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Posted: Sat Feb 28, 2004 1:48 pm
by Giest118
You know Bouncy... you could just finish the example map yourself. A wolfenstein style map doesn't take much mapping skill.
Posted: Sat Feb 28, 2004 1:50 pm
by BouncyTEM
you do overestimate my mapping abilities. as i probabily said before, i can't even do mock2 maps!
Posted: Sat Feb 28, 2004 1:54 pm
by Lexus Alyus
Well, that's really good that you can't do mock2 maps... I mean, they sereously suck and are everything that I hate in a bad level...
Stop being such a wuss, you can create a few long sectors I'm sure. It's not exactly rocket science... man, what is with you?!
I'd offer to make the maps but i've got too much on my plate... and there are far too many monsters to deal with...

Posted: Sat Feb 28, 2004 2:29 pm
by Giest118
Bouncy wrote:you do overestimate my mapping abilities. as i probabily said before, i can't even do mock2 maps!
Mock 2 was purposely [censored word].
You don't
need a good map to show off monsters... seriously. Just make some hallways and put monsters in them. And maybe a couple health packs and ammo items...
Posted: Sun Feb 29, 2004 3:57 am
by Lexus Alyus
Yeah, i know mock2 was purposefully [censored word]... so I'm supposed to like it because of that? No...
I honestly don't see how making a few sectors can really be so hard... but then I'm biased cus I can make maps

. But when I first started I cant remember this being an hard task... but then I did traul through the whole of The Doom Hackers Guide which certainly helped me

. Read up on all the editing specs and faqs to get your bearings on the basics of Doom editing, then put that to use. If your just testing your monbsters you don't need to know all of this scripting, blah... I think your just overwhelmed by the ACS and all this stuff that Zdoom adds... don't worry about it, once you have the basics you can build it up from there...

Posted: Sun Feb 29, 2004 6:28 am
by HotWax
Heh. Making a Wolf3D-style map in Doom is probably the easiest type of map-making there is.
Step 1) Lock the grid to 64 units, and make sure grid snap is turned on.
Step 2) Start drawing. Only use vertical and horizontal walls (diagonals are a no-no!), and only in multiples of 64 units (which should be easy since your grid is at 64).
Step 3) All sectors should be 64 units tall. Floors and ceilings should be as close to a single flat color as you can get. Light levels should be fixed at 255.
Step 4) If you REALLY want to make a convincing Wolf3D level, use polyobjs for doors and secret pushable walls, and make sure to texture around corners or where lines are 64 units apart (on different sides of the same grid square) using the same texture.
If there were no doors, (and come to think of it, even if there are

) you could make a Wolf3D level any size you want using only 1 sector. Heh.
Posted: Sun Feb 29, 2004 9:15 am
by Risen
Doom's Wolf3d emulated levels are at intervals of 128. If you want to use those textures properly you'll need to do that instead of 64.
And you could only do the one-sector thing if you didn't want polyobjects, or most node builders to work properly!
Posted: Sun Feb 29, 2004 10:28 am
by BouncyTEM
Step 1) Lock the grid to 64 units, and make sure grid snap is turned on.
Huh? how do i do that?
Step 2) Start drawing. Only use vertical and horizontal walls (diagonals are a no-no!), and only in multiples of 64 units (which should be easy since your grid is at 64).
My grid isn't at 64, since i don't know how.
Step 3) All sectors should be 64 units tall. Floors and ceilings should be as close to a single flat color as you can get. Light levels should be fixed at 255.
Sector....i forget how to make one.
Step 4) If you REALLY want to make a convincing Wolf3D level, use polyobjs for doors and secret pushable walls, and make sure to texture around corners or where lines are 64 units apart (on different sides of the same grid square) using the same texture.
First off, what's a polyobj?
I'm completely NEW with map making.
Posted: Sun Feb 29, 2004 10:32 am
by Giest118
It's all the process of learning, Bouncy...
I honestly learned by grabbing an editor and playing around with it.
Posted: Sun Feb 29, 2004 10:34 am
by BouncyTEM
i already tried some stuff, then when i tested it Zdoom quit itself and complained.
Also, how do you make the stupid grid locked at 64 units?!
In short: if i can't find a tutorial [which i need, since i really don't understand anything about map making] i'll have to scrap the example map.
Posted: Sun Feb 29, 2004 10:39 am
by Giest118
Get Doom Builder. It allows you to set grid lines at 64 units.
My example map was set at 128 units, though.
Also...
To prevent the crash...
just make another sector outside the level. It's probably complaining about the nodes not being built properly.
And maybe a player start point would be good too.
Posted: Sun Feb 29, 2004 10:40 am
by BouncyTEM
that's what i have.
i still don't know how to lock the grid, though.
Posted: Sun Feb 29, 2004 10:42 am
by BouncyTEM
giest118 wrote:
To prevent the crash...
just make another sector outside the level. It's probably complaining about the nodes not being built properly.
And maybe a player start point would be good too.
WHAT?
I'm, even though i don't like to admit it, a n00b at making maps. also, i don't understand much of anything you're saying.
Posted: Sun Feb 29, 2004 10:45 am
by Giest118
Doom builder has a button specifically for building nodes. I'm not sure what nodes actually are, but I know that they are needed. And they also require for two sectors to be put into the map.
Posted: Sun Feb 29, 2004 10:50 am
by BouncyTEM
i still get the same error.
I compiled the nodes , and i still get the same error.