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DoomGappy

Doom Mapping Crash Course [Absolute beginner mapping workshop]

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This is a workshop thread, and so I encourage new mappers to take a look and try to understand these concepts. I am still editing the thread, adding images, and formatting things to look presentable. Feedback from more experienced mappers is highly appreciated. Participation from younger mappers is deeply encouraged. 

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Perhaps you also should do a section on how to add more proficient texture and light variation to their levels, because that's what most beginners suffer from.

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8 minutes ago, volleyvalley said:

Perhaps you also should do a section on how to add more proficient texture and light variation to their levels, because that's what most beginners suffer from.

 

Do you mean like this image? I think this is more of an intermediate level skill, this guide is really aimed at the people who have never touched an editor before. I plan on making an intermediate level thread, but I still have many things to learn. The basic lighting and tetureing sections are being worked on, I just needed to post the thread to feel the pressure to improve it. 
 

image.png.cf0b86f56d541eafa4c712107a3def71.png

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1 hour ago, jo2ukegappy said:

in ZDoom based ports, some of these actions don't need the sector to be tagged. For example, if you make a lift, don't tag it, and add the linedef action 66 SR lift lower wait raise, zdoom and its familiars will assume that the lift is on the backside of the linedef and act accordingly. This practice of not tagging lifts is disencouraged, as it can lead to compatibility issues for people using different ports.


PREACH! <3

Posting in epic thread. You're a legend for doing this.

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1 minute ago, jo2ukegappy said:

 

Do you mean like this image? I think this is more of an intermediate level skill, this guide is really aimed at the people who have never touched an editor before. I plan on making an intermediate level thread, but I still have many things to learn. The basic lighting and tetureing sections are being worked on, I just needed to post the thread to feel the pressure to improve it. 
 

image.png.cf0b86f56d541eafa4c712107a3def71.png

Not really, I was more talking about giving rooms different textures, so they would lool distingushable from one another, the same thing goes for light levels.

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3 minutes ago, volleyvalley said:

Not really, I was more talking about giving rooms different textures, so they would lool distingushable from one another, the same thing goes for light levels.

 

Oh, I see. I will add that in the specific parts. I also forgot to add the video about Romero's Guidelines for mapping by Chubzdoomer. 

 

Edit: No, I didn't, but it does need a mention. Thanks!

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I'd also ask if you see any lost or very novice mappers that need to work some things out in the forums, that you point them here. It would be a pleasure to help them become more proficient in mapping.

Edited by jo2ukegappy

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I think in "Part 2 - Getting started" before you go into what menu to open or what shortcut to press, it would probably be a good idea to introduce and mention where to download the editor that is being used here.

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2 minutes ago, Worst said:

I think in "Part 2 - Getting started" before you go into what menu to open or what shortcut to press, it would probably be a good idea to introduce and mention where to download the editor that is being used here.

 

This was an oversight. I am going to put it before terminology in part 1. Thanks! 

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3 hours ago, jo2ukegappy said:

 You can play my maps here to get a feel for what I generally go for, and you can judge whether or not you would like to participate in this thread.

 

Uh... i'm really sorry i have to point out some issues here, but it will better for you to know this sooner than later. I really like your initiative and the idea behind this thread, and i'll be following it thoroughly. For now, i just want to let you know that none of the maps in this link work properly. You got me curious and i wanted to try them out. I did in DSDA-Doom cl9, since you mentioned Boom is your format of choice. The map Clover doesn't run at all due to one R_InitTextures error. In Descend Into Madness it's impossible to leave the starter room, because the door has no line action applied on the inner side where the player is:

 

Spoiler

xPYzalJ.jpg

 

And the Box Doom - Trial by Fire map has no textures. Nothing really wrong with the map, since it's a part of a community project if i'm not wrong, and the textures are not meant to be added by you. In this case, the least you could've done is to add a text file with some info about the texture pack (or the CP) we need to use in order to play it properly.

Which once again brings the very relevant topic of the importance of playtesting, which a lot of new mappers seem to neglect, and they upload their maps without playing them themselves first in more than one port.

 

Spoiler

7YL32mz.jpg

 

 

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11 minutes ago, Tangra said:

 

Uh... i'm really sorry i have to point out some issues here, but it will better for you to know this sooner than later. I really like your initiative and the idea behind this thread, and i'll be following it thoroughly. For now, i just want to let you know that none of the maps in this link work properly. You got me curious and i wanted to try them out. I did in DSDA-Doom cl9, since you mentioned Boom is your format of choice. The map Clover doesn't run at all due to one R_InitTextures error. In Descend Into Madness it's impossible to leave the starter room, because the door has no line action applied on the inner side where the player is:

 

  Reveal hidden contents

xPYzalJ.jpg

 

And the Box Doom - Trial by Fire map has no textures. Nothing really wrong with the map, since it's a part of a community project if i'm not wrong, and the textures are not meant to be added by you. In this case, the least you could've done is to add a text file with some info about the texture pack (or the CP) we need to use in order to play it properly.

