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ONION IS BACK, PLEASE TRY IT AND REPORT ANY FURTHER ISSUES!

READ THE RULES


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>What is this?
This is the development thread for Ouroboros, a Doom II community project hosted here on zzzchan! Map submissions and feedback, development screenshots, and discussion about the project will all take place in this thread, so the use of an IRC or Discord are (thankfully) not needed.
>When is it?
NOW Technically yesterday
THE DEADLINE FOR SUBMISSIONS IS WEDNESDAY, JANUARY 31ST, 11:59 CST. If it is needed, I will extend the deadline.
 
RULES
 
>Maps must be made with Doom II as the IWAD.
>Custom textures outside of the offered texture pack are not allowed. Vanilla textures are okay.
>Maps must be made in the Boom (complevel 9) format. Any map that doesn't work for Boom-compatible source ports will be rejected. Maps that only use vanilla features are allowed.
>Put some effort into your map! Joke maps and maps that are too low quality (ex: map is just a single square room) will be rejected.
>There are no restrictions on the scale or difficulty of a map, but please make sure you can actually beat your own map.
>Have fun! You can make a map with any theme you're interested in and there are no map slots to claim.
>When submitting a map, make sure to add at least one screenshot of your map, along with the name of the map, the song/midi used (if any), and a link to the map. The author name and comments about the map are optional.
 
MAIN RESOURCES
 
>THE GAME ITSELF
https://mega.nz/folder/GtEQTISJ#CCJGyPEEEsZasc1PMXicUA/file/6hUWUQRS
IF FOR WHATEVER REASON YOU HAVE A COPY OF DOOM II FROM THE ((( UNITY ))) PORT, DOWNLOAD THIS
>TEXTURE PACK
https://esselfortium.net/wasd/32in24-15_tex_v2.zip
>MAPPING TOOLS
<FOR WINDOWS: https://devbuilds.drdteam.org/ultimatedoombuilder/
<FOR LINUX: https://sourceforge.net/projects/eureka-editor/
<OTHER MAP EDITORS: https://doomwiki.org/wiki/Editing_utility#Level_editors
<WAD EDITOR (ANY OS): https://slade.mancubus.net/index.php?page=downloads (Also doubles as a map editor)
>SOURCE PORTS (ANY OS)
<DSDA-DOOM: https://github.com/kraflab/dsda-doom
<NUGGET DOOM: https://github.com/MrAlaux/Nugget-Doom/
<GZDOOM*: https://zdoom.org/downloads (MAPS MIGHT BREAK IN OTHER SOURCE PORTS IF ONLY TESTED IN GZDOOM)
<OTHER SOURCE PORTS: https://doomwiki.org/wiki/Category:Boom_compatible
 
OTHER RESOURCES
 
>TUTORIALS
https://doomshack.org/tutorials.html (A list of tutorials. Recommended for beginners.)
https://www.doomworld.com/idgames/themes/TeamTNT/boom/boomedit (Map that shows off Boom features.)
https://www.doomworld.com/vb/thread/104925 (Map that teaches the basics of map design.)
>MIDIs
https://doomshack.org/midi.html (A list of websites hosting MIDIs.)
 
