To get the syntax highlighting you can just click the "text language" dropdown and pick "ZDoom MapInfo". The way you do it is an awkward workaround, and the reason it works is because you're forcing SLADE to autodetect the text language based on the lump's name.
@@YatzeeWillWearAGreenHat Luckly the author put the linked times on the description so anyone with at least half a brain cell can navigate to the points way faster than almost a full hour to find whatever they need to, huh.
@@Willowisp927 Well, thank you for your advice, but it still doesn't change the fact that you'd watch the whole video if you'd like to find out the basics
its the southern accent pacing. when i first tried to watch he was going too slow for my adhd to keep paying attention, but now i see he's just SUPER thorough and i watch him and maybe one or two others.
The best tutorials on UA-cam. Taught myself the majority of map & cluster defs, enter/exit scenes so finally able to have a progressive storyline etc, trial & error but so satisfying once you get the hang of it. But so glad to see hubs being explained, made some pretty large levels when it could have been easier to break them up with hubs rather than using exits without an intermission (handy for cinematic intermissions though, usually to end a part of the current episode) or in these larger levels everything is just packed into 1 huge map, going to help keep some later levels a bit more interesting. Expecially boss fight arenas & key hunting. Thanks again, always great to see something from Chubz 👍
i snooped into the sigil wad back when it got released.. the stuff that's in there -- to make a fifth episode etc -- is about the level of functionality i like to use. learned a lot from sigil
Chubz, you're a godsend! By far the best tutorials for Doom mod creation out there. Keeping it comprehensive yet simple to follow. I used to follow you from a few years back when I was just getting my toes wet in Doom Builder. I'm relatively proficient at mapping now, but I had stayed clear of Slade until now, for some reason. I'm not sure why, as this stuff seems pretty straightforward and is rewarding to do. Thank you so much for making it easy to understand and do!
It's always nice to see one of your videos come out. You not only showcase what it is you're trying to teach us but you take the time to try and explain why it works the way it does. I would much rather see that than someone making a five minute video about something that glosses over the details.
map 40 "The Gnashing Of Teeth" { levelnum = 40 titlepatch = "VASLV40" intermission par = 350 next = "INTMAP" secretnext = "INTMAP" lightmode = 4 fade = "BLACK" skyFog = 175 fogDensity = 125 outsidefogdensity = 150 SKY1 = "RSKY4" music = "D_PARDOX" } this what I came up with a year or so ago... It was based on John Romero's ZmapInfo from Sigil... The lightmode through outsidefogdensity sets the map shading kind of like the Sony PSX Doom shading but in Black instead of Pale Blue...I found that in the Zdoom wiki... The Intmap is the little story and thanking user for playing this wad... But this is pretty much what I use for every Doom project...
Thanx again Chubz ! The links in the description will help me on my way & i know now where to look for the tutorials i may need to proceed Lots to learn , i'll start by simply extending a few early maps in either DooM ; if that works , i intend to add some places to Necropolis & a restart portal to Dark Crucible ; or whatever - Looks like a hot autumn & winter ahead & i'm really looking forward to them !
Excellent tutorials, Chubz. I am going in between each one of your tutorials (quite funny seeing many from years ago, still helpful today!). You have such a cheery approach! :D
You're right, it's probably longer than it needs to be. I tried to break it up into a bunch of different sections via timestamps to make it more digestible.
@@Matzu-Music Older people tend to do that. It's their nature to overexplain and to overthink to not make mistakes. And specially, to explain WHY something is done like that. Young people want everything done ASAP, but tend to make way lot more mistakes and can't really explain technically how something works.
@@alvaronobile I've never tried to change the intermission screen so I don't know much about it, so all I can do is point you to the wiki and wish you good luck 😁zdoom.org/wiki/MAPINFO/Intermission_definition
For some reason you didn't mention the end of each episode, like it was made in Doom I. I figured out how to make it myself, but it would be better to see this information here. Thanks for this video, you helped me a lot!
