Classic Doom 1 & 2 chat

I remember playing Doom when I was a TA during geometry my jr year in HS. No sound so I wouldn't get busted, but the teacher always thought I was writing a paper and asked why I was so forceful clicking the mouse lol
 
Been putzin' around with this level for a couple weeks now and it's now at the "fuck it, it's done" point. The coding to get one of the gimmicks to work was a pain in the sack, which is part of why it took so long. I also got pretty lazy with the aesthetics by the end, so it's nothing special to look at. Next time I get the itch to make a level I'm thinking of going back to a Doom 1 style map without any coding involved so I can focus more on developing good fundamentals now that I've gotten most of the advanced feature stuff out of my system.

Notes:
-Jumping is required.
-It's not setup for multiple difficulties; they're all the same (UV style).
-You start in a hallway with the option to do a pistol start or pick up a bunch of weapons/ammo as though you were playing it as part of an ongoing episode. I've beaten it pistol start so both options are possible.
 

Attachments


I forgot to mention it in the description: radiation suits also prevent drowning. The two secrets contain the plasma gun and the BFG. The secrets are the revenent ledge, you can lower it by activating it and it reveals the plasma gun (which you actually did but didn't notice because you were being hounded by lost souls at the time). The BFG is at the spot where you flew, but instead you just activate the lower ledge and it lowers to reveal a closet with the BFG.

Thanks for the play! The floating crates were obnoxious to program because each one needs its own independently running copy of the control script so I had to make an object in decorate that could call the script and link it to a specific crate.

ACTOR CrateMarker: MapSpot 10401
{
States
{
Spawn:
APLS A -1 NoDelay ACS_NamedExecuteAlways("crate_bob",0,tid,1000)
}
}
#library "crate_bob"
#include "zcommon.acs"

script "crate_bob" (int crate_ID, int water_ID)
{
int boxfloorheight=GetActorFloorZ(crate_ID)/65536;
int boxceilingheight=GetActorCeilingZ(crate_ID)/65536;
int waterlevel=1024;
int lastwater=-1024;
int floatstatus=0;

int box_height=64;
int float_height=16;

//initialize crates
waterlevel=GetSectorCeilingZ(water_ID,0,0)/65536;
if (waterlevel-boxfloorheight<box_height-float_height)//sitting on the ground
{
Floor_MoveToValue(crate_ID,256,boxfloorheight,0);
Ceiling_MoveToValue(crate_ID,256,boxfloorheight+box_height,0);
floatstatus=0;
}
else if (waterlevel-boxceilingheight>-float_height)//floating against the ceiling
{
Floor_MoveToValue(crate_ID,256,boxceilingheight-box_height,0);
Ceiling_MoveToValue(crate_ID,256,boxceilingheight,0);
floatstatus=0;
}
else//floating in the water
{
Floor_MoveToValue(crate_ID,256,waterlevel+float_height-box_height,0);
Ceiling_MoveToValue(crate_ID,256,waterlevel+float_height,0);
floatstatus=1;
}

//update crates
while (1)//infinite loop
{
//get current location
waterlevel=GetSectorCeilingZ(water_ID,0,0)/65536;


//if water height has changed, then see if box needs to get moved
if (lastwater!=waterlevel)
{
if (waterlevel-boxfloorheight<box_height-float_height)//sitting on the ground
{
Floor_MoveToValue(crate_ID,32,boxfloorheight,0);
Ceiling_MoveToValue(crate_ID,32,boxfloorheight+box_height,0);
floatstatus=0;
}
else if (waterlevel-boxceilingheight>-float_height)//floating against the ceiling
{
Floor_MoveToValue(crate_ID,32,boxceilingheight-box_height,0);
Ceiling_MoveToValue(crate_ID,32,boxceilingheight,0);
floatstatus=0;
}
else//floating in the water
{
Floor_MoveToValue(crate_ID,32,waterlevel+float_height-box_height,0);
Ceiling_MoveToValue(crate_ID,32,waterlevel+float_height,0);
floatstatus=1;
}
}
/*else if (floatstatus==1)//bobbing effect
{

}*/
lastwater=waterlevel;
Delay(1);
}

}
 
I forgot to mention it in the description: radiation suits also prevent drowning. The two secrets contain the plasma gun and the BFG. The secrets are the revenent ledge, you can lower it by activating it and it reveals the plasma gun (which you actually did but didn't notice because you were being hounded by lost souls at the time). The BFG is at the spot where you flew, but instead you just activate the lower ledge and it lowers to reveal a closet with the BFG.

