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Getting started with Doom Mapping
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Wasted Youth
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Joined: 18 Oct 2003
Location: Illinois, USA

PostPosted: Mon Feb 21, 2005 7:51 am    Post subject: Reply with quote

The following links are quick links to other editing tutorials throughout this thread.

Getting Started with Doom Mapping
Getting Started with ZDoom
How to Insert Music into your Map
How to Insert Textures into your Map
How to Insert Sky Textures into your Map
How to Create a Door
How to create a Lift
How to create a Teleporter
How to create a Capture the Flag Map

How to Insert Flats into your Map.

First you will need a Lump Editor.
Download XWE

Start XWE
Go to File > Open
Find the Directory your WAD is in
Select your WAD and Open it
At the bottom double click the Floors button
Find the Directory your Flats are in
Highlight all the Flats you want to use and Open them

Now they should show up in the list

Close XWE

Run Doom Builder and your New Flats should be there.

Also, you CAN NOT have your Map Open in Doom Builder and XWE at the same time. Anything you do in XWE immediatly effects the your WAD.


Last edited by Wasted Youth on Sun Mar 27, 2005 1:47 am; edited 6 times in total
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VMDX
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Joined: 15 Apr 2004
Location: Cal

PostPosted: Mon Feb 21, 2005 8:51 am    Post subject: Reply with quote

Thanks to you, I'm going to take another stab at mapping. You are my god.
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Samiam
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Joined: 01 Apr 2004
Location: England - http://www.limpgimps.co.uk/

PostPosted: Mon Feb 21, 2005 11:39 am    Post subject: Reply with quote

Nice work Wasted Very Happy this is a great addition to the site!
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excelblue
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Joined: 07 Sep 2004
Location: Orange County, CA

PostPosted: Mon Feb 21, 2005 4:55 pm    Post subject: Reply with quote

Wasted Youth wrote:

If you are using ZDoom you can use MP3, MOD, etc. formats
Otherwise you have to use MIDI.


There are many other ports that support those formats. Anyways, of those that don't, they probably don't support MIDI either.

However, they do support MUS rather. Most annoying thing that ever happens IMO about wads is how people directly insert uncompressed/unconverted MIDIs into wads when it would have been way smaller if MUS was directly used.
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lockwolf
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Joined: 04 Nov 2004
Location: Nakremy's Pants Posts: More than you

PostPosted: Mon Feb 21, 2005 7:24 pm    Post subject: Reply with quote

You Rule Wasted Youth! Now I can have fun showing this off on all my maps!

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Da_maniaC
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Joined: 03 Jan 2004
Location: Netherlands Posts: 1337

PostPosted: Tue Feb 22, 2005 10:48 am    Post subject: Reply with quote

Wasted Youth wrote:

First you will need a Lump Editor.
Download XWE


Just for that, i love you. Very Happy

XWE RAWKS!
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HumanBones
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Joined: 01 Jun 2004
Location: Shangri-La Dee Da

PostPosted: Tue Feb 22, 2005 12:15 pm    Post subject: Reply with quote

Thanks alot, this has really gotten me started on my first map! Great job, and keep it coming! Very Happy
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lockwolf
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PostPosted: Tue Feb 22, 2005 6:38 pm    Post subject: Reply with quote

1 last question and i can make my map complete, how do you make alternate sky textures?
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Wasted Youth
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Joined: 18 Oct 2003
Location: Illinois, USA

PostPosted: Tue Feb 22, 2005 9:08 pm    Post subject: Reply with quote

The following links are quick links to other editing tutorials throughout this thread.

Getting Started with Doom Mapping
Getting Started with ZDoom
How to Insert Music into your Map
How to Insert Textures into your Map
How to Insert Flats into your Map
How to Create a Door
How to create a Lift
How to create a Teleporter
How to create a Capture the Flag Map

How to Insert Sky Textures into your Map.

Read How to Insert Textures into your Map first.

==============================
Important Notes
==============================

NOTE 1: All Sky Textures are 256 pixels wide and 128 pixels high.

NOTE 2: If you use ZDoom there is a better way of doing this with MAPINFO.

NOTE 3: Doom 2 has Three Sky Textures which are referenced as SKY1, SKY2, and SKY3.
You will be naming them either RSKY1, RSKY2, or RSKY3.

The following is a list of what maps each sky texture is used in:

SKY1
Maps 01 - 11

SKY2
Maps 12 - 20

SKY3
Maps 21 - 32

Don't forget to name them properly (RSKY1, RSKY2, RSKY3).
==============================

First you will need a Lump Editor.
Download XWE

Start XWE
Go to File > Open
Find the Directory your WAD is in
Select your WAD and Open it
At the Menu at the top click Entry > Load
Find the Directory your Sky Texture is in
Select it and Open it

Now it should show up in the list

Make sure your Sky Texture is between the P_START and P_END tags

You do not need to add this texture to TEXTURE1 (Using the "Add to Texture" option)

Close XWE

Also, you CAN NOT have your Map Open in Doom Builder and XWE at the same time. Anything you do in XWE immediatly effects the your WAD.


