs set for opening the door and press F to flip them so the sticky-out line in the middle of them face outwards.

Linedefs are one-sided and you need to make them face the right way, especially when it comes to doors, switches, and triggers.

Alright, enough with this secret club nonsense.
How do I wield the Dragonslayer in DoomRL?

You jerk-off really fast.

I think your door is too thin or something. I changed it from 7 long to 8 long and that fixed it. I dunno.

I uh.. what the fuck.

I couldn't get it to work either for some reason. Yet copying the three sectors that make up the door and the doorframe, pasting it down somewhere else and attempting to open it works just fine.

I can't even comprehend why it would be doing that. Only thing I can really say is to try remaking the door from scratch. Hell even copying it, deleting the existing door and pasting it back in will probably work.

Or that. I tried the same thing and it worked. Perhaps doors can only be 8 map units thick minimum with the standard Doom format?

alright thanks, i ended up just copying it to the other side because resizing it wouldn't work

ah, good to see someone else made a new thread

i've been fiddling around with modding and mapping, after two years I finally figured out how to 3d floors and slopes.
turns out i've been using the wrong format the entire time.
the extent of my modding so far has been splicing together some graphics mods, anyone got a link to a tutorial or something for zdoom modding?

I cant do the classic maps because anything with multiple pinkies means your tosses around like a pinball machine

and? what does his affiliations have anything to do with his wad making ability?

but user, he like a thing that i don't, he is therefore bad at life

found the furry. fix your brain problems, they're obvious and obnoxious to everyone around you.

also that .wad isn't funny

whats up with the cuberdeamon

...

Jesus christ I didn't even realize.

oh god

volafile.io/get/gKSbPUyTw65BfA/gayshit.wad

this oblige made map is kicking my ass, will your too?

latest oblige is in the forums: oblige.sourceforge.net/forum/index.php?topic=479.0

Not sure this was intentional, but the red skull door shut permanently after I opened it.

Pussiest chaingun ever.

Cant handle this

Aw shit I fucked up and forgot to make that door a repeatable action. Thanks for the heads up.

Current version here: mega.nz/#!FsZihZYC!EGrk-pFUjEcf6i6tAJ6EF0pIzjWOErGHFxmQsZ9oF0c

I wish there was a way to update the map but keep the same URL.

I think dropbox does that.

I'll have a quick look then. Also took all links down since I found another door that wasn't working properly, will post a new version shortly.

You can also just make a folder then give it`s url. The content would change but the link will stay the same.

Hmm didn't work so well when I tested what would happen if I updated the file.

Perhaps if I actually keep the filename the same.. give me a minute.

Ah that works. I thought of this before but didn't even think to actually rightclick on the folder.

Anyway here's my folder, the latest version will always be up on here.

mega.nz/#F!o8QG0TwK!_Tfp9qs-xJ7dNlPnpaniCw

Holy shit thank you for that, just tried UDMF and I'm getting way more mileage than just regular Doom II.

Just remember that UDMF takes longer to load depending on the port and eats way more filesize space than other map formats, it does however give you alot more freedom on what you can make in it and there are some neat tricks that you can only truly perform in an UDMF map, like sloped floors and floor-over-floor '3D' platforms.

If your map isn't using any of it's features and is fuckhuge in size, it's recommended use a different format.

I got bored and made a different map. This took me like two days to make, and it's the only thing I've made with an exit. It even has a couple of secrets.

It's not entirely done and I wanna hear what you guys think. The quality is probably as the filename suggests, but I think it's pretty alright for something simple and my first.

mega.nz/#!4kRHXJKA!ddBjqMSZNrI2d1gDBKm33uAvGQcMIc9Rf7VFocOWgMI

Oh, and once you hit the exit, it will take you to that other unfinished level I was working on, but had no idea where I was going with.

...

Is DOOM 64 EX worth a shot?

Yeah, a friend I sent it to had that problem aswell. I don't know why, but it works when you use software renderer.

Did I do something retarded?

...

...

Oh god user, what are you doing?

devbuilds.drdteam.org/doombuilder2-gzdb/

Make sure the textures are set to be doublesided - I'm seeing them as shows but setting these textures to doublesided fixed the issue.

