7 Tips for Making FUN Deathmatch Wads + Mapping Timelapse

แชร์
ฝัง
  • เผยแพร่เมื่อ 24 พ.ย. 2024

ความคิดเห็น • 168

  • @DoomKid
    @DoomKid  4 ปีที่แล้ว +23

    Doom Discord channels: www.doomworld.com/forum/topic/94590/
    Fun Deathmatch wads: doomshack.org/recommended.html
    Long-form writeup on what makes DM maps fun: www.doomworld.com/forum/topic/111366/
    Hope you enjoy this video!

    • @NinjaNezumi
      @NinjaNezumi 4 ปีที่แล้ว

      Your tip helped me decide whether or not I should have a "King of the Hill" control point in my Capture the Flag DOOM 2016 level, and how to implement it. I originally planned for a KotH control point to keep the doors open, but you are right, those doors slow down gameplay and make it frustrating if you are losing. Doors open all the time, KotH control point for bonus points. 2 ways to win the map. :) 3 if you count the secret ;)

  • @Ashurion-Neonix
    @Ashurion-Neonix 4 ปีที่แล้ว +49

    Few extra points:
    1. If you have to add doors, make them fast and add a trigger in front of the door so the player can just run through it.
    2. If you are going to add extra details to walls such as support beams, create an impassable line across the wall so the player won't get stuck on the wall. UDMX is a good example of this. If you want a bad example look at sigil e5m6's cyberdemon maze. Screw that maze.

  • @cyborg8009
    @cyborg8009 4 ปีที่แล้ว +37

    Tip # 1 - Doors = Not Fun
    Show this to Infinity Ward.

  • @BiodegradableYTP
    @BiodegradableYTP 4 ปีที่แล้ว +39

    My boy's on a roll lately. Keep it up, mate!

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว +6

      Cheers Bio! 🍻

  • @wolfboyft
    @wolfboyft 4 ปีที่แล้ว +7

    "D_RUNNIN FFS YOU KNEW THAT ALREADY"
    looool

  • @endless_doom5337
    @endless_doom5337 4 ปีที่แล้ว +29

    You've been pumping some great content non-stop these days man! Nicely done, love this ''theory and advice'' styled videos.

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว +4

      Thanks Endless!

    • @thedoominator
      @thedoominator 4 ปีที่แล้ว +4

      @@DoomKid I'll have to second what Endless have said.

    • @alanruzich9625
      @alanruzich9625 4 ปีที่แล้ว +3

      I'mma thrice it :)

  • @mr.pavone9719
    @mr.pavone9719 4 ปีที่แล้ว +8

    I always made my maps with a few things standard:
    I always designed my maps with 2 players in mind, since at the time i was almost exclusively playing with one other person.
    Exits were always 2 player minimum. I'd set the switch to open the exit door too far from the door itself. This way both players had to agree to leave the map.
    Spawn points were outside the map with at least 2 teleporters to drop into the play area. They always had a weapon, a backpack and a full ammo load. There were always 8 of them and most had shotguns or chainguns. 1 had a rocket launcher and 1 had a plasma gun. There were only small ammo pickups in the play area.

  • @eggboy9126
    @eggboy9126 4 ปีที่แล้ว +5

    The great thing about deathmatch map design, is it can be translated to singleplayer map design as well! Some of my early stuff was multiplayer maps (thankfully never fully released). It can teach you a lot about looping or non linear layouts, and stuff like Double Impact is a great example of a multiplayer centric design working itself into singleplayer, namely those open areas I'm sure Ralphis designed.

  • @nikotheoneshot
    @nikotheoneshot 4 ปีที่แล้ว +2

    dead end in exchange for PR and 200 cells and a soulsphere
    very dangerous, very rewarding. long hallway, with some turns that can end you or get you a kill and a sweet PR. risk reward dark area with a blur, but little health, and tough to get out of. risk reward can be used to help players/teams turn the game in their favor, but only if necessary, lest you be melted by a BFG or shot by the holey gun.

