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Everything posted by DoomGappy
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Doom Mapping Crash Course [Absolute beginner mapping workshop]
DoomGappy replied to DoomGappy's topic in Doom Editing
Oh, by the way, here is my second RAMP 2024 mapping session. I focused on developing the rest of the mechanics and starting to make the final version of each little room. -
Doom Mapping Crash Course [Absolute beginner mapping workshop]
DoomGappy replied to DoomGappy's topic in Doom Editing
I left you hanging again, @ptrdoom! Life has been chaotic. It's a good idea to test at least with DSDA, which is the most recently maintained PrBoom+ based source port. Some people still use PrBoom+, though. I still generally only use DSDA for cl9 testing. This is entirely personal and up to you. What I generally like to do is to always use different flats when I use different heights, and I generally use height differences to divide areas. In Boxdoom, a project I've been working on, I've decided to use a flat to divide each box, for a better transition. Even there there are exceptions, though. Ultimately, it's up to you. I have no idea, I'd have to give it a look directly on the wad. I generally use support2 or support3 as a transition between textures, and I love support3. Doortrak can also be used if it's a moving part, like a door or a lowering floor. Update me on that and I'll share my thougths with you. You could indeed bundle all your three first maps as a "miniwad". -
That's okay. I'm playing this version and having fun so far. Here is a list of things I've found that may be improved: On the Downtown segment, it may be good to hightlight the teleporter even more. I thought I was softlocked here. The Underhalls segment was one of my least favorites. There are some parts where it's downright hard to play with freelook disabled, like the underground part where the blue key would be in the original. Maybe add some monster blocking lines so that the player can see enemies better and jump down the hole without being locked? This platform in Bloodfalls is incorrectly a damaging floor. (I) Wouldn't it be best if this area in Suburbs didn't have this middle texture on the left door? (II) If it was boom compat, it could be translucent. I ask because this is a path the player will probably cross more than once. I get it's a reference to that one secret, but here it's become part of the progression instead. (I) (II)
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Doom Mapping Crash Course [Absolute beginner mapping workshop]
DoomGappy replied to DoomGappy's topic in Doom Editing
You basically post a map and people who are interested in it download and play it, some providing feedback. If you say it's your first map, people will probably go a bit easier on you, although I don't think anyone would raise many concerns about this map. It is still a good procedure to release maps there and get the feedback from varied people. Here is a thread about how to post your map on that subforum. -
Doom Mapping Crash Course [Absolute beginner mapping workshop]
DoomGappy replied to DoomGappy's topic in Doom Editing
@ptrdoom why don't you make a thread on WAD Releases & Development and post your map? I think it's a good opportunity to get feedback from other members! -
RAMP 2024 - Newcomer-friendly community project!
DoomGappy replied to DavidN's topic in WAD Releases & Development
Part 2 is here! -
Doom Mapping Crash Course [Absolute beginner mapping workshop]
DoomGappy replied to DoomGappy's topic in Doom Editing
There's no problem, this is what the thread is for. I just asked because I think it's a complete enough map that it should be released in the Wad Releases and Development subforum. You can use doom 1's ost, but you will need to extract the song you want from the doom 1 IWAD and paste it inside your wad file using slade, then create the umapinfo for that. I can help you if necessary. -
Doom Mapping Crash Course [Absolute beginner mapping workshop]
DoomGappy replied to DoomGappy's topic in Doom Editing
They all look amazing, but this is my favorite! Are you going to release this map here in its own thread? You can do that in a few ways. 1 - You can rename your map as the map with the slot that has the song you want from the original games. For example, you can rename your map to map02 if you want it to play The Healer Stalks. You have to inform people of the slot of your map if that's how you approach it. 2 - You can add a midi to the map and rename it as d_runnin. It will play instead of the original Running From Evil in map01. You can do this for all the songs in a wad if you want. 3 - You can use one of the MAPINFO specifications. Nowadays, UMAPINFO is probably the way to go. In this article you can read more about it, but it's a basic text lump which allows you to modify a lot of info in the game. You would create a text file with the field (music = "song"), where song is the name of the midi file with your song. A good place to start learing UMAPINFO is through JadingTsunami's tool, which will streamline the process for you. -
Doom Mapping Crash Course [Absolute beginner mapping workshop]
DoomGappy replied to DoomGappy's topic in Doom Editing
You don't need to worry about the trial, but as I mentioned in the video, I think this would be a good moment to join a community project. You can learn much more from interacting with other members to create a map that follows some clear rules. Or you can work on another solo map and continue posting it here, I will review everything you post. -
Doom Mapping Crash Course [Absolute beginner mapping workshop]
DoomGappy replied to DoomGappy's topic in Doom Editing
Just for the sake of comparison, here is how the map looked before. I'm flabbergasted by the evolution! -
Doom Mapping Crash Course [Absolute beginner mapping workshop]
DoomGappy replied to DoomGappy's topic in Doom Editing
The video is uploading, but this has made my night so muchn better! I am so happy and proud. There were a few problems, but overall the map was amazing to play, and it felt really good going over the familiar areas and seeing how they changed! Congratulations! Video below is uploading! I uploaded the small fixes I made as 1.2. Here is the link: https://drive.google.com/file/d/1Uy-UxEjpXh3eBwYKRi3hMRdpiudOcICt/view?usp=drive_link -
RAMP 2024 - Newcomer-friendly community project!
