I can imagine all the cool stuff that's possible to do, only thing that holds me back most of the time is my laziness, I hope its not the same for others
Making notes of what to do in Doom moding will help you accomplish something. It has for me, and is something I still do; from designing maps to building custom stuff
Now that you mention it, I feel like a complete idiot for not bringing up Doom 64 or even trying to replicate its title screen for this video. That would've made for a fun little challenge!
Another great video. Always looking forward to your content. The stuff you can add in a TITLEMAP are endless; 3D Models, effects, etc. You should do a proper tutorial some day on how to do geometric skies in GZDoom since you have the ability to explain things so well. Most TH-camrs doing Doom modding tutorials don't know what the hell they're doing, or talking about in the process...
There are great examples for a titlemap, like the Temple Of The Lizard Men series and even some mods use a titlemap, like Russian Overkill. So yeah, camera actions, map layout and thing placement are essential for this...ah yes, music is important too.
Maybe I missed it but when you have the titlemap.wad made when you launch game the video/camera movement should still play in background on the main menu of doom2 i did not see that can you do that if possible and how to add it in r is via a script?
hey Chubz after i create the TITLEMAP.WAD in UFMF format all plays fine if i run it alone but I want it to be in the map on the load screen of the actual map I created do I need to put the tiltlemap.wad in the map.wad file I created itself do I need to tell or do something in mapinfo not sure ?
Yeah, you need to combine them into a single WAD. Here's an easy way to do that right inside Doom Builder: th-cam.com/video/z2z36HA96OA/w-d-xo.htmlsi=1a-A9B6Wtg6F8nE_
@@Chubzdoomer ok so I open the main map I 'm working on map01 and then put the titlemap.wad inside my main .wad file if i understand correctly even though titlemap.wad is not a playable map? using this video?
Sadly it does not. TITLEMAP is a ZDoom-specific feature. *CORRECTION: I misunderstood your question. You CAN use this with the old map formats, so long as you play the WAD with a ZDoom-based source port. I thought you were asking if TITLEMAP worked when playing vanilla maps with something like Chocolate Doom. My bad!*
Hey, a question: is it possible to make custom item pickup sound (a different sound for each item type) by using only SOUNDINFO? I mean, without the reliance on GZDoom scripts.
Unless I'm misunderstanding you, you should be able to specify that on a per-item basis via DECORATE or ZScript. One easy way is to study how the custom items over on Realm667 were made (just pop them open in Slade and see how their sound effects were done, etc.): www.realm667.com/en/repository-18489/item-store-mainmenu-169-61042/powerups-a-artifacts-mainmenu-170-4162#preview-14
Thanks a lot man! I managed to do a Doom 64 styled intro! Do you think you can help us out with the spawn projectile linedefs? From what I understand it's like the shooting spears from Dark Citadel.
Spawn Projectile is fairly easy to set up. You just tell it which Map Spot to spawn the projectile at, specify which projectile you want to spawn, and then enter the projectile's angle and horizontal/vertical speed. Here's a really small example: www.mediafire.com/file/y7z7ghx4qu7vcbm/SpawnProjectileExample.wad/file
If a player character can be used to make a still image, would that player character be also be influence by certain BOOM features such as treadmills/moving floors that causes the character (and thus the camera for the title screen) to move at a certain direction?
Could i make a script when I select a option or highlight a difficulty or a episode on the menu, it would pan the camera to a different position in the same map
There's no way I know of to do that, but a workaround would be to make the very first map of the game an "Episode/Difficulty selection" map and then have that map be responsible for changing the camera, etc. based on player input. You could use HudMessage to display the name of the currently-selected episode as the player cycles through them.
Cool video, think im gonna use this for my next project. I have question about a issue i have with UDOOM Builder edited in UD Format, When playing with GZDoom incombination with project brutality 3 0 alle of the monster closets/traps are activated while entering the room before you cross the Linedef that should activate the trap, perhaps you know why? I like youre video's learned a lot of it. Ps: there is a video on youtube, with some one who plays my WAD, its called Back Home.
I'm honestly not sure why that's happening. I pretty much never play with Project Brutality or any other major modification, so I don't have much experience with them. Is this only happening with Project Brutality? Does it not happen if you just play using vanilla Doom?
@@Chubzdoomer Thnx for the quick reply, i've checked it myself and its a "bug" in the Project Brutality 3.0 i think. Normaly I play with vanilla settings in Gzdoom and test my maps i ve made.
I tend to do those by hand, but the easiest way by far is to use the "Stair Sector Builder Mode" in Ultimate Doom Builder. I'm not super comfortable or familiar with it, but it automates the entire process and basically makes perfect staircases (spiral or otherwise).
To add music, you'll need to make a MAPINFO lump. Here's a tutorial I did on that: th-cam.com/video/5WOCMoyi5MM/w-d-xo.html Although that's a fairly lengthy tutorial, you only really need to watch up until around the 18 minute mark. The Map Definition section is the one that's most important.
