Post subject: DOOM II editing
Joined: 4/26/2004
Posts: 149
For some reason, I never really stayed current with the latest, editable first-person shooters. In way, I like it, because most FPS's are multiplayer and you pretty much just think of different deathmatch arenas to put people in. Doom has a single-player side that can be very fun to design for. I've been using WadAuthor for my maps, and there is one feature that has eluded me as far as how to implement it. It's from Dead Simple. Those that remember Dead Simple remember that the walls don't come down until you've killed all the initial monsters. Then after killing the rest of the monsters, a step appears so you can reach the exit. How the hell is that done? I would love to make levels where killing an enemy is required to open a door or something, but WadAuthor doesn't seem to support the tag. Anyone old-school Doom players know what I need to do here?
Former player
Joined: 3/9/2004
Posts: 484
Location: ­­
In Map07, sectors with tag 666 were designed to lower to the nearest(?) sector once all the Mancubus were killed, and tag 667 was designed to raise 16 units once the Arachnotrons were killed. This is also present in E1M8 and E4M8 of Doom, where the sectors tagged 666 would lower once the Barons/Spiderdemon were killed.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
oh i dont know about that, but i used to make lots of levels on doomcad. it was pretty hard to get it working, there are lots of glitches on the editor. is wadauthor better?
Former player
Joined: 3/8/2004
Posts: 706
is wadauthor better?
the best one I believe is Doom Builder; even has a 3D mode where you can edit the level as if you were actually there in the game.
Joined: 4/26/2004
Posts: 149
Bladegash wrote:
In Map07, sectors with tag 666 were designed to lower to the nearest(?) sector once all the Mancubus were killed, and tag 667 was designed to raise 16 units once the Arachnotrons were killed. This is also present in E1M8 and E4M8 of Doom, where the sectors tagged 666 would lower once the Barons/Spiderdemon were killed.
So, anything with tag 666 says, "when MancubusCount==0, go to lowest floor," or something? Thanks for helping me with this. I was worried the game was too old. :4D WadAuthor is decent, but you can only edit maps (and maybe graphics, I think). You can't change sprites, sound, or music. I've found it adequate thanks to a vivid imagination; I can see more than just a bunch of lines and boxes. Consequently, however, my levels don't usually have very good aesthetics.
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
I remember I used a program called DEU, which did a lot of fun stuff, including adding new graphics, and so on. Unfortunately doom didn't allow much in the sense of adding new monsters, so you were mostly limited to changing the graphics of the existing ones.
Joined: 3/29/2004
Posts: 224
I remember a program where you could change just about everything on existing monsters. You could also change your own weapons, like changing the plasma gun shots into BFG shots :o Can't remember what it was called though. edit: Found it. It's called "dehacked" and can be found on planetdoom.com. The downside is that it doesn't seem to work on jdoom.exe, just the normal ones. I'm also not sure, but I think it works only up to version 1.666 of doom.
Former player
Joined: 3/9/2004
Posts: 484
Location: ­­
Booda wrote:
So, anything with tag 666 says, "when MancubusCount==0, go to lowest floor," or something?
Unfortunately, it only works in MAP07.
Joined: 4/26/2004
Posts: 149
Good 'nuff. Same as "go to secret" in map 15? I used "wintex" a little bit. Which I think was powered by deutex and/or dehacked. I don't think I have the program anymore, nor do I remember how to use the program.
Former player
Joined: 4/13/2004
Posts: 54
Location: Sweden
Hey, while we're talking about Doom2 and mapmaking in Doom2, then I simply to make some propaganda for my maps :D Here's some links that you may find interesting Alien Vendetta http://www.doom2.net/~av/ My maps in Alien Vendetta are map 03 and 04. Some of the ppl who made maps for that project are doom speedrunners too. Hell Revealed2: http://www.doomworld.com/hr2/ Hell Revealed 2 is a tribute to Hell revealed (surprise), which was made by the famous Quake speedrunner Yonathan Donner, and some guy. My maps in Hell Revealed 2 are: 20, 23 & 31 Although it says map 20 & 23 belongs to someone else, well, I guess they screwed up. I can't actually prove it, but I have no reason to lie really. The project was kinda messy and it was more or less abondoned many times and then they got back to it... so I suppose it kinda got messed up somehow. And a free standing map is Legacy. http://www.bktv.se/~a3087a/legacy.zip It uses the textures from the Alien Vendetta project, so you gotta have it in order to play this map. And I also got a shitload of other crappy maps if someone is interested :D I made my maps with an editor called DETH btw. It was pretty similar to DEU. This was back in 1999-2000. Before that I used DEU, but I had problems with it, it ran out of memory and created strange bugs, so called Hall of mirrors, so all my maps before I got DETH back in 1998 really sucked and was full of bugs. That's all folks.
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
Bladegash wrote:
Booda wrote:
So, anything with tag 666 says, "when MancubusCount==0, go to lowest floor," or something?
Unfortunately, it only works in MAP07.
There is a full list of these 'events': 1. E1M8 - kill all Barons of Hell, sector 666 does FloorLowerToLowest 2. E2M8 - kill all Cyberdemons, level ends 3. E3M8 - kill all Spiderdemons, level ends 4. E4M6 - kill all Cyberdemons, sector 666 does DoorBlazeOpen 5. E4M8 - kill all Spiderdemons, sector 666 does FloorLowerToLowest 6. MAP07 - kill all Mancubus, sector 666 does FloorLowerToLowest; kill all Arachnotrons, sector 667 does FloorRaiseToTexture 7. Any level - kill all Commander Keens, sector 666 does DoorOpen
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
I remember using ED209. It's probably a bit old by now, but i remember it being a huge step up from DoomCAD. I think I have lost all my maps in the spacetime continuum though. :(
Former player
Joined: 6/26/2004
Posts: 139
Location: Kuopio, Finland
Too fancy. I used DEEP back in the days... -97 or something. Modified all the normal maps with extra stuff like more rooms, traps, all kinds of cool stuff and more monsters of course. I used another DOS program for sprites and sounds but I can't recall what those were.. Oh well, my last doom wad-pack was about 90 megs (included all monsters and sounds changed - it had Kummeli-DOOM sounds too X)) It took about 7-8 mins to load with my old comp. But it was surely worth it :)
- mazzeneko