Johnny Cruelty Posted June 9, 2022 1 minute ago, dededenova said: i feel like the last map would just be grand'ish right?, even not seeing the out side of the castle, it still would be cool! yeah that could be cool maybe 1 Quote Share this post Link to post
IcarusOfDaggers Posted June 9, 2022 People will not only see outside, but be able to get there. After all, i have the wall gameplay already planned out. it's the insides giving me trouble at the moment 2 Quote Share this post Link to post
DeNA Posted June 9, 2022 WAIT ARE YOU SEREUS!?...... serius........... how do i spell it......... uhhhh....... but still that's F***ing Incredible! 1 Quote Share this post Link to post
DeNA Posted June 9, 2022 (edited) 14 minutes ago, IcarusOfDaggers said: People will not only see outside, but be able to get there. After all, i have the wall gameplay already planned out. it's the insides giving me trouble at the moment good luck for the inside! Edited June 9, 2022 by dededenova 1 Quote Share this post Link to post
Johnny Cruelty Posted June 9, 2022 Just now, dededenova said: good luck for the inside! ? 1 Quote Share this post Link to post
DeNA Posted June 9, 2022 1 minute ago, Johnny Cruelty said: ? of the inside of the castle... good luck on making the map... 1 Quote Share this post Link to post
Johnny Cruelty Posted June 9, 2022 Just now, dededenova said: of the inside of the castle... good luck on making the map... oh okay 1 Quote Share this post Link to post
IcarusOfDaggers Posted June 9, 2022 (edited) I'm a newbie just like you guys. However, I do have a bunch of guides i'm constantly looking at, whenever I need.  Spoiler  John Romeros design rules (By ChubzDoomer) ChubzDoomer has a lot of good doom videos though. Will be using this as a reference for quite a bit of stuff Doomkids video on map design. (Also has a lot of good tutorials) This is definetly important with castle levels. Designing moats, pits, walls and all other castle'i stuff is bound to have a lot of issues. Doomkids slade tutorial for some minor stuff (GZDoom specific)  Not UDMF=Won't be using that. GZDoom: Scripting (By ChubzDoomer)  Same as above. Both are still good links to have, so save them. LazyGamer (UDMF format, Ultimate Doom Builder) tutorial  You can do a lot more in UDMF than you can do in DOOM2 format. Teleports will be extremly tricky to pull off. Lazygamer UDMF tutorial makes it easier, but still, getting the teleports working properly, so you won't have monsters teleport looping has always been a headache. It's why i use UDMF, much simpler. Quite good video about some less standard tools in ultimate doom builder.(By BridgeBurner) Definetly using this one. Seriously, the amount of things that need curvesm without the tools he pointed out, couldn't be done. Ofcourse, not all of them can be used, but most can be used in DOOM II format. UDB will not let you use the tools that don't work with DII format. Playtesters thread and Another thread with similar objective The second thread has a lot of pages to comb through, but you can find most recently active testers here. First thread may have some currently inactive ones. Lot of editing questions asked and answered here. Also this one Doomkid tutorials playlist This one helped me sort out the sky not working issue I had in Choco and DSDA doom(Thus boom would have had same issue). a video about visual cues by DavidN This is pretty much neccessery, especially with custom texture usage or vanilla texture usage. Ultimate Doom Builder tutorial released by DavidN as a part of his community event. The tutorial still works for general map building. It's very good and any follow ups he releases will help a lot. I do hope he will use teleports as well, so I can finally have a teleport tutorial I can link everyone to. Not many good DOOMII teleport tutorials out there, for UDB atleast. Slade flats problem fix. andImporting flats and textures (Slade Tutorial Official) In case you run into trouble importing flats   Edited June 9, 2022 by IcarusOfDaggers 3 Quote Share this post Link to post
