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Some question about Boom map making etc


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Helo evryone. I make a Boom WAD and I have some question about map making:

1. First one is simple. When I start a new map in doom buldier and i use Boom Game Configuration, that's all i need to do to make Boom compatibility Wad? I hope yes cause I'm already more than have way through to finish it
2.I'm don't have very much knowledge about source ports, I'm just use GZDoom for everything. But if i want Boom Wad, then it have to works with: ...yeah, with what? That's the question. I guess Gl Boom + or something like that. 
3. I know that's Boom WAD are divided into limit's on and off. Except monster what the other limits? My WAD will be one very long map so i obviously i have to aim in to limit's off but i just want to know if i should be careful with something. I make lots of sectors and soon gone have 160 tags, and i'm kind a start to be wary

4. Custom Textures. I'm export some texture form Hexen using Slade and i was surprised that they are in PNG, not a bitmap. If that's gonna be a problem?
Also i'm gona use XWE to put that Texture into my WAD because XWE can do it without making outside file.
5. Does music have to be in midi or i can just use MP3? 

thanks in advance

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1. No.

 

If you set this up and make a map consisting of two rooms, an exit switch and one normal door (linedef action 1), then it is not only Boom compatible, but also vanilla or limit removing (depending on how detailed it is...). If, on the contrary, you make for example a lift, action 62, and set no tag, then it this lift will not work under Boom.

 

  • Vanilla should work on every port, but you only have limited use of linedef actions and some map limits (visplanes and so on).
  • Limit-removing should work on most ports (but not Cholocate Doom). The same but no map limit restrictions
  • In Boom you have more linedef actions to choose from; you can use conveyor belts, deep water, silent teleporters... but less ports will play it.
  • In GZDoom you have what Boom has, plus more features, slopes, DECORATE, but the map will play under GZDoom like ports only...

 

Check these out:

https://doomwiki.org/wiki/Linedef_type

 

2. Using GZDoom is not good for testing purposes of a Boom wad unless you know what you're doing. Send me a map for testing and I will tell you whether it's Boom or not. A boom compatible map will play under PrBoom+, Eternity, GZDoom, among others. If it's Boom-compatible, it will work under GZDoom. If it works under GZDoom, it is not necessarily Boom Compatible.

 

3. No worries about these limits

 

4. Not sure but I think yes, it will be a problem

 

5. Has to be midi.

 

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Well thanks very much. I download PrBoom plus and I See how far far i was from making Boom map. Action 62 is no problem, I have only few of that. But any sequence i made with Voodoo Doll act very weird and i have a lot of that. Sometimes it works but always with bigger delay. Is like ceiling that moving up to release Voodoo doll are slower or something. Some floor are raising only half the height they should and monster that should teleport while he asleep, immediately wake up
Man... I don't know if i can repair this

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3 hours ago, Pełzająca Część Twarzy said:

5. Does music have to be in midi or i can just use MP3? 

Strictly Boom-compatible maps have to be MIDI, but PrBoom+ and several other ports support MP3. So you're generally fine to use MP3s for music.

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3 hours ago, Pełzająca Część Twarzy said:

4. Custom Textures. I'm export some texture form Hexen using Slade and i was surprised that they are in PNG, not a bitmap. If that's gonna be a problem?
Also i'm gona use XWE to put that Texture into my WAD because XWE can do it without making outside file.
 

No, if you convert them to doom format.

 

4 hours ago, Pełzająca Część Twarzy said:


3. I know that's Boom WAD are divided into limit's on and off. Except monster what the other limits? My WAD will be one very long map so i obviously i have to aim in to limit's off but i just want to know if i should be careful with something. I make lots of sectors and soon gone have 160 tags, and i'm kind a start to be wary

 

Don't worry about tags, map 10 in my wad has them over 400. There might be a problem with blockmap overflow, if the map is very big and option  "Fix clipping problems in large levels" is turned off in PrBoom+. Here's more info:https://doomwiki.org/wiki/Blockmap_overflow

 

 

1 hour ago, Pełzająca Część Twarzy said:

Well thanks very much. I download PrBoom plus and I See how far far i was from making Boom map. Action 62 is no problem, I have only few of that. But any sequence i made with Voodoo Doll act very weird and i have a lot of that. Sometimes it works but always with bigger delay. Is like ceiling that moving up to release Voodoo doll are slower or something. Some floor are raising only half the height they should and monster that should teleport while he asleep, immediately wake up
Man... I don't know if i can repair this

Doom has a feature/bug - for example if floor is moving up to lowest floor there's instant motion. You can try with linedef 199.