  • @Ashurion-Neonix
    @Ashurion-Neonix 3 ปีที่แล้ว +3

    So after experimenting more with making deathmatch maps I've began to notice that I've developed a style when it comes to item placements and general layout. I have a generally chaotic approach to mapping where everyone has easy access to powerful weapons turning games into complete slaughterfests. (I find these kinds of maps fun with 4 players)
    I build maps around a central area where most combat takes place. I like to place all the health pickups here to encourage people to fight here as well as making the map naturally flow back into this area. The medkits also help to sustain fights in the central area. I usually place four which is enough to fully heal one player.
    I use backpacks for ammo and I place them in a less central but still semi-open area to create a sort of mini point of interest for players wanting to restock.
    I place plasma guns in secluded areas usually nearer to the center to still allow some spamming.
    Rocket launchers are positioned in high up spots overlooking the map to give players who pick them up a sense of power, even though the rocket launcher isn't as effective in open areas. This also allows the player who picks up the rocket launcher to quickly run to whatever part of the map they want.
    I place chainguns and green armor further away from the center. Sometimes even putting them in small dead ends. I will occasionally place armor closer to the center but will always keep it behind cover. Chainguns will be put in a spot that allows for safe sniping as they aren't viable up close. I add 8 player starts for variety although I design the map for 4 players.
    All players start with ssg. I put a berserk in the exit room away from the action allowing wounded players to heal. This may seem overpowered but due to the high value of a full heal it's actually surprisingly unreliable. Plus I put them behind slow doors to add a slight risk. I add health and armor bonuses but make sure to keep them away from their respective pickups, (I put armor bonuses near the health and health bonuses near the armor) with ammo being placed near their respective weapons.
    Finally, I add a bfg in the center of somewhere on the edge of the map. I like to use one of three mechanisms for obtaining the bfg.
    1. Having a switch which reveals the bfg somewhere else on the map allowing another player to also obtain it.
    2. Forcing the player to take an easily visible path allowing others to intercept them before they reach the bfg.
    3. force the player to wait in an open area for a lift, creating a temporary control point.
    TL:DR
    Maps designed around central combat are
    Center contains medkits
    Bonuses placed away from respective items
    Ammo placed near their respective weapons
    Chaingun and armor placed away from center
    Backpacks in side room
    Plasma near center, rocket launcher overlooks map
    Berserk in exit room, bfg creates KotH style control point.

  • @dsc5595
    @dsc5595 4 ปีที่แล้ว +6

    Great video! When I got into mapping I actually originally wanted to do deathmatch maps. I love the gamemode, such a shame it kind of died out... I remember my first post ever in DW was me asking if you could do both a great single-player and DM level. In case any of you are curious, its almost impossible.

    • @spacepirate1449
      @spacepirate1449 4 ปีที่แล้ว

      i loved making CTF maps.. but that mode reallyyy died

    • @Opanker_
      @Opanker_ 2 ปีที่แล้ว

      It would probably have to be something like a map 7

    • @Underqualified_Gunman
      @Underqualified_Gunman 2 ปีที่แล้ว +1

      you can make MP only paths by putting some DM spawns in a instant spawn trigger line defs get teleported out of the player closet.

  • @Lubba127
    @Lubba127 3 ปีที่แล้ว +4

    We need more doom builder time-lapses from you dude. From your music choices to the visual content itself, this video is super interesting to watch

    • @DoomKid
      @DoomKid  3 ปีที่แล้ว +1

      Thanks, I'll make another one soon for sure!

  • @AhoooY1
    @AhoooY1 4 ปีที่แล้ว +6

    Great content friend. I'd love more of these tips videos, since I have gotten back into modding again after a while off. :)

  • @besusbb
    @besusbb 2 ปีที่แล้ว +2

    This map and the whole bourgeois DM was incredibly fun on deathmatch with bots

    • @DoomKid
      @DoomKid  2 ปีที่แล้ว +2

      I'm glad to hear that!

  • @VGamingJunkieVT
    @VGamingJunkieVT 4 ปีที่แล้ว +6

    For your first point, how about doors with walk over triggers so they just open themselves? That way, it doesn't slow your momentum and can provide some form of cover going from one area to another.

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว +2

      This is generally a good idea. If you do this though, make sure you can't press the door using a D1/DR action, since you may accidentally end up closing it on your own face! S1/SR actions have to wait the whole time while the door is open, so it avoids that issue.

