Your videos are an invaluable source of information. I got started a few years back after browsing doom editor tutorials and finally finding your channel. I thank you, sir!
Great tutorial here. I've always used the regular Doom Mode for UDMF, but never knew or cared for the other modes. But now I know. I may have use for the Boom downward stairs, but the Hexen is gonna have to be on hold if I ever come up with a cool idea. Keep up the good work.
I dont know what kicked it off but ive been on a real classic doom binge of late, bringing back my childhood hah, decided to try mapping for the first time and your videos have been a real help. Good stuff. Ive been trawling back yeeeaarrsss and most things still apply. Appreciate the time youve put in!
I always went for the hardcore way and just used the raised by value script commands but eh, matter of preference. Missed your Doom tutorials man! Keep up this stuff up man! So much learn, so much to make!
thanks a lot for this great tut. but i think by the time i will build moving steps again I will mix all the different stair styles up again - just like every time. 😂 but this time i know where to look. yay!
I didn't know that a change in floor flat/texture stops vanilla Doom stairs from building. That's got to be why I had trouble with them while mapping at some point last year.
In the next Doom Builder tutorial, could you please do how to put particles with the light flicker? And by the way, very good video, when I do the stairs, I do a script with Floor_RaiseByValue, but you have taught me how to do it well.
If you think it's too much to do that, don't make the video of that, I've seen that thing about the particles with the light flicker in the Winter's Fury mod
Hey, Chubz! Your tutorials are always very helpful when making Doom maps. I was wondering if you ever plan on making a video about PlaySound ACS Scripting for ZDoom/GZDoom? I haven't been able to find any videos on it. Thank you for your time!
I may do a PlaySound tutorial one day. In the meantime, I cover PlayActorSound (which is a very similar function) at about 30:08 in this video: th-cam.com/video/nwpW8M8BbtQ/w-d-xo.htmlm8s
Do you think you could make a video explaining how to do a jump pad in UDMF? I'm using Ultimate Doom Builder and making a map for the mod MetaDoom and wanted to do a jump pad. I heard about "Thing Thrust Z" and "Actor Enter Sector" but i still don't know how to actually use those because with the former, i got a linedef that makes the player jump but i want that to occur when the floor is touched instead of a linedef. Hope this isn't annoying or anything.
I may get around to that one of these days. In the meantime, here's a small example I whipped up for someone else last year: www.mediafire.com/file/t7ufcimc2jq9hrc/Jump_Pad_Example.wad/file It isn't perfect and could be improved in a number of ways, but hopefully it helps regardless!
@@Chubzdoomer As of writing this, i figured out a way like 2 hours ago. I might even uploaded a video with it shown. But thanks regardless. It's also my first UDMF map so i obviously lack some info but right now, i'm figuring out some stuff.
I remember playing with stair building in UDB when I first started. I couldn't figure it out. Now I can see that it's because the process is pretty unintuitive! I'm guessing that you could potentially have "split" staircases, where one step raises two others and those build their own paths? I may have to try that out... hmm, fractal stairs...
this is a longshot but could you create a few doom builder 64 tutorials especially the steam version of doom 64. i know that a lot of db64 is based on Doom builder 2 but certain things dont work exactly the same like switches for instance.
@@viemeraes4522 That's really easy. All you have to do is write a script like this: script "End Level When Player Dies" ENTER { While (True) { if (GetActorProperty(0, APROP_Health)
@@Chubzdoomer Thanks for the answer; however I cannot open the script editor on UDB, so is it possible to do the same with SLADE3? Another question: how can I add passive creatures (cuz I want to add animals in one of my levels)?
@@viemeraes4522 You can definitely write ACS scripts with Slade, but I'm not familiar with the process (I only ever write scripts inside Doom Builder) so sadly I can't really offer a walkthrough on that. As for passive creatures... I'm not great at making custom actors (I very rarely make custom content; I usually just grab stuff from Realm667 and use it as-is), but you could always just mark the actors as Friendly to make it so that they don't attack you.
hey chubbs, ive been having this really god damn annoying problem with my wad, it's saying there's no player 1 start even when there is, i've tried every which way, any solutions?
I would check the Player 1 Start properties and make sure you haven't accidentally unchecked all of the difficulty levels (also double-check the other properties just in case).