Which once again brings the very relevant topic of the importance of playtesting, which a lot of new mappers seem to neglect, and they upload their maps without playing them themselves first in more than one port.

 

  Reveal hidden contents

7YL32mz.jpg

 

 

 

Thanks for pointing out these mistakes. I learned about many of the things that I wrote in this thread during or after creating these maps, and so some of them might have passed over my head. I'll recheck my maps and reupload them and test them on DSDA-Doom and PrBoom+. Clover is a GZdoom only map, I think, due to it having really big textures on the walls. It was my first map with a real concept behind, but it's unfinished, and as such it has many flaws. Box Doom levels require OTEX to be played, since they are part of a Community Project. I'll fix descent into madness. 

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I really like what you're doing here so far.

 

A lot of the beginner tutorials I've seen are very old. Will be nice to be able to point to a new one!

 

You explain things in a thorough, yet rudimentary fashion - easy to understand, for sure.

 

Wish this was around when I started in early 2021.

 

 

:)

 

 

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5 minutes ago, Arrowhead said:

I really like what you're doing here so far.

 

A lot of the beginner tutorials I've seen are very old. Will be nice to be able to point to a new one!

 

You explain things in a thorough, yet rudimentary fashion - easy to understand, for sure.

 

Wish this was around when I started in early 2021.

 

 

:)

 

 

 

Thank you very much, Arrowhead. I feel very shy about receiving compliments, so I don't know what to say. I plan on doing a little video version in English and in my native language, Portuguese. There is not a lot of content available about doom in these parts. I hope many people can learn things in an easier way, that is the joy of a teacher's life. 

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thank god for this, I always struggled with some guides going a bit too fast for me. Giving it a deep dive later, thank you!

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8 minutes ago, DaBigNerd said:

I hope this gets pinned

Thanks for the support.

 

5 minutes ago, Carmelo said:

thank god for this, I always struggled with some guides going a bit too fast for me. Giving it a deep dive later, thank you!

I hope you can cook something fun after this! 

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I really like the idea from this thread, I've been mapping almost a year, made like 15 maps so far this stuff is still helpful.  I didn't know draw square had a bevel option, I drew so many little curved corners....by. Hand.  

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1 minute ago, Treehouseminis said:

I really like the idea from this thread, I've been mapping almost a year, made like 15 maps so far this stuff is still helpful.  I didn't know draw square had a bevel option, I drew so many little curved corners....by. Hand.  

 

Sometimes I do them by hand too, most of the times, in fact. But it's really nice to be able to create other shapes easily. You should submit a map here if you want to. This is supposed to be an active thread for people to learn and share. 

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3 minutes ago, jo2ukegappy said:

 

Sometimes I do them by hand too, most of the times, in fact. But it's really nice to be able to create other shapes easily. You should submit a map here if you want to. This is supposed to be an active thread for people to learn and share. 

Yeah hand precision is better some times.  While I can use the draw curve mode to OK results using it feels clunky.  I do it by hand or use the curve linedef tool most of the time for curves. 

 

Actually maybe a helpful tip but sometimes I found it easy for some situations to draw an ellipse, cut it in half, now I have a curve corner I can use anywhere.   

 

As for my own maps, Im not sure what would be good for this thread, a first map? a recent one?  maybe a middle of the road one.

 

This is my 4th map made ever.  Named it Corpsicle it used the TNT Iwad so if you play it use TNT.  Map26, idlcev26 etc.  I believe its comp 2, vanilla or whatever comp level FINAL DOOM is, so try 4?

 

This is the first map I thought I made a clever loop and not just a series of rooms, even if the majority of the map is that to an extent lol.  It was really satisfying to make the red key path for me.  I always thought I was decent at combat design but the room to room layout was a struggle, how to connect everything in a more classic or believable way, have signpost for important items where you can get to later etc. 

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3 hours ago, Treehouseminis said:

Yeah hand precision is better some times.  While I can use the draw curve mode to OK results using it feels clunky.  I do it by hand or use the curve linedef tool most of the time for curves. 

 

Actually maybe a helpful tip but sometimes I found it easy for some situations to draw an ellipse, cut it in half, now I have a curve corner I can use anywhere.   

 

As for my own maps, Im not sure what would be good for this thread, a first map? a recent one?  maybe a middle of the road one.

 

This is my 4th map made ever.  Named it Corpsicle it used the TNT Iwad so if you play it use TNT.  Map26, idlcev26 etc.  I believe its comp 2, vanilla or whatever comp level FINAL DOOM is, so try 4?

 

This is the first map I thought I made a clever loop and not just a series of rooms, even if the majority of the map is that to an extent lol.  It was really satisfying to make the red key path for me.  I always thought I was decent at combat design but the room to room layout was a struggle, how to connect everything in a more classic or believable way, have signpost for important items where you can get to later etc. 

 

Thanks, I'll record a playthrough of it and post it here soon. I'll use this same comment and tag you on it so you know it's ready.

 

@Treehouseminis, video is up. Link is here:

 

 

Edited by jo2ukegappy

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Chubsz tutorials are really good, but the problem is that they're painfully outdated. I find thelazygamer to make some good videos, personally.

