DOOM Mapping Tips and Tricks: Game Mechanics

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  • เผยแพร่เมื่อ 5 ม.ค. 2025

ความคิดเห็น • 32

  • @DoomKid
    @DoomKid 29 วันที่ผ่านมา +10

    These are awesome vanilla tricks! I use a lot of them myself, but others are new to me.. Plus, it looks like we take a similar approach while in the editor in general. It's fun to watch.
    Just so you (and any viewers) to know, you can draw as many sectors as you like, highlight them all in sector editing mode, and press J to join them all together - This way, you won't have to manually sever your sectors.
    3:40 This one in particular is a crucial consideration. I love this trick, I've always set my switches in little alcoves or something to make them unreachable. It's awesome knowing I don't have to do that!
    5:38 This is probably completely unnecessary, but I usually lower such border sectors to be -900 or so, just so a player using freelook + ultra HD resolution is STILL highly unlikely to ever see it! I really just think that's me being retentive though.. lol
    Great video!

    • @GTXDash
      @GTXDash  29 วันที่ผ่านมา +3

      Aw man. I completely forgot that there was a key you could press to combine sectors. I've pinned your comment so that others may see it.

  • @makrostheblack4791
    @makrostheblack4791 29 วันที่ผ่านมา +1

    Oooh tip number 3 is awesome! Would never have thought of something like that...

  • @cheesebaron7533
    @cheesebaron7533 27 วันที่ผ่านมา

    Always been interested in the less obvious vanilla quirks so its nice finding a video about some of them. Neat.

  • @zxcvmjg
    @zxcvmjg 28 วันที่ผ่านมา +1

    I dig it!

  • @GreyBeret64
    @GreyBeret64 29 วันที่ผ่านมา

    I really love what you did with the doors. Always enjoyed when mappers throw off expected level progression with broken/malfunctioning doors.
    And the bars is such a good quality of life function that people would love to see more of, especially speedrunners.
    Good stuff!

  • @AlphaEnt2
    @AlphaEnt2 26 วันที่ผ่านมา

    There are some interesting concepts that I can see myself applying on future levels of mine. (Specially the 5th one)

  • @exercisesucks9460
    @exercisesucks9460 27 วันที่ผ่านมา

    You are easily one of the best Doom mappers out there.
    Doom Zero got amazing traction, but nowhere near the praise it deserves in my opinion.
    It is by far the best encapsulation of what an official 90's sequel to Doom 2 would look like, something countess mappers have tried to replicate.
    You just understand what makes Doom-Doom.
    I am excited for any future maps you make.

    • @GTXDash
      @GTXDash  27 วันที่ผ่านมา

      Thank you for the kind words.

  • @Arrokotth736
    @Arrokotth736 15 วันที่ผ่านมา +1

    I kinda wondered what THE EDGE from quake 2 would look like remade for classic doom 2, would be pretty cool though.

  • @andersdenkend
    @andersdenkend 29 วันที่ผ่านมา +2

    Very nice!

  • @EnDungeoned
    @EnDungeoned 28 วันที่ผ่านมา +1

    Excellent!

  • @fun-epersonnproductions4002
    @fun-epersonnproductions4002 28 วันที่ผ่านมา

    You can also achive the nr.1 things by highlights both sectors and pressing j.

    • @GTXDash
      @GTXDash  28 วันที่ผ่านมา

      Yeah. Doom kid mentioned that.

  • @jabonly009
    @jabonly009 หลายเดือนก่อน +2

    awesome ✌ ✌

  • @StabbeyTheClown
    @StabbeyTheClown 29 วันที่ผ่านมา

    - The current editor of choice in the year 2024 is Ultimate Doom Builder, not Doom Builder 1.
    - I used the "lowered floor sector as land monster blocker" trick in a map I made a couple years back to keep some Arachnotrons from approaching the player.
    - Making bars is a much faster by making one bar, giving it all the attributes you want, then copying and pasting it. It can also help to select all the bars and Join them together.
    - The trick with having a line in the gaps can also be done with a floating line a couple units in front of the bars.

    • @GTXDash
      @GTXDash  28 วันที่ผ่านมา

      I'm not using Doom Builder 1. But I'm also not gonna use enhanced branches of vanilla doom builder because I make tutorials that should work on any version.
      Adding a trigger line in front of the bars uses more visplanes which is slightly inefficient if you want to make maps for vanilla doom.

    • @StabbeyTheClown
      @StabbeyTheClown 28 วันที่ผ่านมา

      @@GTXDash - You can, in fact, make vanilla doom maps using Ultimate Doom Builder. You are not forced into using an advanced map format by using UDB. Older editors are no longer being updated or supported.
      It is unclear to me how adding 5-6 lines connecting all the bars together is somehow fewer visplanes than adding a single line slightly in front of the bars.

    • @anstheram
      @anstheram 27 วันที่ผ่านมา +1

      @@StabbeyTheClown I think they meant they don't use UDB because they don't want to use UDB specific features, to ensure that what they're doing can be done regardless of the map editor of the user.

  • @ZhePrime
    @ZhePrime 29 วันที่ผ่านมา +1

    Yo man!
    Have you checked out the MIDI Pack for DOOM Zero that came out a couple months ago?
    Probably yeah, but I'd love to hear your thoughts!

    • @GTXDash
      @GTXDash  28 วันที่ผ่านมา +1

      I plan to check it out.

  • @ichimiustin8390
    @ichimiustin8390 28 วันที่ผ่านมา +1

    How can you move the already placed sectors and change their shape once they were placed? I've never been able to in UDMF

    • @GTXDash
      @GTXDash  28 วันที่ผ่านมา

      I just use the vanilla doom map format.

    • @StabbeyTheClown
      @StabbeyTheClown 28 วันที่ผ่านมา +1

      You have to be in sector mode to move sectors, and you change their shape by being in vertex mode and manipulating the vertexes.

  • @VitriolicVermillion
    @VitriolicVermillion 27 วันที่ผ่านมา

    These are some good tricks!
    I know that avatar/pfp from I think oldish ZDF days, before certain arguments a few years back where certain people were trying to be extremely regressive and refused to be held to account, so I involuntarily departed due to being correct and am now being vindicated as fascists take power. Those were the days, huh?

  • @humanharddrive1
    @humanharddrive1 28 วันที่ผ่านมา

    I need a link to that wad in the first 20 seconds of the video. the block walking but not flying monsters is actually a truth bomb

    • @GTXDash
      @GTXDash  22 วันที่ผ่านมา

      I forgot to reply to this. It is something I'm working on and is not ready for release. 😉

    • @humanharddrive1
      @humanharddrive1 21 วันที่ผ่านมา

      @@GTXDash oh nice i'm looking forward to it one day

  • @kallekivimaki7825
    @kallekivimaki7825 29 วันที่ผ่านมา

    I haven't seen a single map that uses 4:20. Extremely cool. Also, why not just use monster blocking linedefs at 5:00? I just rewatched 5:00 and it turns out I was basically sleeping.

  • @purpledragonofdoom
    @purpledragonofdoom 28 วันที่ผ่านมา

    Why do you use Doom Builder and not Ultimate Doom Builder ?

    • @GTXDash
      @GTXDash  28 วันที่ผ่านมา +2

      All things in Doom Builder 2 will work in UDB, but not the other way round. I make tutorials that teaches the principle of the method, not the editor specific functions. ie: teach how to draw on paper before moving to tablet.