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Making a Doom Campaign
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Hello anons,

I'm working on a Doom campaign and I was wondering if you'd play it. If so, what kind of levels would you want?

My skills are absolute beginner, but I learn fast.

ITT: Doom Builders.
>>
Questions:

>how do I choose the title of my map?
>if I make my own textures, will someone else have them too when they download the WAD?
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>>330564923
I have no idea but i'll bump the thread for you
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Try /vr/. They have a dedicated doom thread for this topic.
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>>330564668

Is that the 2mbrown texture pack or avp? Also why is your map rotated 45 degrees?
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>>330564923

Not if you include them in the wad file and put them correctly between markers
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>>330565759

Kind anon.

Guys, I can't find the waterfall texture? What's up with that? I'm using the Doom 2 config, it should be there, no?
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>>330565937

Not my map, but you can easily build it at that angle.

>>330566017

I don't know how to do that.
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See /vr/. As for what I want, DON'T make huge maps. Make them small.
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>>330566035
Doom2 only has fall textures for blood, lava and nukage as far as I can remember.
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Oh man I used to make Doom maps as well. It's been years so your questions about custom textures and stuff are hard to answer as it's probably different now. But I don't think they'll get your textures.
I'd like to play your maps sometime, but im heading to work now and this thread might be dead by the time I get back in 8 hours.

Good luck matey.
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>>330566329

Found them in Plutonia, but is that going to be a problem when I play it?
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>>330566405

Thank you, and don't worry, my campaign is far from ready. When it is, I'll post again.
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Avoid doing pic related
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>>330566568
You have to include any textures that aren't from the intended IWAD (Doom.wad, doom2.wad etc.) in your .wad otherwise they won't show up unless the .wad they originate in is loaded alongside your own. Animated textures are a bit more complicated than regular ones, as well. What sourceport are you making it for?
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>>330566907
Took me a while to find it but I was probably dead by then.

ALSO OP. If you want to be a dick on one of your maps, make a trap exit with no way out.
I did one once where you press a switch in an exit room and the walls open up to about 100 chaingunners.
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>>330566990

I tested and it works. Is the "resources" the program asks for?

I'm using Doom Builder 2 and I loaded all 4 wads as resources: Ultimate Doom, Doom 2, Plutonia, and TNT.
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>>330567270

I'm going easy on traps, because I'm playing Plutonia, and everything is a fucking trap, it's like /b/.

I can't even get doors to work properly: they start OPEN, for no obvious reason.
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>>330566907
>Avoid doing pic related

I admit I don't understand.
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I found the sky texture, but how do you get a different sky?
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>>330564668
Take note from doom 1 level design and doom 2 enemy placement. Something as simple as an explosive barrel is there BECAUSE there are 3 enemies there. But you wouldnt do that in later levels.

Also remember that as the creator, the levels will be easier for you than for other people

And keep levels consistent. Start with a horseshoe design like e1m1.

Source: been playing doom since it came out
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Also: I'd like the player to start in midfall, how do you do this?
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>>330567474
Chain gunner is hitscan and do lots of damage
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just get a little memey with it
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>>330567664

I note your advice. To be fair, I'm most practicing with this little campaign of mine. I'm not designing classic Doom levels either, not for now, since I can't even get doors to work properly... Tried a blue door, but since all my doors begin OPEN, there's not much point.

I'm building more linear levels for now. The only people who'll play are my little brother and my fiancée, I suppose.

>>330567764

OK, but how does that relate with a huge mountain?
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>>330567408
Is the ceiling of the door sector lowered to floor level?
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>>330567883
They can fire from any range. As long as they see you, you will get hit.
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>>330567286
It'll work like that in Doom Builder, but if you try to run the wad standalone the texture will be missing and nobody's going to want to double-load doom2.wad and plutonia.wad to play your wad. You're going to learn to use either XWE or SLADE3 and add the texture to your .wad, maybe not immediately but definitely before you finalize your level.
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>>330567883
>How does it relate to the huge mountain?
If you're using chaingunners make sure the player can see them before they kill him.
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>>330567913

It isn't... Is that what I'm supposed to do?
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>>330566907
Don't do this either.
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>>330567949

>mountain range

Is that the pun with the image?

>>330568007

I launched it using the WAD alone, and it showed up.
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>>330567883
I believe Doom Builder has a button to make doors that does everything for you, though it's entirely possible that this is a GZDoom Builder feature.
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>>330568258
Yes

basically what the door action does is raising the ceiling of a sector to the height of the lowest adjacent ceiling
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>>330568335

Kekked.

-----------------

MAP01 is a giant room with hundreds of enemies, you start on what looks like a giant elevator that just lowered you from the surface. You get to play fortress from the top of that platform as 300 soldiers shoot at you (this is real fun with BD since you can see the bullets fly everywhere). It's not too hard, since they mostly kill each other.

MAP02 is a prison break. You escape by jumping down some water vent.

MAP03 is what I'm doing now, it's a water tunnel for now, with diminishing lighting.
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>>330568341
>Is that the pun with the image?
There is a chaingunner on the mountain.
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>>330567474
hint
>what the fuck why am i losing health
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>>330568564
>There is a chaingunner on the mountain.

Goddam... Nice one.
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>>330568335
>>330566907

More like these? It's hilarious.
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>>330566907

With Brutal Doom, you'd see bullets flying by but quite far from you at this range, I doubt he'd touch you at all.

It's going to be difficult to build maps that can work for both original and BD.
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>>330569303
>Designing around brutal doom

Protip: Don't.
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>>330564668
Oh id definitely play it just as soon as you get your faggot ass back to 1996.
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>>330567913

THANK YOU!

Now I can have doors!
Thread replies: 43
Thread images: 6

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