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aRottenKomquat
เข้าร่วมเมื่อ 24 ก.ค. 2014
My name is aRottenKomquat and I play video games. Mostly Doom.
Ultimate Doom Builder Tutorial: Part 17: A Teleport Trap
In this series, I create a new Doom 2 map from scratch, in order to teach how to use Ultimate Doom Builder. In this video, I create a trap where monsters teleport in after picking up a key.
มุมมอง: 62
วีดีโอ
Ultimate Doom Builder Tutorial: Part 16: A Simple Trap
มุมมอง 6921 วันที่ผ่านมา
In this series, I create a new Doom 2 map from scratch, in order to teach how to use Ultimate Doom Builder. In this video, I create a simple trap that opens by stepping onto a platform.
Ultimate Doom Builder Tutorial: Part 15: Poison Pits and Stairbuilders
มุมมอง 8221 วันที่ผ่านมา
In this series, I create a new Doom 2 map from scratch, in order to teach how to use Ultimate Doom Builder. In this video, I do a bunch of mapping, and show you how to use damaging floors and stairbuilder effects.
Ultimate Doom Builder Tutorial: Part 14: You, GZDoom, and 0-Tagged Linedef Actions
มุมมอง 3056 หลายเดือนก่อน
In this series, I create a new Doom 2 map from scratch, in order to teach how to use Ultimate Doom Builder. In this video, I reexamine what happens if you forget to set tags on linedef actions, and show how GZDoom "fixes" this for you and causes your map to be broken in other source ports. Always test your map in multiple source ports to avoid embarrassing mistakes like this!
Ultimate Doom Builder Tutorial: Part 13: Switches, Lifts, and Secrets
มุมมอง 5646 หลายเดือนก่อน
In this series, I create a new Doom 2 map from scratch, in order to teach how to use Ultimate Doom Builder. In this video, I show off switches, lifts, linedef/sector tags, and secret effects. 0:00 Intro Clip 0:11 Introduction 0:32 Off-Camera Changes 2:40 Creating a Shootable Switch (Action 46: GR Door Open Stay) 5:39 Tags (Linking Linedef Actions to Sectors) 7:24 Testing the Shootable Switch 8:...
Ultimate Doom Builder Tutorial: Part 12: Building A Spoke
มุมมอง 3456 หลายเดือนก่อน
In this series, I create a new Doom 2 map from scratch, in order to teach how to use Ultimate Doom Builder. In this video, I continue the hub-and-spoke concept by building a new spoke.
Ultimate Doom Builder Tutorial: Part 11: Masked Mid-Textures
มุมมอง 3088 หลายเดือนก่อน
In this series, I create a new Doom 2 map from scratch, in order to teach how to use Ultimate Doom Builder. In this video, I show how to use masked mid-textures and impassable linedefs to create "fences" that block movement but not shooting. 0:00 Intro Clip 0:10 Introduction 0:50 Drawing Sectors 1:27 Defining Mid-Textures 1:44 Front vs Back - One-Sided Walls Effect 2:55 Divider Textures on Non-...
Ultimate Doom Builder Tutorial: Part 10: Drawing Circles
มุมมอง 2018 หลายเดือนก่อน
In this series, I create a new Doom 2 map from scratch, in order to teach how to use Ultimate Doom Builder. In this video, we cover building circles and starting a "hub" area in the middle of the map. 0:00 Intro Clip 0:10 Introduction 0:23 Circles 2:23 Building The Hub
Ultimate Doom Builder Tutorial: Part 9: More Detailing and Expansion
มุมมอง 2229 หลายเดือนก่อน
In this series, I create a new Doom 2 map from scratch, in order to teach how to use Ultimate Doom Builder. In this video, we add a door and staircase up into what will become a "hub" area for the level. 0:00 Intro Clip 0:11 Introduction 0:34 Hub-and-spoke pattern for Doom maps 1:14 Creating a foyer 2:42 Working on lighting 3:17 Issues of flat alignment and the map grid 4:17 Finishing the foyer...
Ultimate Doom Builder Tutorial: Part 8: Keyed Doors and Level Exits
มุมมอง 3899 หลายเดือนก่อน
In this series, I create a new Doom 2 map from scratch, in order to teach how to use Ultimate Doom Builder. In this video, we create an exit room, our first key door, and look at several miscellaneous level-design tricks. 0:00 Intro Clip 0:09 Introduction 0:42 Rounded corners to reduce collision jankiness 1:55 Other minor level changes 2:24 Expanding to the level exit 4:15 Creating the exit doo...
Ultimate Doom Builder Tutorial: Part 7: More Detail And Lighting
มุมมอง 3569 หลายเดือนก่อน
In this series, I create a new Doom 2 map from scratch, in order to teach how to use Ultimate Doom Builder. This video works on expanding a new area with lights, decorations, and windows. 0:00 Intro Clip 0:09 Introduction 0:32 Raising Ceilings Without Making Doors Ugly 1:37 Adding A Light Source 4:51 Adding A Window 7:32 Setting Impassable Flag On Windows 8:41 Adding Computer Decorations 10:03 ...
