Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
DoomGappy

Doom Mapping Crash Course [Absolute beginner mapping workshop]

Recommended Posts

1 minute ago, DoomGappy said:

I understand that, but you shouldn't hide a big part of the level progression behind a secret. It can be optional fights or other things, but not something that would interfere with how the player would tackle the level. I just showed you that there is a way to skip a lot of the content, so this is a great opportunity to take a look at the level and try to change some stuff around. 

It's funny that u said change the way of how to tackle the map ,,because their are 2 built in ways to do so ,it's why I made 2 versions of each weapons,, oh and it's one hell of a death match map with 10 people or more

Share this post


Link to post
5 minutes ago, Buzter55555 said:

It's funny that u said change the way of how to tackle the map ,,because their are 2 built in ways to do so ,it's why I made 2 versions of each weapons,, oh and it's one hell of a death match map with 10 people or more

Oh, that's interesting. How would I get to do it the second way, then? I'm not trying to be rude, it's just the impression I got from playing it the way I did. I was really confused when the level ended abruptly in the end.

Share this post


Link to post

It was supposto be a secret level within a level,, tuns of stuff I had was on another account and sadly I erased the final build of this map,, their is a sequel to this map as well

Share this post


Link to post
24 minutes ago, DoomGappy said:

Oh, that's interesting. How would I get to do it the second way, then? I'm not trying to be rude, it's just the impression I got from playing it the way I did. I was really confused when the level ended abruptly in the end.

Let me find those other counter parts so that u may understand like spiked 1 and 2

Share this post


Link to post

@DoomGappy Thanks for making such a cool guide! I tried to get into making doom maps a couple years ago but never really stuck with it, this was really helpful for a beginner. Having a lot of fun making my first proper map, I'll post it here when I'm done. Would definitely be helpful to include something on teleporters in the guide, that's something that confused me a bit and seems like a really useful tool for mapping that gets used a lot.

 

Here's a useful (and short!) video I found on making a teleporting monster closet:

https://www.youtube.com/watch?v=kFU9zUZuU6M

 

Share this post


Link to post
On 11/1/2023 at 7:46 PM, redleviathan said:

@DoomGappy Thanks for making such a cool guide! I tried to get into making doom maps a couple years ago but never really stuck with it, this was really helpful for a beginner. Having a lot of fun making my first proper map, I'll post it here when I'm done. Would definitely be helpful to include something on teleporters in the guide, that's something that confused me a bit and seems like a really useful tool for mapping that gets used a lot.

 

Here's a useful (and short!) video I found on making a teleporting monster closet:

https://www.youtube.com/watch?v=kFU9zUZuU6M

 

 

Hey, @redleviathan. Thanks for stopping by. After I reviewed buster55555's maps I noticed the tutorial was missing a part about teleporters and I have already started working on expanding this. Since teleporter traps require some previous knowledge, I will make it for a second thread on intermediate mapping techniques, and one day I will also make an advanced guide. It will take some time. I'll check the video you posted when I get home.

Edit: Just watched the video. Cool teleporter. I do it a bit different and I use doors because making them is just pressing Shift+D in the editor, but that's a matter of personal preference. I hope to see your first map soon!

Edited by DoomGappy

Share this post


Link to post

Sorry for not posting many updates here for the last few days. I'm working on fixing the missing part about teleporters, as well as adding finishing touches about map formats and other parts that are still a bit rough. I'm also helping someone with two community projects, which has been draining me a lot. I think after those are finished I'll focus more on this thread, my texture pack and my own project. Still, I hope new mappers can see this thread and already put it to good use. Thanks for reading this.

Share this post


Link to post

Hey @DoomGappy  I wanted to thank you for this nice tutorial. I spent two evenings trying to make a map using your guide here. I did manage to make one, albeit a bit bland, and managed to let my friend play it. Though I have to say, I got overwhelmed both by the possible ideas and what exactly to aim for. Anyway, do you plan to cover how to make wall secrets or passable ones? I did run into some issues, like not knowing how to make a wall that opens and reveals a secret room or even a basic, passable wall. I looked it up online, but when I made my passable wall, the textures ended up clipping.

 

 

Share this post


Link to post
5 hours ago, ptrdoom said:

Hey @DoomGappy  I wanted to thank you for this nice tutorial. I spent two evenings trying to make a map using your guide here. I did manage to make one, albeit a bit bland, and managed to let my friend play it. Though I have to say, I got overwhelmed both by the possible ideas and what exactly to aim for. Anyway, do you plan to cover how to make wall secrets or passable ones? I did run into some issues, like not knowing how to make a wall that opens and reveals a secret room or even a basic, passable wall. I looked it up online, but when I made my passable wall, the textures ended up clipping.