I think the way GZDoom builder and stock Doom Builder 2 handle missing textures is what's making it looks fine on your end.

Oh shit it's not even Doom Builder 2? Jesus christ what are you doing user

I am 99.99% sure it's doombuilder 2, it just doesn't say that on the top.


I'll dl and use this then. Just so I know, what's so shit about Doombuilder?

Doom Builder 2 isn't really that bad, it's just that GZDoom Builder is so much better. And of course as you've already seen missing textures are a lot more obvious in GZDoom Builder and the visual mode runs a lot smoother (as long as you're not running it on a toaster though).

I'm on a toaster and it runs smoothly.

Hmm I just remember seeing people complaining about visual mode running like ass on their toaster compared to generic Doom Builder 2, but I guess they trying to run it on a literal toaster.

were trying*

Fixed, unless I lazily missed something.

mega.nz/#!QsZ1SAKC!ZY66EE6MNQ77OFUKgkZgF6DvoD_IwYND6rDqR-Dr3p8

Apparently I can't have an untextured invisible wall that you can't shoot through.

It's not worth fighting the imps and pinkies for the berserk back. You should also add a shotgun or a few sergeants (unless there was a shotgun and I missed it) and more enemies that aren't soldiers.

I was considering making the berserk pack a chaingun, and the pinkies were originally zombiemen. As for the shotgun and enemy variety, you're probably right, but for some reason I just don't want to give anyone the shotgun right away, or at least not from picking it up off a dead sergeant.
The idea I had for this level was getting the berserker pack and beating the shit out of whatever else was in your way (berserk is the easiest way to kill the teleporting imps and pinkies), but I feel I may have given it a little too late.

Also, there's two secrets on the map, so I'm wondering what people think of those.

1.Hellground
2.Unholy Realms
3.Timelessness(or something like that)

Maybe instead of a Berserker powerup give the player a chainsaw and add in an early Cacodemon or something (pain in the ass to take down with just a pistol but the chainsaw makes mince meat of them).

That sounds like a good idea, actually. I'll try implementing that

Goddamnit Holla Forums

I tried the demo myself actually, and honestly it doesn't even feel like Doom to me. I just ended up getting angry at every little thing they fucked up and stopped playing after 10 minutes.

You should watch a playthrough, they got so many things wrong. Game even has this shit section where you activate a relay dish and get locked in a room while some faggot has a monologue, cant even skip it like the shills told me

leave me alone, E3 is depressing


I like it a lot. played co-op last week, was fun. and I like Brutality. and vanilla smooth. I prefer BD's different pacing and weapons use from vanilla, but vanilla is still great and ageless.

The thread gets dead once in a while anyways. I also get Doom-fatique once in a while when I have to play something else for a while. This time that niche is being filled by Wildstar.

I did also play the demo and it was pretty shit, tbh. There were many moments where I was waiting for the enemies to run into me, and thanks to the retarded health-mechanics you are basically just F-mashing all the time and watching those shitty kill-animations.

Making wizards look better in my Trailblazer Heretic extended compatability/monster pack.

Instead of wizards blinking in and out like they do in vanilla Heretic, their magic balls spin around their heads, faster and faster as they get closer to casting them.

The wizards flash because they obtain the +ghost flag when charging for an attack, making them temporairly invulnerable to certain weapons like the metal ball wand or phoenix staff projectiles, much like other invisible enemies like the ghost Nitro Golem or the ghost Death Knight variants.
It's a way to show why your attacks are just passing through them only when they're attacking, it's not a bug or graphical glitch in their attack animation. You should make them become semi-invis when they're charging along with that new animation, it'd be better than the blinking.

…Yeah, I knew that.


Already in. All wizards do this at

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Incursion.wad user here, new IP.


Not shown:
Day 1

Day 2

Day 3
>Why the fuck is this door refusing to work like the others?