Ultimate Doom Builder Tutorial: Part 6: How To Make Doors!
มุมมอง 7329 หลายเดือนก่อน
In this series, I create a new Doom 2 map from scratch, in order to teach how to use Ultimate Doom Builder. This video focuses on creating a simple door and properly unpegging doortrack lines.
Ultimate Doom Builder Tutorial: Part 5: Stairs, Blocking Linedefs, Flat Alignment
มุมมอง 2999 หลายเดือนก่อน
In this series, I create a new Doom 2 map from scratch, in order to teach how to use Ultimate Doom Builder. This video adds some stairs, then discusses blocking linedefs and flat alignment issues. 0:00 Intro Clip 0:09 Off-Camera Changes 1:22 Building Some Stairs 3:13 Gotchas With Flat Alignment 5:06 Finishing The Steps 6:32 Impassable/Blocking Linedefs
Ultimate Doom Builder Tutorial: Part 4: Using Verticality
มุมมอง 3659 หลายเดือนก่อน
In this series, I create a new Doom 2 map from scratch, in order to teach how to use Ultimate Doom Builder. This video expands our starting area by using verticality 0:00 Intro Clip 0:09 Introduction 0:35 Verticality Is Needed 1:11 Adding A Ledge 2:33 Working On The "Alley" 7:16 A Canopy For The Ledge 8:00 Creating Some Support Pillars 8:27 Deleting Sectors 8:41 Finishing The Support Pillars 9:...
Ultimate Doom Builder Tutorial: Part 3: Divider Textures
มุมมอง 4299 หลายเดือนก่อน
In this series, I create a new Doom 2 map from scratch, in order to teach how to use Ultimate Doom Builder. This video covers divider textures. Homework: Watch chubzdoomer's video on John Romero's Level Design Rules: th-cam.com/video/ptHurafdCoQ/w-d-xo.html 0:00 Intro Clip 0:09 Introduction 0:30 Divider Textures
Ultimate Doom Builder Tutorial: Part 2: Some Basics
มุมมอง 5729 หลายเดือนก่อน
Ultimate Doom Builder Tutorial: Part 2: Some Basics
Ultimate Doom Builder Tutorial: Part 1: Getting Started
มุมมอง 1.4K9 หลายเดือนก่อน
Ultimate Doom Builder Tutorial: Part 1: Getting Started
Komquat Plays Doomworld WADs: Baby AT Techbase by THEBaratusII
มุมมอง 822 ปีที่แล้ว
Komquat Plays Doomworld WADs: Baby AT Techbase by THEBaratusII
Komquat Plays Doomworld WADs: Simple Vanilla Map #2 by ARMCoder
มุมมอง 412 ปีที่แล้ว
Komquat Plays Doomworld WADs: Simple Vanilla Map #2 by ARMCoder
Komquat Plays Doomworld WADs: Hot Lap by Lorcav
มุมมอง 392 ปีที่แล้ว
Komquat Plays Doomworld WADs: Hot Lap by Lorcav
Doom II: The I.M.P. Act: Map 08 Preview
มุมมอง 1002 ปีที่แล้ว
Doom II: The I.M.P. Act: Map 08 Preview
Doom: The I.M.P. Act (Preview, E1M1 - E1M3)
มุมมอง 232 ปีที่แล้ว
Doom: The I.M.P. Act (Preview, E1M1 - E1M3)
Doom The Way We Remember It, Part 1: Knee Deep In The Dead
มุมมอง 282 ปีที่แล้ว
Doom The Way We Remember It, Part 1: Knee Deep In The Dead
Doom: Knee Deep in The Dead, Cooperative Multiplayer on Ultra-Violence
มุมมอง 72 ปีที่แล้ว
Doom: Knee Deep in The Dead, Cooperative Multiplayer on Ultra-Violence
Doom: Double Impact, Cooperative Multiplayer on Ultra-Violence (Part 2, Maps 5 - 8)
มุมมอง 112 ปีที่แล้ว
Doom: Double Impact, Cooperative Multiplayer on Ultra-Violence (Part 2, Maps 5 - 8)
Doom: Double Impact, Cooperative Multiplayer on Ultra-Violence (Part 1, Maps 1 - 4)
มุมมอง 322 ปีที่แล้ว
Doom: Double Impact, Cooperative Multiplayer on Ultra-Violence (Part 1, Maps 1 - 4)
Thanks for the work. Helped a lot. And very interesting.
Nice tutorial! Suggestion: if you want people to see the keys you're typing, even if the camera above your keyboard gives your video a more authentic look, using those programs that draw a virtual keyboard to show the keys you're typing would be more educational. Keep the videos coming!
Thanks for the suggestion! I finally got that set up, so it will appear in future episodes!
where do i get a DOOM2.wad
Awesome!! 🔥Thanks for the great video! 💪
; Those evil beings are reminding corvus that he will be tortured if he refuses to serve d'sparil, same happened to william wallace in braveheart
very well and detailed explanation, thank you.
Have you covered key-bar exits yet? I’m trying to make 1 & I can’t get it to work. Picture TNT map 17 to see what I mean.
