DymitrKharitonov Posted December 16, 2020 (edited) Here I decided to share things from doom eternal that I managed to do in Ultimate doom builder. All of these things I used on my map: https://www.moddb.com/mods/embers-of-armageddon/addons/gore-doom-remade#downloadsform On this link you will find the test map and the necessary files: DoomEternalTest.zip Edited January 14, 2021 by KadzitsuHelp 2 Quote Share this post Link to post
DymitrKharitonov Posted December 16, 2020 JUMPPADS: The essence of jumppads is to throw the player up, this is an interesting replacement for stairs. We create a sector, decorate it as desired. Spoiler Inside the sector we put Thing Actor hits floor: 9999, set this thing to action 128: Thrust Thing Z Thing Tag: 0 Force: to your notice Down/Up: in our case Up Set/Add: Set - sets the thing's vertical speed to 0 and only then applies the force. Add - adds the speed resulting from the special's force to the thing's current vertical speed. You can also do oblique jumppad. Just put the following script on Thing Actor hits floor through Action 80: Script Execute: Script "AngleJumpPad" (void) { ThrustThingZ(0, 50, 0, 0); ThrustThing(0, 55, 0, 0); } 0 Quote Share this post Link to post
DymitrKharitonov Posted December 16, 2020 MONKEYBARS: Monkey bars will add variety to the movement of your maps. to create them you need a file: MonkeyBars.pk3 which contains decorate (with which the weapon will disappear when swinging) and textures (if you wish, you can draw your own) Next, in Ultimate doom builder, draw a line with textures on both sides. We write the following script: Script "MonkeyBars" (int zpos, int dir) { int zmin = (zpos * 1.0) - 96.0; int zmax = zpos * 1.0; int zcur = GetActorZ(0); If(zcur >= zmin && zcur <= zmax) { int xvel; int yvel; If(dir==0){yvel = 17.0; SetActorAngle(0,0.25);} Else If(dir==1){xvel = 17.0; SetActorAngle(0,1.0);} Else If(dir==2){yvel = -17.0; SetActorAngle(0,0.75);} Else If(dir==3){xvel = -17.0; SetActorAngle(0,0.5);} If(LineSide()==1){xvel = -xvel; yvel = -yvel; SetActorAngle(0,GetActorAngle(0)+0.5); } PlaySound(0,"skeleton/swing",CHAN_BODY); GiveInventory("ClimbHand", 1); //Switch on Our Decorate Setweapon("ClimbHand"); ThrustThingZ(0, 20, 1, 0); Delay(3); ThrustThingZ(0, 20, 0, 0); Delay(2); SetActorVelocity(0,xvel,yvel,9.0,0,0); Delay(5); TakeInventory("ClimbHand", 1); //Switch off Our Decorate } } You can also specify your own speed and strength values. Add a script to our line through Action 80: Script Execute. Zpos: This is the height of the line above the floor (that is, the difference in the height of the ceiling and the offset of the texture of our monkey bar) Dir: This is direction, 0 - north 1 - east 2 - south 3 - west And put a check mark on: *Repeatable action *When player walks over *Player can use from back side 0 Quote Share this post Link to post
DymitrKharitonov Posted December 16, 2020 (edited) PUSHER: It pushes the player in a straight line, much like monkey bars, so the script looks like. Now we don't need Decorate and the Pusher.pk3 file contains only animated textures. We put two lines, the first with a length of 128, the second with a length of 64 (this is just for beauty, you can use one line) Putting textures. Attach the script to the line: Script "Push" (int zpos1, int dir1) { int zmin1 = (zpos1 * 1.0) - 96.0; int zmax1 = zpos1 * 1.0; int zcur1 = GetActorZ(0); If(zcur1 >= zmin1 && zcur1 <= zmax1) { int xvel1; int yvel1; If(dir1==0){yvel1 = 35.0; SetActorAngle(0,0.25);} Else If(dir1==1){xvel1 = 35.0; SetActorAngle(0,1.0);} Else If(dir1==2){yvel1 = -35.0; SetActorAngle(0,0.75);} Else If(dir1==3){xvel1 = -35.0; SetActorAngle(0,0.5);} If(LineSide()==1){xvel1 = -xvel1; yvel1 = -yvel1; SetActorAngle(0,GetActorAngle(0)+0.5);} SetActorVelocity(0,xvel1,yvel1,0.0,0,0); } } Zpos: This is the height of the line above the floor Dir: This is direction, 0 - north 1 - east 2 - south 3 - west And put a check mark on: *Repeatable action *When player walks over Edited December 16, 2020 by KadzitsuHelp 0 Quote Share this post Link to post
