Holy crap, I've used regular doom builder 2 for over a decade and just recently installed ultimate doom builder. This shit is crazy! All those years of doing 3D floors manually... especially sloped ones, the amount of trial and error was monumental because I couldn't see them in visual mode so I had to make little changes and then test the map over and over. Layered 3D floors was another intricate task and now it looks so easy. Amazing stuff! Ultimate doom builder is fantastic.
That is a cool and certainly is an essential tool to use, and must indeed be taken advantage of, wherever applicable. However, i am still not convinced that it makes the old manual control sector method obsolete. I do some very complex stuff with 3D sectors, and i do mean complex - as in multiple stacked floors, plus ceiling and actual floor - all of which are part of a structure - (especially when it is small), and quite often i had to move the control sector itself to smooth out issues when the sectors begin to overlap, and there is no other way to move them. A good example is a 3D cage hanging on a 3D chain, or a fully 3D library with books in 3D with flipped pages, or the proper boats - not the archaic orthogonal nonsense, but more like the realistic scalable models that are sold in the toy/diy shops.
This video is a gem among the rest and I'm glad I found it. I'm still a beginner so this was incredibly informative as a way to go about creating 3D floors with ease.
Very helpful. But more of an introduction for myself as I've not even used this editor before. I've only been using Doom Builder so far so this is on a whole new level for me (or a whole new 3D floor).
Thank you YT algorithm for throwing this video in my recommendations. This is going to make making 3D floors a lot less of a hassle :) Thanks for the tutorial!
I picked up Selaco and have been using it's editor (basically UDB). So this helps alot. Can I ask though, can you build a door into a secind floor? I'm trying to make a door that retracts into the roof of a structure.
Thx for that video! What's odd is, if I'm adding slopes to my floating 3D floor, t gets invisible ingame. I can tell it blocks the way and you can see bullets deflecting, but its somehow invisible. As soon its flat again it becomes visible again....
I forgot to mention it in the video when I recorded it, but it's explained in the video notes: "Quick explanation of the slope handle picking: Assign a hotkey to "Toggle visual sidedef slope picking" in the Controls tab of the preferences dialog. That'll let you use the slope handles like I do in this video." If I recall correctly this might not have a hotkey assigned by default
Afraid not! But there's no reason not to move to Ultimate Doom Builder -- GZDB is no longer in support, and Ultimate Doom Builder is just the continuation of that development under a different project name. You won't really notice a lot of difference to what you already know, and you'll get the benefit of loads of newer features.
I expect you're not using the an up-to-date version of GZDoom. If you try to run slopes like this on old versions of ZDoom you'll find issues like that.
Wow! That slope editing in visual mode is so good, how does that not have a default hotkey !? Are there other powerful tools that dont have any buttons or hotkey assigned that are worth knowing?
It's a matter of taste, isn't it? There is a potentially valid argument to be made that it's not truly Doom. If it's not your thing feel free to stick to playing/editing Vanilla or Boom/MBF formats. Nevertheless, the tools exist and can be used to make interesting environments for those who wish to. 😄
@@lordentr0py785 It was a fun comment, not a fatwa. Indeed, nice things have been done with 3D floors, slopes and deep water in D00M. Besides that, as more limits have been removed from the idtech1 engine, the more obsolete the original doom engine becomes, the remaining limits more and more obvious, eg murky pixelated sprites that have only two animation phases to walk around ... you can improve this, it has already been done and it surely can be improved further and further: enter with true 3D objects and hi-res flats and patches upscaled by a neural network ... but then, at such a level of sophistication: why not make the leap and use a much more modern engine instead?
Holy crap, I've used regular doom builder 2 for over a decade and just recently installed ultimate doom builder. This shit is crazy! All those years of doing 3D floors manually... especially sloped ones, the amount of trial and error was monumental because I couldn't see them in visual mode so I had to make little changes and then test the map over and over. Layered 3D floors was another intricate task and now it looks so easy. Amazing stuff! Ultimate doom builder is fantastic.
It really is an incredible tool.
thank god i found this vid it saved so much time instead of just creating empty rooms manually
My the dear Lord bless you with a full diamond block!
