I updated the forum, i fixed any issues i could find that resulted from the rather majour update, but if there is anything that doesn't work, Please reach out to me or @Xulgonoth
thanks,
Victoria
Bompf!
This forum sure exists.
🙂
Storytime:
A couple years ago, back when grasses were greener, kids were still playing in the streets chasing hoops and stuff and the internet was a novel concept that we didn't know whether or not would die or simply be banned, I bet a friend of mine, Majster Braňo (you might know him as one of the contributors to McDoomguy's Slaughterific Sample Platter), roughly 250 Czech crowns that his wi-fi router wouldn't work inside a microwave. It seemed like a pretty cut and dry case and a nice way to make money and buy more fireworks from our unlicenced peddler in the local street, but Braňo was determined. To cut a long story short, about 3 hours, one propane blowtorch filling and 2 bottles of božkov later, he won. But that's when strange things started happening. There was a computer in our local network that didn't belong to either of us. I thought it was just my neighbour being too lazy to pay his bills again and cracking yet another variation of the word "leech" that I keep setting as the password to send him a message, but this MAC was like nothing I'd seen from him. Then is shot us an FTP with a text message, asking what the [expletives] we were doing in his network. We sent one right back, telling him that he was the [expletives] in our [expletives] network. This went back and forth for a while, but eventually we were able to establish some sort of mutual understanding. It turned out we'd tapped into the network of some nerd that lives in the same spot in a parallel dimension. He was pretty chill though. We spent an evening just sending messages to each other, trading stories of what our realities look like, that kind of stuff. Apparently we're yet to experience things like the second coming of disco or a brief nuclear exchange between Canada and the US over the ownership of Vermont (neither side wanted it), and they never got to see the invention of bananabread, for example. Anyway, dude's name was Fred, and he was a Doom fan too, among other things. Even showed us a WIP megawad he was making.
Well, that megawad actually got released in his home dimension pretty recently. I had no idea, but Braňo apparently found a way to keep in touch with the guy through that butchered microwave and half-melted router. He even got to be listed as a playtester, which is quite an honour, since back there the megawad got something like 3 Cacowards, including Best Writing. In any case, I'm presenting the wad in question to you. Braňo didn't want me to, but he also claims that I still owe him 250 CZK (no idea where he got that from) and I wanna upset him.
One thing to note though, they're yet to really evolve with things like source ports or proper editing tools, so the files are a bit of a mess. These launch parameters should work with our source ports though:
For DSDA-Doom, GZDoom, Woof or anything of the sort: -file SKIB_MAP.WAD SKIB_MUS.WAD SKIB_RES.WAD SKIB_SPR.WAD -deh SKIBIDI.DEH -complevel 2 For Chocolate Doom: -file SKIB_MAP.WAD SKIB_MUS.WAD SKIB_RES.WAD -merge SKIB_SPR.WAD -deh SKIBIDI.DEHBasically, you have to make sure to load the external Dehacked patch.
Compatibility: Vanilla
Tested with: GZDoom v4.12.2
Number of maps: 30
Estimated playtime: ~3 hours
Screenshots:
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Download:
SKIBIDI.ZIP
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First of all, this mod requiring GZDoom source-port of version 4.8.0 or higher due to some ZScript code fragments.
Allow me to present my crooked handmade weapon pack that was made with big help of fellow Doomer from RDC - DoomStalker. I am very gratitude towards him for his hard work, 'cause I am just not so well mapper & poor modder. He made it project to be real.
Mod itself - a weapon pack that also replacing all gatherable items to new ones (I wanted to play on the feeling of something new). I think that new items have a good resonance with weapons. After all, I just wanted to add some fleur from S.T.A.L.K.E.R.
Many potential players can be scared off by balance of these guns (especially, chainsaw and rocket launcher), so I wanna warn big fans of vanilla, that there is some lovers of chocolate with taste of mud. At least, I wanted player to have some trump-card in his sleeve if everything is insanely sad. After all, I can do some nerfs if things very bad.