Thanks for the play! The floating crates were obnoxious to program because each one needs its own independently running copy of the control script so I had to make an object in decorate that could call the script and link it to a specific crate.

ACTOR CrateMarker: MapSpot 10401
{
States
{
Spawn:
APLS A -1 NoDelay ACS_NamedExecuteAlways("crate_bob",0,tid,1000)
}
}
#library "crate_bob"
#include "zcommon.acs"

script "crate_bob" (int crate_ID, int water_ID)
{
int boxfloorheight=GetActorFloorZ(crate_ID)/65536;
int boxceilingheight=GetActorCeilingZ(crate_ID)/65536;
int waterlevel=1024;
int lastwater=-1024;
int floatstatus=0;

int box_height=64;
int float_height=16;

//initialize crates
waterlevel=GetSectorCeilingZ(water_ID,0,0)/65536;
if (waterlevel-boxfloorheight<box_height-float_height)//sitting on the ground
{
Floor_MoveToValue(crate_ID,256,boxfloorheight,0);
Ceiling_MoveToValue(crate_ID,256,boxfloorheight+box_height,0);
floatstatus=0;
}
else if (waterlevel-boxceilingheight>-float_height)//floating against the ceiling
{
Floor_MoveToValue(crate_ID,256,boxceilingheight-box_height,0);
Ceiling_MoveToValue(crate_ID,256,boxceilingheight,0);
floatstatus=0;
}
else//floating in the water
{
Floor_MoveToValue(crate_ID,256,waterlevel+float_height-box_height,0);
Ceiling_MoveToValue(crate_ID,256,waterlevel+float_height,0);
floatstatus=1;
}

//update crates
while (1)//infinite loop
{
//get current location
waterlevel=GetSectorCeilingZ(water_ID,0,0)/65536;


//if water height has changed, then see if box needs to get moved
if (lastwater!=waterlevel)
{
if (waterlevel-boxfloorheight<box_height-float_height)//sitting on the ground
{
Floor_MoveToValue(crate_ID,32,boxfloorheight,0);
Ceiling_MoveToValue(crate_ID,32,boxfloorheight+box_height,0);
floatstatus=0;
}
else if (waterlevel-boxceilingheight>-float_height)//floating against the ceiling
{
Floor_MoveToValue(crate_ID,32,boxceilingheight-box_height,0);
Ceiling_MoveToValue(crate_ID,32,boxceilingheight,0);
floatstatus=0;
}
else//floating in the water
{
Floor_MoveToValue(crate_ID,32,waterlevel+float_height-box_height,0);
Ceiling_MoveToValue(crate_ID,32,waterlevel+float_height,0);
floatstatus=1;
}
}
/*else if (floatstatus==1)//bobbing effect
{

}*/
lastwater=waterlevel;
Delay(1);
}

}

haha I remember decorate, I played with it when it first came out. Made some silly custom monsters. A zombieman that would spawn 2 more of itself when it died. Cut off one head and two more will take it's place? Crashed my old laptop

Those floating boxes were cool sounds like you had a fun time programming them - thats why I like to make non scripted simple maps.

OH man I had a feeling about those two secret areas, I should have explored them better. But the important thing is your map is beatable without needing the secrets, so that's a good thing. I always do a non-secret playtest of my own maps

Good times buddy, thanks for sharing - that water stuff was fun
 

I got as far as a dark room where a freakin' cyberdemon popped out of a closet and toasted my ass. The level's not really to my taste so I don't think I'm going to try and grind through it, but I will say you've got some bangin' aesthetics for the parts of it that I did see. I opened it in the editor and holy fuck that thing is DENSELY packed! I'm astounded that you can fit so much stuff so close together.

I'm almost done with another map, I'll post it up when I put the final touches on it. It's a vanilla level (no scripting! can you believe it?), but it's pretty mean. I've beaten it without secrets, but unlike my other levels I've done so far I didn't manage it start-to-finish without saves along the way.
 
I got as far as a dark room where a freakin' cyberdemon popped out of a closet and toasted my ass. The level's not really to my taste so I don't think I'm going to try and grind through it, but I will say you've got some bangin' aesthetics for the parts of it that I did see. I opened it in the editor and holy fuck that thing is DENSELY packed! I'm astounded that you can fit so much stuff so close together.

I'm almost done with another map, I'll post it up when I put the final touches on it. It's a vanilla level (no scripting! can you believe it?), but it's pretty mean. I've beaten it without secrets, but unlike my other levels I've done so far I didn't manage it start-to-finish without saves along the way.