  • @officialkidwizard
    @officialkidwizard 4 ปีที่แล้ว +12

    Yeah all these in-depth Doom videos are great and all, but where's the newest DFF TH-cam Poop? I need my fix!

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว +2

      I promise more will come. The DFF guys just need to put out more "physical" footage for me to work with.. Eggs and the Christmas thing were perfect because they had so much on screen movement and talking, same goes for Paul's old movie reviewing format!

  • @ScrupyPup
    @ScrupyPup 4 ปีที่แล้ว +2

    Dayum not only can't get enough of your videos but this genuinely made me want to make a map some day.

  • @enderuzal9021
    @enderuzal9021 3 ปีที่แล้ว +1

    This gives me an itch for a good ol' deathmatch . Unfortunately there aren't a lot of populated servers nowadays.

    • @DoomKid
      @DoomKid  3 ปีที่แล้ว

      Yeah, it's a shame how infrequent classic DM is now..!

  • @urrova8261
    @urrova8261 4 ปีที่แล้ว +3

    Very useful video, and nice speedmap!
    I'm working on NEGATIVEONE in making MAP05 playable for deathmatch, and these tips will be useful!

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว +1

      Great to hear you're considering the deathmatchers!

  • @Contmotore
    @Contmotore ปีที่แล้ว

    This was very informative! Finished my map for Twogers, but I didn't think of adding in deathmatch starts. Map wasn't designed for deathmatch, so I'll just clone a specific area for deathmatch only.

  • @murderbeam9614
    @murderbeam9614 2 ปีที่แล้ว +1

    Dude drops Peaches En Regalia as the deathmatch tune. What a G.

    • @DoomKid
      @DoomKid  2 ปีที่แล้ว +1

      Hot Rats is a classic!

  • @enricopaolocoronado2511
    @enricopaolocoronado2511 4 ปีที่แล้ว +3

    Ah yes, I sure do love relaxing music while I blast and murder everyone in sight.
    These are some really cool tips not just for multiplayer but mapping in general. Thanks for these videos, dude!

  • @daniel-vs6co
    @daniel-vs6co 4 ปีที่แล้ว +1

    Very helpful tips! I am currently creating a deathmatch map to play with my brothers and this video is helping me out.

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว

      I'm glad to hear it's helping, any questions feel free to ask away

  • @wakuwalt7
    @wakuwalt7 4 ปีที่แล้ว +5

    Another pretty interesting tutorial!

  • @KamzDBD
    @KamzDBD 4 ปีที่แล้ว +1

    Well put, all these points does indeed make DM fun or more fun hence i usually play Greenwar, love the videos keep it up bro

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว

      Thanks Kamz!

  • @Tinkerer_Red
    @Tinkerer_Red 4 ปีที่แล้ว +2

    I would love to see your top multiplayer suggested maps compiled into a multiplayer wad.

  • @DNSKILL0
    @DNSKILL0 4 ปีที่แล้ว +5

    Something I can’t decide is if I should add in a few deathmatch maps in a primarily single player project, or if I should just make a separate DM WAD with nothing but DM maps.

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว +4

      I find that they tend to be best done separately, for whatever reason people seem to prefer a wad to be "wholly DM" or "wholly SP" centric. Not sure why that is exactly..

    • @mollywantshugs5944
      @mollywantshugs5944 2 ปีที่แล้ว

      @@DoomKid I think for the WAD I’m currently working on I’ll make DM secret levels but have everything else be for single player

    • @Underqualified_Gunman
      @Underqualified_Gunman 2 ปีที่แล้ว

      you can setup DM player spawn closets that will activate only when a DM player spawns in the otherwise inaccessabile area.

  • @xX_Lol6_Xx
    @xX_Lol6_Xx 3 ปีที่แล้ว +2

    The other day I had a fabulous deathmatch in zandronum in the Skulltag maps with 8 players, man, it was a blast! I won once btw

    • @DoomKid
      @DoomKid  3 ปีที่แล้ว

      Well done on the win!

  • @BluePineapple72
    @BluePineapple72 4 ปีที่แล้ว +2

    Great video! Love the peaches midi

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว +1

      Thanks BluePineapple!