DoomGappy replied to DavidN's topic in WAD Releases & Development
I made a video of me mapping for RAMP 2024. This is an idea I had for a detailing guide for another project I'll lead, but I'm documenting it to help people who are new to mapping make their maps look more interesting. Here is part 1, where I laid down the basics. I think it could be useful here, even though I don't go a lot into the details of what I'm doing. -
Box Doom - Community Project [Slots Filled]
DoomGappy replied to randomsounds01's topic in WAD Releases & Development
Another weekend, another update. It's been some time again, but we have already done so much on the wad since then. I can confidently say that we have been adding the final touches. Here is a checklist of all that we have done so far: All the boxes and extra boxes are in place and fully functional All the teleporters are in place and fully functional The balancing of items and enemies is more or less set in place, we are working on it Most of the bugs we have found have been tracked and squashed There are still things we are working on, and this is a list of what we still need to do before we have a release: We are decorating the corridors between boxes to match the boxes that come before and after it as best as we can for a smoother transition We are triple checking for bugs, and many playthroughs have been conducted, mostly thanks to one of our leads, @Grizzly Old B We are working on some secret things that mappers will only see upon the final release, but be advised that boxdoom will be more than just a simple compilation map Thanks a lot for the patience, and I hope to announce a release soon enough. Stay tuned!- 599 replies
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Doom Mapping Crash Course [Absolute beginner mapping workshop]
DoomGappy replied to DoomGappy's topic in Doom Editing
I will definitely maintain this thread as long as I'm a part of the community, but will also make sure to communicate how busy I am with projects better in the future. I am still learning a lot of things, most of them the hard way. -
Doom Mapping Crash Course [Absolute beginner mapping workshop]
DoomGappy replied to DoomGappy's topic in Doom Editing
I also made a video of me mapping for RAMP 2024. This is an idea I had for a detailing guide for another project I'll lead, but I'm documenting it to help people who are new to mapping make their maps look more interesting. Here is part 1, where I laid down the basics. I think it could be useful here, even though I don't go a lot into the details of what I'm doing. -
Doom Mapping Crash Course [Absolute beginner mapping workshop]
DoomGappy replied to DoomGappy's topic in Doom Editing
Hello, @ptrdoom! Good morning! When making windows like these, you can use upper unpegged and lower unpegged on that specific linedef at the same time. This way, the texture will be aligned at the top and bottom "seams". Here is a video of it: It depends. I changed the increase and decrease size grid commands so that I can use them more easily. I made it so that when I hold Ctrl + Shift + ScrollUp it increases the grid size, and Ctrl + Shift + ScrollDown it decreases the grid size. It's easy because it's similar to the ctrl + ScrollUp/ScrollDown for brightness controls of a sector. Bear in mind that this command is initially associated to rotating the position of an enemy, so you have to remove that if you want to change it. Since I almost never do rotation like that, and I'm always using the grid increase or decrease function, I decided it was not a big loss. You can go to Tools > Preferences > Controls and mess around with any of the hotkeys there, I think I put my configs at the end of the Opening post in this very thread. Answering the question, now, I work with 16mp for the general layout, and then I decrease it when I need to make detailing, doors, windows and other things like that. That's why having it associated to a simple command is so useful. -
About the absence of monsters, that's because I started with the -nomonsters parameter, but I agree with all of the other points.
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This reminds me of TNT map15 - Dead Zone from TNT. Definitely has a liminal feel to it, it feels like a floating facility among asteroids.