Remember, the deadline for Ouroboros is Wednesday, January 31st, 11:59 CST, with an extension if needed.
NOW GET OUT THERE AND START MAPPING
I promise I won't delete the thread this time.
Replies: >>230742 >>230910
>>230718 (OP) 
>I wont delete
I dunnooo that new picture is awful low energy. Maybe you should remake it.
Replies: >>230799
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I've never mapped before so I promise nothing but I'll give it a shot.
I want to participate, however, doom port or the map editor keeps breaking every door I create.
>Sector 83 (tag 0) has no lines
Replies: >>230799
>try to get familiar with map editor
>seems simple enough, doom is basically 2d
>try to do some scripting
>can't because boom format doesn't allow it
Why the arbitrary complevel and texture limits?
Replies: >>230799 >>230830
Is there a good tutorial for changing textures?
Replies: >>230799
>>230742
This thread already has a bit of momentum, so I feel deleting now would be a bad idea. I also forgot the subject, oops.
>>230765
>>Sector 83 (tag 0) has no lines
Could you take a screenshot of what's going on with your map? I haven't encountered an error like that, so I'm curious what's causing that.
>>230767
>Why the arbitrary complevel and texture limits?
Mostly due to the fact that I want to keep this a bit simple. If there's enough support for switching to UDMF and provide more textures, I'll consider it.
>>230769
>Is there a good tutorial for changing textures?
In the 2D view of your map, to change the texture of a wall, go into Linedef mode (either by clicking it on the toolbar or pressing 'L'), right click/double click the wall, and then click on the current texture used to open up a menu of textures. To change the texture of floors and ceilings, go into Sector mode, and do the same thing for a floor/ceiling.
In 3D mode, you can just right click or double click a wall, floor, or ceiling to open up the texture menu.
Replies: >>230884
>>230767
>complevel and texture limits
Keep it simple, stupid. The vanilla textures work but are pretty narrow in scope so an agreed-upon texture pack adds variety while keeping the look consistent, and if you really need fancy effects try out voodoo scripting.
Replies: >>230867
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Here's a wad for anyone who wants to get a good idea on making traps in doom"
<TrapDemo-WAD:https://www.doomworld.com/idgames/prefabs/trapdemo
These are for trying to get a good understanding on making surprises to fuck with people if that's your style.
Also want to show some anons a quick tip for those who want to learn about the teleporting monsters without using tunnels. 
You essentially want to make a room for just monsters and hit "J" to join the sectors together. Just make sure you had unchecked ambush players on the demons and had place the room far away if you don't want to cause players to develop schizophrenia from hearing a archvile through the walls. 
<Keep in mind when you do this the two sectors are one of the same so any time you change floors the room you joined sectors with also does the same thing.
>>230830
I just wanted to have enemies drop some weapons and maybe trigger something when they're all dead, nothing advanced really.
>voodoo scripting
Now that is hardly compatible with keeping it simple.
>>230799
Thanks but I mean importing textures not in the game.
Replies: >>230910
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>>230718 (OP) 
Kicking things off with the first map submission for the project.
>Map name: Short Circuit
>MIDI: Solar Inferno - Mega Man 10
>Author: Enguarde
https://files.catbox.moe/tni0s6.zip