DymitrKharitonov Posted December 16, 2020 (edited) BREAKABLE WALL: This is a brutal replacement for ordinary doors. To create this wall I used a glass break script (I didn't find a link to the forum, just know that the script is not mine). I replaced some components and textures in it, all this is contained in the BreakWall.pk3 file. You can also use your own textures and sounds. In Ultimate doom builder in user-defigned you will have Thing map spot ceiling: We put a texture on our line and assign a tag to it: At one end of the line we put Thing map spot ceiling (we assign the same tag as the line), at the other end of the line we put Thing map spot (the tag is the same as for the line but with a minus sign) We align things as in the picture: Attach the script to the line: script 1 (int a) { print(s:"angle: ", i:a); } script "BreakWalls" (int id) { int tid = id; int spawndistance = 8; int x1 = GetActorX(tid) >> 16; int y1 = GetActorY(tid) >> 16; int z1 = GetActorZ(tid) >> 16; int angle = GetActorAngle(tid) >> 8; int x2 = GetActorX(-tid) >> 16; int y2 = GetActorY(-tid) >> 16; int z2 = GetActorZ(-tid) >> 16; int hlength = linelength(x1, y1, x2, y2); int hnumsteps = fixeddiv(hlength<<2, spawndistance<<5); int hstepsize = fixeddiv(1.0, hnumsteps); int vnumsteps = fixeddiv(abs(z1 - z2)<<2, spawndistance<<5); int vstepsize = fixeddiv(1.0, vnumsteps); for(int hu = 0.0; hu < 1.0; hu += hstepsize) { int x = coordat(x1, x2, hu); int y = coordat(y1, y2, hu); for(int vu = 0.0; vu < 1.0; vu += vstepsize) { int z = coordat(z1, z2, vu); Spawn("WallsShardSpawner", x, y, z, 0, angle); } } Setlineblocking(id, OFF); thingsound(id, "Walls", 127); } function int linelength(int x1, int y1, int x2, int y2) { int d1 = abs(x2 - x1); int d2 = abs(y2 - y1); return sqrt(d1*d1 + d2*d2); } function int coordat(int a, int b, int u) { a <<= 16; b <<= 16; return a + fixedmul(u, (b - a)); } function int abs (int x) { if (x < 0) return -x; return x; } Id: Our line's tag And put a check mark on: *Impassable *On projectile impact *Front side only Edited December 17, 2020 by KadzitsuHelp 0 Quote Share this post Link to post
DymitrKharitonov Posted December 16, 2020 I myself am still new to all this, so I could not do without outside help. Thanks to those people who helped me on the forums (I also don't know English well, so if you don't understand something, then ask) :) 0 Quote Share this post Link to post
0o0[ULTIM4TE]L1FE[F0RM]0o0 Posted December 16, 2020 This looks AWESOME. Will you also rebuild the Doom Eternal campaign? I've already finished the Doom Eternalcapmaign on every difficulty for more times than I am wanting to admit but it would be absolutely awesome to see this in GZDoom with Classic Doom graphics and stuff. What about the weapon mods, do they work? 1 Quote Share this post Link to post
DymitrKharitonov Posted December 16, 2020 8 hours ago, 0o0[ULTIM4TE]L1FE[F0RM]0o0 said: This looks AWESOME. Will you also rebuild the Doom Eternal campaign? I've already finished the Doom Eternalcapmaign on every difficulty for more times than I am wanting to admit but it would be absolutely awesome to see this in GZDoom with Classic Doom graphics and stuff. What about the weapon mods, do they work? I want to do it, but I don't have much time yet. Weapon mods work through mod EoA - Eternal 0 Quote Share this post Link to post
0o0[ULTIM4TE]L1FE[F0RM]0o0 Posted December 16, 2020 13 minutes ago, KadzitsuHelp said: I want to do it, but I don't have much time yet. Weapon mods work through mod EoA - Eternal That's really awesome and I'm really excited to play this when it comes out! Will it also feature the gore effects from Doom Eternal? It could just be based on Brutal Doom, though, since Doom Eternal's gore seems to be based on the ideas of Sergeant_Mark_IV for his gore. But that's just my idea. And also, no pressure and take your time! : ) 0 Quote Share this post Link to post
DymitrKharitonov Posted December 17, 2020 (edited) 6 hours ago, 0o0[ULTIM4TE]L1FE[F0RM]0o0 said: That's really awesome and I'm really excited to play this when it comes out! Will it also feature the gore effects from Doom Eternal? It could just be based on Brutal Doom, though, since Doom Eternal's gore seems to be based on the ideas of Sergeant_Mark_IV for his gore. But that's just my idea. And also, no pressure and take your time! : ) Thank you! But I am not developing the EoA - Eternal mod, another person does it. I have shared some features for creating maps in this tutorials. The mod EoA-Eternal: https://www.moddb.com/mods/embers-of-armageddon/addons/eoa-eternal Edited December 17, 2020 by KadzitsuHelp 0 Quote Share this post Link to post
0o0[ULTIM4TE]L1FE[F0RM]0o0 Posted December 17, 2020 4 hours ago, KadzitsuHelp said: Thank you! But I am not developing the EoA - Eternal mod, another person does it. I have shared some features for creating maps in this tutorials. The mod EoA-Eternal: https://www.moddb.com/mods/embers-of-armageddon/addons/eoa-eternal Oh... alright. But yeah, the Doom Eternal campaign in GZDoom would still be awesome nonetheless! 1 Quote Share this post Link to post
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