If your just using GZDOOM and dont care about compatibility, then i'd suggest using the UDMF format to utilize GZDOOMs additional features(room over room, more linedef specials, colored lighting, slopes, sector fog, portals, ect)
I can only imagine what the veterans had to go through from what I've read and seen...So thankful Ultimate DOOM Builder is a crutch compared to the old 90's programs for map design.
appreciate you putting this together. i've been making levels as a hobby for over 20 years but it was mostly duke/half-life/quake. i'm glad the tools have gotten much, much easier. looking forward building some wads.
I still remember learning how to map for Doom back in 2009 and having to shuffle around for videos and tutorials. This is very concise and fun, and I do hope more people get into modding this wonderful game.
Wow, this is very underrated, well editted, well explained, as a mapper I give you a 9/10 I think you should mention the format thingy, since a lot of newcomer don't understand the difference.
I gotta say, you've inspired me to maybe start messing with Doom Builder again. It's been yeeeeaaars and I never really made much but I think the time has come for me to try again
So many useful tutorials on Doom mapping here on youtube, but not one tutorial explaining "Nodebuilders" and which one to use (are best suitable for) depending on the mapping format. We need that! :D
Yes! GZDoom and Ultimate GZDoom Builder are the way to go! I rly believe you'll like using UDMF map format. It'll give you a lot morw freedom for mapping. :)
I just randomly stumbled upon this video while looking to watch something while i eat and frankly i think i might just finally give doom mapping a shot
I made one map last year for RAMP. And i am making a map right now, which will be like MyHouse, but different. One important thing newcomers should notice is, that you don't need patchtables anymore and DECORATE is deprecatd when using the universal Doom mapping format UDMF. Also ZScript+ACS.
For those getting into map making who want some math to work on with their monster balancing, decino has a lot of really great deep dives into how the games work, from linedefs, monster stats, mechanics and quirks, weapon stats, how difficulties work functionally, how ghost monsters are activated (so you could literally set up a map to purposely trigger as an evil kind of challenge)
You said "my favorite game at 5 years old was doom". Yeah, me too. Back in 93, using my dad's old pc... Then you said your other favorite game at the time was minecraft and I aged about 20 years.
I'm simultaneously happy the algorithm showed this to me and also having an aneurysm seeing there's a version of Doom Builder that generates doors for you instead of having to set up all those lines manually 💀
Absolute noob here, wanna ask a probably stupid question With this could i make mods for that new Doom + Doom II release? Is it even ideal or worth it? Or should i stick to GZDOOM?
9:14 yeaaaaah... so about that... i am making a mega wad where all the maps are just images converted to levels.... that will make Romero sob... but for other reasons
Doom is a true 3D game. Both Doom and Doom II have elevators in the first level to prove that. The idea that doom is a 2D game in a 3D renderer is a rumor spread out by people who don’t bother to question what they’ve been told.
the most important thing about doom mapping that everyone fails to mention is ADD BIG FIGHTS! Doom has always been about LARGE fights of monsters. No that doesn't mean every map needs to be a slaughter map with 5k+ enemies, but give people big battles, and do it often. Even Vanilla Doom 2 on the middle difficulty Hurt Me Plenty has maps that will drop 50+ enemies on you in a teleporter trap. Too many Doom wads I see forget that Doom has always been a horde shooter and the maps do boring things like "surprise here's 1 archvile behind you" or " here's a cyberdemon with absolutely nothing backing it up" add a couple hundred different enemies with that cyberdemon and now the player is encouraged to use the cyber's rockets and abuse infighting to thin that swarm instead of snoozing through a lone cyberdemon that will die to two point blank BFG blasts.
Hard disagree. Classic Doom is at it's best when the main threats are small, high-risk encounters that need to be dealt with immediately, and catch you off-guard. A horde fight is just a horde fight, and while the new Doom entries do that amazingly (as well as the classic mods buillt to replicate that feel,) vanilla Doom falls apart when that happens. TLDR; Forcing players to abuse infighting is boring level design, because there is nothing less engaging than killing a group of enemies without attacking them. Exhibit A: E2M9, Fortress of Mystery