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DoomGappy

Doom Mapping Crash Course [Absolute beginner mapping workshop]

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Everything works, more or less. I've ironed out small stuff like textures, a working switch for the lift and the pillars, etc. The only thing I can't wrap my head around are the pinkies at the start, who, while wandering, open the door to the next room.

Second Map.7z

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20 hours ago, ptrdoom said:

Everything works, more or less. I've ironed out small stuff like textures, a working switch for the lift and the pillars, etc. The only thing I can't wrap my head around are the pinkies at the start, who, while wandering, open the door to the next room.

Second Map.7z

Hey, ptrdoom! Here is the next update and the next file. I've created a folder in Google drive for us to exchange maps. Just tell me when you post something new there. I forgot to fix the blue key in the end of the video, but I did it in the file. It was is set to open only once.
 


 

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2 minutes ago, DoomGappy said:

Hey, ptrdoom! Here is the next update and the next file. I've created a folder in Google drive for us to exchange maps. Just tell me when you post something new there. I forgot to fix the blue key in the end of the video, but I did it in the file. It was is set to open only once.
 


 

I'll watch the video now. A friend of mine played the map and told me about having issue with the blu key door once it opened. I went to check and I had the wrong tag/action so I fixed it on my own. I assume that's what you mean. Thanks again!

P.S I wanted to ask you, is there a way not to let the pinkies at the start open the door? I had in mind to make a switch door to open it but if there are other ways let me know.

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5 minutes ago, ptrdoom said:

I'll watch the video now. A friend of mine played the map and told me about having issue with the blu key door once it opened. I went to check and I had the wrong tag/action so I fixed it on my own. I assume that's what you mean. Thanks again!

P.S I wanted to ask you, is there a way not to let the pinkies at the start open the door? I had in mind to make a switch door to open it but if there are other ways let me know.


You can use a monster blocking line in front of the door to prevent them from opening it, probably. They will reach it and bounce back. 

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Great! I've finished watching your video as clear as usual. I will apply the changes now, and I meant to ask yet again another question. Is there a way to lower the wall faster? I think the imp trap would be more okaish if the pillars lowered faster if there is even a thing like that. For the last one, in the next map the goal should be lightning? So that I have a clear set of goals to follow more or less.

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4 hours ago, ptrdoom said:

Great! I've finished watching your video as clear as usual. I will apply the changes now, and I meant to ask yet again another question. Is there a way to lower the wall faster? I think the imp trap would be more okaish if the pillars lowered faster if there is even a thing like that. For the last one, in the next map the goal should be lightning? So that I have a clear set of goals to follow more or less.

Yes, if you are using Boom, you can use generalized actions to customize what happens. Here is what a fast lowering floor could look like:

orgmfrL.png

And here is my one texture one flat map where I used lots of lighting and texture alignment tricks to make it look nice. It might prove useful somehow. Even though I'm not the best at creating good lighting effects with the Doom engine, it's still decent.

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1 hour ago, DoomGappy said:

Yes, if you are using Boom, you can use generalized actions to customize what happens. Here is what a fast lowering floor could look like:

orgmfrL.png

And here is my one texture one flat map where I used lots of lighting and texture alignment tricks to make it look nice. It might prove useful somehow. Even though I'm not the best at creating good lighting effects with the Doom engine, it's still decent.

Wanted to add, if you want something to lower instantly, change the direction to the opposite what you want.  So for your example just change down to up.  Idk why it works,just an odd thing with the doom engine

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@DoomGappy I've played your map! It was nice, and I ended up dying twice: once at the last trap before the exit and once at the cyber demon. Overall, it was very nice.

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27 minutes ago, ptrdoom said:

@DoomGappy I've played your map! It was nice, and I ended up dying twice: once at the last trap before the exit and once at the cyber demon. Overall, it was very nice.

Thank you! Feel free to open it in the editor and check what I did there, it may give you some inspo. It's always fun to analyze other people's maps. 

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I've made a third map with some lightning, but I can't access the googledrive or more specifically put the map in it.

