Since the release of Dragon Sector, my friend and I had taken a break from doom mapping. Life changes, things happen, and sometimes you just have to step away for a bit.
Anyway, we both have the urge to get back into it and make something cool again. So I'm wondering if some of you guys could clarify some things. I'll go over what I know and the direction we're going so far, and hopefully, you guys can correct me if I'm headed down a dead end.
We decided to use GZDoom as the engine for this project instead of Risen3D. R3D was nice for what we wanted to do back then, but GZDoom ha caught up feature-wise and it's a more widely used port. We plan to only use high-resolution textures and GZDoom specific features.
The map format will be UDMF, as that seems to be the most feature-rich format.
I'm going to be diving into ACS scripting this time around, and we'll be trying to do some things like actor replacement and Dehacked parameters.
I'm using GZDoom Builder Bugfix, SLADE, and my various image and audio editing tools.
Do I add a working folder to GZDoom Builder and store all my textures/sprites/scripts there, or is it still necessary to stuff everything into a wad?
That's about it for now. Hope you folks can bring me up to speed.
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Daryn
Hello!
Since the release of Dragon Sector, my friend and I had taken a break from doom mapping. Life changes, things happen, and sometimes you just have to step away for a bit.
Anyway, we both have the urge to get back into it and make something cool again. So I'm wondering if some of you guys could clarify some things. I'll go over what I know and the direction we're going so far, and hopefully, you guys can correct me if I'm headed down a dead end.
We decided to use GZDoom as the engine for this project instead of Risen3D. R3D was nice for what we wanted to do back then, but GZDoom ha caught up feature-wise and it's a more widely used port. We plan to only use high-resolution textures and GZDoom specific features.
The map format will be UDMF, as that seems to be the most feature-rich format.
I'm going to be diving into ACS scripting this time around, and we'll be trying to do some things like actor replacement and Dehacked parameters.
I'm using GZDoom Builder Bugfix, SLADE, and my various image and audio editing tools.
Do I add a working folder to GZDoom Builder and store all my textures/sprites/scripts there, or is it still necessary to stuff everything into a wad?
That's about it for now. Hope you folks can bring me up to speed.
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