@Chubzdoomer thanks! I'll go back and watch again. I have a MAPINFO but don't know what the music for it would be titled (like D_RUNNIN) *EDIT* nevermind. I got it thanks!
Hey. I know this is off topic for this tutorial, but it involves doom builder. Is there anyway to have a certain music play when a monster is a specific distance away? Then have something else play when they get closer to you?
That's possible, but it requires some scripting. Here's a very small example I made with a Mancubus that's friendly and transparent if you're far away, and becomes hostile/opaque if you get close (along with the music changing): www.mediafire.com/file/lbh39el0lr9hr5e/Monster+Proximity+Example.wad/file If you're unfamiliar with ACS scripting, here's a playlist full of tutorials I've made over the years (starting with the basics, and going all the way up to more advanced stuff): th-cam.com/play/PLuDCrjOek9njK8hXkZmTxaU8PWzjzGql7.html
@@Chubzdoomer Thank you for the fast reply. I tried the WAD, but the script wasn't working, and it was because I was using skulltag. I tried GZDoom and it worked. I've heard that GZDoom is way better and more optimized. Do I need to download a new builder for GZDoom?
@@Mr_Wiggelz Ah yeah, Skulltag is outdated as hell (hasn't been updated in ~12 years). Zandronum is the modern version of Skulltag and may work. I always just use GZDoom, because it's the source port that receives the most frequent updates. As of this comment, GZDoom got an update just a little over a week ago, for example. zdoom.org/downloads
@@Chubzdoomer Awesome thanks so much. I was able to recreate the script on one of my test maps where I test out scripts. One more question. For the script you showed me, it had an "if,else". What if I wanted to use 4 different situations instead of 2, where for example; Enemy is 2000 distance away, play certain music Enemy is 1500 distance away, play certain music Enemy is 1000 distance away, play certain music Enemy is 500 distance away, play certain music.
@@Mr_Wiggelz To do that you can just use a series of "if--else if" statements, like this (not real code, just an example): if (distance >= 2000) // Do something else if (distance >= 1500) // Do something else if (distance >= 1000) // Do something else if (distance >= 500) // Do something
Par times can be set via the Map Definition in MAPINFO (skip to about 3:55 in the video below if the link doesn't already take you there): th-cam.com/video/5WOCMoyi5MM/w-d-xo.htmlm55s
How about adding music to the titlemap, cause if you just leave it as is - then the music disappears. Should this be done through MAPINFO? Help on this subject would be appreciated.
@@HexenStar For a TITLEMAP, it'd essentially just be: map TITLEMAP "TITLEMAP" { sky1 = "SKY1" // Change this to be the sky of your choice music = "$MUSIC_DM2TTL" // Change this to be the song of your choice } All three of the example WADs linked in the video description utilize this, so you can also pop them open and study 'em if need be.
@@Chubzdoomer Thank you very much! Turns out my mistake was not knowing that a 'titlemap' - despite not being an actual playable map - has all the same to be configured exactly like a regular map (named "TITLEMAP?). With all the same syntax. I know next to nothing about GZDoom, but i am a very fast learner. Working to eliminate the disabling gap between my design skills and that of my GZDoom knowledge. Partially, for now. Some day - completely. Ultimate GZDoom Builder added some more confusion for me by loading the titlemap (if only partially configured) as a regular map from within the editor, while through the usual GZDoom drag-n-drop - it would load as a titlemap. So i was kinda stuck at that point. There are a couple of tutorials regarding this on the net, but none of them give the complete info on how it's done right all the way. I think it's more than worth mentioning. While i generally don't mod for GZDoom, but right now i got myself involved in a Doom mod/map which originally had a lot of "chinese" in it: "GZDoom, UDMF, 3D Sectors, Scripts, Lights", etc... hehe. So i am catching up on the double. Scratch that, on the - quadruple! lol I am almost done with that project (and i've got to wrap this one up soon, - cause my lead mod has a deadline this August), but i found that your videos help me make it even better, more complete and more polished. And being the perfectionist that i am, i went for it all the same. Who knows, if i learn enough GZDoom stuff, and some day rebuild my main project to work with GZDoom...now this would be only a little bit short of sensational, lol.
@@HexenStar It can definitely be a little confusing. There's actually no difference whatsoever between a map whose lump is named TITLEMAP versus a map with a lump named MAP01 or MAP02. They all contain the same exact data (there's nothing special or exclusive to TITLEMAPs). The only reason TITLEMAPs work like they do is because the ZDoom family of ports (ZDoom, GZDoom) scans the WAD/PK3 for a map containing that exact lump name, and then runs that map on the title screen (minus player controls, HUD, etc.) rather than showing the traditionally title screen graphic. An easy way to show that a TITLEMAP is nothing more than a regular map is to perform this simple experiment: 1. Load your WAD containing the TITLEMAP 2. Start a new game, which should take you to MAP01 3. [When on MAP01] Press ~ to pull up the console, then type "changemap titlemap" (without quotations) You should be sent to your TITLEMAP... only now, you're playing it like a regular map! Because TITLEMAP is only treated differently on the title screen by (G)ZDoom. Outside of the special title screen treatment given to it by (G)ZDoom (again, only because it happens to be named TITLEMAP), it's just a plain old, regular map. This is also why if you use the "Test Map" button inside Doom Builder to test your TITLEMAP... it won't be displayed like it is on the title screen, but rather played like a regular map (which it is!). The "Test Map" button loads the map directly, bypassing the title screen and thus bypassing the special treatment given to it by (G)ZDoom.
