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doom builder mapping format issues


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 so im pretty new to this doom level building stuff, and ive encountered one major problem; no matter which mapping format i use, wither it be:

GZdoom: doom2 (doom format)

GZdoom: doom2 (hexin format)

GZdoom: doom2 (UDMF format)

im ALWAYS missing certain settings. for example, these are the things options:

image.png.fecb514c42112b6cc9e0ba621a536961.pngimage.png.5136fc980957bfc4a916306d6ee5c440.png

image.png.194b930d2293e8f0616a9f3008f4182a.png

i would just use the one with more options, but every single format has something missing in other modes such as certain actions, and ive looked EVERYWHERE but i cannot find out how to solve this problem :-(

 

The wads i use are  

DOOM2.WAD

32in24-15_tex_v2.wad

OTEX_1.1.WAD

 

please lemme know if im doing somthing wrong

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Doom2 (Doom in Doom Format) Basically classic format it wouldnt have many options like UMDF it will always miss the options in UMDF and Hexen format because classic doom never had such features (like for example dormant or class options) and its supported by all doom ports

 

Doom2 (doom in hexen format) basically add the hexen features (and most of the zdoom features) on it its more advanced than doom format and will be supported by ports that have zdoom features.

 

and Doom2 (UMDF format) had all the features that can be easily handle by gzdoom ports like.

 

nothings wrong. if you want to map in UMDF for doom then use doom umdf format and you wouldnt miss any checkers features in thing edition, same if you want to map it but for heretic/hexen then use heretic UMDF / hexen UMDF.

 

unless you mean something else. there is nothing wrong.

Edited by Z0k

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This is because each map format is different. There are certain map features and functions that are not available between all formats, or at least not in the same way.

 

For example, in the first format, "GZDoom: Doom 2 in Doom", if you want to make a door, you can choose from a *fuckton* of predefined door actions:

 

unknown.png

 

However, if you want to make a door in the "GZDoom: Doom 2 in UDMF" style, instead of having all those different door actions, you only need to use one:

 

unknown.png

And you can manually change what the action does and how it works: whether it's a regular door, a fast door, whether it's a walk-over trigger or a remote switch, whether it needs a key, and so on.

 

That's all there is to it. Z0k mentioned the main differences between them already, and this is an example of how it'll look in practice.

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26 minutes ago, Z0k said:

Doom2 (Doom in Doom Format) ... its supported by all doom ports

 

actually, one small thing I think needs clarification here:

 

unknown.png

 

These three map formats are not necessarily cross-compatible, even though they all say "Doom Format" at the end.

 

The one with the "Doom:" prefix is the vanilla format supported by all ports like Z0k mentioned.

The "Boom:" prefix one is more advanced and contains options that are only compatible with Boom-based sourceports and such.

Lastly, the "GZDoom:" prefix one is even more advanced and is only compatible with GZDoom.

 

An easy way to see this at play is by checking the list of Things available when using each format:

 

unknown.png

 

Because of this, if you are making a Doom format map that is meant to be playable on any sourceport, you must use the "Doom: Doom 2 (Doom Format)" option. If you try opening a GZDoom-based map in for example Crispy Doom, at best the map won't function properly, and at worst it'll crash the game. Please keep this in mind when creating and sharing your maps.

Edited by SMG_Man

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5 hours ago, riffslayer68 said:

im ALWAYS missing certain settings. for example, these are the things options:

 

UDMF has everything the other formats have. Which settings are you looking for?

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On 7/31/2022 at 9:34 PM, riffslayer68 said:

 so im pretty new to this doom level building stuff, and ive encountered one major problem; no matter which mapping format i use, wither it be:

GZdoom: doom2 (doom format)

GZdoom: doom2 (hexin format)

GZdoom: doom2 (UDMF format)

 

i would just use the one with more options, but every single format has something missing in other modes such as certain actions, and ive looked EVERYWHERE but i cannot find out how to solve this problem :-(

I know others have said it in here, but the basic gist of it is that different map formats have different options, because the stuff behind those formats differs.

 

Doom is the most basic map format, originating with Doom, and maps in this format are guaranteed to run in everything that supports the Doom map format (i.e; even Chocolate Doom). It's also the most limited, however - actions are pre-defined, and you're limited to what actions are there; no more and no less. As long as you can deal with the limitations of it, it's a fine map format, although note that getting a map to be considered 100% vanilla-compatible also means you have to obey a bunch of other rules, such as visplane limits, that are a bit beyond the immediate topic at hand.

 

MBF21 is the most recent map format, but it is aimed at a slightly different crowd - specifically, those who still want an expanded and enhanced Doom experience, but still hewing fairly close to the original Doom map format. A lot of older source ports will not support this format, however, since as the name implies, it really only was released last year. For the most part, only the people who really need or want the features of this will really be mapping in it. Basically it is a sort of expansion on the Boom and MBF featureset (which are not distinct map formats of their own, but do have some differences - enough that they won't run in ports that don't support them, but that's another topic), but unless you are specifically mapping for this, it's strongly advised to use one of the other formats.

 

Hexen, in the map format sense, is an intermediate map format, and before UDMF, was considered the gold standard (to the point that maps were done using that format even though they were for another game - if you ever see a map referred to as Doom-in-Hexen, it's referring to this - a Doom map made with the Hexen map format, not Doom literally running in Hexen, the game). Hexen advanced the Doom engine in many ways, most notably with ACS, which allowed for scripted actions to be done, Things to have IDs that scripts could do things with, and so on. Many source ports (but not all) will support these maps, as well. The most obvious way to check for it is, of course, if you can play Hexen in the source port - if you can, it would mean this format is supported by it as a natural consequence.

 

UDMF is a relatively recent map format, where the goal was to have, as its name implies, a universal doom map format. Accordingly, things like actions that were formerly hardcoded became parameterized, and the format declares what sort of game it is for via a namespace (because, again, the idea is that it includes all features from the original games, plus individual source ports can add their own extensions). It is considerably different from the older map formats in terms of how it works, but in trade, it grants you an immense amount of flexibility in your mapping options. It's generally well-supported among most popular source ports, and even if it's a little tricky to learn at first, it's what's generally recommended for beginners who do not want to worry about map format limitations and want to just build stuff.

Edited by Dark Pulse

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