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Nightly - MBF21 - [WIP] 35 level megawad


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26 minutes ago, PBeGood4 said:

For the best experience, use a UMAPINFO compatible port such as dsda-doom or Woof!

Interesting... What sort of enhancements would I get by using an UMAPINFO-compatible port?

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Just new music, new map names and different skytexture. I think its also possible to do that using DeHackEd, but I so far Ive only used UMAPINFO

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1 hour ago, PBeGood4 said:

Just new music, new map names and different skytexture.

All of these are totally possible without the use of Dehacked, and are easy to be replaced under Boom compatibility through Slade and/or Doom Builder. Still, glad to know these enhancements!

Edited by TheNoob_Gamer

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40 minutes ago, TheNoob_Gamer said:

All of these are totally possible without the use of Dehacked, and are easy to be replaced under Boom compatibility through Slade and/or Doom Builder. Still, glad to know these enhancements!

How do I do that? Any tutorial?

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2 hours ago, PBeGood4 said:

How do I do that? Any tutorial?

  • Music: Your music must have the identical lump name of the music belonging to the slot your map belongs to. For example, says your map is MAP01. In Doom 2 IWAD, MAP01 uses the music track Running from Evil, its lump name is D_RUNNIN. So in your PWAD's MAP01, your music must be named D_RUNNIN in Slade for it to be properly played in-game. My shitty English might make this sounds really complicated, but it's actually pretty simple - you can check out a list of music lump names for their respective maps here, in the Lump bar.
  • I kinda lied about Map Names. You can technically display your map name through graphic editing and replace the map name graphic shown in the intermission screen, but that might be too complicated. So, in Dehacked, make a new file, click on the "Strings" tab, and then scroll down the newly displayed table until you find something like this (marked by red arrow). Double click on a row to edit your desired map name. 

Capture.PNG.0d9d0f75854bffdc5f2edcf43610b584.PNG

 

  • Different skytexture: This is technically a MBF thing, but it works under most Boom-compatible ports people use nowadays instead, so, yeah. Ultimate Doom Builder is recommended - SLADE works as well but is slightly more finicky.
Spoiler

- Make a tagged sector with sky texture as the ceiling (duh)

- Make a (recommended rectangle) dummy sector (this sector must be completely unreachable and out of view). 

1024x64 is recommended for this dummy sector in case your sky looks warped ingame.

image.png.160438333b6d85367e9c71d328bf9b47.png

- Choose whatever linedef you wish. However, your linedef must have the same tag number as the sky sector.

- Put either action 271 or 272 (Transfer Sky Texture to Tagged Sectors/Transfer Sky Texture to Tagged Sectors Flipped) in there, and choose whatever texture you want (yes, ANY texture works) in the upper texture - front side box. This texture will be displayed as the sky texture ingame.

- Save the map.

 

 

Edited by TheNoob_Gamer

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2 hours ago, PBeGood4 said:

How do I do that? Any tutorial?

To change the music, just name it as the track designed for that map.

Example all map01 from every wad use D_RUNNIN as it music track, but you can use any track you want and just name it D_RUNNIN and that will do the trick.
This apply for most of the assets on the IWAD.
If you want a new sprite, put it on your wad, name it the same as the one on the IWAD, and it will be replaced during the game.

 

For skies is mostly...

NINJA'ed by the good @TheNoob_Gamer

Edited by P41R47

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2 minutes ago, TheNoob_Gamer said:
  • Music: Your music must have the identical lump name of the music belonging to the slot your map belongs to. For example, says your map is MAP01. In Doom 2 IWAD, MAP01 uses the music track Running from Evil, its lump name is D_RUNNIN. So in your PWAD's MAP01, your music must be named D_RUNNIN in Slade for it to be properly played in-game. My shitty English might make this sounds really complicated, but it's actually pretty simple - you can check out a list of music lump names for their respective maps here, in the Lump bar.
  • I kinda lied about Map Names. You can technically display your map name through graphic editing and replace the map name graphic shown in the intermission screen, but that might be too complicated. So, in Dehacked, make a new file, click on the "Strings" tab, and then scroll down the newly displayed table until you find something like this (marked by red arrow). Double click on a row to edit your desired map name. 