    • @BluePineapple72
      @BluePineapple72 4 ปีที่แล้ว

      @@DoomKid You're welcome ,o7

  • @mysteriousstranger2287
    @mysteriousstranger2287 4 ปีที่แล้ว +1

    Extremely good video, thanks Doomkid!

  • @swordofdanu
    @swordofdanu 4 ปีที่แล้ว +1

    Another quality video, great tips👍

  • @RetroDeathReviews666
    @RetroDeathReviews666 4 ปีที่แล้ว +1

    Good tips man! Also props for using some Heretic music ;)

  • @alexh2790
    @alexh2790 4 ปีที่แล้ว

    Peaches En Regalia, a man of true taste! Love to see a map with Return of the Giant Hogweed or The Knife.

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว

      Haha great idea!

  • @adexosdrako5076
    @adexosdrako5076 ปีที่แล้ว +2

    Something that I wanted to do for a map, is to place an area with tunnels apart from stairs, with enough space to fight withouth losing sinergy, and without trapping the players in dead ends.
    But in one section I want to place an open field, to place a switch that will release two Arachnotrons and a HellKnight in some sections of the map.
    Could you tell me if it's a good idea?
    Thanks if someone answers.

    • @DoomKid
      @DoomKid  ปีที่แล้ว +1

      That could work for sure

  • @hi-i-am-atan
    @hi-i-am-atan 4 ปีที่แล้ว +4

    d_runnin is burnt into my dna at this point and the scars still sting

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว +1

      I feel that pain..

    • @nikotheoneshot
      @nikotheoneshot 4 ปีที่แล้ว +3

      @@DoomKid you mean blessing?

  • @someoneelse2005
    @someoneelse2005 4 ปีที่แล้ว +2

    Great advice and video! Map looks like good fun. Did you use Doom Builder 2 or one of the forks?

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว +1

      For that one I was using GZDoomBuilder

  • @spacepirate1449
    @spacepirate1449 4 ปีที่แล้ว

    i literally used all the midis u put in this video for all my maps back in the day haha

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว

      Great taste, lol

  • @medic8825
    @medic8825 2 ปีที่แล้ว +1

    actually, i think most of these tips are usefull not only for doom, but also for other games

  • @majamystic256
    @majamystic256 4 ปีที่แล้ว +7

    do you know where I can find people to play test my deathmatch maps with me?

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว +2

      If you join all or most of these discords, you'll definitely find some people willing to test: www.doomworld.com/forum/topic/94590/

    • @urrova8261
      @urrova8261 4 ปีที่แล้ว +2

      If not, you can use zdoom bots :v the bad is that the bots are really stupid
      make a zcajun folder inside zdoom, inside you make a bots.cfg file.
      Open the file and define bots!
      A bot definition example:
      {
      name Hugne
      aiming 67
      perfection 50
      reaction 70
      isp 50
      color "40 cf 00"
      skin base
      }

    • @fsedwuncleriii4190
      @fsedwuncleriii4190 4 ปีที่แล้ว +1

      @@urrova8261 Yes, the Zdaemon bots especially are unpredictable, more than a human player in all honesty. They throw off the aim but they are good for testing out wads in singleplayer to get a feel

  • @alexandercrews1194
    @alexandercrews1194 4 ปีที่แล้ว +2

    My main pet peeve with Deathmatch maps is that most of the ones I've downloaded are butt-ugly. Probably my favorite DM wad had this weird mechanic where each map had only one type of gun. The first had a pistol, next a shotgun, then an SSG, and so on and so forth. A great way to teach beginners how to use different weapons in DM.

    • @average_pyro
      @average_pyro 3 ปีที่แล้ว

      You remember the WAD name?

    • @alexandercrews1194
      @alexandercrews1194 3 ปีที่แล้ว

      @@average_pyro Sorry, it's been a long while and I've had a hard drive crash since I wrote this, or else I would have put up a download link for you. Sorry.

  • @nikotheoneshot
    @nikotheoneshot 4 ปีที่แล้ว +5

    those bots look like players. I wanna be able to do that! maybe make a guide for that too?

