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DoomGappy

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Everything posted by DoomGappy

  1. DoomGappy

    NO MORE 3D CURSED MODELS FOR DOOM

    why are they dancing
  2. DoomGappy

    Rambling about a Doom 2 level that i love.

    I have started to feel the same way about e1m5 recently, after replaying episode 1 a lot for Amalgoom. I also have a specific fondnes for doom2 map11. These are the two striking ones from the original games, and perhaps it's because of the specific action packed run-and-gun-and-get-behind-cover way these levels play.
  3. DoomGappy

    Share Your Sprites!

    This looks nice but when I first saw it really quick I thought those were boobs. Crash go brrrr.
  4. Art by Pixel_Axel on Twitter Intro Doom. The game that changed gaming history forever. The father of all modern FPS games. The fast paced action packed shooting game that has proved time and time again that it's here to stay. The one that runs on a pregnancy test and on an ATM. The one we all know and love. Throughout the Years, Doom has become much more than a simple first person shooting game. Since its source code was released, Doom gave birth to something else entirely: A Community. From the early days of playing Doom on DOS to the modern era of source ports and convenient launchers, we still reunite under the same banner: to run and gun demons, to find keys and unlock doors, and to become feared by hell itself. Seeing as the community has been reinvigorated in the last fifteen or so years, there has been an influx of new mappers. Many factors contributed to this. There was the Brutal Doom craze, of which I was a part of, joining the community in the mid 2013's. The new franchise releases through 2016 and Eternal also contributed to interest in the older games. Another important factor was the so-called "boomer shooter" revival. And last, but not least, the MyHouse.wad phenomenon, which is sure to attract a new generation of young Doomers. From observing these situations, I wanted to make a thread to help novice mappers progress and develop. I'm a teacher, so I am always looking for ways to make students learn things in an easy, simple and concise way. In the following topics, I'm going to lay out what, in my understanding, are the basic concepts of doom mapping, and attempt to do so in a way that mappers can tick the boxes of what they have mastered and understand where they should go next. Even though it's a tutorial aimed at beginners, I think even intermediate and advanced mappers can learn a thing or two from this thread. This tutorial was made in the year we celebrate the 30th anniversary of Doom. I hope for 30 more years full of custom made content and a thriving community. May many new mappers learn and be able to create amazing things with this and keep the spirit of this wonderful community alive. WARNING This guide is pretty extensive, and explains things in as much detail as possible without overwhelming mappers. Read it slowly and calmly. I've divided it in parts so that new mappers can feel a sense of progression. Each part builds upon the last. Parts 1 to 3 teach the basics of creating rooms, doors and switches, the bare minimum to actually make a complete map. Part 4 focuses on the verticality aspects like stairs, tall platforms, lifts, and pools of damaging floors. It's the biggest part of the tutotial. Part 5 leaves us with a pretty good map already, but part 6 and 7 go a bit more into the other aspects of doom mapping, which are testing and beautifying the maps, that is, texturing and lighting. Part 8 is the last one, where our first map has been completed and is playable. It looks completely different than when it started, and that's a testament to the skills we've learned along the way. Video tutorial If you prefer, there is a video series for this tutorial. You can find it here. Video feedback I have a playlist where I post videos with level editing feedback using maps from new mappers. Here is the link. Disclaimer I'm not a proficient mapper, but I have made some maps. I try to stick to boom format because I think it is a very competent and versatile format even to this day. You can play my maps here to get