Arsenal: Slot №1 - CQCDamage: 15 or 30 (depending of active fist (yay, some gacha in my Doom)). With "Ozverin" damage multiplying form x2 or even x4.
If everything is bad, it's always good to punch your enemy in the face, right?
Damage is high, but this is still very risky to run with bare fists.
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Damage: From 10 to 30. There is also a 5% chance to make surroundings enemies panic for 1.5 seconds.
Long time ago it was used to saw trees and after Earth's fall it used to saw demons and imps.
Again, damage is high, but there is a 0.5 seconds delay before ready state (due chainsaw's starting sequence). Don't be afraid, 'cause this weapon is lower in priority, so you always have CQC first to make your maneuvers clear. Also there is still very dangerous to saw cacodemon or baron of hell.
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Damage: 20.
TT was always more reliable than karate. He-he...
Without jokes, this is very good starting weapon and spare way, when your primary weapon's magazine is empty. Also it has good accuracy.
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Damage: 8 pellets with 10.
Is hunting season for pinky demons are open? For imps too. And against lost souls this grandpa's TOZ is not bad.
There is nice accuracy of firing, but this may be intense to shoot at "spongy" enemies.
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Damage: 8 pellets with 10.
If only two barrels with two shots for you isn't enough, there is a nice pet with magazine for eight shots. Damage are the same (in comparison with double barrel shotgun) and accuracy is worse, but with this no baron of hell is scary!
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Damage: 10.
It is less accurate than TT and damage is lower, but it's compensated very well by high rate of fire.
Nice candidate for firing on the middle distance. Good thing, that chaingunners have many of these.
Slot №5 - RPG-7
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Damage: 500 in radius about 1.5 meter.
I can say that might of this "Tsar Cannon" can be compared to BFG-9000. This is very dangerous to shoot from this dong without checking out what is placed near your own nose.
From one point of view I want to make damage smaller along with radius, but from another point of view I am really like that kind of power in my hands.
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Damage: 100 with delay of 0.5 seconds between every shot.
This is ideal weapon for hunting down "spongy" enemies, but if you have very many ammo, then you can shot smaller prey as well (like imps and chaingunners).
By the way, you should bind your keys for "Weapon State 1" & "Weapon State 2" functions, 'cause along with scoping in PSO-1 on "Alternative Fire" function there is ability to change zooming factor as well.
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Damage: 50.
There is a variation of PKM for caliber other than 7.62x54mm R! And this is Polish UKM-2000.
Maybe this is an dubious replacement of BFG-9000, but this beast can gun down "bulls" straight to the grave!
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Cold vodka will heal your wounds (not only mental) and delicious canned meat gonna strengthen your skin.
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Vitamins not gonna be as good, as personal medkit.
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There is big chance that you will find old light coat, but there is also some chance to find something better in the hidden stashes.
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There is some OZK for hazardous areas, backpack, that is full of ammo, computer with some "Google.Maps" installed on, night vision goggles and "Ozverin" (don't overdose with it).
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There is some rumors that besides inhabitants from Hell on Earth there is some mysterious objects are appeared. Some people said that they now are very healthy (like bull), some people said about their iron skin and there is also witnesses of invisible & invulnerable humans.
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Sometimes you will find a closed door, that can be opened via keycards and strange heads, that may be from aliens. Believe or not, but closed door is closed door.
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You can download this crooked mess here. File has weight around 7 megabytes and laying down on the "Google.Drive" file storage.
Credits Mods developers team TC "The AMC Squad" for EDuke32 source-port and especiallynugg0087.png
Download : https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/rottriangle
A Boom-compatible megawad of ~20 maps for Doom 2, using only 100 linedefs, with Dehacked to add extra decorations to compensate.
More info and story is in the text file.