Last edited by Wasted Youth on Sun Mar 27, 2005 1:47 am; edited 4 times in total
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killingblair
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Joined: 28 Sep 2004

PostPosted: Tue Feb 22, 2005 9:18 pm    Post subject: Reply with quote

How about "How to put custom obituaries into wads"? Just a suggestion, or I could do it for you.

EDIT: BTW I love you for this
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lockwolf
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Joined: 04 Nov 2004
Location: Nakremy's Pants Posts: More than you

PostPosted: Tue Feb 22, 2005 10:03 pm    Post subject: Reply with quote

I officially dedlare Wasted Youth the coolest person I know for doom map design!
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Da_maniaC
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Joined: 03 Jan 2004
Location: Netherlands Posts: 1337

PostPosted: Tue Feb 22, 2005 10:44 pm    Post subject: Reply with quote

lockwolf wrote:
I officially dedlare Wasted Youth the coolest person I know for doom map design!


@_@

And you are basing his map design skills on the fact that he knows how to make a tutorial?
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Wasted Youth
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Joined: 18 Oct 2003
Location: Illinois, USA

PostPosted: Tue Feb 22, 2005 11:41 pm    Post subject: Reply with quote

O_o

http://img.photobucket.com/albums/v520/ToddNickens86/DOOM0000.png
http://img.photobucket.com/albums/v520/ToddNickens86/DOOM0001.png
http://img.photobucket.com/albums/v520/ToddNickens86/DOOM0002.png
http://img.photobucket.com/albums/v520/ToddNickens86/DOOM0003.png
http://img.photobucket.com/albums/v520/ToddNickens86/DOOM0004.png
http://img.photobucket.com/albums/v520/ToddNickens86/DOOM0005.png
http://img.photobucket.com/albums/v520/ToddNickens86/DOOM0006.png
http://img.photobucket.com/albums/v520/ToddNickens86/DOOM0007.png

Is it just me or do these images seem a little squished?
The screenshots didn't turn out very well but I need some objective opinions. PM them to me cause this isn't the thread for it.
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lockwolf
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Joined: 04 Nov 2004
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PostPosted: Wed Feb 23, 2005 1:53 am    Post subject: Reply with quote

Da_maniaC wrote:
lockwolf wrote:
I officially dedlare Wasted Youth the coolest person I know for doom map design!


@_@

And you are basing his map design skills on the fact that he knows how to make a tutorial?


Both, Those pics he took are awesome! i could never map like that!
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Wasted Youth
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Joined: 18 Oct 2003
Location: Illinois, USA

PostPosted: Mon Feb 28, 2005 12:35 am    Post subject: Reply with quote

The following links are quick links to other editing tutorials throughout this thread.

Getting Started with Doom Mapping
Getting Started with ZDoom
How to Insert Music into your Map
How to Insert Textures into your Map
How to Insert Flats into your Map
How to Insert Sky Textures into your Map
How to create a Lift
How to create a Teleporter
How to create a Capture the Flag Map

How to Create a Door

Start Doom Builder
Create Five sectors together like the following image


The middle highlighted sector is the door. The ceiling for this sector needs to be lowered to the floor.

Now you must edit the linedefs of the door to tell it to behave like a door.


Basic (vanilla) Doom
==============================
Here are what the properties should look like if you are creating your level for Basic (vanilla) Doom.


The only thing you have to do is set the Linedef Action to is 1. When you use the Select Action button the Action is located at Door > DR Door Open Wait Close (also monsters) (1)

==============================

ZDOOM
==============================
Here are what the properties should look like if you are creating your level for ZDoom.


The Linedef Properties to set are:
Linedef Action: 202
Activation: Player presses Use
Flags: Repeatable Effect
Movement Speed: 32
Delay: 32

When you use the Select Action button the Action is located at Door > H Door Generic (202)

==============================

Make sure to also give the door linedefs an Upper Texture.


The reason I had you create two empty sectors on both sides of the door is because of height issues. If you desided to raise the ceiling in one of your rooms you would get the following result.


Since we added those sectors this should be the result.
NOTE: Don't forget to add an Upper Texture if you raise the ceiling.


Last edited by Wasted Youth on Sun Mar 27, 2005 1:46 am; edited 3 times in total
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cSc
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Joined: 12 Mar 2005
Location: Back from the Dead

PostPosted: Tue Mar 15, 2005 2:05 am    Post subject: Reply with quote

yeah killer toutorial.....i still have trouble w/ doors tho......where can i download forgottend temple (it sounds good!)....on zdaemon or anouther site
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lockwolf
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PostPosted: Fri Mar 18, 2005 7:28 pm    Post subject: Reply with quote

Wasted Youth, Can I use some of these tutorials for a website im making?
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Wasted Youth
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Joined: 18 Oct 2003
Location: Illinois, USA

PostPosted: Sat Mar 26, 2005 7:56 pm    Post subject: Reply with quote

Sure.