I'm not quite sure what you mean. The TITLEMAP should only be visible on the main menu. When you start a new game, you should be taken to MAP01 by default.
Yeah, that process would remain unchanged. Data-wise there's nothing special or unique about levels with a TITLEMAP lump name. They're stored exactly the same way as any other level in a WAD/PK3. (G)ZDoom just knows to look for levels with that exact lump name and display them on the title screen (while also removing control from the player). Think of the lump name as nothing more than a special tag/identifier.
@@Chubzdoomer Great video, then. I'm always lookin' for ways to improve my maps. My first had was a simple, but hilarious, TITLEMAP. But my next release is much more technical, so this would be a great improvement.
You still make new videos? I always thought it was all an ancient archive made by a more advanced society years ago to show new generations how to make DOOM maps.
@@pockalock4764 Did you create a MAPINFO entry for your TITLEMAP map? By default, TITLEMAP has no music at all (and it doesn't use the title screen music). You have to specify which song it plays via MAPINFO. I suppose you could also optionally play the music via scripting if you really wanted to.
I believe this only works if your map uses Hexen or UDMF format. It won't work for "vanilla" maps because cameras, etc. didn't exist in the original game. Here's a video I made about map formats if you're confused: th-cam.com/video/P0WaN0KHuaM/w-d-xo.htmlsi=S-CQ2T0-EdiTohg2
To do that, you'll want to use MAPINFO (which allows you to specify a map's music, sky texture, and much more!). Here's a big ol' MAPINFO tutorial I made fairly recently: th-cam.com/video/5WOCMoyi5MM/w-d-xo.html The "Map Definitions" section in that video is the one that's most relevant to your question.
Hey chubz I don't know if you've already done it but could you please do a video on how to upload custom music or just how to change the different levels default music's to different levels music. For example have MAP01s music (running from evil) replaces with map09 music (into Sandy's city) if you've already done this if you could just tell me the title of the video but if you haven't I and most likely many others would appreciate it. Also thank you for all the other great videos, you helped me a lot with map making :)
You can just include the replacement music in your WAD with the same file name as the default music for that map. This is compatible with all source ports. For what you're asking, just copy the MAP09 track D_IN_CIT into your custom WAD and rename it to MAP01 track D_RUNNIN. If you're working with ZDoom based ports you can do it through MAPINFO without having to copy any files. Chubz has a video on it called "(Doom) MAPINFO Tutorial (Custom Episodes & More!)". Check the map definition part of that video.
@@ruwnekoksylabel9313 Ah, I think that's because Doom Builder automatically creates a DIALOGUE marker when you write and compile scripts. I'm not sure if that always happens or even what exactly causes it, but I just checked and there are DIALOGUE markers in a whole bunch of "example/tutorial" WADs I've made that contain no Strife dialogue-related stuff whatsoever.
All you have to do to tilt/roll the camera is pull up its properties in Thing mode and then modify the "Roll" setting. This may only work in GZDoom, I haven't tested it with plain old ZDoom.
@@skemech The only way I know of to pull that off is to use an Interpolation Special connected to that point, and then have it execute a script that increases or decreases the camera's current angle until it has met the new/desired angle via either SetActorRoll or ChangeActorRoll. You can read more about those methods here: zdoom.org/wiki/SetActorRoll zdoom.org/wiki/ChangeActorRoll They both use a fixed point angle from 0.0 to 1.0 to represent the Roll itself. Up (the default roll for anything) is either 0.0 or 1.0 (both result in the same thing). Right, down, and left are represented by 0.25, 0.5, and 0.75, respectively, and so you're really just going from 0.0 to 1.0 in a clockwise direction. Let's say you wanted to tilt the camera slightly to the right... an angle of 0.1 for example (remember, 0.25 is all the way to the right). To achieve this all you would need to do is write a script that says "take a variable that's set to 0.0 and then increase it by teeny-tiny amounts until it reaches or exceeds 0.1, and every step of the way, set the camera's roll to the current value." A While loop would pretty much be perfect for this. Another example is tilting the camera entirely to the left (from the default up position). Since left is 0.75, we don't want to start at 0.0 and add our way up because then we'd be traveling clockwise, and going most of the way around the 'clock' so to speak! Instead you can take advantage of the fact that Up can be represented by either 0.0 or 1.0, this time going with 1.0. Then all you have to do is, starting with 1.0, subtract by teeny-tiny amounts until you've dropped to or below 0.75. That would result in a counter-clockwise rotation to the left, from the starting up position. If you don't know anything about scripting, there's way too much to cover about it here in the comments section. Luckily I have a huge ACS scripting tutorial series that teaches you how to code/script from the ground-up! You can find the entire playlist here: th-cam.com/play/PLuDCrjOek9njK8hXkZmTxaU8PWzjzGql7.html
Hey, Chubzdoomer. If you can spend just a moment of your, I would like to ask you a very simple question: Is it possible to build a tent in Doom Builder. If not, I understand. But if so, can you do a tutorial about it? Let me know when you get the chance. Okay? =)
It sort of depends on how exactly the tent would look/behave. You could import a 3D model of a tent, or use 3D slopes to make a crude tent: th-cam.com/video/2Lat4gVVDBc/w-d-xo.html th-cam.com/video/DmwrZst-2fs/w-d-xo.html You could also just use a sprite/image of a tent that rotates to face you at all times.