Doom is truly.. eternal
10 years ago we had this:
https://www.youtube.com/watch?v=YUU7_BthBWM
but now we have this(haven't seen yet):
https://www.youtube.com/watch?v=QvAkaJsvAXs
I would like to know of other peoples methods for creating resource WADs. My main mapping experience has been participating in community projects such as the DBP's (and one here) and releasing one short 3 map WAD myself. While working on my simple 3 map WAD (Spawn Cell), I had great trouble putting everything together in Slade. What I envision is to make a resource pack for myself with all the textures I'll need, custom DeHackEd stuff and then carry out the mapping.
So for making resource WADs, how do you go about it? Do you use DoomTools, do you bash everything together in Slade, do you use DEH9000 or edit the DeHackEd by hand? I'm not so much asking about which graphical editing tools you use (althought I am interested to hear about it), but which methods/tools are used for organizing and building the resource WAD once all graphics, sprites and sounds have been found or created.
I'VE GOT MY MTV! Version 1.1 / Release date - 31.12.2023
Honestly, I don't know what should I write here, but it's my first standalone wad I ever released, I hope you'll enjoy it.
I tried to polish everything as much as I could, but if there's any major bugs - notify me, I'll try to make a fix.
Do not use mouse look, please, there are some technics that can ruin your visual experience.
Tested with DSDA Doom, Nugget Doom, Doom Retro.
Should work fine with anything Boom and UMAPINFO compatible.
I highly recommend you to use Doom Retro because of visuals, but the above mentioned ports are also fine.
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Big thanks for testing: Endoomer, Nikolanchik, RastaManGames
Download link: drive.google.com/file/d/1zO_qXUYcXEWd5vk4ppWWeaUBV5O27Hna/view?usp=sharing
HERETIC
Thus begins the official blessing to the most heretical of activities: Crafting an awesome adventure for Heretic in order to trap players in the deepest darkest fantasies ye can imagine.
TITLEPIC by Tainted SlavCREDIT by Tainted Slav Art by @Tainted-Slav!
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Parthoris questing etiquette & guidelines:
Please post your contributions here, in the thread. Get your maps in sooner than later because I can't wait to see what you all come up with! Lengthy magnum opus maps only welcome if you know what you're doing! Limit-Removing format. Specifically of the Heretic type!This project will now release March 23rd. This is final and won't change. Please submit your maps before March 20th.
If you would like to learn more about what makes this game and mapping for it unique then please read Heretic 101
This project utilizes scrolling linedef animations: To use them please copy and paste them from E1M2.
Target testing port is Crispy Heretic.
>>>oldest<<<
>>>older <<<
>>>old<<<
>>>middle aged<<<
>>>RESOURCES FIFTH EDITION <<<
>>The Trello Scroll<<
Quieter Dragon Claw sound add-on
There are more maps I want to make that wouldn't have a home except here in Amorphous Euphoria space and that's why a sequel is on the table. CUSTOM TEXTURES ALLOWED!!
This thread is to collect requests for custom assets and the like. Besides some of my favorites like lush green hedges and shiny techbase trims, it'd be nice to have some big floating spheres to lean in more towards vaporwave/vintage CGI aesthetics 😄
As things currently stand this thread will likely hold for a year. Share textures and concepts you'd like to see in a sequel. Resources will still be curated by me though of course. If you want your map to have a dancing cat gif and a photo of your dinner surrounded by checkerboards and flowers then by all means you can!
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Greetings, fellow Doomers, and happy winter festivities!
This December happens to be a celebrated one, in part due to our favourite FPS reaching three decades of age. For me however, it has one more reason to feel festive...
Ten years ago, I was an odd teenager with an interest in video games. A quite retro-skewed interest, so to say. About a fortnight after playing Half-Life 1 for the first time(first FPS game I beat, fell in love with it at the time), I noticed a Quakecon Sale announcement on Steam. From that point on, I became fixated on getting my hands on the Id Software shooters. Without saying too much, after several months my patience ran dry, and finally, a few days after Christmas, I traded a few TF2 keys(yeah, those were wild times) for a copy of Doom 3:BFG Edition...
