watermelon eater gaming Posted November 27, 2023 Wanting to make extra levels in DOOM 2 starting from MAP33 so I can make my own custom maps without needing to replace DOOM 2's normal maps. First question: How do I make secret levels like MAP32 continue to MAP33 when exiting the level instead of back to MAP16? Second question: How to add music for said custom levels? 0 Quote Share this post Link to post
0 Edward850 Posted November 27, 2023 You'll need to state what your target port standard is, because there's like 5 answers to this, one of which is "you don't". 0 Quote Share this post Link to post
0 Devalaous Posted November 27, 2023 You need to define the extra maps in some form of MAPINFO, and that includes the music. You cant do this in vanilla. 0 Quote Share this post Link to post
0 LoatharMDPhD Posted November 27, 2023 map map32 //secret before hand { next = "map16" skytexture = "sky3" music = D_DEAD2 partime = 260 levelname = "Also Grosse" secretnext = "map33" } map map33 // "Bonus" { levelname = "somebody else will write it for me" skytexture = "sky3" music = "D_RUNNIN" //banger eh? partime = 260 next = "map16" } 0 Quote Share this post Link to post
0 watermelon eater gaming Posted November 27, 2023 49 minutes ago, LoatharMDPhD said: map map32 //secret before hand { next = "map16" skytexture = "sky3" music = D_DEAD2 partime = 260 levelname = "Also Grosse" secretnext = "map33" } map map33 // "Bonus" { levelname = "somebody else will write it for me" skytexture = "sky3" music = "D_RUNNIN" //banger eh? partime = 260 next = "map16" } This looks promising but even the base script here is causing GZDoom to error. Execution could not continue. Script error, "Wolfenstein 3D.wad:MAPINFO" line 5: map16: Unknown top level keyword And yes, I forgot to clarify, this WAD is running in GZDoom. 0 Quote Share this post Link to post
0 LoatharMDPhD Posted November 27, 2023 did ja rename your map 33 lump to "map33"?? this is UMAPINFO by the way.. 0 Quote Share this post Link to post
0 watermelon eater gaming Posted November 27, 2023 I'm very new to DOOM modding so stuff like "target port standard" you might want to explain in your post before posting. 0 Quote Share this post Link to post
0 watermelon eater gaming Posted November 27, 2023 Just now, LoatharMDPhD said: did ja rename your map 33 lump to "map33"?? this is UMAPINFO by the way.. Yes, I renamed the MAP33 lump to MAP33. Might be a duck move but the socalled MAP33 is just a carbon copy of MAP32 in SLADE3. I renamed the lump to UMAPINFO and this appears Execution could not continue. Script error, "Wolfenstein 3D.wad:UMAPINFO" line 9: Expected string constant but got identifier 'D_DEAD2' instead. 0 Quote Share this post Link to post
0 LoatharMDPhD Posted November 27, 2023 "D_DEAD2" quotations check the syntax... doomwiki for more info.. 0 Quote Share this post Link to post
0 watermelon eater gaming Posted November 27, 2023 3 minutes ago, LoatharMDPhD said: "D_DEAD2" quotations check the syntax... doomwiki for more info.. Tried that, (also got rid of that probably foreign keyboard whoopsie in line 35) and it works perfectly! Tysm! 1 Quote Share this post Link to post
0 Redneckerz Posted November 27, 2023 47 minutes ago, DASniperIC said: I'm very new to DOOM modding so stuff like "target port standard" you might want to explain in your post before posting. That's a great attitude to have. Since you ask so kindly, Target port standard refers to source ports. Stock Doom is Vanilla, Boom is its own port but it also means Boom-compatible: Every port that is Boom-compatible generally supports the featureset provided by Boom. Then there is also limit-removing. This generally means removed Vanilla limits, but does not absolutely mean it is also Boom-compatible. These in general provide the gist of maps. Then there are GZDoom maps, which are generally only playable in ZDoom-family ports. 0 Quote Share this post Link to post
0 Individualised Posted November 27, 2023 1 hour ago, DASniperIC said: I'm very new to DOOM modding so stuff like "target port standard" you might want to explain in your post before posting. I know your question has already been answered, but for future reference (it's good forum etiquette to give as much detail as possible so people who have the same problem as you and have found your post looking for a solution can get help) What source port are you making your .WAD for? Are you making it for Boom, GZDoom, vanilla Doom etc? It's crucial that you include the version or source port that you're using when asking for any type of help because without it no one can really help you - the answer to your question completely changes depending on that. We really need a mandatory "What source port are you using?" field for this sub-forum, given that it already has a different layout from the rest of the site for some reason. 0 Quote Share this post Link to post
0 watermelon eater gaming Posted November 27, 2023 49 minutes ago, Individualised said: I know your question has already been answered, but for future reference (it's good forum etiquette to give as much detail as possible so people who have the same problem as you and have found your post looking for a solution can get help) What source port are you making your .WAD for? Are you making it for Boom, GZDoom, vanilla Doom etc? It's crucial that you include the version or source port that you're using when asking for any type of help because without it no one can really help you - the answer to your question completely changes depending on that. We really need a mandatory "What source port are you using?" field for this sub-forum, given that it already has a different layout from the rest of the site for some reason. I've already clarified this early in the forum. This WAD is designed primarily for GZDoom. 0 Quote Share this post Link to post
0 DeetOpianSky Posted November 27, 2023 Here's an example showing how to add music for your level and set the next map to go to in GZDOOM using MAPINFO. 0 Quote Share this post Link to post
0 watermelon eater gaming Posted December 25, 2023 On 11/27/2023 at 5:26 PM, LoatharMDPhD said: map map32 //secret before hand { next = "map16" skytexture = "sky3" music = D_DEAD2 partime = 260 levelname = "Also Grosse" secretnext = "map33" } map map33 // "Bonus" { levelname = "somebody else will write it for me" skytexture = "sky3" music = "D_RUNNIN" //banger eh? partime = 260 next = "map16" } It's "nextsecret", not "secretnext". 1 Quote Share this post Link to post
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watermelon eater gaming
Wanting to make extra levels in DOOM 2 starting from MAP33 so I can make my own custom maps without needing to replace DOOM 2's normal maps.
First question: How do I make secret levels like MAP32 continue to MAP33 when exiting the level instead of back to MAP16?
Second question: How to add music for said custom levels?
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