That is a cool and certainly is an essential tool to use, and must indeed be taken advantage
of, wherever applicable. However, i am still not convinced that it makes the old manual control
sector method obsolete. I do some very complex stuff with 3D sectors, and i do mean complex -
as in multiple stacked floors, plus ceiling and actual floor - all of which are part of a structure -
(especially when it is small), and quite often i had to move the control sector itself to smooth
out issues when the sectors begin to overlap, and there is no other way to move them. A good
example is a 3D cage hanging on a 3D chain, or a fully 3D library with books in 3D with flipped
pages, or the proper boats - not the archaic orthogonal nonsense, but more like the realistic
scalable models that are sold in the toy/diy shops.
This video is a gem among the rest and I'm glad I found it. I'm still a beginner so this was incredibly informative as a way to go about creating 3D floors with ease.
Very helpful. But more of an introduction for myself as I've not even used this editor before. I've only been using Doom Builder so far so this is on a whole new level for me (or a whole new 3D floor).
Thank you YT algorithm for throwing this video in my recommendations. This is going to make making 3D floors a lot less of a hassle :) Thanks for the tutorial!
I intend to get a better one out at some point. Explaining how to turn slope handles on as part of the video rather than hide it in the comments!
Maybe I'll start doing slopes by then :)
Thanks mate!
Great video!
oh nice
I picked up Selaco and have been using it's editor (basically UDB). So this helps alot. Can I ask though, can you build a door into a secind floor? I'm trying to make a door that retracts into the roof of a structure.
please help me in my gzdoom builder 160 action is "S1 Floor Raise by 24 (changes texture and effect)"
Thx for that video! What's odd is, if I'm adding slopes to my floating 3D floor, t gets invisible ingame. I can tell it blocks the way and you can see bullets deflecting, but its somehow invisible. As soon its flat again it becomes visible again....
Update to the latest version of GZDoom. :)
what keybind is it to interact with linedefs that you used at 2:13
I forgot to mention it in the video when I recorded it, but it's explained in the video notes:
"Quick explanation of the slope handle picking:
Assign a hotkey to "Toggle visual sidedef slope picking" in the Controls tab of the preferences dialog. That'll let you use the slope handles like I do in this video."
If I recall correctly this might not have a hotkey assigned by default
I don't suppose it works the same in GZDoom Builder, does it?
Afraid not!
But there's no reason not to move to Ultimate Doom Builder -- GZDB is no longer in support, and Ultimate Doom Builder is just the continuation of that development under a different project name. You won't really notice a lot of difference to what you already know, and you'll get the benefit of loads of newer features.
@@lordentr0py785 good to know, thanks!
my diagonal 3d floors are just horizontal in test play :/ whats wrong?
I expect you're not using the an up-to-date version of GZDoom.
If you try to run slopes like this on old versions of ZDoom you'll find issues like that.
Your mic is too quiet. Even at 100% volume on headphones it's not very loud.
❤️💯3D
Wow! That slope editing in visual mode is so good, how does that not have a default hotkey !? Are there other powerful tools that dont have any buttons or hotkey assigned that are worth knowing?
i think its alt + s
💯💯💯❤️❤️👍 👍👍👍👍 futuro 📱🎮 Doom+
💯❤️👍💯❤️💯Freedoom+
Sloped 3D floors in D00M = evil !!
It's a matter of taste, isn't it? There is a potentially valid argument to be made that it's not truly Doom. If it's not your thing feel free to stick to playing/editing Vanilla or Boom/MBF formats.
Nevertheless, the tools exist and can be used to make interesting environments for those who wish to. 😄
@@lordentr0py785 It was a fun comment, not a fatwa. Indeed, nice things have been done with 3D floors, slopes and deep water in D00M.
Besides that, as more limits have been removed from the idtech1 engine, the more obsolete the original doom engine becomes, the remaining limits more and more obvious, eg murky pixelated sprites that have only two animation phases to walk around ... you can improve this, it has already been done and it surely can be improved further and further: enter with true 3D objects and hi-res flats and patches upscaled by a neural network ... but then, at such a level of sophistication: why not make the leap and use a much more modern engine instead?
am