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>> No.2498998 [View]
File: 21 KB, 660x216, doom_builder.jpg [View same] [iqdb] [saucenao] [google] [report]
2498998

Does anybody know how to increase fog *thickness* in UDMF?

Sector effects? Line effects? Whatever else?

>> No.2233452 [View]
File: 21 KB, 660x216, doom_builder.jpg [View same] [iqdb] [saucenao] [google] [report]
2233452

Is there a way to enlarge the proportions/dimension of a map selection?

It's hard to center details in a large room I'm making where the details have to be symmetrical, is there a kind of "trick" to it?

>> No.1651863 [View]
File: 21 KB, 660x216, doom_builder.jpg [View same] [iqdb] [saucenao] [google] [report]
1651863

Just a question on DoomBuilder 2.

Is it possible to have sectors like doors later have other actions assigned to them?

For example, a door is a door, but later in the level the room fills up with (swimmable) acid, is that possible to do?
Format can be UDMF.

>> No.1634106 [View]
File: 21 KB, 660x216, doom_builder.jpg [View same] [iqdb] [saucenao] [google] [report]
1634106

So regarding GZDoom Builder, is there a way to rotate entire sectors?

I've built a room one way and realized now that I'd prefer if it was facing the other way and I don't want to have to rebuild the entire thing if there's an easier way.

>> No.1341661 [View]
File: 21 KB, 660x216, doom_builder.jpg [View same] [iqdb] [saucenao] [google] [report]
1341661

I have been using the same version for months now and I want to update my SVN version.

How do I do that from here?

http://devbuilds.drdteam.org/doombuilder2-gzdb/

Do I need to download every update since I ever got GZDoom builder?
Or just the latest one?

I assume then I extract it and then post it's guts into my GZDoom Builder folder?

>> No.1273691 [View]
File: 21 KB, 660x216, doom_builder.jpg [View same] [iqdb] [saucenao] [google] [report]
1273691

Is it possible for me to have a linedef have *multiple* actions associated with it?

Or will I have to have several lines all very close together in the editor?

>> No.1227953 [View]
File: 21 KB, 660x216, doom_builder.jpg [View same] [iqdb] [saucenao] [google] [report]
1227953

So how is GzDoomBuilder looking lately?

Really want to get into it but I get the feeling that as great as it is it's still too unstable.

>> No.1211790 [View]
File: 21 KB, 660x216, doom_builder.jpg [View same] [iqdb] [saucenao] [google] [report]
1211790

Doom level making question.

Is there a way I can quickly give thickness to the walls of an area? I had a set of buildings that I had made but forgot that since the walls cant be 1 line thick, I'll now have to go over all of them again basically outlining them.

Is there a faster or more efficient way to do this?
Probably not, but worth asking.

>> No.504551 [View]
File: 21 KB, 660x216, doom_builder.jpg [View same] [iqdb] [saucenao] [google] [report]
504551

Here's an idea and I'd like some opinions (yes! yours!)

I'm thinking of having an image that collates heaps of doom mapping/project tips from /vr/ so as threads go on it will get bigger and bigger and we can all be better doomers and all that feel good shit.

Y/N?

>> No.446958 [View]
File: 21 KB, 660x216, doom_builder.jpg [View same] [iqdb] [saucenao] [google] [report]
446958

This is a mapping post.

In this post, you will.
>tell us some cool mapping tips/things that you like to see in maps
>things that you do not like to see in maps
>why

So those who map can become better and the community can improve.

>> No.430242 [View]
File: 21 KB, 660x216, doom_builder.jpg [View same] [iqdb] [saucenao] [google] [report]
430242

Tell us about your maps and mapping tips n' shit that you have.

I actually like to write down DoomBuilder 2 tricks that people mention here from time to time, or come back hours later and refresh the thread to see what I've missed so it's always appreciated.

>> No.410707 [View]
File: 21 KB, 660x216, doom_builder.jpg [View same] [iqdb] [saucenao] [google] [report]
410707

Regarding doom maps, I'd like some comments here.

What are some things in doom maps that you just hate/think are really stupid/can sometimes not be done correctly?

Try to think more things that really are retarded and cheesy and less so things that might not appeal to your tastes.

I got
>hiding keys in secret areas
>there's a bunch of switches - one is the correct one, the rest kill you, no clues
>attacked by archviles with absolutely *zero* cover available

>> No.398712 [DELETED]  [View]
File: 21 KB, 660x216, doom_builder.jpg [View same] [iqdb] [saucenao] [google] [report]
398712

I'm making two maps, the first is a bit more based on exploration (non linear, theres a main door you need 3 keys to open, go and find the keys in any order). The second would be linear as all hell and quite short, leading up to a boss fight and a huge punch up with 200 monsters just before it.

I have two concerns though.
- I want to use colored lights and underwater sectors, this means I'll require GZDoom. Is GZDoom really, honestly that much of an issue for people? Why is that?

- There's quite a tonal shift between the first and second level, should I just release them separately?

>> No.380883 [View]
File: 21 KB, 660x216, doom_builder.jpg [View same] [iqdb] [saucenao] [google] [report]
380883

Doom mappers.
Are any of you using custom monsters or guns or textures or whatever in your maps?

I intend to use a few but I'm concerned I'll overdo it. Two maps, 1 new gun, a few textures (for switches, mainly key ones because I like the look) and a few monsters.

The monsters that I add replace several others, ie: no revenants, pinkies, barons, cyberdemons, masterminds, viles, cacos or pain elementals.

>> No.380471 [DELETED]  [View]
File: 21 KB, 660x216, doom_builder.jpg [View same] [iqdb] [saucenao] [google] [report]
380471

Doom mappers.

Are any of you using custom monsters or guns or textures or whatever in your maps?

I intend to use a few.



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