Capture.PNG.0d9d0f75854bffdc5f2edcf43610b584.PNG

 

  • Different skytexture: This is technically a MBF thing, but it works under most Boom-compatible ports people use nowadays instead, so, yeah. You'll need (Ultimate) Doom Builder for this.
  Reveal hidden contents

- Make a tagged sector with sky texture as the ceiling (duh)

- Make a (recommended rectangle) dummy sector (this sector must be completely unreachable and out of view). 

1024x64 is recommended for this dummy sector in case your sky looks warped ingame.

image.png.160438333b6d85367e9c71d328bf9b47.png

- Choose whatever linedef you wish. However, your linedef must have the same tag number as the sky sector.

- Put either action 271 or 272 (Transfer Sky Texture to Tagged Sectors/Transfer Sky Texture to Tagged Sectors Flipped) in there, and choose whatever texture you want (yes, ANY texture works) in the upper texture - front side box. This texture will be displayed as the sky texture ingame.

- Save the map.

 

 

 

Changing the music is working great. But I own a Mac, so I cant use WhackEd nor UDB. Im gonna make music work on all ports, but map names/skytextures only for UMAPINFO ports.

Thanks

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1 minute ago, PBeGood4 said:

Changing the music is working great. But I own a Mac, so I cant use WhackEd nor UDB. Im gonna make music work on all ports, but map names/skytextures only for UMAPINFO ports.

 

Sorry, seems like my edit arrived a bit late - I realized your OS is MAC by the MACOSX folder included in the wad, so I made an some changes to the last post - the 3rd trick works for any map editors, it's just SLADE might require a bit more of work.

Also, the wad doesn't run on my dsda-doom copy - instead displaying this error. Any hints?

Capture.PNG.15ba87b148d75bbb7c9c6ef6f55db530.PNG

Edited by TheNoob_Gamer

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I tested on dsda-doom v0.19.7 and gzdoom. I asked on the dsda discord server about that error.
Does that happen when running just the iwad?

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Upon closer inspection of your wad, it seems this peculiar lump (along with its cousin residing in MAP01) is causing me trouble. PRBoom has a tendency to reject PWAD with bad lumps, so you should delete this.
Capture.PNG.829302e9fb4a811cb13e62c57102b11d.PNG

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Im using the GLBSP Node builder. That was created automatically.

Does dsda-doom work if you remove that lump?

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7 minutes ago, PBeGood4 said:

Does dsda-doom work if you remove that lump?

Yeah, here's gameplay of me playing those 2 maps using dsda-doom on UV. 

The maps are pretty fun and to the point, solid gameplay. Though, in MAP02, I wish you could actually see "the Blood Sea". Maybe make windows with a blood liquid view?
 

 

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Hey there, PBG !

 

I kinda like the idea of making a gimmick-focused IWAD. While I don't know if you'll be able to pull it off completely depending on its potential size and your ambition, I'm confident it also has the potential of being super cool (though maybe you could furnish your levels with slightly more decoration and texture work to make it more appealing :o)!

 

I can't wait to see what you'll pull off in the next map :]

 

 

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@TheNoob_Gamer I will now delete those lumps. Thanks for all the help :D

 

 

2 minutes ago, Origamyde said:

Hey there, PBG !

 

I kinda like the idea of making a gimmick-focused IWAD. While I don't know if you'll be able to pull it off completely depending on its potential size and your ambition, I'm confident it also has the potential of being super cool (though maybe you could furnish your levels with slightly more decoration and texture work to make it more appealing :o)!

 

I can't wait to see what you'll pull off in the next map :]

 

 

 

I have something really cool in mind for the next level, but idk if Im going to be able to do it. I agree that the levels need a bit more decoration, but I kinda suck at it.

Thx

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Found a small bug thing (HOM effect?):
Tested with Prboom+ UM.
 

Spoiler

bmS3uUy.png

You should fix it, by rebuilding nodes (on Doom Builder, GZDB, UDB, etc). If you don't know how to rebuild nodes, open your map's file > look at the tools on the left side of the screen (usually on the left side on Gzdoom Builder), click on the icon on the very end of the tool section > on the "Overview" tab click on the "Rebuild nodes" button. That's it, if you still have problems change your node builder on the "game configurations" menu (F6 for shortcut/inside the tools tab), then save your map file.