DeNA Posted June 9, 2022 (edited) 4 minutes ago, IcarusOfDaggers said: I'm a newbie just like you guys. However, I do have a bunch of guides i'm constantly looking at, whenever I need.   Hide contents Hide contents  John Romeros design rules (By ChubzDoomer) ChubzDoomer has a lot of good doom videos though. Will be using this as a reference for quite a bit of stuff Doomkids video on map design. (Also has a lot of good tutorials) This is definetly important with castle levels. Designing moats, pits, walls and all other castle'i stuff is bound to have a lot of issues. Doomkids slade tutorial for some minor stuff (GZDoom specific)  Not UDMF=Won't be using that. GZDoom: Scripting (By ChubzDoomer)  Same as above. Both are still good links to have, so save them. LazyGamer (UDMF format, Ultimate Doom Builder) tutorial  You can do a lot more in UDMF than you can do in DOOM2 format. Teleports will be extremly tricky to pull off. Lazygamer UDMF tutorial makes it easier, but still, getting the teleports working properly, so you won't have monsters teleport looping has always been a headache. It's why i use UDMF, much simpler. Quite good video about some less standard tools in ultimate doom builder.(By BridgeBurner) Definetly using this one. Seriously, the amount of things that need curvesm without the tools he pointed out, couldn't be done. Ofcourse, not all of them can be used, but most can be used in DOOM II format. UDB will not let you use the tools that don't work with DII format. Playtesters thread and Another thread with similar objective The second thread has a lot of pages to comb through, but you can find most recently active testers here. First thread may have some currently inactive ones. Lot of editing questions asked and answered here. Also this one Doomkid tutorials playlist This one helped me sort out the sky not working issue I had in Choco and DSDA doom(Thus boom would have had same issue). a video about visual cues by DavidN This is pretty much neccessery, especially with custom texture usage or vanilla texture usage. Ultimate Doom Builder tutorial released by DavidN as a part of his community event. The tutorial still works for general map building. It's very good and any follow ups he releases will help a lot. I do hope he will use teleports as well, so I can finally have a teleport tutorial I can link everyone to. Not many good DOOMII teleport tutorials out there, for UDB atleast.   YOU DARE CALL ME A "newbie" !?... like i'v been doing this for a little while, but as an example, i'v worked on doom maps for about as long as it takes for johnny cruelty to make a map... 100 times... so like a year or 2 and yet i'm not much better, kinda on a slower slope up... idk... seems helpful tho, i will take a look at some of these! Edited June 9, 2022 by dededenova seems helpful tho, i will take a look at some of these! was added 1 Quote Share this post Link to post
DeNA Posted June 9, 2022 (edited) GOSH DARNIT I'v LOOKED AT ALL THE GOOD USEFUL ONES... borders good tho ... ok night Edited June 9, 2022 by dededenova now people know i'm asleep so they don't include me and get confused 1 Quote Share this post Link to post
IcarusOfDaggers Posted June 9, 2022 Sorry about that. As for slow learning...yhea.... I'm not better. I've only released 2 maps so far, this is my third one and I have a feeling I need to reiterate the second one 2 Quote Share this post Link to post
Frost-Core Posted June 9, 2022 Can i make a map? i will use alot of custom textures, my slot would be MAP04 (is that available?) 2 Quote Share this post Link to post
Johnny Cruelty Posted June 9, 2022 17 minutes ago, Frost-Core said: Can i make a map? i will use alot of custom textures, my slot would be MAP04 (is that available?) you know what? sure.. you can do map04! also make sure monster account is around 100 1 Quote Share this post Link to post
Johnny Cruelty Posted June 9, 2022 1 hour ago, Codename_Delta said: Ooh map 7, gimme gimme.   yes, make sure to have the map be not too small and at least 100 or more 1 hour ago, NeedHealth said: I can do map 8. nice! remember to make it not too small, and at least 100 monsters 2 Quote Share this post Link to post
Johnny Cruelty Posted June 9, 2022 9 minutes ago, IcarusOfDaggers said:  Hide contents   looking nice so far! 1 Quote Share this post Link to post
Codename_Delta Posted June 9, 2022 (edited) Here's some really bad screenshots of my map so far, It's a dead simple rehash at first but I plan to make it more original as you progress. Â https://imgur.com/a/7gLfHLL Â Weirdly enough the little box you start in that you have to lower to do anything doesn't work. Â It's all tagged and everything. Â I even went and checked out how it was done in dead simple and It was done the same way yet it works there? Â Edited June 9, 2022 by Codename_Delta 2 Quote Share this post Link to post
Paf Posted June 9, 2022 1 hour ago, Codename_Delta said: Here's some really bad screenshots of my map so far, It's a dead simple rehash at first but I plan to make it more original as you progress. Â https://imgur.com/a/7gLfHLL Â Weirdly enough the little box you start in that you have to lower to do anything doesn't work. Â It's all tagged and everything. Â I even went and checked out how it was done in dead simple and It was done the same way yet it works there? Â You need Mancubi to die to lower that. 2 Quote Share this post Link to post