    • @nikotheoneshot
      @nikotheoneshot 4 ปีที่แล้ว

      @ILikeDoomAndBlood aka Mr Wolfy 2.0 you can make custom zcajun bots for (g)zdoom

  • @redwojak6553
    @redwojak6553 4 ปีที่แล้ว +2

    As a co-author of onslaught 3 deathmatch mappack I can veryfy every single point stated in this video. Also you forgot to mention some obvious things (too dark areas usuLy bad idea, steep stairs also bad idea, teleports should be placed thoughtful and with telefrags in mind - control point for teleports is good idea. Also things like slime rarely used in deathmatch, and imo should be mostly avoided. Also lifts, big height gradient should be used very thoughtfully- good example is judas32.wad - rare example of great map with steep dstairs yet grat dynamics). Also I feel emphasizing control points is important. Traditionally BFG is placed somewhere in dead end or at the place that forces player to loose momentum and be predictable for a brief moment. Grat example is dwango5 map01 where it is very easy to pick up bfg through wall but it requires you to hug the corner and becomd easy pray for a few seconds. Also It is generally good idea to throw some obstacles in large rooms to allow players to dance around those - generally pillar abuse enriches gameplay with strategy, and introducing some mind games.

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว

      Nice to have the co-author of such a great set comment here. Great points.

  • @justiciar1964
    @justiciar1964 4 ปีที่แล้ว

    2:21 Fetch me a fire extinguisher. A good one, with the foam.

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว

      Rofl, holy shit, good eye!

  • @DNSKILL0
    @DNSKILL0 4 ปีที่แล้ว +1

    Very good advice!

  • @amaruqlonewolf3350
    @amaruqlonewolf3350 9 หลายเดือนก่อน

    Hello Doomkid, hope you're doing well :)
    Some wonderful advices there, and I'll definitely use them as guidelines for my DM maps from this time forward. I just had one question; I've mostly mapped for single player and all the time I've went with a limit removing port, since I'm personally, not a fan of vanilla's seg or visplane limitations. For DM, would it be better to make them vanilla compatible or would making them limit removing be a good idea? Thanks in advance :)

  • @lunaticzeroone
    @lunaticzeroone 3 ปีที่แล้ว +1

    that DWANGO music

  • @Arrowhead123
    @Arrowhead123 ปีที่แล้ว

    Can't remember if I've seen this or not before. Regardless, great content as always.

    • @DoomKid
      @DoomKid  10 หลายเดือนก่อน

      Thank you Arrowhead!

  • @Hayden49
    @Hayden49 3 ปีที่แล้ว +1

    Great video

    • @DoomKid
      @DoomKid  3 ปีที่แล้ว

      Thanks!

  • @JamesGadbury
    @JamesGadbury 3 หลายเดือนก่อน +1

    I'm working on a single player map that could also work well for deathmatch with some design tweaks. Is it possible to make doors start and stay open for deathmatch only? Also, any floors that need to be triggered to raise in SP - can those floors be set in a locked state for DM, such as already raised? Thanks for the video btw, it's very useful for the community!

    • @DoomKid
      @DoomKid  2 หลายเดือนก่อน +1

      You're really welcome! When doing those kinds of conversions, I found the best way was to "clone" the original layout, then make sure DM starts are placed only in the duplicated version of the map. This gives you full control over what is different / the same from DM to single player, with the unfortunate frustration of having to re-tag everything - however I still think it's the best approach.

    • @JamesGadbury
      @JamesGadbury 2 หลายเดือนก่อน

      @@DoomKid thank you kindly!

  • @nerdybunny9975
    @nerdybunny9975 4 ปีที่แล้ว +2

    What’s that background you’re using for the number counts between gameplay footage?

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว +1

      That image comes from Exec.wad

  • @tristan_tds
    @tristan_tds 2 หลายเดือนก่อน

    Just started mapping a few weeks ago, sticking exclusively to making DM maps, and was wondering if there was a good multiplayer sourceport that better supported 3d floors. I was using Zandronum to test my first few maps, but once I started making more intricate levels with multiple 3d floors, realized how limited zandronum was in that department.
    While GZDoom seems to run the floors fine, seems like multiplayer is a bit more of a pain to get up and running. :\

  • @richardjohansson9749
    @richardjohansson9749 4 ปีที่แล้ว +1

    I'm too worthless to go about any deathmatch but my brother is visiting for Xmas. I'm gonna force him to play some Doom coop.
    What is the easiest way for a local network coop game? Gzdoom?
    If gzdoom, can I freely change settings such as weapon stay, pistol start, allow mouselook etc etc on the go in-game?
    What are the top 10 best wads for Coop?