Here's a screenshot of the glitch's location, screenie taken in Gzdoom Builder:
ZJMP50R.jpg

Edit: If you can't use Doom Builder and the other "[x] Builder" programs, then I apologize.


And here's my review:

Spoiler

Completed this wad 2 times. I've seen harder wads.

I don't find the music in Map01 fits the map, but I feel like it's relaxing. The enemy placement is okay, not too punishing, and the harmful blood liquid on the floor is not a big challenge. And the secret area is quite easy to find, for people who won't exit the map unless they get 100% secrets and kills. 6/10.

Map02 is harder than Map01, has more Shotgunners and also more mid-tier monsters.
The secret area is easier than the one in the first map. I suggest you give more context to the ending in the next map. 8.5/10.


Thank you @PBeGood4 for this! Cool wad.
I know that you might make the rest of the megawad until you finish Map32 (or less, like Map15).
You should also add more decoration to the maps to make them look more visually appealing like with what Origamyde said.

Edited by Hitboi

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5 hours ago, TheNoob_Gamer said:
  • I kinda lied about Map Names. You can technically display your map name through graphic editing and replace the map name graphic shown in the intermission screen, but that might be too complicated.

 

You can easily generate map names using the Doom text generator: https://c.eev.ee/doom-text-generator/. Just change the font to "Doom - menu font",  and start typing in those names!

Edited by NiGHTMARE

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That secret door made me crazy so I had to watch @Biodegradable video to see how to get the secret then I got the secret he didn't in the next map lol

 

heres video

 

 

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16 hours ago, Hitboi said:

Found a small glitch thing (HOM effect?):
Tested with Prboom+ UM.
 

  Reveal hidden contents

bmS3uUy.png

You should fix it, by rebuilding nodes (on Doom Builder, GZDB, UDB, etc). If you don't know how to rebuild nodes, open your map's file > look at the tools on the left side of the screen (usually on the left side on Gzdoom Builder), click on the icon on the very end of the tool section > on the "Overview" tab click on the "Rebuild nodes" button. That's it, if you still have problems change your node builder on the "game configurations" menu (F6 for shortcut/inside the tools tab), then save your map file.

Here's a screenshot of the glitch's location, screenie taken in Gzdoom Builder:
ZJMP50R.jpg

Edit: If you can't use Doom Builder and the other "[x] Builder" programs, then I apologize.


And here's my review:

  Reveal hidden contents

Completed this wad 2 times. I've seen harder wads.

I don't find the music in Map01 fits the map, but I feel like it's relaxing. The enemy placement is okay, not too punishing, and the harmful blood liquid on the floor is not a big challenge. And the secret area is quite easy to find, for people who won't exit the map unless they get 100% secrets and kills. 6/10.

Map02 is harder than Map01, has more Shotgunners and also more mid-tier monsters.
The secret area is easier than the one in the first map. I suggest you give more context to the ending in the next map. 8.5/10.


Thank you @PBeGood4 for this! Cool wad.
I know that you might make the rest of the megawad until you finish Map32 (or less, like Map15).
You should also add more decoration to the maps to make them look more visually appealing like with what Origamyde said.

 

About that glitch, it only happens on OpenGL rendering mode, which I hadnt tested before posting, but it will be fixed for the next version. Thanks for letting me know

 

The ending of the 2nd level will be explained in the next level. 

I started to add a bit more decoration to the levels, although I kinda suck at it :P

 

Thanks everyone for playing

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Looks very cool.

 

Marble and blood has always been a good combination :-)

 

And I love the monster hiding bloodied waterfall

Edited by CBM

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Really good stuff, even if hard enough for me to have died in more than half the ambushes the first time!  Look forward to the whole Megawad... 

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  • 2 years later...

After 3 years (sorry), my interest of map making came back, and I returned to this project. Updated OP, will post stuff regularly

 

ezgif-4-f7d93d8fec.gif.5f17ef0a835d6d9c73edbb258d5a68fe.gif

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