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About Mordeth

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  1. Wavy Water

    Moved post to 'Doom Editing'.
  2. ZDoom doesn't always render vanilla tricks correctly, so don't use it to check out these example levels. For popular vanilla levels ZDoom resorted to use hardcoded corrections or conversions.
  3. Holy fucking hell, it's prower. Welcome back, mate!
  4. Script producing the wrong results

    Thing_Spawn: So the question is, are you mapping in UDMF format or not?
  5. 3D Floors and Performance.

    Um, yeah, you can build a skyscraper with each floor having windows right above or below the one in the other plane. And you can attach different portals to the lower, middle and/or upper part of a linedef (using edge portals). Disclaimer: talking strictly about Eternity's original implementation. I don't know how zdoom does things. This is solid advice. Use the regular level geometry to your advantage. This is another advantage of portals: it's actual level geometry, with all the usual rules, while 3D Floors are placed afterwards in a sector already rendered (the overdraw issue mentioned above in the video link). But like said before: both have their uses and strength/weaknesses in a given situation.
  6. 3D Floors and Performance.

    Why not? Not sure what you mean by 'windows', though.
  7. I've spent some time exploring the EE-UDMF mapping format. It offers some more options for polyobject portals in particular that EE-DOOM format just does not provide. While seeing this stuff in small test setups makes you all giddy, it mostly is still too iffy to use in actual maps. Too many random visual / gameplay glitches, especially near other portals. Still, this stuff looks promising especially for a WIP... I wonder where the EE devs will be able to take this.


    Part of the experimentation included the manual conversion of a smaller level to EE-UDMF format. Whelp. I sure do not look forward to the absolutely enormous task of doing the same for the other, much larger levels. Will probably have to write my own custom tool in order to keep myself sane during that process.


    Not that I'm switching right now. There's no reason, yet.

  8. 3D Floors and Performance.

    The only limitation (EE) portals have is the available mapping space in your editor of choice. Moving polyobject-portals are currently still a bit iffy. For "open world" levels your best strategy is to approach the level as a cake. Each layer represents 128-192+ units of height, and you try to fit your map geometry in such a way that it makes the most use of these 'default' portal layers. The more layers you use, the smaller your level will have to be since you're using up the available mapping space. For details (mostly in buildings) you can use additional portals. For furniture-like details, you can use edge portals to great effect. Only geometry that requires lots of different 3D heights (such as 3D stairs) are much easier to set up with 3D Floors.
  9. What gzdoombuilder did for some stuff (eg action + argument), is to expand on the searchbox field in the search window (F3). So a proposed UI would be the ability to put in for the eg tag field "10" something more like ">=10 && <=15". Much more important is to ability to search for custom fields. This is now completely missing (in any editor) and can't be seen unless you bring up the editor box for each individual sector. So things like selecting all the sectors affected by portal id = 10 becomes an absolute nightmare in UDMF format. Although leaving this functionality to plugins is fine. In DBX, a highlighted sector is highlighted by a (default) yellow gloss over its bordering linedefs. GZDB does this yellow gloss for the entire sector surface, but only a linedef border highlight for a broken sector. Also: you mentioned GZDB visual mode and normal DBX visual mode. Despite setting the shortcut key ( Q vs W) the GZDB visual mode never activates (both in ee-doom as in ee-udmf map format) while normal visual mode works as expected.
  10. There's a program called "doomword" that let's you create graphics with words in doom-style font. It's what I use, at least.
  11. Same as gzdoombuilder then. Problem: gzdoombuilder used to compress similar sidedefs regardless of tag presence which, as you can imagine, broke a lot of stuff. Maxed added a flag to prevent it packing sidedefs containing any tag. Feature request: ability to search for linedefs/sectors with a certain tag range. Eg. select all linedefs with tags between 50 and 60. Feature request (UDMF): ability to search for values for a linedef or sector's custom fields. Feature request: when highlighting a sector in sector mode, use floodfill for the highlighted sector and a border highlight for a broken/unclosed sector. Yes, just like gzdoombuilder. This helps greatly to quickly find these kind of errors.
  12. Does DoomBuilderX also use sidedef packing, and does it take into account not to pack tagged sidedefs? See this issue.
  13. Which mods would you like to see revived?

    Mordeth E2 does not need to be revived, because it is still in active development. I occasionally mention what I'm currently working on in my status updates, if you're interested.
  14. Don't make a Doom level for other people. Make a Doom level that YOU want to play. Once you stop worrying about what other people might think, you won't feel this restricted.
  15. It's been a while since my last status update. Progress has been slow these last months. That's not to say nothing has happened. Some key areas in E2M3 are finished now; the final outdoors area is still waiting completion. You may have been the latest screenshot I posted on the "what are you working on? I wanna see your wads" thread.


    The rest of the time I've devoted to purely technical issues... like better textures; improvements in scripts, research... stuff like that.


    I will probably abandon E2M3 for a while, and focus on E2M2 next. That map needs some love desperately.


    My advice? Never do "filler" stuff, just for the sake of "being done". You know it's not up to par, and you will just end up replacing it anyway later on. Or worse: releasing it as is. If you don't feel creative enough, just don't open your map editor. It will still be there when the inspiration finally hits you.

    1. bzzrak


      How many maps will E2 have anyway?


      ...also sorry for sounding snarky, but you became a meme in the community for not doing filler stuff for the sake of being done

    2. Mordeth


      @bzzrak : There are currently six maps pretty much committed to inclusion for E2. In addition, there are lots of different map parts and other experiments lying about, which may or may not make it into new levels. At this point it's not likely that will happen: they are either being moved to a different episode for a better thematic fit, or they just don't bring a new idea or setup to the table that you haven't already seen used in the maps already committed.