Really nice tutorial. Not long at all, honestly. I'd rather watch an overly long video that explains WHAT and WHY, than one that is shorter and only covers WHAT. :) .. I'm no "expert", but I have been making maps for fun since the DOS DCK days (yeah, I'm old, sue me ;) ). Moved to WadAuthor for most of my mapping 'career', then used DeepSea for a while (back when Jack was still trying to decide what to call it.... I suggested DeepWadder), then Doombuilder when CodeImp first released it. Now, GZDoombuilder 2 has been my go to for "a few years". .. I think DOOM map building (and Heretic and Hexen) are just *great* pastimes for anyone who enjoys creativity and video games. The map making can be as simple or as complex as you want. I've made maps in under a half hour...and a bajillion more that I've never finished that were significantly larger! I've only released...geeze... 2? Three maybe? But my enjoyment is in the creativity and the experience of having a beer/whisky/glass of wine or an ice cold Coke/Pepsi, putting on whatever games soundtrack I'm building for, and then just getting lost in a maze of linedefs, sectors and things for hours on end! .. Ahhh.... making maps for DOOM. Such a highly under-rated hobby that I think everyone should be introduced to. .. Keep it up! I'm off to continue binge-watching all your vids!
Amazing tutorial, but I chuckled a little cuz you sound almost like Mr. Mackey, I dunno why you just sound like that to me. Thank you for the video, it has plenty of much needed info!
Holy crap has this video been helpful!! I've gotten back into editing and now I have a functional campaign that I can choose. By any chance do you have a breakable glass tutorial? VERY WELL DONE!!
I've never made breakable glass myself, so sadly I don't have a tutorial for that. I've never been great when it comes to custom items/effects like that.
Alright, goddamnit, I got questions. Well, first things first: excellent tutorial, very helpful, very appreciated, thank you so much, but... I still have questions, specifically about hubs. 1). What happens when you complete a hub? Is there an intermission/transition screen, and if so, does it track progress throughout the entire hub, or does it only track the progress of the hub's exit level? 2). Could you force intermission/transition screens between levels WITHIN a hub, and if so, would they keep track of your Kills/Items/Secrets progress, changing/updating with repeated visits? 3). Without adding additional assets and without differentiating between keycards and skull keys, are you stuck with only three keys throughout an entire hub, or does each level have its own keys and remember which ones you have in each level? 4). Finally, I watched your Prey-style portals tutorial and downloaded the Episode 1 hub map you created. Seeing that you copy/pasted each of the four maps into a single map, is it safe to assume that Prey-style portals only work within a single map, or could they be used to transition between maps within a hub? Thanks again for all of these tutorials. They're extremely helpful, and I always look forward to the next one.
1.) If one level in a hub/cluster leads to a level that isn't part of that cluster, then you do see an intermission screen. It only lists the progress of the "exit level" though, not every single level in the hub/cluster. 2.) I'm not aware of any way to do that. However, you could potentially use ACS scripting (and maybe even ZScript?) to fake your own tally screen, especially with the information provided by this built-in function: zdoom.org/wiki/GetLevelInfo 3.) Yeah, you're stuck with just three keys. When moving across levels in a hub, none of your weapons/items/etc. are reset or modified in any way. 4.) There's no way to make a portal actually send you to an entirely different map, but you could always fake it by having the portal send you to a "fake" entrance area of the next map that looks identical to the real one, and then when you step through the portal and move far enough into the fake entrance, have the game load the actual map so that the rest of the map then becomes available beyond the entrance.
Thank you for a great MAPINFO lesson! But i still have a few questions regarding certain details: 1) How much story text can i put there? Is there a limit? Also, how long is it displayed on the screen before fading or switching to the next page? Can that be controlled or is there a hard-coded default? 2) If the story text requires 2 "pages", then how does it decide when to erase the first page and start typing in the second one? 3) Finally, intermission graphics. (I am definitely not using those default tiles) I made custom story screens, but what if i want more than one picture to be displayed to further illustrate the text? How would i incorporate a sequence of pictures, two or more. Both on entering the level and on exiting.
