Good to know! Perhaps that's something for him to learn at a later time. lol! The earthquake thing i mean. I will probably have to do a little practicing of the script you suggested and hope it goes well so i can hopefully teach him tonight and it will give him something to do for the rest of the week. lol!
Yea that's his reasoning as well and he's autistic so he's also a completionist. Has to kill everything, get everything and he also will purposely take hits just so he can acquire all the health packs. He dislikes playing on nightmare mode because of the respawn feature. He says it makes killing things a little pointless to him. lol! He always says dead is dead, they is no coming back even to annoy me. LMAO!
Then i make the comment that he will highly dislike the Arch-Vile lmao!
Ending Levels
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
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Skye_london18
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Enjay
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Re: Ending Levels
I highly dislike the archvile too. 
If you take a look inside the scripts lump of the map I posted, it should help. I commented everything to explain what each line does. So, I hope it's reasonably understandable.
If you take a look inside the scripts lump of the map I posted, it should help. I commented everything to explain what each line does. So, I hope it's reasonably understandable.
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Enjay
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Re: Ending Levels
You making stuff for/with your kid reminds me of when I made an easier version of Chex Quest for my daughter. She wanted to play the game, but was very young. So, I made the enemies much easier to kill... erm teleport back to their homeworld, simplified a few maps that were a bit too maze-like for her and added in a few more cute, funny or lighter things just to lighten the mood of the game even further. She played it to death!
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Skye_london18
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Re: Ending Levels
Alright so regarding the script. While using the script you suggested is there a specific way it would need to be written down? with spaces? symbols? ect?? yea i think my kid would love having the exit sign popping up above the switch actually. How would i have to do that in the easiest way? I ask because he's the one that's going to have to redo this over and over in every level once i show him. I work during the week so i don't have as much time as he does to mess around with this, especially with an unfamiliar program. The joys of being 8 years old, all that free time. lmao!
To be fair, who doesn't dislike the Arch-Vile. I think that was the point.
Well atm he's recreating the original Gauntlet maps for Gauntlet 1-2-3 for the PC using doom esthetics but trying to match the colours as close to the original maps. He's got lots to do 160 maps afterwards he's gonna take on the levels of my favorite SNES games Zombies Ate My Neighbour. Same maze like quality but just more details and decorations then simply 2 colors with no doors. Right now the Gauntlet maps are teaching him the basics of Doom Mapping without too much hassle, ZAMN however has more to do and has doors and such so a bit more technical for him to learn. So he's learning in steps.
To be fair, who doesn't dislike the Arch-Vile. I think that was the point.
Well atm he's recreating the original Gauntlet maps for Gauntlet 1-2-3 for the PC using doom esthetics but trying to match the colours as close to the original maps. He's got lots to do 160 maps afterwards he's gonna take on the levels of my favorite SNES games Zombies Ate My Neighbour. Same maze like quality but just more details and decorations then simply 2 colors with no doors. Right now the Gauntlet maps are teaching him the basics of Doom Mapping without too much hassle, ZAMN however has more to do and has doors and such so a bit more technical for him to learn. So he's learning in steps.
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Enjay
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Re: Ending Levels
If you look at the map I posted on the previous page, it should be pretty obvious how the exit sign was done.
The OPEN script just sits there waiting for all enemies to be dead. When they are, it raises the floor of a sector by 16 units. The sides of the floor already have the appropriate textures on them. For added flourish, I placed a couple of dormant red ambient lights either side of the sign and they get switched on by the script at the same time as the floor raises.
So, to get the exit sign appearing, all I did was raise a floor by 16 units.
It's all commented in the scripts lump of the map WAD.
The OPEN script just sits there waiting for all enemies to be dead. When they are, it raises the floor of a sector by 16 units. The sides of the floor already have the appropriate textures on them. For added flourish, I placed a couple of dormant red ambient lights either side of the sign and they get switched on by the script at the same time as the floor raises.
So, to get the exit sign appearing, all I did was raise a floor by 16 units.
It's all commented in the scripts lump of the map WAD.
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Skye_london18
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Re: Ending Levels
Yea i just tried out your mini-wad. My kiddo will cream himself for that. LMAO!
At the risk of sounding like an idiot umm how am i suppose to look at the script? Do i just insert the wad into the UDB???? wouldn't it be locked? Again i wouldn't know, i use Lunar Magic and Epic Edit for SNES games and usually the ROMS are locked so you can't check stuff in editors that isn't yours. I'm learning just as much as my kid regarding Doom mapping. It's different then what i'm used too. lol! But it's kool!
At the risk of sounding like an idiot umm how am i suppose to look at the script? Do i just insert the wad into the UDB???? wouldn't it be locked? Again i wouldn't know, i use Lunar Magic and Epic Edit for SNES games and usually the ROMS are locked so you can't check stuff in editors that isn't yours. I'm learning just as much as my kid regarding Doom mapping. It's different then what i'm used too. lol! But it's kool!
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Skye_london18
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Re: Ending Levels
NVM I got it! I loaded the wad into UDB, it gave me some nonsense about resources but didn't affect me testing the wad or taking a look at the script. So it's all good. Now i just have to attempt it on one of his maps and then show him how to repeat the process. Let you know the outcome! Hopefully he will pick it up relatively fast. Keep him busy until the weekend. lol! Thanks a lot for everything. Give you updates. 
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Enjay
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Re: Ending Levels
Yep, just load up the map in UDB and hit F10 to open the script editor. You can make changes there too if you want.
It's not locked. It's just a simple text file that gets compiled into the behavior lump of the map when you save the WAD. In fact, you can't lock them (though, they can be removed once they are compiled, but that would be considered bad practice).
It's worth setting up UDB properly. The resources it needs are probably just doom2.wad and gzdoom.pk3 They can be added by hitting the F6 key and adding them in the resources tab. UDB will work much better once you've done that.
I look forward to hearing how things go.
It's not locked. It's just a simple text file that gets compiled into the behavior lump of the map when you save the WAD. In fact, you can't lock them (though, they can be removed once they are compiled, but that would be considered bad practice).
It's worth setting up UDB properly. The resources it needs are probably just doom2.wad and gzdoom.pk3 They can be added by hitting the F6 key and adding them in the resources tab. UDB will work much better once you've done that.
I look forward to hearing how things go.