The part at 6:30 taught me that I needed to tag the *Sector*, since I was trying to tag the linedefs I wanted to make lower instead. I was caught up on that one little thing all day yesterday.
any chance of a tutorial talking about how to make large outdoor areas? Not like a door that leads to a courtyard or something, but one of those maps that looks like the entire map is outside.
Never would have thought of this before. Thanks for the tip.
Thanks for this video series.
Thanks so much for demystifying these!
I love this king midas-y nightmare you've created here!
love it man, ive only watched this video and not the rest of the series because it came up on my recommended but i'll get to it. the map looks nice and is there any place to find the wad?
i understand its not quite done but i'd love to play it sometime
Thanks for the comment. The WAD will be available for download once it's completed, which could be quite a while since this is a low-priority project for me.
@@aRottenKomquat all good, looks amazing though good work :)
Thanks for making this tutorial for newbies like i used to be. You could've also told us about the shortcut that transforms a sector into a door. It's Shift + D and I use it every time to make a door.
Вау, так недавно вышло. Маперы ещё не вымерли)
Props for producing these types of videos. There aren’t enough mappers out here walking newcomers through their mapping processes while teaching as they go. This is good stuff.
I wanted to comment on this one too, to say thanks! thanks to your videos I managed to get the hang of things really fast and just uploaded my first map to doomworld, and people actually liked it and played it! Thanks a lot for the tutorials, I hope you keep making them <3
great vids ! not sure if you've come across it since this vid, but there's a command "test map from current position" which will fire up your source port right where you need it. You have to have something selected though, unlike "Q". Not sure what the default key binding is. It's a huge time saver !
this is a life saver was looking into mapping for my first time thank you mate
Thank you for these videos! I've learnt a couple of things which I wasn't aware of, like the joint sectors and other tricks as well.
Hey, this guide has been really useful!!! I've been going into a bit of a doom binge fest, just bought pretty much all of doom on steam, and also doom 1 and 2 on GOG, and I've never been too much into modding doom, but now I said what the hell, then I saw this doom builder tool, and it reminded me of the time I used hammer editor to make random CS 1.6 and source maps for me and my friends, and mapping for portal too. So I said what the hell and just started investigating how maps were made, and your tutorials have been super useful, most other tutorials are light blazingly fast and "to the point" meaning I don't actually get how this tool works. Thanks a lot!
I did it! I finally made a door that worked!
I played with mapping a while back and have since forgotten loads of random bits: this video is a godsend! I was surprised when you said this was unscripted too, everything flows so well
In 1:07, why did you outline the then-external linedefs?
Those vertices weren't grid-aligned because they were drawn with the ellipse tool which won't snap to grid. In my experience there's about a 50% chance of UDB doing the wrong thing if you let it try to autoclose a sector involving non-grid-aligned vertices, so it's best to go ahead and include those yourself, because your new vertices will snap to the existing ones and then everything will line up/connect properly. Hopefully that makes sense.
Can I make a suggestion? There are some software that render your keypresses to the video, this would make it easier for people to read what you're inputting. Thanks for the great content!
Thanks for the suggestion, I will look into it!
I'm going to talk about doom dead space right now
I hope someone makes a mod for doom where you play as an imp and doom guy is the enemy like baldi’s basics
Why not the Q of destruction?
Finally, some proper wads I can use to help educate my future children.
Honestly I forgot how this song went. Thanks for the reminder
Great idea for a map pack. Surprised this concept hasnt been done before.
looks great, thank you all for that!
0:18 Great Band
Y tho?
The opening picture promised a much better idea than just a WAD with 26 alphabetically ordered levels :(
What. A classroom?
Well, there's a little more than that
Cool idea!
Doomguy: A is for? Imp: Arch-vile :D Doomguy: B is for? Zombieman: Baron of hell >:] Doomguy: C is for? Arch-vile: Cacodemon 🤓 Doomguy: S is for? Cacodemon: Spider Mastermind :) Doomguy: Wrong! S is for S U P E R S H O T G U N **kills the entire class**
i feel like this will end up as a horror mod
yes
love it
Thank you for this, this clears a lot up!
"he's steppin' out, Yoshi! " "if there is, thou would, my arse"
Sounds to me like: "he's stepping on your jeep/gee" or "please let me on your jeep/gee" "if there is a wood, hard pass/half past"
I hear: "You turn me on, Yoshi." "Kay Tear It Salad, my gods."
Very interesting video, thank you for this!
I really like this, I wish there was more of it. It's interesting to see how an expert looks at programing through an entertaining conduit like space engineers. I know this is 2 years old now, but I hope you'd consider doing more of this sometime.
not working your code..
dosent work.. object reference not set to an instance of an object
can i name the storage containes everything i want or must i edit the script to fit my container names?
Thanks for making this video. Do you have any scripts on the workshop?
Btw is there a way to to make the script start when you connect to the connector ? Right now i am using a sensor connected to a timer whit a 30 sec delay that starts the script
I bet you could have a detector next to the station that executes on your ship which will be merged once you connect.