william gee Posted March 25, 2016 Hey, With all the DooM hype around I thought I would give making a DooM map a try. So this is my first map in progress. I used to build for Duke3D, I built the WGRealms2 game using the Duke3D engine. Looks I cant attach photos? :s BETA TEST MAP EDIT: Now there are 2 maps. https://forums.duke4.net/index.php?app=core&module=attach§ion=attach&attach_id=10391 Play with Zandronun + DOOM2 at least I know it works there. https://forums.duke4.net/index.php?app=core&module=attach§ion=attach&attach_rel_module=post&attach_id=10390 https://forums.duke4.net/index.php?app=core&module=attach§ion=attach&attach_rel_module=post&attach_id=10381 https://forums.duke4.net/index.php?app=core&module=attach§ion=attach&attach_rel_module=post&attach_id=10383 https://forums.duke4.net/index.php?app=core&module=attach§ion=attach&attach_rel_module=post&attach_id=10384 https://forums.duke4.net/index.php?app=core&module=attach§ion=attach&attach_rel_module=post&attach_id=10385 0 Share this post Link to post
Yuki Senmatsu Posted March 25, 2016 Looking great. WAY better than my first one. Mine was a mess. Meh, I had to start somewhere. 0 Share this post Link to post
Trusty_McLegit Posted March 26, 2016 Looks very pretty, though I'm curious as to how it plays 0 Share this post Link to post
Reisal Posted March 27, 2016 Neat setup you have going. You have a bit of an abstract design going, which is always nice to see. 0 Share this post Link to post
Walter confetti Posted March 27, 2016 Looks good! I love the e2 feel of this map! 0 Share this post Link to post
william gee Posted March 29, 2016 ok here is a "BETA TEST" map have a go lemme know what you think. https://forums.duke4.net/index.php?app=core&module=attach§ion=attach&attach_id=10371 Play with Zandronun + DOOM2 at least I know it works there. 0 Share this post Link to post
snapshot Posted March 29, 2016 kiddin me right ? i heard that "My first map" line many times here, It looks Nice . 0 Share this post Link to post
scifista42 Posted March 29, 2016 Is this wad intended for and tested with (G)ZDoom only, or did you take compatibility with classic ports into account and test in PrBoom-plus / Chocolate Doom / vanilla? You know, compatibility is quite a big deal on the Doom mapping scene, and it's good to know for every map what's the actual lowest compatible engine that can properly play it. 0 Share this post Link to post
Suitepee Posted March 29, 2016 I'll consider adding this to my upcoming playtesting stream #9.5 0 Share this post Link to post
william gee Posted March 29, 2016 As far as I know it should work vanilla, but Ive been playing it on zdoom. Yes it is my first map, not my just my first release but the first doom map I have made. 0 Share this post Link to post
scifista42 Posted March 29, 2016 william gee said:As far as I know it should work vanilla, but Ive been playing it on zdoom. When a newbie says this, the map almost always turns out to be broken in ports other than ZDoom, due to usage of so-called "zdoomisms" which are design choices doable under vanilla editing configuration but only working properly in ZDoom, for example zero-tagged S1/SR/W1/WR/G1/GR-activated sectors, or special linedefs directly in front of switches that block attempts to press use on them, or too much onscreen detail exceeding vanilla's static limits. I'll try to play your map in vanilla (or possibly PrBoom-plus -complevel 2) anyway and let you know how it ends up. EDIT: Wait a moment - is the map supposed to be loaded with both Doom and Doom 2 IWADs? It seems to be using Doom 1 specific textures, but you said to load it with Doom 2, and the wad contains both E1M1 and MAP01 for some reason. If that's the case, then I can already tell that it's not vanilla compatible. EDIT2: If I play the wad with Doom 1 in vanilla, it works, if I play it with Doom 2, it doesn't. The Doom 1 E1M1 version of the map seems to be smaller than the Doom 2 MAP01 version, though. And I couldn't find out what to do after getting past yellow doors. Is the map exitable? 0 Share this post Link to post