a feel for what I generally go for, and you can judge whether or not you would like to participate in this thread. Below is a list of my maps with details about them. For the purpose of this tutorial we are going to stick to Boom too. Mainly because my goal here is to teach you more about the logic of how Doom mapping works, instead of a specific port. Boom is a limit removing format based on the original vanilla Doom, and thus it operates under the same general logic while offering more options for mappers. It is still one of the most widely used and compatible formats for Doom mapping, and so it’s possible to reach a wide audience by sticking to it. Clover.wad - An ambitious map that can only be played in GZDoom. Since It was my first map and I knew nothing about the details that I plan on teaching here, it may have some bugs, and is also unfinished. I used it to learn a lot about doors and traps. Box doom maps - My 3 submissions to the Box Doom project. They require Ukiro’s OTEX to be played, which you can download here. I added an exit switch for convenience's sake, and it's possible to beat them 3 in one sitting, although it can be hard with infinitely tall monsters. Tested on DSDA and PrBoom+. Descent into madness - An E1M1 I created for a Community Project I plan on leading one day. The idea is that mappers can only build decorations using the ceiling, and the floors have to remain flat. I actually like this one a lot. No extra textures or anything else needed, Boom compatible and tested on DSDA and PrBoom+. Wood5Flat5 - A short map using only Wood5 and Flat5_1. Boom compatible and tested on GZDoom, DSDA, PrBoom+ and Woof. You can find it here. Goal of this tutorial To get you from absolute zero mapping skills to being able to create a simple map. What this thread covers Making rooms Making doors Making stairs Making lifts Making switches Making damaging floors Making secret rooms Making teleporters What this thread doesn't cover Scripting Adding new textures Adding new monsters Voodoo dolls Changing sound effects Changing sprites Editing sprites and textures Modifying game behavior Anything advanced at all Map Submission folder I've created a Google Drive folder where mappers who participate in this thread can submit their maps for analysis and commentary. Here is the link for said folder. After you submit your maps, please tag me and explain it in greater detail. I'll post a video with feedback and commentary on this thread or send it to you in your DMs if you feel more comfortable that way. Map submission form Name: (Name of map) Map Format: Boom IWAD: Doom 2 Map(s): (MAP01, E1M1-M8, etc.) Time to complete (5 minutes, 10 minutes, etc.) Please name your map files according to the following naming convention. Please write them in Title Case. MapXX - Map Name - Map Author - Status - Version (v1.0, v1.2, etc.) For instance: Map01 - Clover - Jo2ukegappy - Completed - v1.2.wad Map15 - Hell's Kitchen - Jo2ukegappy - In Progress - v1.3.wad Now that we’ve gotten all of that introductory stuff out of the way, let’s start. Part 1 - The Basics Part 2 - Getting started Part 3 - A brief pause and a rudimentary map Part 4 - From Wolfenstein to Doom Part 5 - A rather competent map Part 6 - Aesthetics (WIP) Part 7 - Testing and compatibility (WIP) Part 8 - Producto Finalion Extra info Changelog Resources and references Licensing and translation Special thanks to @baja blast rd. for overall guidance. @Stabbey and @plums for answering many questions I posted on the Doom editing forum. @Chubzdoomer for all his tutorials, close to which this one is merely a speck of dust. If you really want to learn more about editing, he is the one guy I'd recommend you to start with. My friend @The Royal We, who helped me review the text and also make a version in Portuguese which is still in the works. @Maribo for contributing immensely with the source ports and compatibility section. All the other doom editing youtubers I watched to be able to create this, some of which are in the forums. It wouldn't be possible without a lot of learning.
  5. Thank you! Feel free to open it in the editor and check what I did there, it may give you some inspo. It's always fun to analyze other people's maps.
  6. DoomGappy