Hey Chubz.. I got a question for you... I have recently been doing a project of POWERSLAVE in gzDoom.. Its going great and is very exciting work... But I was wondering if you can point me in the right direction about an artifact... Okay I had to combine the sandals and the shawl as a set do to the limitations of gzDoom's gravity setting.. I have it where player picks up the set of artifacts the player's gravity is changed.. originally it was for the sandals so player could jump higher and farther just like the sandals in the original... But the gotcha is he also falls like he has a parachute... This is okay I have no problem with that but my question is, How can I control the direction of the players fall? Can this be done with scripting? if not I can work around it... I hope to hear from you... Thanx Chubz...
One way you can control the direction of the player's fall is to use the ThrustThing function: zdoom.org/wiki/ThrustThing To thrust the player in the direction he's looking in, you can use this code: forum.zdoom.org/viewtopic.php?p=548420#p548420 You can also detect whether he's airborne using the example code here: zdoom.org/wiki/GetActorFloorZ So basically, you could write a script that asks "Is the player airborne?" and if the answer to that question is yes, thrust him in the direction he's currently looking in (therefore forcing him to move forwards if he's ever in the air, preventing him from ever falling like a parachute straight down). Getting the thrust to be just right is going to be the tough part. If I had more free time I'd try to whip up an example myself.
Your videos are an invaluable source of information. I got started a few years back after browsing doom editor tutorials and finally finding your channel. I thank you, sir!
Come to think of it, all the years of Doom and Quake mapping and I've never built steps in Doom engine... gotta implement that in a level!!!!
As usual your tutorials are clear, well explained and it makes confusing things simple. Thank you so much for your precious help !
I know some people tend small bonzai trees to relieve stress, i make doom maps i never get to finish but works like a charm.
factual
Amazing tutorial man.
Thanks for the quality content
Great tutorial here. I've always used the regular Doom Mode for UDMF, but never knew or cared for the other modes. But now I know. I may have use for the Boom downward stairs, but the Hexen is gonna have to be on hold if I ever come up with a cool idea. Keep up the good work.
Incredible tutorial. Thank you.
your doom mapping vids are back! i hope you would continue making these
I dont know what kicked it off but ive been on a real classic doom binge of late, bringing back my childhood hah, decided to try mapping for the first time and your videos have been a real help. Good stuff. Ive been trawling back yeeeaarrsss and most things still apply. Appreciate the time youve put in!
Glad your still on here. You rock!!!
I always went for the hardcore way and just used the raised by value script commands but eh, matter of preference. Missed your Doom tutorials man! Keep up this stuff up man! So much learn, so much to make!
you are quickly becoming my personal hero.. lol but seriously this is so helpful, thanks so much!
Very nice tutorial.
Thank you!!
I couldn't find those details (line orientation, floor texture and stuff) at the Zdoom wiki.
thanks for you, i made my uptade to my mod, your videos are awesome
Thanks man! Very helpful video 👍
thanks a lot for this great tut.
but i think by the time i will build moving steps again I will mix all the different stair styles up again - just like every time. 😂
but this time i know where to look. yay!
I didn't know that a change in floor flat/texture stops vanilla Doom stairs from building.
That's got to be why I had trouble with them while mapping at some point last year.
In the next Doom Builder tutorial,
could you please do how to put particles with the light flicker?
And by the way, very good video,
when I do the stairs, I do a script with Floor_RaiseByValue,
but you have taught me how to do it well.
If you think it's too much to do that, don't make the video of that,
I've seen that thing about the particles with the light flicker in the Winter's Fury mod
Hey, Chubz! Your tutorials are always very helpful when making Doom maps. I was wondering if you ever plan on making a video about PlaySound ACS Scripting for ZDoom/GZDoom? I haven't been able to find any videos on it. Thank you for your time!
I may do a PlaySound tutorial one day. In the meantime, I cover PlayActorSound (which is a very similar function) at about 30:08 in this video:
th-cam.com/video/nwpW8M8BbtQ/w-d-xo.htmlm8s
Much appreciated!
noice man
Do you think you could make a video explaining how to do a jump pad in UDMF? I'm using Ultimate Doom Builder and making a map for the mod MetaDoom and wanted to do a jump pad.
I heard about "Thing Thrust Z" and "Actor Enter Sector" but i still don't know how to actually use those because with the former, i got a linedef that makes the player jump but i want that to occur when the floor is touched instead of a linedef.