william gee Posted March 29, 2016 Thanks for your reply. I didn't know how to remove the E1M1 from the wad so I just left it there after changing it over to DooM2 to MAP01 And textures over to DooM2 No E1M1 has no Exit it is half of MAP01 MAP01 has a exit I guess it requires a port then. I used Zandronun. 0 Share this post Link to post
Suitepee Posted March 29, 2016 https://gyazo.com/a28b4615c9a6077aa4fd8b8e93c4ca5e = errors that pop up in GZDoom. https://gyazo.com/ea64afdb57aa45173cf4ae2559c63204 https://gyazo.com/42b79122256cfeb214c3713de735a875 = errors that pop up in Zandorum. Both times I loaded the map on Doom 2, since running it in Doom 1 removes about 100 enemies and mentions Archviles in an error. 0 Share this post Link to post
Reisal Posted March 29, 2016 http://www.realm667.com/index.php/en/texture-stock-mainmenu-152-97360/doom-style-mainmenu-153-87237 Which game is this for? If Doom 2, this should be ran with it. If it's Doom 1, you can just rename the MAP01 lump in DB or with something like SLADE. 0 Share this post Link to post
william gee Posted March 30, 2016 Thank you all for your help. Here is a debugged version. https://forums.duke4.net/index.php?app=core&module=attach§ion=attach&attach_id=10365 Play with Zandronun + DOOM2 at least I know it works there. 0 Share this post Link to post
Suitepee Posted March 30, 2016 https://gyazo.com/e933a525b93574c5697515f17ceb0ee4 = less errors in GZDoom now. https://gyazo.com/cd10222762cfbcb070af369003fdec88 = also less errors in Zandorum. Keep at it! 0 Share this post Link to post
william gee Posted April 6, 2016 I have made my second level, but its a smaller one to start the episode. So now there are 2 levels. https://forums.duke4.net/index.php?app=core&module=attach§ion=attach&attach_id=10371 Enjoy. 0 Share this post Link to post
Quagsire Posted April 6, 2016 Meanwhile my first map didn't even have height variation... :( Anyways, this map looks great! Keep up the good work! 0 Share this post Link to post
william gee Posted April 8, 2016 Made some improvements, added difficulty settings, learned how to change music, improved gameplay and shading. Next is to learn how to make outside areas and add textures. ...xxxx 0 Share this post Link to post
william gee Posted April 11, 2016 More improvements. https://forums.duke4.net/index.php?app=core&module=attach§ion=attach&attach_id=10391 https://forums.duke4.net/index.php?app=core&module=attach§ion=attach&attach_rel_module=post&attach_id=10390 Is there a way to add textures with Slade? 0 Share this post Link to post
Quagsire Posted April 11, 2016 william gee said:More improvements. https://forums.duke4.net/index.php?app=core&module=attach§ion=attach&attach_id=10391 https://forums.duke4.net/index.php?app=core&module=attach§ion=attach&attach_rel_module=post&attach_id=10390 Is there a way to add textures with Slade? I think you right click after pressing Q to enter 3D mode. Use WASD to move around. 0 Share this post Link to post
NinjaLiquidator Posted April 11, 2016 Those are good. Maybe the secrets are too obvious. 0 Share this post Link to post
william gee Posted April 12, 2016 I have started my 3rd map. https://forums.duke4.net/index.php?app=core&module=attach§ion=attach&attach_rel_module=post&attach_id=10398 0 Share this post Link to post
snapshot Posted April 12, 2016 Looks nice, but what's with that Wood textures over there . 0 Share this post Link to post
Hexereticdoom Posted April 12, 2016 Hey, these are nice-looking maps! :) Maybe I'll download and take them a peek... 0 Share this post Link to post
PsychoGoatee Posted April 12, 2016 Loved the first two, loooking forward to the third! Rock on! 0 Share this post Link to post