Hello, @ptrdoom!

Thank you very much! I'm glad my tutorial was useful to you and helped you in your learning journey. You said you tried to make a map but found some problems. Would you mind sending me that map? I could record some feedback and analyze what went wrong to help you learn a bit better.

 

I inded need to do a section on middle textures, it completely flew over my head. I'll get to it when I have the time. Thanks again for reading my tutorial!

Share this post


Link to post

Yeah, sure, here's my finished map. When I tried to make a passable wall, I just made a room and then added texture to both the front and back of the fake wall, but I assume that's the error. But in this version, I ended up not making the secret room, so you won't really see it.

First Map.7z

Share this post


Link to post
1 hour ago, ptrdoom said:

Yeah, sure, here's my finished map. When I tried to make a passable wall, I just made a room and then added texture to both the front and back of the fake wall, but I assume that's the error. But in this version, I ended up not making the secret room, so you won't really see it.

First Map.7z


Hey, ptrdoom! Here is the video of me editing and playing around with your map:
 

 

And this is the version I've made of it with just some small alterations. You will see in the video what they are. Hope this clears your doubts and feel free to reach out if you don't understand what I did.

Share this post


Link to post

I will look at the video now, thank you!

10 minutes ago, DoomGappy said:


Hey, ptrdoom! Here is the video of me editing and playing around with your map:
 

 

And this is the version I've made of it with just some small alterations. You will see in the video what they are. Hope this clears your doubts and feel free to reach out if you don't understand what I did.

 

Edited by ptrdoom

Share this post


Link to post

So basically, what I've learnt are the sector parts and the fake wall, which is nice, and I was really missing it. All the different sectors that you've seen were made by me using the rectangle function, and I'm not sure if this is good or not since you mentioned optimisation. I didn't even know having that many parts would create problems.

I also think that monster placement would be a nice topic to cover since I was a bit clueless on what to put on the map. At some point, I wanted to make a huge part where the level would end with a big fight, but that was too ambitious, and there were too many monsters fighting each other! The last part had those pillars as a means to los the archvile, though the room is a bit cramped, I guess. Overall, I tried to apply what I've learned reading the tutorial, minus the lift, I admit, and the secret line that could open a door. Of course, I also have no idea how I would have to put a coloured door; otherwise, there would have been at least one!

Share this post


Link to post
24 minutes ago, ptrdoom said:

So basically, what I've learnt are the sector parts and the fake wall, which is nice, and I was really missing it. All the different sectors that you've seen were made by me using the rectangle function, and I'm not sure if this is good or not since you mentioned optimisation. I didn't even know having that many parts would create problems.

I also think that monster placement would be a nice topic to cover since I was a bit clueless on what to put on the map. At some point, I wanted to make a huge part where the level would end with a big fight, but that was too ambitious, and there were too many monsters fighting each other! The last part had those pillars as a means to los the archvile, though the room is a bit cramped, I guess. Overall, I tried to apply what I've learned reading the tutorial, minus the lift, I admit, and the secret line that could open a door. Of course, I also have no idea how I would have to put a coloured door; otherwise, there would have been at least one!


I understand, but I felt like it was a good moment to teach about sector properties. Did you enjoy that part? Having too many sectors and lines can create problems, but nowadays it's kinda rare that it does. In the past and with vanilla mapping you had the visplane overflow bug.

I can cover most of those topics but in an intermediate level tutorial, which would still take some time to write. I've been rather busy recently. I loved how you made the map small, it was a good beginning. I guess you can try these other techniques for your next map, then? The colored doors work the same way, but they just use a different special. You can type DR door open and select one of the colors that appear on the action specials menu. But please use some indication near the door about the colored key it needs to be opened. I'm eager to see what you can make for the next one, please send it to me when it's ready!

Edited by DoomGappy

Share this post


Link to post

Yeah, I did enjoy that part specifically. I wasn't really planning on making a second map, but I guess I could make another one, but I have no idea exactly what I should aim for apart from the coloured doors and lift, and of course, like you mentioned, more verticality.

It would be better to aim yet again for something small than something more ambitious.

Share this post


Link to post
5 minutes ago, ptrdoom said:

Yeah, I did enjoy that part specifically. I wasn't really planning on making a second map, but I guess I could make another one, but I have no idea exactly what I should aim for apart from the coloured doors and lift, and of course, like you mentioned, more verticality.

It would be better to aim yet again for something small than something more ambitious.

Oh, please, definitely do a second one. Try to implement some traps and monster closets and play around with switches and walkover lines. Just have fun while doing it. Make something you enjoy, don't be restrained by any barriers. This is how we learn!