If you've writen about monsters on conveyor belt try to give them Ambush/Deaf flag.

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12 hours ago, Kain D. said:

No, if you convert them to doom format.

means? (I try to google and i still dont know :( ) 

 

12 hours ago, Kain D. said:

If you've writen about monsters on conveyor belt try to give them Ambush/Deaf flag.

Yes, monster on conveyor belt. Deaf flag does not help. I put some chaingunners to teleport around player, while being asleep and turn back on him, so player can think how to get out from that situation. On Prboom they teleport and immediately wake up. As far as i know: if monster with ambush flag hear player, will no react but immediately wake up when player show up, even on his back. In that case, sound have to travel through walls, because those chaingunners are behind the map, in their little monsters closet. They don't even have any mouse hole or something like that


Beyond that i find out what caused problems with delayed triggers. For example: my voodoo doll closet looks like this
asdfsadgfsd.png.2f8afa9104d8873f72fd63b128bc0b1c.png

These two squares are the ceiling that raise to release the voodoo doll. Because they have different tag than floor, they are not moving player but he can pass through them wihtout problems. In Prboom when player/doll try to pass through them will be slow down. 
 

The biggest problem still existing. When eventually doll pass through these squares, some triggers are not replay. For example i want some floor to raise 3 times x 32 pixels each times, and it raise only one time. Of course in GZDoom everything works fine.

and yeah.. that lift (linedef 62) with no tag acully works. 

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On 5/27/2020 at 2:07 PM, Pełzająca Część Twarzy said:

means? (I try to google and i still dont know :( ) 

Try to Graphic - convert to...  in Slade 

I've found this link long time ago, maybe it will be useful: https://github.com/sirjuddington/SLADE/wiki/How-to-Import-Textures

 

On 5/27/2020 at 2:07 PM, Pełzająca Część Twarzy said:

 

Yes, monster on conveyor belt. Deaf flag does not help. I put some chaingunners to teleport around player, while being asleep and turn back on him, so player can think how to get out from that situation. On Prboom they teleport and immediately wake up. As far as i know: if monster with ambush flag hear player, will no react but immediately wake up when player show up, even on his back. In that case, sound have to travel through walls, because those chaingunners are behind the map, in their little monsters closet. They don't even have any mouse hole or something like that

 

In PrBoom+ to work as you intented is required that the sound do not travel to the sectors where they teleport.

 

On 5/27/2020 at 2:07 PM, Pełzająca Część Twarzy said:


Beyond that i find out what caused problems with delayed triggers. For example: my voodoo doll closet looks like this
asdfsadgfsd.png.2f8afa9104d8873f72fd63b128bc0b1c.png

These two squares are the ceiling that raise to release the voodoo doll. Because they have different tag than floor, they are not moving player but he can pass through them wihtout problems. In Prboom when player/doll try to pass through them will be slow down. 
 

The biggest problem still existing. When eventually doll pass through these squares, some triggers are not replay. For example i want some floor to raise 3 times x 32 pixels each times, and it raise only one time. Of course in GZDoom everything works fine.

and yeah.. that lift (linedef 62) with no tag acully works. 

 

That's a lot of linedefs. You can shrink the "voodoo doll release ceiling", it will go faster.

As for your next question I am not exactly sure. I use completly different technique in my maps, when I want sector to be raised like that. I think it happens, because most boom compatible sourceports does not allow linedef actions, when sector is in motion.

Keep in mind I work on my own megawad, so I don't have much time.