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว

      For Cooperative, I'd say Zandronum is probably the simplest, and you can change the rules at any time in the admin panel. My favorite Cooperative wads would be Memento Mori, The Far Side of Phobos, Coffee Break, Eviternity, Going Down, Ancient Aliens, and loads more. Also most of my wads in the description are coop designed and have gotten good feedback over the years. Hope this helps

    • @richardjohansson9749
      @richardjohansson9749 4 ปีที่แล้ว

      @@DoomKid Zandro is the easiest and best even when just doing a LAN-game coop? Do you have a guide/faq for local area network coop/deathmatch?
      Do you have any coop-videos at all?

  • @raiva1963
    @raiva1963 4 ปีที่แล้ว +1

    Good vid. Some criticism, the music is louder than your microphone at some points.

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว

      Thank you, I'll remember that for next time

  • @Faad3e
    @Faad3e 4 ปีที่แล้ว +1

    You should check out pyrrhic1 and 2 from hobomaster, great vid

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว +1

      Thanks! I love both of those wads, had a fair share of frags on them both, really fun stuff.

  • @cc12yt
    @cc12yt 4 ปีที่แล้ว +1

    *_ratboygenius_* ceiling 8:24

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว +1

      LOL, I definitely see the resemblance

  • @SinCity2100
    @SinCity2100 4 ปีที่แล้ว +1

    What version of the Doombuilder do you use to make these maps?

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว

      GZDoom Builder, the stable build from 2017 - devbuilds.drdteam.org/doombuilder2-gzdb/

  • @SGNRyan
    @SGNRyan 4 ปีที่แล้ว +2

    What sourceport are you using?

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว

      Zandronum this time around

  • @LoserHands
    @LoserHands 4 ปีที่แล้ว +1

    What's the track that plays when your timelapse starts? Cheers dude

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว +1

      Danielle's Face by Edwin van Veldhoven (classic tune used in loads of old Dwango wads)

  • @elbarto6668
    @elbarto6668 2 ปีที่แล้ว +1

    Nice

  • @Matzu-Music
    @Matzu-Music 3 ปีที่แล้ว

    another suggestion: make every visplane count.

  • @BigStronk1993
    @BigStronk1993 3 ปีที่แล้ว +1

    how do you make team deathmatch maps?

    • @DoomKid
      @DoomKid  3 ปีที่แล้ว

      The same as normal DM, but if you pick ZDoom compatibility, you can add Red Team and Blue Team spawns

    • @BigStronk1993
      @BigStronk1993 3 ปีที่แล้ว

      @@DoomKid thanks

  • @themetalcatacombs3790
    @themetalcatacombs3790 3 ปีที่แล้ว +1

    How about making another video-tutorial if you know how to explain and create such things. I probably were picking graphics for my map (not deathmatch only) and I wondered to all the "special stuff".
    What if I've taken the gore, hanging corpses and etc and put that in Doom wad. So that would be a thing-type-thing, so I can place it in levels. So I've asked myself, how I should do that completely, making it a completely new object and not a replacement.
    Also I do know that Doom has ability to make maps such as Half-Life's "Nuke" where you can blow up every player that not in the bunker - I think that would be interesting to know for everyone.
    And the hardest questions in my life about Hexen's experience - not about hub system anyway. Hexen still make me wonder how their fantasy booby traps and other nice things worked in ID Tech 1 - Korax Zoom Meeting, more than 2 frame levers, doors that opens exactly like real doors, breaking glass and etc and etc.
    I do not think that you a Guru or something, but i'm just curious, is it possible for someone else to do something of mentioned if they are not a 30y of experience in Id Tech 1 community with Whacked, Dehacked and Slade?
    I have already enough resources to make a decent deathmatch or a singleplayer map, just curious bout this really good stuff.