    Doom Pictures Thread 2023

    VAI MENGÃO CAMPEÃO DO MUNDO! MENGOOOOOOOOOOOO FIU FIU FIU MENGOOOOOOOOOOOOOOO FIU FIU FIU!!! (this post was made by my little bro)
  7. I wanted to play something else by you ever since I played your map for Doom 2 in Song Only (which I'll finish properly later). This was really fun, and the last part was really surprising. Very nice map.
  8. [[[DOWNLOAD EPISODE 1 HERE!]]] Original Idea Amalgoom is a project that combines Doom and Doom 2. The idea is to mix maps from both games according to the predefined maplist. The project was started by Johnny Cruelty and passed onto me due to personal problems with handling the project and real life issues. The name was inspired by Amalgam Comics, when both DC and Marvel came together to make a universe of DC and marvel characters combined. Description Amalgoom is a 32-level megawad project which aims to combine Doom and Doom2 maps into one. Each map also has its own remixed song based on the original MIDIs of each map. The maps are Limit removing/Boom format. Staff Here are the people responsible for the project and their respective roles. If you need anything, you can reach out to these people. @Cutman: tracking song and map submissions, playtesting, creating the readme files with credits. @DoomGappy: Playtesting, mapping feedback, build compiling, intermission texts, Doomworld announcements. @DankMetal: OST manager and playtesting. Johnny Cruelty: Concept. Guidelines Amalgoom started in a very vague manner, and with very nebulous terms and goals. The guideline was just to mix both maps assigned per slot and then have them work together in some way or another. Thanks to the amazing skill of the mappers involved, we’ve received awesome maps that reached that goal, even with those not so well defined rules. Now that the project has changed hands, we’ve defined some guidelines to make things easier to understand. We will reach mappers who have contributed to the project before, but our focus now is on the shareware version (maps 01 to 10). - Mix the maps specified in your map slot. - Maps should be designed with all three difficulties balanced and co-op in mind, but not necessarily deathmatch. - Study the original maps, and the original mappers’ styles. If the maps were made by different mappers, try to unite their aesthetics and quirks. - You are only allowed to use weapons and items that appear in at least one of the maps. For example, If there is a BFG in one map but not in the other, you can still use it, but If none of the maps have a BFG, you can't include it in your map. - The same applies for enemy placement, but not to their numbers. For example, if there is one revenant in one of the original maps, you can place as many revenants you want in it. Still, try to use your judgment to do it well and don't go overboard with the enemy placements. This is not a slaughter map megawad. - These rules don’t apply to textures, but try to keep your map aesthetically similar to both maps that inspired it. Waterfall textures are allowed and are in the texture pack because they were cut from the final version of the game. Don’t use the Icon of Sin textures outside of its level. - It is recommended that maps can be completed in 10 minutes while playing casually. Maps shouldn’t be longer than 30 minutes to play. Remember, this megawad is meant for continuous play and is based in Doom and Doom 2. - Try not to just copy and paste areas, but remix, resize, redo and rebrand our classic and beloved places from Doom and Doom 2. - Explore the feeling of familiarity in players. We’re paying homage to the levels we’ve played for the last 30 years. Make the player think “I’ve been here before…”, but still mix things up a bit. - If an area in the original maps was bad or not very well developed, you can change it. You don’t need to repeat the mistakes of the past, but you can play with them. - Just like John Romero in Sigil, there is no need to limit yourself to the blocky aesthetic of the original maps. But again, study the maps and the people who made them. Let their peculiarities shine but add your touch to it too. - If anyone wants to suggest new rules, send @DoomGappy or @The Royal We a Direct Message. - And most important of all, have fun. Social Guidelines - Respect everyone in the thread as a person and as a mapper. Be kind. - Test other people’s maps and give constructive feedback. We need as much information from as many people as possible to have a good mappack. Opinions from people who are part of the project or outside players are very welcome. Show it to your brother, your girlfriend or your boss! - Don’t just criticize a map without giving useful suggestions. It’s important to help mappers understand the problems in their maps and how to fix them. - Don’t spam with short comments, try to make your posts more well developed and meaningful. We are on the process of reviewing the maps, and we’ll talk to the mappers whose maps don’t attend these guidelines, though there seem to be very few of those. This curating process is being made by a team of mappers based on these guidelines. We also have a discord server where we discuss the maps and give quicker feedback, but we prefer to keep it closed for now. If you are interested in joining us, send @DoomGappy, @The Royal We or @Cutman a Direct Message. Cheers! Google drive folder Our project is hosted in a Google Drive folder. You can find the files and upload or update your maps here. Texture Pack Our texture pack is simply adding the Ultimate Doom textures to Doom 2, plus the cut water textures. You can find the texture pack here. Thanks to @SpaceCat_2001 for the help. OST Amalgoom's OST is a mix of the original maps' songs. For example, E1M3 uses the track Dark Halls, and Map03 uses Countdown to death. Together, they become the song Darkest Hour. If you are interested, pleas contact @Cutman or @DankMetal to learn more about the OST. Discord server (WIP) Our discord server is purely for mappers who feel comfortable developing there and for faster communication. Participation is not mandatory. If you want to participate, you can find it here: Deadline The deadline for map submission is January 31st. Mapslots Screenshots of maps (WIP) [OPEN LETTER TO DOOMWORLD]
