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  1. PK3 is a compressed format, it's really just a zip file with another extension. If you're making something ZDoom-family specific, it's a better choice than a wad for a few reasons. SLADE can make them: when you make a new archive, select Zip Archive instead of Doom WAD Archive. You need to put resources in different subfolders, instead of inbetween markers like S_START/S_END. The ZDoom wiki has some information: https://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement You can also look for any GZDoom level for an example, Godless Night is one that comes to mind. For ZDoom stuff you don't need to worry about it at all, put all your textures in the textures folder for pk3, or between TX_START/TX_END for wads. For the original Doom games: the wall texture graphics are called patches, and are between P_START and P_END. A list of all patches in use is in PNAMES. The TEXTUREx lumps define the Texture names, and assemble them from one or more patches. The reason for this system was to save disk space, because one patch could get reused in multiple textures. It's a big headache for modern mappers using ports that have to deal with it, though (dsda-doom, Woof, Crispy Doom, and similar Boom-style ports). I can explain in more detail if you want, but if you're making a GZDoom thing, you can ignore this system completely.
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    Megawads ruined or redeemed by 1-2 maps?

    Yeah MAP07 is the one people remember as being way too extra, but MAP19 is the real "this just never ends" IMO. "Follow Arrows," gee thanks scifista. Anyhow like @cannonball said MAP31 is excellent, and @mouldy's maps are really good too. I'm also a fan of @Antroid's contributions though they didn't get a universally positive reception. In any case I think the last 3rd is definitely worth going back for, even if you just skip over MAP19.
  3. Probably the best way to do it is to use HI_START and HI_END markers. Anything between those markers in your wad, that has the same name as another texture/sprite/etc. will be used with the same dimensions as the original graphic, and they can be truecolour pngs with no palette. So if you have a graphic called BIGDOOR2 in between HI_START/HI_END it will get displayed with the same scale as Doom's normal BIGDOOR2 texture. https://doomwiki.org/wiki/HI_START A few ports support this, though I think current dsda-doom doesn't -- it always uses the regular Doom palette at least. Sprites are different, and don't need to be in TEXTUREx, you just need to have the original graphics inbetween S_START and S_END. Again if you're making HD sprites you can put the HD graphics inbetween HI_START and HI_END and they'll match up to the normal sprite names. *Only* textures need to be in TEXTUREx, because of the way Doom handles wall textures. Flats (floor textures), sprites, and other graphics are all treated a little differently from textures, and each other.
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    E1M0 map name with .bex

    Whoops, I misread, sorry. In that case I'm quite sure that your only option is with UMAPINFO or something similar. Likely because dsda-doom has support for MAP33 (Betray) in the Doom 3 BFG edition version of Doom 2.
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    This is Woof! 12.0.2 (Dec 13, 2023)

    @No-Man Baugh This has been fixed in the git version, but the current git version is kind of unstable right now as it's in the middle of menu refactoring. Probably best to use another port for cl2 maps with Dehacked health changes, for now.
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    E1M0 map name with .bex

    UMAPINFO is the way to go, but this might also work in some ports (works in Crispy for instance): Text 13 14 E1M10: SewersE1M10: Mapname You need to adjust the 2nd number of "Text" to be the length of the new string, but there's probably no limit to the number of characters in Boom-feature ports.
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    What's your favourite Doom game?