The "box replica" scene is really just comprised of a bunch of simple elements: - A Moving Camera (I made a tutorial on them here: th-cam.com/video/nwpW8M8BbtQ/w-d-xo.html ) - Crude cutouts of the Doom marine, Cyberdemon, etc. from the official Doom 2 cover art by Gerald Brom - An animated fire sky obtained from here: www.realm667.com/index.php/en/texture-stock-mainmenu-152-97360/55-doom-style4/1354-psx-fire-skies - A looping fire sound effect that I ripped out of this asset: www.realm667.com/en/sfx-shoppe-mainmenu-139-58855/elemental-effects-mainmenu-142-40777/703-fire - Some very light scripting to handle the activation of the moving camera, the appearance of the logo at the end of the camera's path, etc. Your best bet is to open the WAD in Doom Builder and/or Slade and study how each specific aspect/element was made.
I can imagine all the cool stuff that's possible to do, only thing that holds me back most of the time is my laziness, I hope its not the same for others
Making notes of what to do in Doom moding will help you accomplish something. It has for me, and is something I still do; from designing maps to building custom stuff
the most honest post ive seen in a while!
@Dondlo46 You can do it! Don't let lethargy keep you from achieving your dreams
Man i was just starting to research how to do a Doom 64 esque titlescreen and this just dropped, thanks there Chubz!
Now that you mention it, I feel like a complete idiot for not bringing up Doom 64 or even trying to replicate its title screen for this video. That would've made for a fun little challenge!
@@Chubzdoomer maybe next video?
I always wondered how Doom Builder users would use as the camera, now I just need to get the cameras to move.
Another great video. Always looking forward to your content. The stuff you can add in a TITLEMAP are endless; 3D Models, effects, etc. You should do a proper tutorial some day on how to do geometric skies in GZDoom since you have the ability to explain things so well. Most TH-camrs doing Doom modding tutorials don't know what the hell they're doing, or talking about in the process...
For those too lazy to look it up: Here's Chubz's moving camera tutorial video th-cam.com/video/nwpW8M8BbtQ/w-d-xo.html
I subscribed back in 2015, because of that tut on how to add custom monsters from realm667. I'm glad you're still kicking.
Oh yes maan, I thought you were done with this channel. Happy to see your new video!
Hello good sir, can you make a video about how to add custom boiling, underwater bubble and splash effects effects in doom?
helped me a lot, thanks! i made a little fight scene with marines fighting demons
thank you for this i wouldnt expect a tutorial out of my problrm...now this is the content i
love
Great and easy tutorial, I love it. Even though I never dipped my toes into Doom mapping, I still appreciate watching your videos. Keep it up Chubbz!
There are great examples for a titlemap, like the Temple Of The Lizard Men series and even some mods use a titlemap, like Russian Overkill. So yeah, camera actions, map layout and thing placement are essential for this...ah yes, music is important too.
Your videos give me great confidence in building my tc doom mod.
Maybe I missed it but when you have the titlemap.wad made when you launch game the video/camera movement should still play in background on the main menu of doom2 i did not see that can you do that if possible and how to add it in r is via a script?
What map format did you use? UDMF, Hexen, or some other format?
@@Chubzdoomer always UDMF
thanks man really spices up the title screen
I was looking at how to do this for my rpg style doom mod. thanks. this will help.
hey Chubz after i create the TITLEMAP.WAD in UFMF format all plays fine if i run it alone but I want it to be in the map on the load screen of the actual map I created do I need to put the tiltlemap.wad in the map.wad file I created itself do I need to tell or do something in mapinfo not sure ?
