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How to use MBF21?


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I'm really sure this is a dumb question and probably has a SUPER easy answer, but how do I use MBF21?

I mean like how do I make maps with it? I'm kind of new to all of this stuff so that's why I'm asking. Please reply!

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MBF21 is a modding type in the same vein as how GZDoom Zscript/Decorate is different than Dehacked. MBF21 uses a language known as Deco Hack is a mix of Dehacked and Decorate abilities to make a mod. Its pretty old, actually, and only kinda got more popular in the last few years. The main bonus for it, over say ZSCRIpt, is that it can run on some source ports that are not as Resource Hungry as GZDoom, though modern GZDoom is MBF21 capable. As far as source ports that support MBF21 I don't many beyond GZDoom and PrBoom+ mainly because I dont build any mods in that language.

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MBF21 is a mapping specification which takes the original DOOM2 to new capabilities,

with new features asked for daily it seems.

 

Probably the foremost sourceport to map for is DSDA_Doom. UDB has a configuration

for it:

 

nNvOK4V.png

 

New actors are possible with DecoHack.

 

As with any sourceport, take your time with constructing maps and add new features

as you become more comfortable with editing.

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6 minutes ago, Kappes Buur said:

MBF21 is a mapping specification which takes the original DOOM2 to new capabilities,

with new features asked for daily it seems.

 

Probably the foremost sourceport to map for is DSDA_Doom. UDB has a configuration

for it:

 

nNvOK4V.png

 

New actors are possible with DecoHack.

 

As with any sourceport, take your time with constructing maps and add new features

as you become more comfortable with editing.

Thanks for the help!

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MBF21 consists of mapping features as well as Dehacked features (for creating custom weapons, enemies, etc.).

 

For the Dehacked stuff, you should pick up DECOHack, which has already been linked. If you've used DECORATE in ZDoom, DECOHack's syntax should feel familiar. Might also be worth reading this post which Xaser recently wrote in response to another thread:

 

For mapping in MBF21, choose "MBF21: Doom 2 (Doom format)" as the configuration in UDB. "DSDADoom: Doom 2 (UDMF)" as pictured above is a different format specific to dsda-doom and not other MBF21 ports (though I think GZDoom can also read it?). If you're familiar with Boom mapping, MBF21 is mostly the same with a few additional features like instakill floors.

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You should be able to find MBF21 in UDB's list of Game Configurations if it's not already showing up. 

 

KBMlaVO.png

 

Then set it up and use it like the other configurations. 

 

O4hCVIN.png


For someone who has done mapping in other formats like Boom, the MBF21 spec is worth looking at. With MBF21, you don't "have to" to use many features beyond what's in Boom in order to justify it being used. When I started using it, being able to set linedef flags to block land monsters and players specifically was already easily enough to justify it, before I started using other features. Even if you use no extra features, MBF21 fixes some bugs. and most modern source ports that support Boom also support MBF21.

 

bbnDBqR.png


If you're new to mapping as a whole, it might make more sense to keep that link in mind as one resource of many, and play around with editing yourself, since you'll be learning mapping while working in MBF21, rather than learning MBF21 specifically. (Meaning you will be learning the underlying fundamentals that also apply to vanilla/Boom.) You also don't need to use DeHackEd yet if you don't want to modify enemies and weapons and such.

 

(Clearing up a couple of facts from upthread: DECOHACK is something separate in that it is a very convenient way of generating DeHackEd files. It is not tied to MBF21 specifically; DECOHACK supports formats down to vanilla. And DSDA-Doom is a commonly targeted source port for wads, but most of that is through MBF21, not through the "DSDADoom UDMF" format.)

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