Hey thanks for having a look. I was screwing around with this map sort of like an experiment that got carried away. I plan on making a more traditional map down the road

My mic died and hope a new one arrives Wednesday

I got three other ppl who want me to play their maps too while im waiting haha. Good times
 
@Clippy when you make your maps do you actually adjust them for difficulty settings? Like if I took a crack at one of the maps you’ve made over the last 4-6 months (which I intend to do) and say I’m not able to get past a certain point if I start over at a lower difficulty will it actually make a difference? I ask because I think some map makers don’t really bother making those adjustments and just treat their maps like “one size fits all”.
 
@Clippy when you make your maps do you actually adjust them for difficulty settings? Like if I took a crack at one of the maps you’ve made over the last 4-6 months (which I intend to do) and say I’m not able to get past a certain point if I start over at a lower difficulty will it actually make a difference? I ask because I think some map makers don’t really bother making those adjustments and just treat their maps like “one size fits all”.
Yo. The first couple maps I made I set up difficulties but didn't bother the last couple times because the only people I knew who would be playing them (me and clippy) would be doing them at UV. I think a lot of casual map makers probably have a similar mentality: if somebody has played enough Doom that they are seeking out custom levels then they are probably going to be playing on UV.

The couple of Clippy's levels that I've examined in the editor do have monsters set to different difficulties, but I've only done them on UV so I couldn't tell you how much easier they actually get.
 
Hey friends

I go out of my way and all my maps have difficulty settings


Even multiplayer and deathmatch stuff

It doesn't take a lot of time to throw these in there

Typically i map in ultraviolence

then I go through and look at it as medium and take some monsters out and in the easy setting take even more monsters out
 
Hey friends

I go out of my way and all my maps have difficulty settings


Even multiplayer and deathmatch stuff

It doesn't take a lot of time to throw these in there

Typically i map in ultraviolence

then I go through and look at it as medium and take some monsters out and in the easy setting take even more monsters out

Good to know. I don’t consider myself a shitty Doom player, as I’ve beaten E1-E3 of Doom as well as Doom II on ultraviolence (no E4 yet, only on Hurt Me Plenty, same with Sigil) so I’d like to think I could hang, but I’ve never done pistol starts all the way through like you do @Clippy, so maybe I can’t hang in your maps.
 
Good to know. I don’t consider myself a shitty Doom player, as I’ve beaten E1-E3 of Doom as well as Doom II on ultraviolence (no E4 yet, only on Hurt Me Plenty, same with Sigil) so I’d like to think I could hang, but I’ve never done pistol starts all the way through like you do @Clippy, so maybe I can’t hang in your maps.


I played this game way too much so my UV settings are typically pretty hard or for super experienced players

Medium setting I tried to keep challenging but not too hard or easy

I'm too young too die I made comically easy most of the time
 
Guess this is kinda the unofficial Doom thread.

I’ve been playing through Doom 64 on the Switch. The quality of life improvements are phenomenal. It’s such a great atmospheric entry. Much more moody than any of the other entries and the music/sound effects are so good. It’s why I like playing the original Doom on the PlayStation. It incorporates the added lighting effects and uses the same audio from 64.

Currently getting my ass kicked on level six but I’m really enjoying it.
 
Here's the latest, hot off the presses. Vanilla Doom2, no groundbreaking ideas anywhere. Just a level, but definitely the hardest one I've made so far.
 

Attachments


@26:30 - hah, you found the cheese! I left that in there on purpose just to see if anybody would notice you could sneak around the edges instead of going in each teleporter.
@30:10 - when you finish the cyberdemon on the way to get the key there are linedefs that teleports them. It's a UDMF format command, it's one of the only non-D2 format commands I used.

Hint: If you ever want to do a replay to search for secrets...notice the judicious usage of the armor bonus helmet.

As always, thanks for the playthrough!
 
Sometimes I like to go back and do a UV max run with no saves. I may try it some day @JBSchroeds I am interested in finding those secrets

I also played this last night.... ...... ....

 
This is the mic I got so it could be wireless and I could play on my recliner

Laptop hooked to huge TV across room




[]
 
Found this wacky mod called 10 day vacation, all the maps are like at a resort and there's killer birds, disco balls, pop vending machines, imps dressed for parties and all sorts of wacky stuff

BEER IS HEALTH AND CHICKEN IS ARMOUR!!!



@weed
 
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