Yeah, you need to combine them into a single WAD. Here's an easy way to do that right inside Doom Builder:
th-cam.com/video/z2z36HA96OA/w-d-xo.htmlsi=1a-A9B6Wtg6F8nE_
@@Chubzdoomer ok so I open the main map I 'm working on map01 and then put the titlemap.wad inside my main .wad file if i understand correctly even though titlemap.wad is not a playable map? using this video?
@@Chubzdoomer Thanks my Doom friend i did just that and all seems to be working so far but will do more edits and testing. Thank you again Sir ....
Curious if TITLEMAP works using the old Doom/Doom2 map formats... I'll give it a try on my next mapping session, cheers Chubz!
Sadly it does not. TITLEMAP is a ZDoom-specific feature. *CORRECTION: I misunderstood your question. You CAN use this with the old map formats, so long as you play the WAD with a ZDoom-based source port. I thought you were asking if TITLEMAP worked when playing vanilla maps with something like Chocolate Doom. My bad!*
I suppose I could have been more specific haha! Thanks for the answers!
Hey, a question: is it possible to make custom item pickup sound (a different sound for
each item type) by using only SOUNDINFO? I mean, without the reliance on GZDoom scripts.
Unless I'm misunderstanding you, you should be able to specify that on a per-item basis via DECORATE or ZScript. One easy way is to study how the custom items over on Realm667 were made (just pop them open in Slade and see how their sound effects were done, etc.):
www.realm667.com/en/repository-18489/item-store-mainmenu-169-61042/powerups-a-artifacts-mainmenu-170-4162#preview-14
Thanks a lot man! I managed to do a Doom 64 styled intro! Do you think you can help us out with the spawn projectile linedefs? From what I understand it's like the shooting spears from Dark Citadel.
Spawn Projectile is fairly easy to set up. You just tell it which Map Spot to spawn the projectile at, specify which projectile you want to spawn, and then enter the projectile's angle and horizontal/vertical speed.
Here's a really small example:
www.mediafire.com/file/y7z7ghx4qu7vcbm/SpawnProjectileExample.wad/file
About that, some guy called lazygamer just dropped a tutorial on that
If a player character can be used to make a still image, would that player character be also be influence by certain BOOM features such as treadmills/moving floors that causes the character (and thus the camera for the title screen) to move at a certain direction?
Yeah, I'm pretty sure the player would still be affected. For any type of movement though it'd be way better to just use a camera.
Could i make a script when I select a option or highlight a difficulty or a episode on the menu, it would pan the camera to a different position in the same map
There's no way I know of to do that, but a workaround would be to make the very first map of the game an "Episode/Difficulty selection" map and then have that map be responsible for changing the camera, etc. based on player input. You could use HudMessage to display the name of the currently-selected episode as the player cycles through them.
Cool video, think im gonna use this for my next project.
I have question about a issue i have with UDOOM Builder edited in UD Format, When playing with GZDoom incombination with project brutality 3
0 alle of the monster closets/traps are activated while entering the room before you cross the Linedef that should activate the trap, perhaps you know why?
I like youre video's learned a lot of it.
Ps: there is a video on youtube, with some one who plays my WAD, its called Back Home.
I'm honestly not sure why that's happening. I pretty much never play with Project Brutality or any other major modification, so I don't have much experience with them.
Is this only happening with Project Brutality? Does it not happen if you just play using vanilla Doom?
@@Chubzdoomer Thnx for the quick reply, i've checked it myself and its a "bug" in the Project Brutality 3.0 i think.
Normaly I play with vanilla settings in Gzdoom and test my maps i ve made.
Sorry to keep pestering you! Was wondering if you have any tips on making a curved staircase? Or spiral I guess it's called. Thanks
I tend to do those by hand, but the easiest way by far is to use the "Stair Sector Builder Mode" in Ultimate Doom Builder. I'm not super comfortable or familiar with it, but it automates the entire process and basically makes perfect staircases (spiral or otherwise).
Is there a way to add music to the TITLEMAP? I've created one, but its silent when I load in GZdoom
To add music, you'll need to make a MAPINFO lump. Here's a tutorial I did on that: th-cam.com/video/5WOCMoyi5MM/w-d-xo.html
Although that's a fairly lengthy tutorial, you only really need to watch up until around the 18 minute mark. The Map Definition section is the one that's most important.
@Chubzdoomer thanks! I'll go back and watch again. I have a MAPINFO but don't know what the music for it would be titled (like D_RUNNIN) *EDIT* nevermind. I got it thanks!
Holy crap, I didnt know you could do that.
Hey. I know this is off topic for this tutorial, but it involves doom builder. Is there anyway to have a certain music play when a monster is a specific distance away? Then have something else play when they get closer to you?