Day 4
>Hmm maybe that secret is a little too subtle

FUCK SLEEP

Day 5

Day 6

Day 7


I think when I get around to making more maps in the future I'll spread the weapons out, at the moment you can get every weapon in the one map and I think it feels a little too crowded progression wise, but everyone else seemed to enjoy it for the most part so eh

Also

FUCK DOORS

this is why I use regular DoomBuilder 2 and stable ZDoom/Zandronum. fuck whoever thought rolling releases was a good idea

I use stable Zdoom for map testing and all but yeah, GZDoom Builder's SVN builds are a bit hit and miss. I was having issues with r2645 but r2644 seems stable enough. Haven't tried the most recent build yet though.

Only if they consent, first.

what are those worm things from?

...

FreeDoom

What's is gzdoom builder better than doom builder 2?

So, how much does the original doom ramp up in difficulty? The first part that ends with the big dumb star shaped platform was simple enough on hurt me plenty for a first time player, but I imagine things pick up significantly after that. The first hell level was cool with the teleporters though.

You should check out the E1M4 and E1M8 replacements. John Romero made them himself pretty recently and they're actually very good.

I hope he doesn't regret his job, he made all the right decisions to land him in that position.

He's still making games, nigga.

Could you make it any more obvious he lives in Ireland?
He might as well just dress up as a fucking leprechaun.

DOOM THREAD YOU SAID?!

DOOM

THREAD

YOU

SAID?

Should have called it BlackedRoom

Fuck off?!?!?

...

wait

Anyone? I feel like im missing some really obvious shit

just use this holy shit

kat.cr/zdoom-with-heretic-hexen-doom-strife-etc-t1360034.html

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...

what about this faggot that was making space station 13 on dooms engine? any news?

Okay. Taking some advice, I think I managed to make the level a bit better, though at first I feared I was making it into a confused mess. I've also added another couple of secrets. In total, the map has 4

Ignore the map you go to after you complete this level. It was something I had no clue what to do with, but now I have a few ideas.

mega.nz/#!otpABI4D!OT6dDZxFOHcNI_Ee329Y5lx4hw2JlaC7-rfwf56X5eM

Blogpost update: Episode 2 steps it up quite a bit. Halls of the damned was cool and… intense? I dunno, but the dark sections are pretty cool and that false exit was great.

Bump

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Need more info on this.

2016 DOOM is objectively the best DOOM game so far. You can't prove me wrong.

He just collects old stuff from gas stations, user.

What's the recommended sourceport for playing Blood? There seems to be loads of them going by its wiki.

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there is no sourcefort for playing blood

BloodTC is the closest thing which is a port of blood to the eduke32 since the original was made in modified build engine

the rest are just blood inspired reimaginations

go back to reddit

Bumping with progress on map.

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Any neat new gameplay mods come out lately? Any updates to existing ones?

EXPAND WAD

enjoying your casual pve dosshit for mature gamers like myself?

Just looking at the map, it looks decent. I'll give it a try now.

here's your reply, don't spend it all in one place kid.

yes

Correction, i'll give it a try when you post a link.

thats good, im a bit burnt out on doom though

so why are you posting in the doom thread? get outta here.

I only play it occasionally myself, but I'm not primarily an FPS player.

gotta shitpost somewhere, might as well be here

dropbox.com/s/yie7vlfnsasbcrx/inferno odyssey.wad?dl=0 submission for dump,it was really fun,need to make more and learn ACS.

it was pretty good, though it lacked any particularly noteworthy encounters, and was also overall a big too easy (the monster closets were huge considering how few came out of them). Overall I'd say it's pretty good for a first map.

A bit better but, user, that's not how light works.

No, but it looks kinda neat

It would look much better with the cone of light expanding outwards.

I would give a link, but it isn't finished yet. Haven't even put in the level exit yet, and a good majority of that map is optional. It's also Map02 of this

any good level packs for it?

How did that happen?

I guess he followed me down here.

At least it's not as bad as the rest of Halfchan

==BE THE CHANGE YOU WISH TO SEE, POST== maps

how did I fuck this up

An Evening Stroll in Venice

doomworld.com/idgames/levels/doom2/Ports/v-z/venice

Those are maps recently made by random Anons by the way

Inferno Odyssey

dropbox.com/s/yie7vlfnsasbcrx/inferno odyssey.wad?dl=1

technotomb.wad

dropbox.com/s/7dp722iv26qfudl/technotomb.wad?dl=1

dl.dropboxusercontent.com/u/60585504/idontlikecomingupwithnamesv2.1.wad

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im brand spanking new to this and want to get in on it hard.

few questions:

is GZDoom absolutely essential for all the mods? i love vanilla Doom and still need to play Doom II somehow.

