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 No.166[View All]

>No doom thread
71 posts and 11 image replies omitted. Click reply to view.


What modifications and port are you using? That shit looks interesting.



The one on the right is more visually distinct, which is important in a game where you are twitching around blasting at shit. I haven't played Eternal, but DOOM 2016 was often hard to tell what the fuck was going on because all the designs look like they got shredded through a blender first.

Also the gore should be a reward for you fucking them up instead of their default state. Wound decals showing up on the character model or blood spurting out is less striking when the model is already covered in a layer of blood and guts.


Zik and his damn mods keep looking fresh as fuck


Hideous Destructor player here. I've been thinking about making a giant map pack for Hdest that is more like a campaign with a branching story that revolves around the lore present in Hideous Destructor. But I have to learn ZScript before I can take any step forward.
So Can I ask people here for resources and good mod examples for zdoom that has a campaign or similar idea? I know some C and currently learning java. I want to see the capabilities of zdoom and how to exploit it to achieve what I want.ak-47AK-47


Action Doom 1 and 2


I've been working with zscript since it was published. Drop some questions and I'll answer whenever the planets align.
Just FYI: I'm not a programmer, but I do have a whole lot of experience writing (functioning) code.

For code examples, you can learn a bunch of things from the zscript code that comes with gzdoom. You can also find it on the official github:

marrub was working documenting zscript here:
Do not let the repo's age deter you from using it: the information that *is* there is still hugely informative and up-to-date. marrub announced a replacement a while ago.

Guncaster was popularly chosen as the best zscript mod, codewise, on the zdoom forum a while ago.You can find it here:
I can vouch from personal experience that KeksDose code is well written and worth copying. Reading Guncaster will also teach you about libraries, how to use them, and a bunch of other shit specific to (gz)doom modding.

>I know some C

zscript is pretty much a subscript of C++. It also more limited than your big boy languages, and so more straightforward to picking up. Familiarity with C++ concepts is helpful, but not necessary.

No matter what you'll have to do math, so teach yourself trigonometry, vector math, and calculus if you aren't familiar yet. More advanced topic might be useful, but don't overdo it.
A good resource is Eric Lengyel's Mathematics for 3D Game Programming and Computer Graphics. Ignore the hilarious cover, it's genuinely useful.
GZDoom is also sensitive to cache misses and I recommend you familiarize yourself with cache optimization.

All that out of the way: you don't need to know a whole lot of zscript, or math, or code to do what you want. What I'm charitably going to call "complex zscript code" is more for performing abstract operations efficiently, i.e.: internally extending the engine. You won't need to do that.


Thanks for the info. It'll be of great use in this journey. I should've mentioned that I indeed never wrote any zscript except for some slight modifications to fine tune some settings.

I'll keep posting my progress here. So far:
I still haven't done anything technical, as I'm still conceptualizing the aspects of this map pack. How the story should progress, how should I turn the linear progression of doom maps into a choice based branching story, NPCs and their interactions with the player (ace's follower mod is relevant and I might make it so that followers get to act on their own be it dynamically or according to a script). Once I answer those questions and hopefully find some inspirations, I'll be able to start making something real.
Some map packs that come to my mind when mentioning simulating progress are Unreal RPG, Ashes 2063, and Eviternity. Eviternity's back-to-back transition creates a connection between each map, which makes the game feel more like a progressive story rather than disconnected travel between locations.
I didn't talk about the story much, besides being inspired from hdest lore. The lore of hdest itself manifests in the mechanics it adds to the game. Guns, handling, devil magic, etc… Though it's not much, it's more than enough for this project. I intend the branches to be based on the items the player decides to use along his journey through whatever failed UAC/AGM experiment, which the player is tasked to cleanup with a team (why I mentioned ace's follower mod).ak-47AK-47


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Perhaps a little more context?


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>tiny test map from 2019, after hiatus from a making a mapset in development hell
>singleplayer only, UDMF format


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Toxic Planet
>somewhat larger map from summer of 2020
>singleplayer only, UDMF, still no difficulty settings


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Corporate Firing Squad
>made in October 2020
>singleplayer only, UDMF
>difficulty settings and custom par time implemented


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>development was from November 2020 to early February 2021
>singleplayer, UDMF format
>one of the better two maps, along with corpfrsq.wad
>what if TNT MAP22 but better/in my style
>honestly, screenshots give the context for my wads


What is the longest single Doom map anyway? And is it fun?