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...Next day, after the game finished installing, I got through the first few levels, and I quite quickly became hooked. It was certainly interesting to play a game composed of polygonal environments and sprites, and I kept on going. I remember that the Baron's death animation made an impression on me, and so did the face skin texture. Needless to say, I enjoyed the games very much. Funnily enough, I didn't realise Doom 1 had a run function, so I beat it without it(I think there's a demo category for doing this, IIRC it's called Stroller?). Took me a while to figure out how to progress in Underhalls though, lmao. Some of you might flinch at the fact I was using the Doom BFG edition to play these games, but hey, that's probably a far better method than setting the wrong settings in GZDoom and playing with freelook and jumping, right? XD
Soon enough, I became exposed to the modding scene. The oldest memories relating to that are me watching a compilation of Brutal Doom player deaths and executions. Around that time, I downloaded a copy of Doomseeker, and tried out some servers. The first one I came stepped into was a Mega Man 8-Bit Deathmatch server with a TF2-esque Versus Saxton Hale gamemode, where the players were fighting a Pissed Off Roll character. At that moment, I felt amazed with what Doom is capable of when it comes to being a modding platform. Truly, the sky was the limit, and anything seemed possible. What I also remember from that era is that people really liked playing Zombie Horde, didn't they? Every match I was part of ended with the marines losing though...
Naturally, at that time, I tried to create some things of my own. Unfortunately, I was unable to grasp how the editor works, so I didn't get very far...
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Due to obligations and having a backlog of other games, I didn't get into the modding scene has hard as one'd expect. Thankfully, a few years later, a person in my circles had an interest in playing Zandronum multiplayer, so naturally we played some of that together. A lot of coop sessions throughout some of the strangest wads we could think of, including the legendary Mock 2, but also Mortal Kombat Doom and Sailor Moon Doom(there's like 4 of them). We played with skins on, so at one point, I took some sprites from Ace Attorney and turned them into Zandronum skins. Released at the end of 2017, this would be my first successfully released mod for Doom...
A few months later, during Spring 2018, after I was done with finals, I decided that I had enough, and wanted to finally make a map of my own. Once again, I had a bit of a rocky start, but I ended up making a map for Heretic just to feel unique. It was kinda quirky, kinda flawed, but I suppose it could have been worse. Sometime around the time, I would play Jack in the Dark, which was an attempt to take a bloody and scary adventure like Alone in the Dark and turn it into something happy and child friendly, so I had an idea to create something like that, but for Doom, likely next Halloween. When October turned around, I didn't have enough time to make anything new, so I decided to take my Heretic map and polish it for a public release, which ended up as Escape from the Catacombs. Due to how the idgames archive works, it showed up a few days after Halloween. I was told that I should wait for a /newest review, which was monthly and still going at the time. November issue came, and I wasn't mentioned. Same with December. And then... nobody ever wrote anything for that every again! Talk about disappointment! Since I didn't make a thread, not a lot of people were aware of that map, from what I assumed. Still, for a first map, I think it was okayish, since at every step of the production I wanted to make sure I was putting out the best I could. Still, the fact that it's advertised as vanilla and to this day only runs on GZDoom is a major faux pas...
Months pass, decino annouces his Viewer Submission Round 1. Naturally, the thought of my creation being featured on a gaming channel like this was exciting to me, so as soon as I was done with exams for uni, I got to work. At the time, I didn't really understand how complevels work, so I simply checked if the map runs with Chocolate Doom or PrBoom+ to be safe. Done in about 5 days, Toxic Plant was released. A few months later, the video was released as well . I was surprised that the comments were generally postive, despite this being my second published PWAD. Some people pointed out the fact that the PWAD has a story attached. At the time, I had the wrong impression that this sort of thing was customary in PWADs, but that likely came from me remembering how the Master Levels had a fancy story that didn't much the gameplay, like the Cybedermon being turned into Doomguy or whatever.