Codename_Delta Posted June 9, 2022 2 minutes ago, Paf said: You need Mancubi to die to lower that. I meant the starting box with the switch, but I just copied the little starting box from dead simple and shrunk and retextured it. Â And also the map's coming along pretty decently. 2 Quote Share this post Link to post
Paf Posted June 9, 2022 2 minutes ago, Codename_Delta said: I meant the starting box with the switch, but I just copied the little starting box from dead simple and shrunk and retextured it. Â And also the map's coming along pretty decently. Oh. Is the linedef facing the correct direction? Does it have an action? 2 Quote Share this post Link to post
Codename_Delta Posted June 9, 2022 49 minutes ago, Paf said: Oh. Is the linedef facing the correct direction? Does it have an action? It did but it wouldn't even do anything, not even play doomguy's unf. Â Â Again, it's no longer needed. 1 Quote Share this post Link to post
DeNA Posted June 9, 2022 (edited) 2 hours ago, Codename_Delta said: Here's some really bad screenshots of my map so far, It's a dead simple rehash at first but I plan to make it more original as you progress. Â https://imgur.com/a/7gLfHLL Â Weirdly enough the little box you start in that you have to lower to do anything doesn't work. Â It's all tagged and everything. Â I even went and checked out how it was done in dead simple and It was done the same way yet it works there? Â you would need a map info file and add a map07Â special... there is no cacodemon special tho... nvm i just read a bit more on the place Edited June 9, 2022 by dededenova needed more info 1 Quote Share this post Link to post
Codename_Delta Posted June 9, 2022 5 minutes ago, dededenova said: you would need a map info file and add a map07Â special... there is no cacodemon special tho... It's old. Â I used mancubi just to make it hammered in that it works and that it is indeed a dead simple gag. Â I've gotten close to finishing development. Â Or at least a playable version. Â If anyone wants to expand on it then be my guest.... Â When I release a playable version that is. 2 Quote Share this post Link to post
DeNA Posted June 9, 2022 19 minutes ago, Codename_Delta said: It's old. Â I used mancubi just to make it hammered in that it works and that it is indeed a dead simple gag. Â I've gotten close to finishing development. Â Or at least a playable version. Â If anyone wants to expand on it then be my guest.... Â When I release a playable version that is. sounds good! 2 Quote Share this post Link to post
Codename_Delta Posted June 9, 2022 (edited) Here's a updated playable version of Scorched Simple:  FIXEDFIXEDFIXEDFIXED  https://drive.google.com/file/d/1X2EoqhuqD-X1wgVuZfni7yX9FMbyHmn1/view?usp=sharing  @Johnny Cruelty You might wanna test this one, only 36 kills but every singly one pulls their weight.  It's a tricky one, despite it's small size and monster count.  It's about the length of dead simple.  But much more stuffed. Edited June 9, 2022 by Codename_Delta 2 Quote Share this post Link to post
DeNA Posted June 9, 2022 59 minutes ago, Codename_Delta said: Here's a updated playable version of Scorched Simple:  FIXEDFIXEDFIXEDFIXED  https://drive.google.com/file/d/1X2EoqhuqD-X1wgVuZfni7yX9FMbyHmn1/view?usp=sharing  @Johnny Cruelty You might wanna test this one, only 36 kills but every singly one pulls their weight.  It's a tricky one, despite it's small size and monster count.  It's about the length of dead simple.  But much more stuffed. Nice! i'm gonna try this out now! 1 Quote Share this post Link to post
Johnny Cruelty Posted June 9, 2022 1 hour ago, Codename_Delta said: Here's a updated playable version of Scorched Simple:  FIXEDFIXEDFIXEDFIXED  https://drive.google.com/file/d/1X2EoqhuqD-X1wgVuZfni7yX9FMbyHmn1/view?usp=sharing  @Johnny Cruelty You might wanna test this one, only 36 kills but every singly one pulls their weight.  It's a tricky one, despite it's small size and monster count.  It's about the length of dead simple.  But much more stuffed. It's okay but it could be a bit bigger also I ran out of shell ammo in the mancubus part so you may wanna add another shell box  1 Quote Share this post Link to post
DeNA Posted June 9, 2022 PROGRESS UPDATE this 2 fiths... little more then a 3rd but less then a half, the water spots that lead out side are windows to see water. they aren't really that cool looking but i look WAY better with them in the right spots. 1 Quote Share this post Link to post
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