Hope this isn't annoying or anything.
I may get around to that one of these days. In the meantime, here's a small example I whipped up for someone else last year:
www.mediafire.com/file/t7ufcimc2jq9hrc/Jump_Pad_Example.wad/file
It isn't perfect and could be improved in a number of ways, but hopefully it helps regardless!
@@Chubzdoomer As of writing this, i figured out a way like 2 hours ago.
I might even uploaded a video with it shown.
But thanks regardless.
It's also my first UDMF map so i obviously lack some info but right now, i'm figuring out some stuff.
I remember playing with stair building in UDB when I first started. I couldn't figure it out. Now I can see that it's because the process is pretty unintuitive!
I'm guessing that you could potentially have "split" staircases, where one step raises two others and those build their own paths? I may have to try that out... hmm, fractal stairs...
this is a longshot but could you create a few doom builder 64 tutorials especially the steam version of doom 64. i know that a lot of db64 is based on Doom builder 2 but certain things dont work exactly the same like switches for instance.
Please continue your zscript series! Or maybe how to add custom weapons!!
Nice work. Been away for a few years what's the newest doom builder?link?
The best one to use nowadays is Ultimate Doom Builder. You can grab one of the latest versions here:
devbuilds.drdteam.org/ultimatedoombuilder/
@@Chubzdoomer Thanks
Hey Chubz,
Can you make a tutorial on how to end a level with the player's death?
Your tutorials help me a lot. Keep it up :)
By end the level, do you mean complete the level like in E1M8?
@@Chubzdoomer Yes
@@viemeraes4522 That's really easy. All you have to do is write a script like this:
script "End Level When Player Dies" ENTER
{
While (True)
{
if (GetActorProperty(0, APROP_Health)
@@Chubzdoomer Thanks for the answer; however I cannot open the script editor on UDB, so is it possible to do the same with SLADE3?
Another question: how can I add passive creatures (cuz I want to add animals in one of my levels)?
@@viemeraes4522 You can definitely write ACS scripts with Slade, but I'm not familiar with the process (I only ever write scripts inside Doom Builder) so sadly I can't really offer a walkthrough on that.
As for passive creatures... I'm not great at making custom actors (I very rarely make custom content; I usually just grab stuff from Realm667 and use it as-is), but you could always just mark the actors as Friendly to make it so that they don't attack you.
hey chubbs, ive been having this really god damn annoying problem with my wad, it's saying there's no player 1 start even when there is, i've tried every which way, any solutions?
I would check the Player 1 Start properties and make sure you haven't accidentally unchecked all of the difficulty levels (also double-check the other properties just in case).
chubz how old are you
Almost in my mid 30s!
Hey Chubz.. I got a question for you... I have recently been doing a project of POWERSLAVE in gzDoom.. Its going great and is very exciting work... But I was wondering if you can point me in the right direction about an artifact... Okay I had to combine the sandals and the shawl as a set do to the limitations of gzDoom's gravity setting.. I have it where player picks up the set of artifacts the player's gravity is changed.. originally it was for the sandals so player could jump higher and farther just like the sandals in the original... But the gotcha is he also falls like he has a parachute... This is okay I have no problem with that but my question is, How can I control the direction of the players fall? Can this be done with scripting? if not I can work around it... I hope to hear from you... Thanx Chubz...
One way you can control the direction of the player's fall is to use the ThrustThing function:
zdoom.org/wiki/ThrustThing
To thrust the player in the direction he's looking in, you can use this code:
forum.zdoom.org/viewtopic.php?p=548420#p548420
You can also detect whether he's airborne using the example code here:
zdoom.org/wiki/GetActorFloorZ
So basically, you could write a script that asks "Is the player airborne?" and if the answer to that question is yes, thrust him in the direction he's currently looking in (therefore forcing him to move forwards if he's ever in the air, preventing him from ever falling like a parachute straight down).
Getting the thrust to be just right is going to be the tough part. If I had more free time I'd try to whip up an example myself.
Thanks so much... This will be awesome!!!!
Got a link for a working most recent doom builder? The site haven’t been updated.
The best one to use nowadays is Ultimate Doom Builder. You can grab one of the latest versions here:
devbuilds.drdteam.org/ultimatedoombuilder/
@@Chubzdoomer thx because the doom builder website hasn’t been updated in ages!👍🏻