October was around the corner, so I got to work on my kid-friendly Doom mod. At the time, my skills in making art and sprites were lacking, so I wanted to find a way to create character sprites, since what I could find at the time from resources was not sufficient for what I needed or wanted. The result: me creating clay models, taking a bunch of photos, and fusing the clay parts together in Photoshop, resulting in PSD files that were over 1GB in size! But hey, I found the process to be rather fun. Unfortunately, I spent too much time on the sprites, so I didn't have time to make the map. Well, the next year was still a possibility...
...And fortunately, it was, and I took it and delivered. decino also released a video featuring it, and it seems like the reception was positive. For once, I released something that's unique and characteristic of me. Of course, I've learned a lot since then, and if I were to remake SPIADW today, it would look a lot different. But hey, a stepping stone...
Since then, I've been releasing PWADs from time to time, though a more important one includes Plunge. It was a college project, where respondents could send their opinions about the game. I'd say it was a success. Certainly, it's great that the professors allowed me to submit something like this!
And that brings us to today, more or less. 30 years of Doom, 25 years of the Boom source port, 10 years of me being a Doom fan and 5 years of me being a mapper. December is a month of significance for both this franchise, and me. But enough about my personal story, as I'd like to announce something...
A Mapping Contest!
Rules:
The point of the contest is to submit ONE playable level for any of the Doom engine games. This includes Doom 1 and 2, but also can include Final Doom, Heretic, Hexen, Strife, Doom 64, and even fan-made stuff like Sonic Robo Blast 2, Adventures of Square, MM8BDM and more! You can use any complevel or source port you like, just please make sure it runs on modern systems. GZDoom, Boom, MBF, vanilla etc should be fine, and so should something like Eternity Engine or Sonic Robo Blast 2. Please no Doom Legacy though. Note: if you end up making something that only works on outdated ZDoom versions, please tell me about it. You are not allowed to submit previously published content, only maps made specifically for the contest. You can include graphic replacements, dehacked patches, and gameplay modifications of any kind. Just make sure to also include a playable map to go along with it. I intend to be able to play submissions on YouTube(or even Twitch), so please do not include NSFW content of any kind.The deadline is 1st of May, 2024.
Okay, but what about the judging criteria?
My favourite PWADs happen to:
have an unique approach when it comes to gameplay and level design(Eternal Doom, The Given, Grove) happen to be Total Conversions try to take full advantage of the source port being used(Boomedit, Daedalus) change the characters to something else, such as from other IPs be "soulful"(weird 90s wads)So, even if you don't have the ability to create a smashing hit like any of the Cacoward winners, I believe you still have a chance to win me over, especaially if you create something unique and from the heart.
What about the prizes?
Well that's probably to be consulted with the winners. Generally, I plan to have multiple slots for winners, but I could end up creating multiple categories if necessary. Due to my limited financial situation, I probably won't be able to giveaway expensive prizes, but I'd love to give away a bag of Polish trinkets or candies to the winner, or just plain cash. However, embargos and postal services being a bitch is a thing that happens, so I might end up just doing 2d/3d art commissions(I'd love to, actually). A 3D printed SPIADW girl could be nice though. Again, will likely decide after the submissions come in.
In any case, the contest is about celebrating the creativity the Doom fandom is capable of, so even if you don't end up winning, I'd love to see your efforts.
To submit a WAD, post either below, or send one to my e-mail.
I'll see you later!
Spawn Cell
UAC is at it again! They've recovered samples from the IoS and begun to run their usual biological experiments on it. Something like generating their own expendable workforce without having to worry about safety inspections or unions. It doesn't work out. You have to go in there and shut down their mad experiment.
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Now on idgames!
Spawn Cell
This is my first WAD, but not my first map. I have no idea what I'm doing. Please let me know what you think.
Tested in DSDA on Complevel 2.
I remember being at the airport seeing someone play through E1M3 with the Realguns Hardcore mod. This was like a decade ago btw :y
I think there is a nascent kind of overarching WAD type in Doom which in my opinion is exemplified by some of Impies releases. We all know him for his Dynamite Duchess trilogy but I'm referring to his excellent Splatterhouse TC and his Strange Aeons.