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1 hour ago, ptrdoom said:

Thank you! I've uploaded the map.

I think my commentary didn't work, but here is my playthrough. This one was really cool and I loved the church in the end! I'll record another one talking about some editing tricks, but not now, because I am not at my own house. I guess now I would recommend you to play more with height variations and less boxy and more organic shapes. Keep it up! 
 

 

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17 minutes ago, DoomGappy said:


 

 

Thank you! No hurry, I ended up spotting some mistakes like the shadow I left in the church and others probably. As for organic shapes what you mean?

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1 minute ago, ptrdoom said:

Thank you! No hurry, I ended up spotting some mistakes like the shadow I left in the church and others probably. As for organic shapes what you mean?

By more organic shapes I mean rooms that are not only boxes or rectangles, but rooms that are L-shaped, U-shaped, other geometric shapes and also things that are not manmade, like rocky formations. The beginning area of your map03 is a good example of that, I spent a little time admiring it in the beginning. It's something that will allow you to make things that feel more "alive".

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Just now, DoomGappy said:

By more organic shapes I mean rooms that are not only boxes or rectangles, but rooms that are L-shaped, U-shaped, other geometric shapes and also things that are not manmade, like rocky formations. The beginning area of your map03 is a good example of that, I spent a little time admiring it in the beginning. It's something that will allow you to make things that feel more "alive".

The start area I took inspiration from DavidxNewton, when I was watching one of his old videos.

Here's the video , same for the torches really. I'm not sure how to do that kind of lightning on my own otherwise or for example, if I were to put torches in the angles of a room.

 

 

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On 12/27/2023 at 2:08 PM, ptrdoom said:

The start area I took inspiration from DavidxNewton, when I was watching one of his old videos.

Here's the video , same for the torches really. I'm not sure how to do that kind of lightning on my own otherwise or for example, if I were to put torches in the angles of a room.

 

 

I haven't had the time to check this yet, but DavidxNewton is someone I greatly admire, and from what I've heard, a very professional and attentive teacher. The lights and other things will come the more you observe other people's maps or even real life. Keep it up! I'm waiting for the next map, and I'll try to record and editing video tomorrow. Would you mind if I made these videos public? Other people might learn from them as well.

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6 hours ago, DoomGappy said:

I haven't had the time to check this yet, but DavidxNewton is someone I greatly admire, and from what I've heard, a very professional and attentive teacher. The lights and other things will come the more you observe other people's maps or even real life. Keep it up! I'm waiting for the next map, and I'll try to record and editing video tomorrow. Would you mind if I made these videos public? Other people might learn from them as well.

Sure go ahead, I was looking forward the commentary on the last one which didn't have any sadly, mostly because you explain what's wrong with some of the stuff I made.

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5 hours ago, ptrdoom said:

Sure go ahead, I was looking forward the commentary on the last one which didn't have any sadly, mostly because you explain what's wrong with some of the stuff I made.

Here it is, friend: 
 


The map is in the drive folder too. 

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Posted (edited)
On 12/29/2023 at 1:13 PM, ptrdoom said:

That was nice!

Thanks. Came back to check on the thread just to see if there was a new map. Hope to see it soon!

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Oh I'm a bit stumped, I don't really know what to make or have the patience to make something. So I'm not sure when and if I'll make another one yet.

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1 hour ago, ptrdoom said:

Oh I'm a bit stumped, I don't really know what to make or have the patience to make something. So I'm not sure when and if I'll make another one yet.

That's okay. Don't force yourself and enjoy the process. I trust that you may find some inspiration soon. Cheers!

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I have a challenge for you, my dear @DoomGappy!

 

Here's an old version of the new E1M2 + MAP02 from Amalgoom project that I had a problem when I was trying to fix monster closets and voodoo dolls.

 

I'd like you to record the following video, if you feel like it. But, please, follow these steps:
 

1) First, open the map, without knowing what the problem is and, uh, try to play? DON'T RECORD THE VIDEO AFTER OPENING THE MAP. Your surprise is part of the fun.
 