    As a resource to make other content from, Heretic is a bit lacking compared to Doom 2. As a standalone game, Heretic is my favourite by a longshot.
  8. That would be sufficient IMO, but you should probably add such a note to the current maplist in the thread.
  9. Welcome, and sure, send me the links to the youtube videos when they're up. No hurry of course. BTW one thing that demos don't make obvious is when the player is looking at the automap. If I'm ever not moving for a while for no apparent reason, or moving really weirdly through areas I've explored already, that's probably why. Sorry, but you didn't even want to play map 2 when @DoomGappypresented hischanges to you, in addition to being extremely disrespectful. Several times. You had your chance and you spat on it. I don't want to have my name associated with you on any map. Also, map 03 has practically been redone from scratch. We're still juggling a lot to solve various problems you've created, as well as trying as much as possible to keep your ideas credited to the final project. Regardless of @Johnny Cruelty's attitude, if his map was the foundation of another map, he should have is name on it somewhere IMO. Even something like "original map foundation by.." If absolutely nothing of his original map remains it's a bit of a Ship of Theseus problem I guess. I get that the current team is unhappy with JC for a number of reasons, and I'm not suggesting they shouldn't be, but that's not a justification to not credit him for his work.
  10. Sounds like a lot more work than teaching people how to use dsda-doom for demos ;) but go ahead. for the map10 exit, do you mean something else other than the missing tag I mentioned and Spacecat has (presumably) fixed? demos for the rest: https://user.fm/files/v2-b47ac113431bcd934ff44010bcf5c85b/ag_plumsfdas_04to09.zip On maps where I didn't get 100% kills or secrets I usually went back after the demo. Brief bug reports on a few maps, tell me if you're not sure what I mean and I can elaborate, the demos will help. MAP09: the player can straferun over the nukage (like in E1M9, so this itself is good) to go the "wrong" way, if so you should probably raise the demons in the nukage when the player falls down from that direction. MAP05: -whatever was supposed to happen with the end sequence, I'm pretty sure it didn't work correctly. I went OOB and found a wall with a missing texture, and never went to that extra area in the north-east. There's also an imp stuck in a spectre in that area. -there's a star teleporter in a secret area in the north that takes you back to the start which is a bit silly because you'll likely fall into it before you're done going through that secret area. I get the homage intention but maybe it could be reworked. MAP06: Random OOB hell knight: thing 652, pos (-2112, 1312) -another teleporter in a secret area that takes me back to the start when I'm not done exploring the secret area, in the crusher. Also the other secret that takes you to the lava floor is ?? but maybe it's for if you fall in the lava in which case OK. MAP07: I got into a courtyard area that I probably wasn't intended to but it seems harmless so leave it IMO. MAP08: The explosion machine at the end doesn't go automatically/as soon as you move which makes it so you can snipe those enemies a bit before they get blown up. It's harmless but a bit awkward looking, especially since some of the enemies are clumped together. A few comments on the episode as a whole: Maps are much longer than I thought they would be, they're kinda like big maps that try to engulf every aspect of both foundation levels. Not a complaint, just unexpected somewhat. The episode format definitely works in your favour here, as I suspect the later maps will get longer, which can burn people out in a megawad but with clear episodic breaks it's probably fine. I don't know how much MAP01 has been revised but assuming the general layout and concept is unchanged, and that it was made first: I think it should be included *somewhere*, even as an IDCLEV-only map, because it seems to really have set the tone for the rest of the levels. A lot of the hidden door secrets show up easily on the map, because the linedefs are two-sided and appear as such. Note that Boom-default map colours are terrible and you can barely tell them apart. This is also not a problem, I think there are some secrets that I'd never have found otherwise, but wanted to make sure you guys were aware of it. (I also played with secret sectors shown on the automap, which helped me find some, which I usually do when I'm playing something in development.) The maps have a good deal of polish and refinement, so good job everyone on putting together a solid first episode. Don't get burned out trying to finish the rest! Better to take your time rather than make yourself hate this project and game and everything oh also good work to everyone who worked on the soundtrack!
  11. FDAs for 1 2 3 10 if people want to watch. uses -dsdademo with 0.27.5 https://user.fm/files/v2-45a994c5a83c52f5bdf3cd2b5a18bb0f/ag_plumsfdas_01-02-03-10.zip E1MAP10's normal exit is unreachable in Boom ports because the linedef in front of the teleporter is untagged. There's also an arachnotron that spawns in on the large square platforms that's too big for the area it spawns in, and the secret near the start has a switch to get out but you need a SR action if you want the switch to actually click (you can leave fine though, just a cosmetic thing). Enjoying it so far though the maps are considerably larger than I was anticipating. Will write proper thoughts about it when I finish the episode.
  12. Congrats! Boom format, right? It doesn't say that explicitly in this thread.
  13. Oh good, my pedantry and officiousness is appreciated! ;) It's actually consistent across all ports (even GZDoom), except those that build their own nodes like EDGE. Looking at the automap overlayed with UDB's nodes viewer, it looks like the boundary between a few subsectors is where a thing can fall? You can move along that not-quite-vertical line if you can get yourself to fall down, and move slowly, like with low-sensitivity vertical mouse movement. I don't know enough about nodes to know why or even how that can happen. It looks like this one is actually indirectly my fault though -- I think this is the switch-fix I posted to Steve's E4M2 changes, and it seems I used bsp-w32 as opposed to zdbsp. (You can tell because there's a non-zeroed reject table.) Just forcing a rebuild with zdbsp is probably enough to fix it, though for added safety you could subdivide that larger lava sector across that subsector boundary.
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    Post your Doom textures!

    @Krankebok join our SUPPORT2 group! https://www.doomworld.com/forum/post/2740232
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    File Size for GZDoom WADs

    You definitely shouldn't convert the music back and forth between Doom format; all that does is convert it to 8-bit, and (I think) makes it mono instead of stereo. I'm assuming this is what happened given the reduction in filesize (maybe 24-bit stereo to 8-bit mono?) This isn't strictly the worst way to reduce music filesize but there are much better options. Though first you should reduce the bit depth down to 16-bit if it is 24-bit or higher currently, should be possible using any audio editor. OGG encoding is pretty good if you don't mind some lossy compression. I don't know the easiest way to do this on Windows but OggDrop looks pretty good? https://www.rarewares.org/ogg-oggdropxpd.php If you right-click the window that pops up you can select some parameters, I'd recommend a quality of 6 to 8 personally, though the default of 4 should be fine for background music. FLAC is lossless compression (exactly the same audio, down to the byte) and with maximum compression will cut the filesize roughly in half. Try this one for an encoder maybe: https://flacfrontend.sourceforge.net/
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