    • @DoomKid
      @DoomKid  3 ปีที่แล้ว +1

      Have you considered making a Doomworld account and asking there? They may be able to help with these requests! I really just have "specialty" knowledge, basically when it comes to vanilla modding and deathmatch mapping I'm pretty well expereinced, but when it comes to heavy gameplay alterations that's a bit beyond my level.

    • @themetalcatacombs3790
      @themetalcatacombs3790 3 ปีที่แล้ว

      @@DoomKid Thanks for answering! I'll try it another day. That's still a lot of helpful info to me. All things you tell are really come in handy.

  • @doom5895
    @doom5895 4 ปีที่แล้ว +1

    sweet

  • @jojotoofor9eight766
    @jojotoofor9eight766 4 ปีที่แล้ว +1

    How do you place a sky texture?

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว

      In your room, just use FSKY1 as the ceiling texture, and it will appear as a sky instead

  • @Laki99000
    @Laki99000 3 ปีที่แล้ว

    Do you have any extra tips on making DM maps in 3D games like Quake and Serious Sam?

    • @DoomKid
      @DoomKid  3 ปีที่แล้ว

      Unfortunately, I don't have much experience working with that level of 3D - although in the pinned comment, there's a long-form writeup that may help. but TL;DR - The basics are the same, you just need to think a bit more "vertically", and stuff like bridges shouldn't be too narrow!

    • @Laki99000
      @Laki99000 3 ปีที่แล้ว

      @@DoomKid And from what I can tell I can make dead ends but they need to have a portal like maps in Quake DM. Thanks for help.

  • @redead-ita
    @redead-ita 4 ปีที่แล้ว +1

    Yo question is it ok if i do my dm maps in boom format?

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว +1

      That's probably the best format actually, since the 3 main multiplayer ports all have Boom support

  • @norb3695
    @norb3695 2 ปีที่แล้ว +1

    Personal note: Play random heavy metal songs in the background

  • @tinfoiltyrant
    @tinfoiltyrant 3 ปีที่แล้ว

    Wait a minute, do I hear King Crimson? I definitely hear psychedelic 60s rock I'm familiar with.

    • @DoomKid
      @DoomKid  3 ปีที่แล้ว +1

      At the end there’s a Zappa song, Peaches en Regalia (King Crimson is amazing though I gotta say)

  • @asais1024
    @asais1024 3 ปีที่แล้ว

    What that Shadow Warrior Uzi doing there

    • @DoomKid
      @DoomKid  3 ปีที่แล้ว

      Good catch, no one else has mentioned it lol

  • @RationalFunction
    @RationalFunction 2 ปีที่แล้ว

    4:40 Megasphere= blue armor + soulsphere

    • @DoomKid
      @DoomKid  2 ปีที่แล้ว

      Nah, a soul sphere adds 100. So if you’re at 50 hp, you’ll get to 150. Plus you can put a soulsphere and blue armor in different spots, so they’re pretty different for DM purposes

    • @RationalFunction
      @RationalFunction 2 ปีที่แล้ว

      @@DoomKid I already knew that, just saying that it's like putting them next to each other.

  • @AeriaVelocity
    @AeriaVelocity 3 ปีที่แล้ว

    I’m still figuring out lifts.

  • @karpai5427
    @karpai5427 4 ปีที่แล้ว

    What makes partial invisibility powerup overpowered?
    Haha. I wonder if adding darkness and light googles to a deathmatch map is a good map design.

    • @alper0029
      @alper0029 4 ปีที่แล้ว +1

      Partial invis is lame in singleplayer because the monsters react to it in lame ways
      It is an actual benefit in deathmatch where you have actual people who have an actual hard time seeing you.
      Imagine a spectre, with their vanilla fuzzy look. Now imagine that spectre moving in an unpredictable manner. Now imagine that spectre shooting hitscans or projectiles like a player would.
      There simply isn't a lot of time to react to someone who is partially invisible.

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว +1

      The main reason to avoid the partial invis (that I didn't go into) is that disabling the fuzz/blur effect is really simple in all 3 multiplayer source ports, so people can literally just turn the powerup off, essentially (so I guess it's more underpowred than anything). As long as a map isn't *too* dark in general, light goggles could actually be a decent item to place.