A short and simple techbase map. Nothing too threatening here.
>>230884
To import textures into your map, include the texture wad as a resource when opening or creating a map.
Replies: >>230949
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The map does not have a name yet, and its unfinished, but its playable, I think I'm halfway there, I'm using only Doom 2 textures, I hope it works, only tested on GZDoom. 
https://files.catbox.moe/6yjjl7.7z
Replies: >>231012
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>>230910
Short and to the point. I like it.
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This isn't so bad. Tomorrow I'll figure out doors and shit I guess.
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>>230937
Attempting to open this map in any source port aside from GZDoom results in a crash, and opening it up in UDB shows several errors. Despite that, I still played through this map, and I have a few comments about it. The texture work is quite rough, with plenty of unaligned and missing textures. Enemy placement is also rough, with a few enemies around the map being stuck and unable to do anything. Some of the floors in the last area I was able to access without cheats harm the player, despite not being apart of the death pit. Speaking of which, if you plan on having death pits, make sure to have a teleporter or lift down there to bring the player back up to safety, no one likes losing progress because they slipped off a ledge.
Overall, I see potential in this map, but it needs a bit of reworking. Some suggestions:
>For textures: I recommend checking out this video showcasing the level design process for Knee Deep in the Dead.
https://anontube.lvkaszus.pl/watch?v=ptHurafdCoQ
>You can auto-align textures to make them look better by going into the 3D mode and pressing 'A' on a wall.
>For doors, make sure to apply the "Lower Unpegged" flag for the sides to prevent them from scrolling up with the door.
>For enemies, make sure to check the height and width of a monster to prevent them from getting stuck in a wall or ceiling.
>The level could use a few more health packs in it.
>Make sure to get those errors dealt with, I'll try to help out.
Good luck with your map.
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>test with lzdoom (boom (strict)) because that's what I had lying around
>decide to check how it works on older codebases
>try dsda-doom and prboom+
<MAPINFO support varies wildly
<can't press switch recessed in wall
<untextured walls can't be used to show skybox
<a transparent texture used everywhere is floating away in random directions because ????
<monsters randomly getting stuck on scrollers even when awakened first
And that's just the shit I could see. Guess all the voodoo I did was pointless since nothing else I've relied on fucking works anyway. Hell, the whole forest-against-skybox thing I was going for probably doesn't work in any software renderer.
Replies: >>231137
>>231113
Transparent textures can only be used as two-sided midtextures, so you need to draw a second set of lines around the skybox sector and apply the tree texture to those lines (check the "lower unpegged" flag to make them not hang from the ceiling and the "impassible" flag to keep players from seeing the ugliness behind them). Also, you shouldn't be using F_SKY1 on the floor.
Don't feel too bad, I just wasted an entire day relearning skyboxes myself. And before that, I spent most of the week on a map that relies heavily on a vanilla-only gimmick.
Replies: >>231143
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>>231137
>Transparent textures can only be used as two-sided midtextures, so you need to draw a second set of lines around the skybox sector and apply the tree texture to those lines (check the "lower unpegged" flag to make them not hang from the ceiling and the "impassible" flag to keep players from seeing the ugliness behind them).
I know, that's not the issue. It's how software and older hardware renderers render untextured surfaces. Newer hardware renderers will display the skybox (the desired effect) while older renderers will give you initially black and then garbage output like when you're out of bounds in many engines, pics related. This is solvable around the edges by pushing the outlining dummy sectors back out of view but in small patches of wood like the one I posted it's just fucked. The middle no sector area has to be there to prevent monsters from just shooting through it. This isn't even the only place where I've abused untextured walls but I don't care as much about the others.
>Also, you shouldn't be using F_SKY1 on the floor.
It's intentional, those sectors are there for transparency and aren't reachable. prboom+/dsda-doom displays a red error texture here with the no texture method (which would have only been visible for a split second at most but still annoying).
Replies: >>231254
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>>231143
The proper way to do skies is to make a zero-height sector with a sky ceiling between the trees and the solid area. The upper textures on the outside of this sector will be rendered as sky.
Replies: >>231266
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>>231254
Ah I see, thank you anon. Now if someone could tell me why some wall textures are scrolling in random directions I might be able to make it boom compatible eventually.
Alright I solved the mystery. Basically linedef type 254 behaves radically different in various source ports, using it with tag 0 in prboom+/dsda-doom makes random wall textures sperg out on higher number linedefs? and using it as described on the doomwiki doesn't seem to work at all.
Just going to use 255 instead.
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Some random stuff I have that I find useful for any anon that want to figure out what to do with their rooms. 
These are meant for quake but these are useful for coming up with areas.
I'm still working on my map I swear
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I don't think I will be able to finish the map in time, my map is composed of 3 sections and right now I only have the first section close to completion, mostly related to texture, I think going to scrap the later sections and focus on the first section.
Replies: >>233959 >>234128
>>233949
Anon that's a big fuckin' map jesus
Replies: >>233962
>>233959
Took one look and thought:
>Anomaly detected (PRESS Z)
>Heat signature detected in Solar Atrium
is this easier or harder to use than hammer
Replies: >>233987 >>233991
>>233984
Easier, Doom is a 2D engine pretending to be 3D.
>>233984
Easy to use, hard to master when you're imagination is lacking
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>>233949
And its done, will upload soon, you still need gzdoom because of the node builder, haven't fixed that yet.
Replies: >>234165
>>234128
https://files.catbox.moe/541dpu.7z
Only tested in GZDoom because I did not configure the node builder for slade.
Have fun.
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Forgot the screenshots.
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