By Request, I am making Tutorials for Lifts, Teleports, and Capture the Flag.
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Da_maniaC
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Joined: 03 Jan 2004
Location: Netherlands Posts: 1337

PostPosted: Sat Mar 26, 2005 8:14 pm    Post subject: Reply with quote

Nice one man....

Maybe you should bother making it a easy to go through html file or tutorial.... it would be great if ppl could be redirected to a tutorial thats easy to learn/use....

But then i hope for one thing...
Which is that you will start the very first chapter by explaining how sectors, linedefs, and vertices are handled, referred to and what their limitations are...

98% of all the noobs that have ever asked me stuff about mapping, was because they had problems with that... its sooo important... Wink
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Wasted Youth
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Joined: 18 Oct 2003
Location: Illinois, USA

PostPosted: Sat Mar 26, 2005 10:21 pm    Post subject: Reply with quote

The following links are quick links to other editing tutorials throughout this thread.

Getting Started with Doom Mapping
Getting Started with ZDoom
How to Insert Music into your Map
How to Insert Textures into your Map
How to Insert Flats into your Map
How to Insert Sky Textures into your Map
How to create a Door
How to create a Teleporter
How to create a Capture the Flag Map

How to Create a Lift

Start Doom Builder
Create three sectors together like the following image.


The sector on top will be the upper floor.
Raise the ceiling to 256 and the floor to 128.

The sector in the middle will be the Lift.
Raise the ceiling to 256 and the floor to 128.

The sector on the bottom will be the lower floor.
Leave the ceiling at 128 and the floor at 0.

Now you must apply some textures so you don't get the hall of mirrors effect.

You need a Front Side Lower Texture for the linedef that seperates the lift sector and the lower room sector (Because the floor for the lift has been raised higher than the lower room sector floor height).
Also, we need a texture for the Back Side Upper Texture for the same linedef (Because the ceiling of the lower room sector is lower than the ceiling of the lift sector).

Select and Edit the linedef.


For this example we will use PLAT1 as the Front Side Lower Texture and STARTAN2 as the Back Side Upper Texture.


Now you need a Front Side Lower Texture for the lindef that seperates the upper floor sector and the lift sector (Because when the lift sector is lowered, the uppper room sector floor will be higher than the lift sector floor).

Select and Edit the linedef.


For this example we will use SUPPORT2 as the Front Side Lower Texture.


Now it is time to make your lift work.

Give your lift sector a Sector Tag number by selecting your sector and editing it (For this example we will use 1).



Basic (vanilla) Doom
==============================
Select and Edit the linedef between the lift sector and the lower room sector.


Give the Sector Tag field the number you assigned to your lift sector (Which in this example is 1).

Now you have to set the Linedef Action to 62. When you use the Select Action button, the action is located at Lift > SR Lift Lower Wait Raise (62).


Here is what your properites should look like.


Now it is set up so when you use this side, the lift will lower to the floor.

Now you must set it up so when you are on the upper floor and step on the lift, it will lower to the floor.

Select and Edit the linedef between the lift sector and the upper room sector.


Give the Sector Tag field the number you assigned to your lift sector (Which in this example is 1).

Now you have to set the Linedef Action to 88. When you use the Select Action button, the action is located at Lift > WR Lift Lower Wait Raise (8Cool.


Here is what your properites should look like.


==============================

ZDOOM
==============================
Select and Edit the linedef between the lift sector and the lower room sector.


Give the Sector Tag field the number you assigned to your lift sector (Which in this example is 1).

Now you have to set the Linedef Action to 62. When you use the Select Action button, the Action is located at Platform > H Lift Lower Wait Raise (62).


Here are what the properties should look.


The Linedef Properties to set are:
Linedef Action: 62
Activation: Player presses Use
Flags: Repeatable Effect
Sector Tag: 1
Movement Speed: 32
Reverse Delay: 32

Now it is set up so when you use this side, the lift will lower to the floor.

Now you must set it up so when you are on the upper floor and step on the lift, it will lower to the floor.

Select and Edit the linedef between the lift sector and the upper room sector.


Give the Sctor Tag field the number you assigned to your lift sector (Which in this example is 1).
Now you have to set the Linedef Action to 62. When you use the Select Action button, the action is located at Platform > H Lift Lower Wait Raise (62).


Here is what your properites should look like.


The Linedef Properties to set are:
Linedef Action: 62
Activation: Player walks over
Flags: Repeatable Effect
Sector Tag: 1
Movement Speed: 32
Reverse Delay: 32

==============================

Save your map and run it.


Last edited by Wasted Youth on Sun Mar 27, 2005 1:46 am; edited 2 times in total
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