This WAD type would be what I call "A novel in Doom format". There are some other WADS out there that I think would fit the bill.
The main features of a novel in Doom format would be its cohesion between maps creating a sense of journey. This is best accomplished by a single mapper who would have to be quite skilled as there'd need to be some variety to the maps. Also, apart from the intermission screens, the WAD must be in the "show, don't tell" form of storytelling. Thus the geometry of the maps, their themes, features, enemy placement and enemy types (and daresay more) would all convey a non-verbal story which is internally consistent and progresses from map to map.
What about text? This is tricky and I hazard that the less text the better since the primary mechanism of story conveyance must be in the gameplay itself. Thus the text, if any, must play second fiddle to the map and the monsters within. And here is where the skill would come in, to have a strong story without explicitly signalling that presense of one with walls of text.
Does anyone else have any thoughts or criticisms about this? Are there other WADs out there you think embody the "A novel in Doom format" concept?
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There's a sneak peak into the third episode from episode 2, what do you think the theme would be for that episode based on this little arena?
Beyond the obvious MAP32, MAP18, and MAP21 in Plutonia being replicas of MAP01, MAP14, and MAP11 from Doom Ii respectively, what are other examples of map designs being lifted?
I updated the forum, i fixed any issues i could find that resulted from the rather majour update, but if there is anything that doesn't work, Please reach out to me or @Xulgonoth
thanks,
Victoria
There's a lot of dislike on D_RUNNIN, but I don't get it, it barely plays when I'm playing the game, even people's first maps usually have new music, so I'm not seeing the burnout either.
Formerly known as "Doomer Boards Project Tribute".
I am working on a limit-removing full megawad which will have 6 episodes consisting of 5 maps each, each episode will use a different DBP theme, so far I have completed 13 maps in a single month!
->->-> Download MAP01-12 + 31 <-<-<-
https://cdn.discordapp.com/attachments/1016371971610660875/1028475586622017606/unknown.png
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MAPLIST:
Episode 1 : Lillywhite Lillith (luxurious castles)
MAP01: Pry
MAP02: A Great Wall
MAP03: Throwing Stones In a...
MAP04: Big Tower... Said Xaser
MAP05: Cliffside
Episode 2 : Aquatic Wonder (underwater)
MAP06: Shallow Beginning
MAP07: Coral Fields
MAP08: Sunken Ruins
MAP09: Bermuda Triangle
MAP10: Resurface
Episode 3 : Japanese Valentines (only 2 maps at the moment)
MAP11: Dojo Ninja
MAP12: Market Place
"Secret" map : The Magnificent Five (wild western)
MAP31: The Magnificent One
We've been working on this with @Benchy for a while and it's finally time to unleash it. This is a standalone release of a map we made for the Balls of Steel Community project, but with a couple additional maps and flare.
Be warned that this is made to be a pretty niche wad, the phrase "set of challenging maps" gets thrown around a lot these days, but this one takes a slightly different approach where the difficulty mainly doesn't come from the encounters themselves being tuned to a high difficulty, it comes more from unfriendliness to blind players, from punishing the slightest errors and from not being clear in what exactly the map wants you to do.
Currently only tested on DSDA-Doom, but it should work on versions of GZDoom that support MBF21.
MAP LIST:
MAP01: Brick by Brick MAP02: Processing Station MAP03: Jack Builds a Techbase MAP04: Unravelled Creation (gameplay-less epilogue) MAP31: Toxic TideMUSIC LIST:
Title: "Talking 2" from Stonekeep Intermission: "Guess We Are Fighting Cyberdemons" by MegaSphere MAP01: Equinox MAP13 theme MAP02: "Lurking the Stranger's House" (bespoke track) MAP03: "Palace of Shadows" from Stonekeep MAP04: MIDI rendition of "Exogenesis: Symphony Part III (Redemption)" by Muse MAP31: MIDI rendition of "Circus Bells" by Robert ArmaniSCREENSHOTS:
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