That's possible, but it requires some scripting. Here's a very small example I made with a Mancubus that's friendly and transparent if you're far away, and becomes hostile/opaque if you get close (along with the music changing):
www.mediafire.com/file/lbh39el0lr9hr5e/Monster+Proximity+Example.wad/file
If you're unfamiliar with ACS scripting, here's a playlist full of tutorials I've made over the years (starting with the basics, and going all the way up to more advanced stuff):
th-cam.com/play/PLuDCrjOek9njK8hXkZmTxaU8PWzjzGql7.html
@@Chubzdoomer Thank you for the fast reply. I tried the WAD, but the script wasn't working, and it was because I was using skulltag. I tried GZDoom and it worked. I've heard that GZDoom is way better and more optimized. Do I need to download a new builder for GZDoom?
@@Mr_Wiggelz Ah yeah, Skulltag is outdated as hell (hasn't been updated in ~12 years). Zandronum is the modern version of Skulltag and may work. I always just use GZDoom, because it's the source port that receives the most frequent updates. As of this comment, GZDoom got an update just a little over a week ago, for example.
zdoom.org/downloads
@@Chubzdoomer Awesome thanks so much. I was able to recreate the script on one of my test maps where I test out scripts. One more question. For the script you showed me, it had an "if,else". What if I wanted to use 4 different situations instead of 2, where for example;
Enemy is 2000 distance away, play certain music
Enemy is 1500 distance away, play certain music
Enemy is 1000 distance away, play certain music
Enemy is 500 distance away, play certain music.
@@Mr_Wiggelz To do that you can just use a series of "if--else if" statements, like this (not real code, just an example):
if (distance >= 2000)
// Do something
else if (distance >= 1500)
// Do something
else if (distance >= 1000)
// Do something
else if (distance >= 500)
// Do something
Badass man! Going to try this today
How do I make it so the player doesn’t spawn with any weapons, I’ve seen it done in some wads and I’m wondering if it can be done in DOOM Builder too
how do i make new menu?
Thanks for yet another tutorial! And if you happen to see this, any idea if there’s a way to change the id maps’ par times?
Par times can be set via the Map Definition in MAPINFO (skip to about 3:55 in the video below if the link doesn't already take you there):
th-cam.com/video/5WOCMoyi5MM/w-d-xo.htmlm55s
@@Chubzdoomer Thank you!
How about adding music to the titlemap, cause if you just leave it as is -
then the music disappears. Should this be done through MAPINFO?
Help on this subject would be appreciated.
Yep, it must be done through MAPINFO.
@@Chubzdoomer And the correct syntax for that (regarding the title map) is...?
@@HexenStar For a TITLEMAP, it'd essentially just be:
map TITLEMAP "TITLEMAP"
{
sky1 = "SKY1" // Change this to be the sky of your choice
music = "$MUSIC_DM2TTL" // Change this to be the song of your choice
}
All three of the example WADs linked in the video description utilize this, so you can also pop them open and study 'em if need be.
@@Chubzdoomer Thank you very much!
Turns out my mistake was not knowing that a 'titlemap' - despite not being an actual
playable map - has all the same to be configured exactly like a regular map (named
"TITLEMAP?). With all the same syntax. I know next to nothing about GZDoom, but i
am a very fast learner. Working to eliminate the disabling gap between my design skills
and that of my GZDoom knowledge. Partially, for now. Some day - completely.
Ultimate GZDoom Builder added some more confusion for me by loading the titlemap
(if only partially configured) as a regular map from within the editor, while through the
usual GZDoom drag-n-drop - it would load as a titlemap. So i was kinda stuck at that point.
There are a couple of tutorials regarding this on the net, but none of them give the
complete info on how it's done right all the way. I think it's more than worth mentioning.
While i generally don't mod for GZDoom, but right now i got myself involved in a Doom
mod/map which originally had a lot of "chinese" in it: "GZDoom, UDMF, 3D Sectors, Scripts,
Lights", etc... hehe. So i am catching up on the double. Scratch that, on the - quadruple! lol
I am almost done with that project (and i've got to wrap this one up soon, - cause my
lead mod has a deadline this August), but i found that your videos help me make it
even better, more complete and more polished. And being the perfectionist that i am,
i went for it all the same.
Who knows, if i learn enough GZDoom stuff, and some day rebuild my main project
to work with GZDoom...now this would be only a little bit short of sensational, lol.
@@HexenStar It can definitely be a little confusing. There's actually no difference whatsoever between a map whose lump is named TITLEMAP versus a map with a lump named MAP01 or MAP02. They all contain the same exact data (there's nothing special or exclusive to TITLEMAPs). The only reason TITLEMAPs work like they do is because the ZDoom family of ports (ZDoom, GZDoom) scans the WAD/PK3 for a map containing that exact lump name, and then runs that map on the title screen (minus player controls, HUD, etc.) rather than showing the traditionally title screen graphic.
