Jump to content

Slade Info


DoomGuy999

Recommended Posts

I'm gonna get slade soon, anything i need to know? I'm very new to the whole doom editing thing, i have UDB. 

 

edit: this is kinda off topic, but is there anyway to make more than 3 posts a day? do i have to stick around for a while?

Edited by DoomGuy999

Share this post


Link to post
On 9/3/2023 at 9:39 AM, DoomGuy999 said:

I'm gonna get slade soon, anything i need to know? I'm very new to the whole doom editing thing, i have UDB.

 

DOOM editing in broad strokes:


Like any other DOOM mapper new to the mapping scene I'm certain that you are raring to have your first map under your belt. But hang on for a spell, curb your enthusiasm and don't rush too soon to the map editor.

 

Yes, you can open the map editor right now to start laying down sectors, one after the other, to get a feel what it is like. Many newbies take that route, but as I mentioned, hang on a minute. Familurize yourself with the DOOM environment.

 

DOOM is a 2½D engine and is much easier to map for than DOOM3, which is a true 3D engine. Somewhere inbetween is GZDOOM which has 3D components. Thus you have to learn the difference between original DOOM mapping and mapping for an advanced sourcefort like GZDOOM.

 

To begin with I suggest to at least scan through Linguica's and Eevee's tutorials
https://www.doomworld.com/forum/topic/74073-vanilla-level-editing-lesson-1-preliminary-reconnaissance/


https://eev.ee/blog/2015/12/19/you-should-make-a-doom-level-part-1/


DOOM mapping
Doom in Doom format or DiDF
---------------------------

DOOM was first published at the end of 1993. At the time it was a marvel of programming. Over time some flaws were discovered and enterprising programmers invented some ingenious hacks, the Voodoo doll being one of them.

 

The greates limitaton was that it was not possible to insert new monsters or weapons without replacing original ones. However, it was possible, with the help of a program called DeHackED, to alter the behavour of monsters.

 

However, to dress up new maps with new clothe, it is possible to add new textures into a DOOM map with a somewhat complicated system of patches into lumps called Texture1 or Texture2 and PNAMES. Textures and floors/ceilings are separate entities.

 

Since the release of the DOOM code many programmers have made modifications
in one form or another.  

 

BOOM mapping
BOOM in Doom format or BiDF
-------------------------

TeamTNT brought some extensions to DOOM with their sourceport BOOM. Some
innovations are extended linedef actions and animated textures, floors and
switches.

 

But essentially it is like DOOM at heart.
 

ZDOOM mapping
ZDoom in Doom in Hexen format or DiHF
ZDoom in Doom in Ultimate Doom Mapping format or UDMF
-------------------------------------------------------------------

All that changed with the ZDOOM community. Active participation was encouraged to add more and more features as requested by the community.
 
Textures no longer were bound to the Texture1/PNAMES structure. Textures could be freely used in PNG format and used on all surfaces. Many, many extensions were implemented in text format lumps.


https://zdoom.org/wiki/Special_lumps


The ZDOOM code was constantly improved, until GZDOOM.

 

GZDOOM mapping
GDoom in Doom in Hexen format or DiHF
GDoom in Doom in Ultimate Doom Mapping format or UDMF
-------------------------------------------------------------------

Most famously GZDOOM brought DOOM to OpenGL and Vulkan.
Over time it made little sense to keep the development cycles of ZDOOM and GZDOOM separate so that eventually it was just GZDOOM.

 

Other sourceports
--------------------

I am not a great proponent of original DOOM mapping, much preferring GZDOOM.
But there are other sourceport, like
Eternity, EDGE, Risen, Doomsday


DOOM map editors
---------------------

Editors are divided into two camps
An editor which is used to both create/edit a map and edit the lump structure of a map, like Slade3 and Deepsea and an editor tailored to just create/edit a map, like Ultimate Doom Builder, DoombuilderX,  Eurika

 

Many mapper, in my opiniom to their detrement, still use Doombuilder2 for one reason or another.

Ultimate Doom Builder (UDB) offers the most options, which can lead to be overwhelmed with featurs, but taken step by step it is easy to learn.


http://www.doombuilder.com/files/doombuilder1guide.pdf

https://slade.mancubus.net/index.php?page=wiki

 

As any doom editor it is important to set up the editor to use the correct IWAD (DOOM.WAD or DOOM2.WAD) and the correct mapping format.


The most import aspect of mapping is to have fun. If it become a chore stop immediately and do something else.
 

Edited by Kappes Buur

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...