2) Next step, try to figure out what the hell I did. I've already fixed it and I have the answer. Hint: the map broke because I left something to fix later (but I did it in a lazy way).

 

Here is the broken map:

MAP02_Dam 0.67 WTF.rar

Edited by The Royal We

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On 1/24/2024 at 2:12 PM, The Royal We said:

I have a challenge for you, my dear @DoomGappy!

 

Here's an old version of the new E1M2 + MAP02 from Amalgoom project that I had a problem when I was trying to fix monster closets and voodoo dolls.

 

I'd like you to record the following video, if you feel like it. But, please, follow these steps:
 

1) First, open the map, without knowing what the problem is and, uh, try to play? DON'T RECORD THE VIDEO AFTER OPENING THE MAP. Your surprise is part of the fun.
 

2) Next step, try to figure out what the hell I did. I've already fixed it and I have the answer. Hint: the map broke because I left something to fix later (but I did it in a lazy way).

 

Here is the broken map:

MAP02_Dam 0.67 WTF.rar

Life has been pretty hectic, and I wasn't expecting a challenge like this! So, I have to open the map without looking at it in the editor, record myself playing it, and then try to fix the problem, right? I might be able to do it in the weekend! I just have to try and remember it...

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2 hours ago, DoomGappy said:

Life has been pretty hectic, and I wasn't expecting a challenge like this! So, I have to open the map without looking at it in the editor, record myself playing it, and then try to fix the problem, right? I might be able to do it in the weekend! I just have to try and remember it...


That's right!
Take your time

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On 1/25/2024 at 5:21 PM, The Royal We said:


That's right!
Take your time

So... This is a lesson in tag assignment and never getting lost in them. Here is the video, still uploading. English commentary starts around 03:10. What you did, basically, was use a line vector to control the monster closets, but you didn't use any tags on them. That means that they will default to tag 0 and will controll all other sectors with a tag 0, which are most of the map sectors. Since this was your first Boom format map, it's understandable to make mistakes like these. I gave some more explanation on how to use line vectors more efficiently starting at around 09:35. Hope it's enlightening!
 

 

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10 minutes ago, DoomGappy said:

So... This is a lesson in tag assignment and never getting lost in them. Here is the video, still uploading. English commentary starts around 03:10. What you did, basically, was use a line vector to control the monster closets, but you didn't use any tags on them. That means that they will default to tag 0 and will controll all other sectors with a tag 0, which are most of the map sectors. Since this was your first Boom format map, it's understandable to make mistakes like these. I gave some more explanation on how to use line vectors more efficiently starting at around 09:35. Hope it's enlightening!
 

 


You've made it!
Thank you for this marvelous video. I didn't even try to play the broken map hahah
I'll leave an addendum here, showing what happens if you use several tags in the same closet. It's in Portuguese but I think it's easy to understand when you watch it:
 

 

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@DoomGappy here's the fourth map, I finished it 5 minutes ago and went for something very sloppy. It's a short map so it's not worth to do a review. I initially wanted to do something close to sigil of John Romero which I played and got inspired from but ended up getting a bit too ambitious for me. The last part was just rushed so it's nothing spectacular and it's very bland.

Fourth Map.7z

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Posted (edited)
On 2/24/2024 at 1:27 PM, ptrdoom said:

@DoomGappy here's the fourth map, I finished it 5 minutes ago and went for something very sloppy. It's a short map so it's not worth to do a review. I initially wanted to do something close to sigil of John Romero which I played and got inspired from but ended up getting a bit too ambitious for me. The last part was just rushed so it's nothing spectacular and it's very bland.

Fourth Map.7z

Hey, @ptrdoom! Took me a while to get to this one. Here is the video commentary.
 


I tried to show you how to do a little "carrot and stick" stituation with the level exit. Here is the modified file and here is the map I used as an example on the video. I made it with @The Royal We and we were very much attentive to the concept of "looping" for this one. I need to do an intermediate tutorial soon, as I wouldn't consider some of the techniques I'm teaching beginner anymore. Lighting is fairly complex, for instance. Hope you enjoy watching it and playing our map!

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