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RetroNuva10

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Posts posted by RetroNuva10


  1. Hello Doomworld users. I've been using Doom Builder 2 for a few years now but have never gotten very far to completion on any level-creating endevours (the closest I've gotten is completing 2 maps for a planned 9-map episode). Although I'm fluent in the program, I still feel my level design and experience with demon encounters, flow, and general quality hasn't gone up very much. Having played some amazing WADs (particularly BTSX-E1), I realized how many creators there are out there who are able to create such amazing levels.

     

    So, I ask you, what are some level design tips for Doom that you you have for me and others who want to improve their work? It can be anywhere from 1 sentence to a multi-paragraph guide; thanks!


  2. 13 minutes ago, YukiRaven said:

    Unless you have a good reason (rugs, spilled liquids, etc), don't change floor/ceiling/wall textures without changing something else as well.  Change the height/depth or something so that you have a visible seam there.  Or use an actual seam-like texture at the transition point.  Otherwise it looks funky and rushed.

     

    I never even thought of this! I'll definitely be keeping this in mind - I'm sure it'll also "accidentally" make my maps more vertically varied (more steps and such). I'll post another:

     

    All secrets should (in most cases) have some kind of cue showing that it's a secret, such as:

    • Different texture (such as cracked or covered in dirt/sludge)
    • Different lighting
    • Flickering/strobing
    • Switch/demon face

  3. Give one (or more) useful tip for DOOM mapping! This can be relating to level design, common mistakes, workspace improvements, etc. This is intended to help newcomers as well as experienced mappers who can maybe learn something new. I'll start!

     

    Playtest your map frequently.


  4. KQvvcAs.jpg

     

    Hey there! This is a WIP DOOM 2 episode titled Siege on Hell. This project was started ~2 years ago, although I haven't worked on it in a while. I wanted to know what people thought of it so far, so I decided to release an early demo of it! It contains the first two maps, Wretched Warehouse and Tormental Toxicity.

     

    XZecvzY.jpgfWB8fMe.jpg 

     

    DgJ7Vx5.jpgkavBTVb.jpg

     

    I tried hard to maintain DOOM 1/2's aesthetic and limitations while adding new textures and music (tell me if you recognize them!), as DOOM 2 did to DOOM 1. There is an additional gun named the Burstshot, a rapid-fire triple-shot explosive projectile launcher. Here is how it was created:

     

    pcYm7Tk.jpg

     

    I recommend that SOH is played using DOOM 2 with GZDoom, although ZDoom, Brutal Doom, etc. will also work. Please give any and all feedback that you can! Oh, and watch out for secrets 😉.

     

    https://www.dropbox.com/s/iml8efw7ng4zj4q/DOOM%2C The Siege on Hell (EARLY DEMO).zip?dl=0


  5. Could someone recommend some Doom 2 WADs that are classic style? Meaning, no overly detailed maps, no slopes, no high-quality textures, no NPC's, no "novelty" maps. I want some really well made, designed, and thought-out WADs that use the classic textures, weapons, and monsters (give or take a few).


  6. bzzrak said:

    I'm assuming that you're using Vanilla, as that's what Real Men (tm) use. So, in the TEXTUREx lump, name the first frame, for example, WFALL1 (or whatever you want, the animated texture names are inside the EXE, AFAIK), name the last frame WFALL4, and put the remaining 4 frames between those. You can name those as you wish. Now, give a wall the WFALL1 texture and things should work!


    Hmmm... doesn't seem to work. Isn't there a zDoom way? That's what I'm using.


  7. So I'm using Doom Builder II (For zDoom, Doom in Doom format) to make a map. And making a ceiling's texure F_SKY1 works. However when I try SKY1, SKY2, or SKY3, it just shows up as a normal texture. How do I use something like SKY1 instead of F_SKY1? I'm assuming I might need to use something like SLADE to change the data in the .WAD. But I've looked around in the opened file and can't see anything. Help?


  8. Wow! This had truly great words. I'd definitely recommend anyone who has Writer's Block play some Doom levels. Even if you already have before. Play through one episode, or multiple! For me in the past, I've gone through levels and thought "Oooooh this area right here just triggered a cool idea in my head for a future map!" Maybe it's the usage of multiple textures you've never thought of, maybe it's the design of a room (that's a common one for me), or maybe it just triggered a whole list of ideas! (that's a jackpot right there) Even playing different games might give you ideas! Take a step back and look at levels or areas in other games (or just from Doom) and see how that can influence your mapping!


  9. So I'm using Doom Builder II (For zDoom, Doom in Doom format) to make a map. And making a ceiling's texure F_SKY1 works. However when I try SKY1, SKY2, or SKY3, it just shows up as a normal texture. How do I use something like SKY1 instead of F_SKY1? I'm assuming I might need to use something like SLADE to change the data in the .WAD. But I've looked around in the opened file and can't see anything. Help?


  10. If you're asking me to find Path=, I don't see any under [Global.Autoload]. Unless you're asking me to add Path=[etc..]. If so, where?

    EDIT:
    I understand now.

    EDIT+:
    It worked when I dragged it to zDoom.exe. Thank you all for the help!


  11. scifista42 said:

    Put a respective transparent texture onto a double-sided linedef as a middle texture, and flag the linedef as "impassable".
    Which map and where?


    Oh, I'm sorry... completely forgot to specify. The first level, in the last room. The room before the room with the exit switch.

    Thanks a ton, scifista42. Worked like magic! I never knew you could texture a linedef.

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