Yes. If you want to play as many mods as possible, get GZDoom. If you want dat vanilla DOS experience, you can't go wrong with Chocolate Doom.

thanks, ill snag GZ. i think im going to replay Doom and then play II before i jump in the wads.

is Chocolate Doom a wad or is it just a source port?

thanks

chocolate doom is a sourceport that accurately emulates how doom played in DOS

There's also Crispy Doom made by the same dev. It's like Chocolate Doom but runs at 640x480.

doomworld.com/vb/post/1627753

There's also some other features like uncapping the framerate instead of running at 30FPS like in Chocolate but you have the choice of enabling them or not.

Here's the barebones explanation of all this stuff:

GZDoom is a sourceport (read: program using open source code from the Doom engine to make anything running in it compatible with modern PCs, without need for extra bullshit like DOSbox emulator) that adds lots of newer features in graphics and gameplay as optional shit to fuck around with to your liking, while also being extremely-compatible with mods. The new graphical and gameplay features include fun shit like jumping and crouching, texture upscaling and dynamic lighting, proper full-axis mouselook with centered aim in place of Doom's original "look left and right only, enemy and player height mean nothing for hit calculations" method, and more.

Generally, GZDoom is going to be your only need for playing Doom I and II alone today. It can run the games just fine even with extra graphical crap cranked up high, all the extra crap can be turned off while all of the engine's old quirks/bugs can be re-enabled if you like, and just about any mod you can find will work with it unless stated otherwise. The only drawback is that it doesn't do multiplayer, which really isn't that big of a problem since it's mainly for playing alone with the original games/with mods, and there's other sourceports that are tailored to multiplayer in particular.

Speaking of which, Zandronum is another sourceport, one that you'll want to use for either multiplayer mods or mods that are just really fucking finicky and don't like GZDoom much (i.e. that one Metroid partial conversion). If it's multiplayer, it's all-but-guaranteed to work with Zandronum, if not requiring said sourceport to function at all. If it's online shenanigans you want, this is for you.

For purists, you have sourceports like Chocolate Doom. These ports avoid approaches like GZDoom's offering optional modernization, and instead try to get the Doom engine working as close to its original state as possible while still functioning on modern computers without crashing/failing to start. Generally, unless you either played Doom I and II (plus possibly stuff like Hexen/Heretic) when they were brand new and replaying them now just isn't right without the original trappings, or you're a really dedicated purist who wants to experience the games just as they were originally with no exceptions, this won't be your cup of tea.

There's plenty more sourceports out there to fuck with, and there's much more to learn about how Doom's engine and WADs (A.K.a. mods, running the full scale from graphical changes, to gameplay stuff, to whole new maps, to any combination of the prior imaginable), so don't take this as the be-all-end-all explanation.

The image posted in has much more in-depth info on this kind of thing starting from the top, where it explains sourceports and how running Doom works, followed by a list of good WADs to try out once you've had your fill of the original as-is. Give it a thorough read, it'll help you get into this stuff pretty quickly with minimal pain involved.

I don't know if you're talking about texture filtering but you should never use this option. I don't know why it's enable by default in GZDoom, it makes everything look like shit. Dynamic lighting is pretty cool though.

I probably called it the wrong thing because it's late and my brain is shit, but yeah, it's not exactly the kind of thing most people like. It's neat from a technical perspective, but outside specific situations plus specific people who actually prefer a painted/fluid-like look over pixels, it's not going to make much of anyone happy.

I'm personally not a fan of it, but the concept is interesting, even if the execution blows compared to the good-old crisp pixelated look.

Suppose I might as well bump the thread with my map again as well.

mega.nz/#F!o8QG0TwK!_Tfp9qs-xJ7dNlPnpaniCw

One day I'll get around to making another map or two but I'm kind of burnt out on Doom at the moment.

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...

So I've been getting into Blood recently. Is there any good custom shit for it or is there basically nothing?

Bumping with Map progress.