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Brand new. Config issue?


Y2Kbugg

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I'm new to doom mapping, and I just downloaded Doom Maker, and am using DoomII.wad in my configuration settings. (ie. not ZDoom (Doom in Doom) format etc, just plain old Doom II format).

 

I'm trying to learn the basics on youtube, but I'm noticing that there are many fewer options in my preferences than there are on these tutorial videos. For example: I tried looking into making a skybox, and followed a tutorial up to the point of having to create a camera. In my 'Things Mode' preferences, I'm instructed to find "cameras and interpolation". The problem is, there is no such option in my Things preferences. My options look very bare bones in comparison to the list I see on the tutorial vid.

 

Same goes for making a door. I follow the tutorial step by step: create a new tag on the sector I want as a door, then move into Linedefs Mode to edit the lindefs that the player will trigger to open the door. However, in my linedefs preferences, there is no "Trigger" dropdown menu, as there is in the tutorial video.

 

So my question is: why are my options so limited? Should I have a different wad selected in my configurations? Is there a preference for revealing advanced preferences that I haven't enabled? Any advice is greatly appreciated!

 

 

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1 hour ago, Y2Kbugg said:

Is there a de-facto standard format most people use nowadays?  

Nope. There is a mess of 30 years of editing standards targeting a variety of notches on the "vanilla-advanced editing" scale. You'll have to carefully check what is a given tutorial is for.

 

A brief overview:

- 3 major map formats: Doom, Doom-in-Hexen, UDMF

- major "port feature" targets: vanilla, limit-removing, boom, mbf, mbf21, old zdoom, modern gzdoom + a few special ports with uniqie features like Eternity and EDGE-classic.

- in-map control: barrel explosions pushing voodoo dolls, voodoo dolls on scrolling floors, ACS scripting and probably something else...

- entity creation and editing: dehacked (a bunch of standards roughly equivalent to vanilla-mbf21 list above), decorate (old zdoom and similar engines), zscript (gzdoom), edf (eternity), ddf (edge) and probably something else...

- map flow (naming, ordering etc): vanilla hardcode with dehacked string editing, a variety of xINFO (UMAPINFO, MAPINFO, ZMAPINFO, EMAPINFO...) and probably something else...

- selection of features above will impose limits on ways to add custom textures/sprites/music/graphics... and there's probably something else I'm forgetting off the top of my head.

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I thought that might be the problem. Thank you for answering that. There seems to be a lot of variation among the tutorials. Not only among formats, but also some seem to be using a different application all together (Doombuilder vs Ultimate Doombuilder)

 

One Is there a de-facto standard format most people use nowadays? 

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Ultimate Doom Builder is the standard editor. Generally, most mappers will make maps using the original, "vanilla" format, or Boom. Boom is good because it provides more options and allows for more complicated effects using voodoo dolls. (G)Zdoom has so many features that it can be daunting to make maps in that format.    

     

For a new mapper, I would suggest mapping in vanilla. I would also recommend playing a variety of maps, and making use of the Obsidian level generator.

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1 hour ago, Doomy__Doom said:

Nope. There is a mess of 30 years of editing standards targeting a variety of notches on the "vanilla-advanced editing" scale. You'll have to carefully check what is a given tutorial is for.

 

A brief overview:

- 3 major map formats: Doom, Doom-in-Hexen, UDMF

- major "port feature" targets: vanilla, limit-removing, boom, mbf, mbf21, old zdoom, modern gzdoom + a few special ports with uniqie features like Eternity and EDGE-classic.

- in-map control: barrel explosions pushing voodoo dolls, voodoo dolls on scrolling floors, ACS scripting and probably something else...

- entity creation and editing: dehacked (a bunch of standards roughly equivalent to vanilla-mbf21 list above), decorate (old zdoom and similar engines), zscript (gzdoom), edf (eternity), ddf (edge) and probably something else...

- map flow (naming, ordering etc): vanilla hardcode with dehacked string editing, a variety of xINFO (UMAPINFO, MAPINFO, ZMAPINFO, EMAPINFO...) and probably something else...

- selection of features above will impose limits on ways to add custom textures/sprites/music/graphics... and there's probably something else I'm forgetting off the top of my head.

This is actually very helpful to understand the separation of features and impact of said features in a brief overview! Thanks!

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