Share this post


Link to post

@DoomGappy How do you make a wall that lowers when you press the action key? Or the fake wall that doesn't clip.

I get this when I tried to make a fake wall like in your video.
 

Untitled.jpg

Share this post


Link to post
28 minutes ago, ptrdoom said:

@DoomGappy How do you make a wall that lowers when you press the action key? Or the fake wall that doesn't clip.

I get this when I tried to make a fake wall like in your video.
 

Untitled.jpg


Ok, can you send me the wad? To make the wall that lowers you need to raise a sector, tag it, and then tag a floor lowering action. I can show it in a video later. 

Share this post


Link to post
15 minutes ago, DoomGappy said:


Ok, can you send me the wad? To make the wall that lowers you need to raise a sector, tag it, and then tag a floor lowering action. I can show it in a video later. 

There you are. I was making a second map and wanted to show it to you once I was done with it.

Second Map.7z

Share this post


Link to post
32 minutes ago, ptrdoom said:

There you are. I was making a second map and wanted to show it to you once I was done with it.

Second Map.7z

I didn't look at it much to avoid spoilers! Here is the feedback. The fake wall works, and also the lowering floor. 
 

 

Share this post


Link to post
1 hour ago, ptrdoom said:

@DoomGappy Here's the final version. I did some re-texturing and fixed some stuff. I still have the clipping issue with the wall, but you'll see it once you play it.

 

 

Second Map Final.7z

Hey, ptrdoom! What a nice little map! I love the traps you've made! Here is the video with somefeedback on some small details. I was joined by @The Royal We today and he also enjoyed your map a lot! Keep it up!

(video is still uploading)
 

 

Share this post


Link to post

Ok, basically, I forgot to lower the lift, which I had texture before, and left it up there. I set it up in a way where once the player walks the first line def, it raises. As for the clipping, what I meant was this: in my prboom+, this shows up on a fake wall I made right at the start for the secret. But it didn't show up in your version, so I don't really know.

For the Chain Gunners platform, it wasn't even my intention not to make the player get them, but I don't know how to set up a platform that lowers with the use key. Which is also what I've been trying to do with a wall that would lower once you use your action key and it would reveal a secret room.

Untitled.jpg

Share this post


Link to post
3 minutes ago, ptrdoom said:

Ok, basically, I forgot to lower the lift, which I had texture before, and left it up there. I set it up in a way where once the player walks the first line def, it raises. As for the clipping, what I meant was this: in my prboom+, this shows up on a fake wall I made right at the start for the secret. But it didn't show up in your version, so I don't really know.

For the Chain Gunners platform, it wasn't even my intention not to make the player get them, but I don't know how to set up a platform that lowers with the use key. Which is also what I've been trying to do with a wall that would lower once you use your action key and it would reveal a secret room.

Untitled.jpg

Oh, I've encountered that bug. You have to have the two sectors with a different brightness. I don't know why that happens but it will probably be fixed. Can you try that?

Share this post


Link to post

I forgot to mention, the block line i used on the second door with the demons was not to allow them to open it or so I thought it would work like that. Since in my testing i noticed they would wander and open the door triggering the imps to move forward, any tips for that?

Edited by ptrdoom

Share this post


Link to post

I changed some of the stuff that I could on my own. Made the sector darker, then made the platform for the nukage but have to choose between of those two. Lastly I wanted to add the support like you mentioned but I have no idea how to do so (last screenshoot).
The only thing I can't make it work like in your video, is the lift.

Untitled.jpg

Untitled3.jpg

Untitled4.jpg

Untitled2.jpg

Edited by ptrdoom

Share this post


Link to post
9 minutes ago, ptrdoom said:

I changed some of the stuff that I could on my own. Made the sector darker, then made the platform for the nukage but have to choose between of those two. Lastly I wanted to add the support like you mentioned but I have no idea how to do so (last screenshoot)

Untitled.jpg

Untitled3.jpg

Untitled4.jpg

Untitled2.jpg


You can check this in the IWADs.

 

tJ97GNa.png

 

You do it by using the vertices mode and changing the texture there.

sSwNGwt.png

 

It's one of Romero's rules of design, which is something you can watch in this Chubzdommer video. 
 

 

Share this post


Link to post
20 minutes ago, ptrdoom said:

Worked like a charm.

Untitled.jpg

 

That's really nice, ptrdoom. Keep experimenting, use the metal textures also. A good tip is to make the support linedefs 24 pixel wide, because of the borders it has, like this:

image.png.4f12ec607efc41279024dbe330d7fe0e.png

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×