You could always find longer maps in doomworld but I had ton of fun playing jadeearth
Will give some of those a shot.ak-47AK-47


Respect for mappers, my boy. Gonna give these a lick and let you know.

Are you generally curious, or looking for recommendations?



Third link (corpfrsq.wad) don't work.


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I like the concept behind this, albeit it could be done in boom format. Imagine a larger map that constantly sends you through teleports to keyhunt with switches scattered around. Fast encounters on conveyors is worth a try.
I love the way you made the encounters here. From rooms full of imps to the vile, baron, and revenants mixed with hitscanners fight. I had ton fun playing this, albeit it was rather short. One more thing I like the design in general I noticed how the blue key is held in a hand. The overall look of the map is like a mine and that was interrupted once you go past the red door.
Again I fail to see why was this made in udmf and not something that's more adopted like boom or even vanilla. I don't see anything here utilizing any of the features UDMF provides.

Gonna try the other two maps now, [spoiler]both vanilla and with gameplay mods[/spoiler].ak-47AK-47


Playing this right now and I gotta say that's a lot of imps my manak-47AK-47



Youre wrong, its fucking amazing. Best game ive played last 5 years


This one works, thank you!
Also, played the other maps. Gonna review 'em proper later. Been busy, sorry.
The micro-review is: love your aesthetic sense and you have the right (i.e. experimental) attitude, but you still got some learning ahead of you in terms of flow and feel.



Looks like this thread dies the moment i stop posting clips here, huh.
Here: https://video.hardlimit.com/videos/watch/3c6605c3-11b3-4d82-8960-bdd313ce86ceak-47AK-47


More like there isn't much to talk about. If you don't know about Doom wads yet… what are you waiting for?


True. We haven't done any mp sessions here, or mapping projects (would like to see more of your maps GDE), or managed any events really. I'll think of something to push this thread higherak-47AK-47


good place to share my vanilla doom mappack I guess, It's kinda old by now but I still work on more maps for it from time to time.



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The only excuse I can think for this is if there are way more enemies, I feel like hardware would choke trying to render all of the first ones, I hate the arms and legs of the new one


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BUMP. I don't want this thread to die :(


there's only 24 out of 35 pages filled right now so the risk was low


I'm back!
This map is made for PrBoom+ 2.6um, it is Boom format with use of DEHEXTRA Dehacked patch and a UMAPINFO lump.
Reposting from leftychan, that really complicates things. I’ll probably post everything on both sites from now on.


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In case the images didn’t load


Good stuff. Would you like to watch me stream it soon? Also what did you use dehacked for? The 3rd screencap tells me it's custom enemies shooting plasma bolts.


>Archviles can resurrect other Archviles now :^) :^) :^)
oh. I see. Thanks


Zombiemen are replaced with techno-troopers- Strife-looking guys that are a little tougher and have a faux-phasing effect. Chaingunners now make chaingun sounds instead of shotgun sounds.
The custom green plasma guys are Plasmaguards, they’re similar to the Scythe 2 evil marines.
Hanging keens are replaced with Power Cores (they still use the Keendie special)
MBF Helper dogs are now hellhounds (fast weak zombie dogs)
Barons of hell are now Cyberbarons, they shoot a rocket and a baron fireball.


I plan on updating the standalone enemies pack with a few more enemies and props, which will be used in later maps I make.


Really hyped for whatever Trenchfoot will be in the future. I think it have great potentials ahead.
Been playing Blades of Agony and this might be one of the best Doom mod I’ve ever played.


I would suggest you decrease the volume of the shotgun. it's really loud.


Gonna make use of that feature in my next map.


what does lefty/v/ think about the Moonman mod for Doom 2?


Fuck off /v/ermin


Cringe, the Dorner mod is sigma pilled.


see >>7234 and now that I've played Eternal I can see that they did much better with blood/gore messing up the character models after you shoot them which is far superior


There's a Dorner mod? based


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where can get?


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