 

 

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On 5/31/2020 at 12:06 AM, Kain D. said:

I've found this link long time ago, maybe it will be useful: https://github.com/sirjuddington/SLADE/wiki/How-to-Import-Textures

Thanks, i will try out
 

On 5/31/2020 at 12:06 AM, Kain D. said:

In PrBoom+ to work as you intented is required that the sound do not travel to the sectors where they teleport.

That's explain a lot. If it is only PrBoom+ problem i just leave like this
 

 

On 5/31/2020 at 12:06 AM, Kain D. said:

That's a lot of linedefs. You can shrink the "voodoo doll release ceiling", it will go faster.

I found a solution, is pretty obvious. I just give every blocking ceiling linedef that gonna make it move too. 

 

On 5/31/2020 at 12:06 AM, Kain D. said:

As for your next question I am not exactly sure. I use completly different technique in my maps, when I want sector to be raised like that. I think it happens, because most boom compatible sourceports does not allow linedef actions, when sector is in motion.

I think i may be so problem like that. I never put lindef to move some sector right after another, because when sector is in motion, that action will not be performed even in GZDoom. I guess exact time when sector can move again can be little bit different in different sorceports, and that can cause my problems. (especially that this problem show only in multiple rising sectors)
Solution in obvies but not easy :/ I will just have to rework all section like that. This is what i get for testing boom map on GzDoom i guess 

 

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I finaly found main esu, but i dont know what to do with that? Why in GlBoom+, Voodoo Doll/Player accelerate when he travel through linedef? In GzDoom he travel with exact speed of conveyor belt but in Prboom he accelerate every time he travel through linedef. Because of that some sequence i made are or slow in GZDoom or super fast in PrBoom+

Is there any solution to make this work the same? 

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On 6/10/2020 at 12:43 PM, Pełzająca Część Twarzy said:

Is there any solution to make this work the same? 

I think this happens, because Boom scrollers are additive and you can easily fix it by joinning sectors, this is more likely to affect longer conveyor belts. I suggest testing with Boom (strict) compatibility mode in Gzdoom.

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Thanks but I'm already fix it. In place where it make problems i just detach lines from sector. Is good now.
Beside that my Doom Builder show error with saving nodes. I've read that one of the reason this error show up is when maps have too many sectors, lines, nodes, everything.

My experience prove this, cause when I load my backup (Lucky me i make one) and after making some more lines it happen again. Well guys, you tell me to not be worry about limits! I may take it too literally
Lucky me again that it happen when i basically already finished map and just making some last touches.
Right now after i tested map with other Source ports, and make proper text file i will be able to publish my second WAD
 

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Ok it does not work with Crispy Doom. Any trigger that was not taken from predetermined function (i use a lot of generated actions) is not respons. I feel so reales that i dont care about anymore. I would have to rebuild whole map from the very core. No chance. Not worth it.

And Eternity Doom just crush, so screw it too. 

It works with what it works. 

 

If you are curious, check it out

 

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10 hours ago, Pełzająca Część Twarzy said:

Ok it does not work with Crispy Doom.

 

As far as I'm aware Crispy Doom is not Boom compatible.

 

10 hours ago, Pełzająca Część Twarzy said:

If you are curious, check it out

 

 

Cool, maybe you check it out my wad and I will check it out yours. :)

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40 minutes ago, Kain D. said:

Cool, maybe you check it out my wad and I will check it out yours. :)

I would rather don't say it like that. It give me bad taste and remind me of Sub for Sub rule back in old YT time. It always disgusted me 

I wouldn't feel good, knowing that someone check it my work for some sens of gratitude, as well I would not be fascinated to see someone else effort for the same reason.

 

So...  I would like to see your WAD, just because i do. 

Edited by Pełzająca Część Twarzy

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On 6/15/2020 at 12:53 PM, Pełzająca Część Twarzy said:

Ok it does not work with Crispy Doom. Any trigger that was not taken from predetermined function (i use a lot of generated actions) is not respons. I feel so reales that i dont care about anymore. I would have to rebuild whole map from the very core. No chance. Not worth it.

And Eternity Doom just crush, so screw it too. 

It works with what it works. 

 

If you are curious, check it out

 

 

Use Doom Wiki to determine which Boom compatible ports exist.

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