  • @GreenSwede
    @GreenSwede 4 ปีที่แล้ว +6

    still using windows 7? damn son

    • @PSXDRIVERPLAYERBSTH
      @PSXDRIVERPLAYERBSTH 4 ปีที่แล้ว

      Hey, I still use Windows XP. Been thinking about moving to 7 sometime.

    • @lev7509
      @lev7509 4 ปีที่แล้ว

      @@hakerananasek Me on Ubuntu cuz I am a nerd:

  • @Dondlo46
    @Dondlo46 4 ปีที่แล้ว +1

    Nice but I recommend lowering music on your video while talking, its kinda hard to hear you

  • @samsum4525
    @samsum4525 3 ปีที่แล้ว +1

    Wow making a map in a hour?!

    • @DoomKid
      @DoomKid  3 ปีที่แล้ว +1

      Yep, I love DM speedmapping!

    • @samsum4525
      @samsum4525 3 ปีที่แล้ว +1

      @@DoomKid damn wish i could map my UACMall under an hour

  • @e-102gammaboitheepicdoomer7
    @e-102gammaboitheepicdoomer7 3 ปีที่แล้ว

    I think you forgot to mention damaging floors/sectors because they can screw people over

    • @DoomKid
      @DoomKid  3 ปีที่แล้ว

      You're definitely right

  • @xxnoxx-xp5bl
    @xxnoxx-xp5bl 3 ปีที่แล้ว

    Has anyone found an effective way to create a Doom multiplayer experience with bots? A single player DM doesn't seem to be a thing.

  • @Davtwan
    @Davtwan 4 ปีที่แล้ว

    What’s the exit for in DM?

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว

      In vanilla, you couldn't set fraglimits, only timelimits, so players would usually hit the exit once reaching and agreed upon fraglimit

  • @Galburok
    @Galburok 3 ปีที่แล้ว

    Is it necessary to put doors in deathmatch maps?

    • @DoomKid
      @DoomKid  3 ปีที่แล้ว

      Generally, it’s not necessary

    • @Galburok
      @Galburok 3 ปีที่แล้ว

      @@DoomKid okay

  • @yiroij6296
    @yiroij6296 4 ปีที่แล้ว

    where can i play vanilla deathmatch? every deathmatch that i see has 100mb+ mods which i dont like

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว

      Unfortunately they're not always going, but I find the best "clean" deathmatch servers on ZDaemon. they happen on Zand and Odamex sometimes too, but ZDaemon is pretty much the home of classic DM these days

    • @yiroij6296
      @yiroij6296 4 ปีที่แล้ว +1

      @@DoomKid ohh. i'll try find a match later

  • @Destro65
    @Destro65 4 ปีที่แล้ว

    Ok, you need to have an exit in a Deathmatch map right?

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว

      It's definitely preferred, because some ports don't allow you to set a frag limit, so players could potentially get stuck on a map without an exit.

    • @Destro65
      @Destro65 4 ปีที่แล้ว

      @@DoomKid k then. Thanks!

  • @Zen-rw2fz
    @Zen-rw2fz 4 ปีที่แล้ว +1

    what's the point if you don't even have any friends to play with?

  • @mrpostman533
    @mrpostman533 4 ปีที่แล้ว

    How do I even make my own Doom level? Is this a mod? Sorry I'm kind of new to Doom

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว +1

      Doom Builder is the best way to make new levels

    • @mrpostman533
      @mrpostman533 4 ปีที่แล้ว

      @@DoomKid thanks

  • @bigbad75_YT
    @bigbad75_YT 2 ปีที่แล้ว

    "Deathmatches usually have about 2-8 player's" Clearly you've never gone to any of Kappeli's Net Party's

    • @DoomKid
      @DoomKid  2 ปีที่แล้ว

      Haha, they *usually* do, but parties like those are an exception!

  • @drdock
    @drdock 3 ปีที่แล้ว

    this video is from 2020 thought this was 2010

  • @fragglet
    @fragglet 4 ปีที่แล้ว +2

    Excellent advice!

    • @DoomKid
      @DoomKid  4 ปีที่แล้ว

      Thanks fraggle 😃