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4 minutes ago, LadyMistDragon said:

Chubsz tutorials are really good, but the problem is that they're painfully outdated. I find thelazygamer to make some good videos, personally.

 

Just checked some of his videos, and he's really thorough. Will add him in the list of reccomendations in the end of the thread. 

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Way to go @jo2ukegappy, this is a cool resource for beginners, hope to see you expand upon it as you grow as a mapper yourself, I'm sure you're aware how this perspective can help.

I'm impressed with your enthusiasm and productivity, +1 to you :)

Make sure to include that cool ruler of yours when if/when you talk about level metrics. 
If I could find metrics.txt by Scott Ampoker, I'd share it. This LINK appears to be a breakdown of relevant metrics and may be a helpful resource.

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19 hours ago, jo2ukegappy said:

Enter linedef mode and press the right mouse button anywhere on the grid. Drag it and left click.

 

Why do tutorials keep telling people to start drawing lines from Linedefs Mode? It's an unnecessary extra step and will lead to problems down the line, when users get confused how to start drawing a new line starting on an existing line.

 

The best way to start drawing lines is by manually entering Draw Lines Mode by pressing Ctrl+D. This can be done from any mode, not just Linedefs Mode.

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8 hours ago, kwc said:

Way to go @jo2ukegappy, this is a cool resource for beginners, hope to see you expand upon it as you grow as a mapper yourself, I'm sure you're aware how this perspective can help.

I'm impressed with your enthusiasm and productivity, +1 to you :)

Make sure to include that cool ruler of yours when if/when you talk about level metrics. 
If I could find metrics.txt by Scott Ampoker, I'd share it. This LINK appears to be a breakdown of relevant metrics and may be a helpful resource.

Thanks, kwc, I will implement it somewhere in a section about shapes and sizes. I hadn't thought about it. I've always grown the most as a person when I've had to teach others what I've learned, which is actually an amazing ability to have.

 

26 minutes ago, boris said:

 

Why do tutorials keep telling people to start drawing lines from Linedefs Mode? It's an unnecessary extra step and will lead to problems down the line, when users get confused how to start drawing a new line starting on an existing line.

 

The best way to start drawing lines is by manually entering Draw Lines Mode by pressing Ctrl+D. This can be done from any mode, not just Linedefs Mode.

There are many reasons, I think. First of all, it's easy to remember that L = Linedefs mode, just as S = Sectors mode and V = Vertices mode. Draw Lines mode also seems kinda counter-intuitive. When I enter vertices, lines or sectors mode, I know that the right button will create something or move somehting, and the left button will continously create something. Draw lines allows me to draw something, but when it's over it goes to a different behaviour or mode. Ultimately, I think it's a matter of preference, or how you got used to doing it first. I use Vertices, Lines and sectors mode a lot and I change between them constantly. For me, it doesn't make sense to use Draw Lines mode. Your opinion may be entirely the opposite. 

Edited by jo2ukegappy

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4 minutes ago, jo2ukegappy said:

There are many reasons, I think. First of all, it's easy to remember that L = Linedefs mode, just as S = Sectors mode and V = Vertices mode. Draw Lines mode also seems kinda counter-intuitive. When I enter vertices, lines or sectors mode, I know that the right button will create something or move somehting, and the left button will continously create something. Draw lines allows me to draw something, but when it's over it goes to a different behaviour or mode. Ultimately, I think it's a matter of preference, or how you got used to doing it first. I use Vertices, Lines and sectors mode a lot and I change between them constantly. For me, it doesn't make sense to use Draw Lines mode. Your opinion may be entirely the opposite.

 

You know what happens when you press RMB in Linedefs Mode? You enter Draw Lines Mode (with the first vertex already placed at the current cursor). Draw Lines Mode is a volatile mode, meaning that after finishing its operation you'll go back to the mode you were in before.

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Just now, boris said:

 

You know what happens when you press RMB in Linedefs Mode? You enter Draw Lines Mode (with the first vertex already placed at the current cursor). Draw Lines Mode is a volatile mode, meaning that after finishing its operation you'll go back to the mode you were in before.

 

I will mention it in the thread and make the difference clear, thank you. I will probably still not change my ways, but it's a case of teaching good practices, and I tried to aim at that while writing this with all the "Important" notes I wrote, so that mappers can learn useful commands slowly but surely. Thanks, boris. 

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A very useful command is "align grid to selected linedef", which I have set to shift + w as there is no default hotkeys. This is not only great for drawing sectors diagonally, but its a lifesaver when you've been working at varying grid sizes (usually 8, 16 and 32 for me) and need thing to line up quickly and easily.

 

Took me way too long to realise this was possible but it makes things a lot easier. Might be worth adding. Cool thread!

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8 minutes ago, Somniac said:

A very useful command is "align grid to selected linedef"

 

Don't use that. Use "Smart Grid Transform", which combines all three grid transformation actions into one actions and applies it in a context sensitive manner (read the explanation on the action in the preferences).

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