  9. Giving this a follow, seems interesting. Is Doomium 1 already available?
  10. They are all limit removing Boom maps. I will update the thread shortly.
  11. Yes, if you are using Boom, you can use generalized actions to customize what happens. Here is what a fast lowering floor could look like: And here is my one texture one flat map where I used lots of lighting and texture alignment tricks to make it look nice. It might prove useful somehow. Even though I'm not the best at creating good lighting effects with the Doom engine, it's still decent.
  12. You can use a monster blocking line in front of the door to prevent them from opening it, probably. They will reach it and bounce back.
  13. Hey, ptrdoom! Here is the next update and the next file. I've created a folder in Google drive for us to exchange maps. Just tell me when you post something new there. I forgot to fix the blue key in the end of the video, but I did it in the file. It was is set to open only once.
  14. I want to have a snowy christmas session today. Already have Red Xmas by @Kuro_mahoh in line, but wanted to get some more short and fun christmas maps or mapsets. Any recommendations?
  15. That's really nice, ptrdoom. Keep experimenting, use the metal textures also. A good tip is to make the support linedefs 24 pixel wide, because of the borders it has, like this:
  16. You can check this in the IWADs. You do it by using the vertices mode and changing the texture there. It's one of Romero's rules of design, which is something you can watch in this Chubzdommer video.
  17. They will know you made the map, it honestly doesn't matter to me. I don't want to be your friend, your acquaintance or have anything to do with you. I will not reply to you and if you keep posting on this thread I will ask the mods to delete the comments. This is as far as this goes.
  18. I'd rather give you full credits on the map than have my name associated with you, rest assured. Just please let us finish this, and after this is all done, never reach out to me again, never talk to me again and never interact with me again. That's all I ask for.
  19. No, I'm sorry, but they won't. We can include the original maps you made in the compilation, but we have no obligation to include your credits for map02 and map03. I think this is as good a time as any to make some things very clear: 1 - I never wanted to become the project lead. I made as much effort as possible to keep you as project lead, clean your slate with the many people that you had insulted, and save face for you around the forums. You have no idea how many people I reached out to just to keep this project alive. You have no idea how much effort it was to improve the map that you smugly refused to play like a brat. No, the credit for map02 goes to me and @The Royal We. What you made was a rough draft, that we respected as much as possible, and you can clearly see it if you play the original version, which is avaliable here: Amalgoom - maps01 and map02.rar The only credit you will get is for those original maps, which will be included in the megawad somehow if you so choose. 2 - The same thing goes for @SpaceCat_2001's map03. I don't know how much you've contributed to it, but the original version was scrapped and remade from scratch. I don't think you deserve any credit for it, but it's up to him to decide. But I suspect he also doesn't want to be associated with you. I will not tolerate any more disrespect from you. I have done more than enough for you, and I have been tolerant many, many, many times. Those who have been with me as project co-leads and managers are aware of it all. There are proofs of this too. You know it, I know it. I've been kind until now, but I will warn you, don't push me any further than this.
  20. Oh, I've encountered that bug. You have to have the two sectors with a different brightness. I don't know why that happens but it will probably be fixed. Can you try that?
  21. DoomGappy

    What frontend loader do you prefer?

    Doomrunner.
  22. Hey, ptrdoom! What a nice little map! I love the traps you've made! Here is the video with somefeedback on some small details. I was joined by @The Royal We today and he also enjoyed your map a lot! Keep it up! (video is still uploading)
  23. DoomGappy

    Some good snowy or christmassy doom levels?

    Holy shit, that's much more than I asked for. Thanks, Maribo. I'll download some of these and have some fun!
  24. DoomGappy

    Doom Christmas: Enhanced (Resource Pack) v1.3

    Just came to check the thread and there's been an update. Amazing stuff, congratulations on making this. I've played a map with this and it was really good fun. I've been making some snow textures for original Doom because I want people to be able to make maps that resemble the originals but snowy. Are there a lot of these in this pack? Also, I'll edit out the bug quote tomorrow, I'm on my cellphone right now.
  25. Hdoomguy just posted a screenshot of Hugo martin hiring him on Twitter. We're doomed.
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