An easy way to show that a TITLEMAP is nothing more than a regular map is to perform this simple experiment:
1. Load your WAD containing the TITLEMAP
2. Start a new game, which should take you to MAP01
3. [When on MAP01] Press ~ to pull up the console, then type "changemap titlemap" (without quotations)
You should be sent to your TITLEMAP... only now, you're playing it like a regular map! Because TITLEMAP is only treated differently on the title screen by (G)ZDoom. Outside of the special title screen treatment given to it by (G)ZDoom (again, only because it happens to be named TITLEMAP), it's just a plain old, regular map. This is also why if you use the "Test Map" button inside Doom Builder to test your TITLEMAP... it won't be displayed like it is on the title screen, but rather played like a regular map (which it is!). The "Test Map" button loads the map directly, bypassing the title screen and thus bypassing the special treatment given to it by (G)ZDoom.
How do make a title map not skip my entire map? Like how do I make a title map lead to my actual map?
I'm not quite sure what you mean. The TITLEMAP should only be visible on the main menu. When you start a new game, you should be taken to MAP01 by default.
So assume I've already made the majority of my wad, now how to I add TITLEMAP?
Here's one way that's quick and easy:
th-cam.com/video/z2z36HA96OA/w-d-xo.html
You can also manually move over all of the map files via Slade.
Hey Chubzdoomer, great tutorial! Although I was wondering if you were planning on making a tutorial on an acs based text menu.
Yeah, that's something I've had in mind for a while now. Hopefully I can cover it sometime in the near future.
@@Chubzdoomer Ok thanks man, take as much time as you need.
wow.
still competitive on today's markets.
30+ yrs
Do you save TITLEMAP into the WAD like any other level?
Yeah, that process would remain unchanged. Data-wise there's nothing special or unique about levels with a TITLEMAP lump name. They're stored exactly the same way as any other level in a WAD/PK3. (G)ZDoom just knows to look for levels with that exact lump name and display them on the title screen (while also removing control from the player). Think of the lump name as nothing more than a special tag/identifier.
@@Chubzdoomer Great video, then. I'm always lookin' for ways to improve my maps. My first had was a simple, but hilarious, TITLEMAP. But my next release is much more technical, so this would be a great improvement.
hey chubz, can you make a tutorial on vertical prey-like portals?
Darkstar Archangel already made a good tutorial on those! Here's a link to his video: th-cam.com/video/jBXxVc1X8bE/w-d-xo.html
@@Chubzdoomer thanks!
Thank you!
You still make new videos? I always thought it was all an ancient archive made by a more advanced society years ago to show new generations how to make DOOM maps.
The title screen music doesnt seem to be working whenever i use TITLEMAP do you know how to fix it
also thank you for the tutorial
👍
How are you trying to play the music?
@@Chubzdoomer in slade i import a music file and name it D_DM2TTL (like how you do for every level)
@@pockalock4764 Did you create a MAPINFO entry for your TITLEMAP map? By default, TITLEMAP has no music at all (and it doesn't use the title screen music). You have to specify which song it plays via MAPINFO. I suppose you could also optionally play the music via scripting if you really wanted to.
@@Chubzdoomer Oh yeah i forgot lol
thank you chubs the work you do for doom modders is crazy
🙏
Awesome! Thanks chubz!
Interesting tutorial!
what??? i can't play my title wad and it still shows the normal doom2 screen if i open a wad. am i supposed to link this to a wad or something??
I believe this only works if your map uses Hexen or UDMF format. It won't work for "vanilla" maps because cameras, etc. didn't exist in the original game.
Here's a video I made about map formats if you're confused:
th-cam.com/video/P0WaN0KHuaM/w-d-xo.htmlsi=S-CQ2T0-EdiTohg2
@@Chubzdoomer thank you!
How can I add music to TITLEMAP?
To do that, you'll want to use MAPINFO (which allows you to specify a map's music, sky texture, and much more!).
Here's a big ol' MAPINFO tutorial I made fairly recently:
th-cam.com/video/5WOCMoyi5MM/w-d-xo.html
The "Map Definitions" section in that video is the one that's most relevant to your question.
Hey chubz I don't know if you've already done it but could you please do a video on how to upload custom music or just how to change the different levels default music's to different levels music. For example have MAP01s music (running from evil) replaces with map09 music (into Sandy's city) if you've already done this if you could just tell me the title of the video but if you haven't I and most likely many others would appreciate it. Also thank you for all the other great videos, you helped me a lot with map making :)
You can just include the replacement music in your WAD with the same file name as the default music for that map. This is compatible with all source ports.
For what you're asking, just copy the MAP09 track D_IN_CIT into your custom WAD and rename it to MAP01 track D_RUNNIN.
If you're working with ZDoom based ports you can do it through MAPINFO without having to copy any files. Chubz has a video on it called "(Doom) MAPINFO Tutorial (Custom Episodes & More!)". Check the map definition part of that video.
In addition to what Lukeman said, here's a link to my MAPINFO tutorial:
th-cam.com/video/5WOCMoyi5MM/w-d-xo.html
Hey Chubz, will you ever make a Dialogue/Conversation tutorial?
It's possible, but that's something even I haven't learned yet.
@@Chubzdoomer Even the basics? I have seen you used had a dialogue lump in script editor in some of your videos 😅
@@ruwnekoksylabel9313 Ah, I think that's because Doom Builder automatically creates a DIALOGUE marker when you write and compile scripts. I'm not sure if that always happens or even what exactly causes it, but I just checked and there are DIALOGUE markers in a whole bunch of "example/tutorial" WADs I've made that contain no Strife dialogue-related stuff whatsoever.
@@Chubzdoomer Well thats weird, thanks for replying anyway!
WOOOOO CHUBZ FUCK YEAH!
😯
thnak you
Do you know if it's possible to tilt the camera?
Granted that's probably to complicated for the doom engine to understand
All you have to do to tilt/roll the camera is pull up its properties in Thing mode and then modify the "Roll" setting. This may only work in GZDoom, I haven't tested it with plain old ZDoom.
@@Chubzdoomer once again, thank u
@@Chubzdoomer Any idea's on how to get the camera "thing" to roll mid journey via interpolation point?
@@skemech The only way I know of to pull that off is to use an Interpolation Special connected to that point, and then have it execute a script that increases or decreases the camera's current angle until it has met the new/desired angle via either SetActorRoll or ChangeActorRoll.
You can read more about those methods here:
zdoom.org/wiki/SetActorRoll
zdoom.org/wiki/ChangeActorRoll
They both use a fixed point angle from 0.0 to 1.0 to represent the Roll itself. Up (the default roll for anything) is either 0.0 or 1.0 (both result in the same thing). Right, down, and left are represented by 0.25, 0.5, and 0.75, respectively, and so you're really just going from 0.0 to 1.0 in a clockwise direction.
Let's say you wanted to tilt the camera slightly to the right... an angle of 0.1 for example (remember, 0.25 is all the way to the right). To achieve this all you would need to do is write a script that says "take a variable that's set to 0.0 and then increase it by teeny-tiny amounts until it reaches or exceeds 0.1, and every step of the way, set the camera's roll to the current value." A While loop would pretty much be perfect for this.
Another example is tilting the camera entirely to the left (from the default up position). Since left is 0.75, we don't want to start at 0.0 and add our way up because then we'd be traveling clockwise, and going most of the way around the 'clock' so to speak! Instead you can take advantage of the fact that Up can be represented by either 0.0 or 1.0, this time going with 1.0. Then all you have to do is, starting with 1.0, subtract by teeny-tiny amounts until you've dropped to or below 0.75. That would result in a counter-clockwise rotation to the left, from the starting up position.
If you don't know anything about scripting, there's way too much to cover about it here in the comments section. Luckily I have a huge ACS scripting tutorial series that teaches you how to code/script from the ground-up! You can find the entire playlist here:
th-cam.com/play/PLuDCrjOek9njK8hXkZmTxaU8PWzjzGql7.html
Hey, Chubzdoomer. If you can spend just a moment of your, I would like to ask you a very simple question: Is it possible to build a tent in Doom Builder. If not, I understand. But if so, can you do a tutorial about it? Let me know when you get the chance. Okay? =)
It sort of depends on how exactly the tent would look/behave. You could import a 3D model of a tent, or use 3D slopes to make a crude tent:
th-cam.com/video/2Lat4gVVDBc/w-d-xo.html
th-cam.com/video/DmwrZst-2fs/w-d-xo.html
You could also just use a sprite/image of a tent that rotates to face you at all times.
@@Chubzdoomer Thanks for the info, Chubzdoomer. Much appreciated. I'll keep that in mind.
hello can i ask how to make box replica's
The "box replica" scene is really just comprised of a bunch of simple elements:
- A Moving Camera (I made a tutorial on them here: th-cam.com/video/nwpW8M8BbtQ/w-d-xo.html )
- Crude cutouts of the Doom marine, Cyberdemon, etc. from the official Doom 2 cover art by Gerald Brom
- An animated fire sky obtained from here: www.realm667.com/index.php/en/texture-stock-mainmenu-152-97360/55-doom-style4/1354-psx-fire-skies
- A looping fire sound effect that I ripped out of this asset: www.realm667.com/en/sfx-shoppe-mainmenu-139-58855/elemental-effects-mainmenu-142-40777/703-fire
- Some very light scripting to handle the activation of the moving camera, the appearance of the logo at the end of the camera's path, etc.
Your best bet is to open the WAD in Doom Builder and/or Slade and study how each specific aspect/element was made.
@@Chubzdoomer well is it possible if you can make a tutorial just how to import images
@@blurredsoftdev2420 I just drag-and-dropped mine as PNGs in Slade.
@@Chubzdoomer but how I can't understand?
Can you come back to doorkickers?
I'll probably do a video for Door Kickers 2 eventually. I'm just waiting for it to leave Early Access before I really dive into it.
@@Chubzdoomer Thank god your not an offline youtuber,will be looking forward to it
bro how can i contact you? got discord server? thanks
My Discord username/ID:
Chubzdoomer#9903