1) There isn't a hard limit to the text, but it will eventually go off-screen (at the bottom) if you have too much of it. There's also no time limit for how long it's displayed. It stays on-screen until you hit a key to switch to the next map. 2) Story text isn't broken up into pages, it's just a single screen. If you need more than one page of text, the best option would probably be to make a fake "story text" screen by using ACS scripting (HudMessage would make this very easy to pull off). 3) You can only display a single image per story text screen. ACS scripting would probably be the best option to circumvent this (HudMessage would again come in handy, since it can display text AND images, thus allowing you to swap images in/out).
Hi Chubz, could you make a video explaining the hub system in more detail? Or not sure if you already have a video explaining it, can't find much about it tutorial wise.
I sort of go over the hub system at 38:41, and there's also a downloadable example in the video description (basically the same hub setup shown in the video). Since this tutorial is so long and I covered so much stuff, I doubt I'll ever do a hub-specific video. There also just isn't much more to say about hubs. All you really have to do is add the "hub" keyword to a cluster definition, and all maps belonging to that cluster will be persistent. That's all there is to it! If you have any specific questions though or problems you're having, I'd be happy to help.
Hey man, is there any way to disable/override the stock Hell on Earth episode? or do I need to edit the iWAD itself? also this has helped me more than I can say. Thanks so much for making this. My mod is already looking fancy schmancy due to you.
To override the Hell on Earth episode, all you have to do is create a new episode that starts with MAP01 (just like Hell on Earth itself). On the main menu, you should then see Hell on Earth replaced with whatever name you've chosen (provided you've created at least two episodes, that is; if there's just one episode you'll just be taken straight to the difficulty selection).
@@Chubzdoomer Thanks so much. Reason I'm asking this is because I want a text intro sequence which I figured out I'd make with entertext =. In which case I need 2 clusters, and something of a prequel map (Which I called PREQ). So in my case the episode starts with the map PREQ, and not MAP01. I might use MAP01 as PREQ and just change my map format to E[X]M[Y]. Thanks again for the answer!
Ok. Help lol. I’m using doom builder and GZDoom as my test. I have 9 levels built but for testing purposes I did exactly what you did and created 2 rooms. First off, I have a lot more in my entries column than you do and I’m not sure why. Second and most importantly, when I add the quotes and things behind map or next = mine are in red and I get an error message when I try to run the test level. edit: Nevermind I got it to work. I still don't know why my levels bring up so many more options in the entries column but my error was pretty simple. I was typing a SPACE in the "secretnext" and it was flagging it. As soon as I deleted that space, it was fine. Also, as a note I've figured out you don't need "secretnext" at all and it will still work just fine. I put all 9 of my levels together into an Episode and only put "secretnext" on the map that had a secret exit and it all worked out great. This is an amazing tutorial. Thanks!!! PS. If you're interested to try my episode let me know, I'd love a little feedback.
Sure, I'd be glad to check it out! I'm not sure what's going on with all the extra stuff you're seeing under Entries, but that's something I could also look into when you send me the WAD.
I'm not quite sure I understand what you mean by "multiple parts of one skybox." Could you list some examples of maps from TNT/Plutonia that feature this?
Hey Chubz, I was wondering if you had any idea on how to make title patches, such as the WILV** or CWILV** ones, cause' I can't find any info on it anywhere
To end the game, all you have to do is type "EndGameC" or "EndTitle" for the next/secretnext map. EndGameC takes you to the "end game cast" that you see at the end of vanilla Doom 2, and EndTitle just sends you right back to the title screen. You can also customize your own end sequences via Intermission definions, which you can read more about here (I've never messed with 'em myself): zdoom.org/wiki/MAPINFO/Intermission_definition
It sounds like you'd want to set up a hub system where all of the levels exist in a certain cluster, at which point you can freely travel between them similar to the Cluster Hub demo shown at the end of the video.
Hi Chubz, Thanks for the file, about the letter, when I changed your image with another and open the letter, it doesn't appear and reappears for a second when I exit the screen. Do you think it is a resolution problem, I doubt it's a problem in the script because it's practicing copied from yours, or another problem? Thanks in advance.
Weird... I'm not sure what could be causing that. Could you send me the WAD so I can check it out myself? You can email it to me at chubzdoomer AT gmail DOT com (spelled out to avoid spambots!).
please help me merge some texture wads plz its complacated its 12 wads monsters and guns included i been working hard on this map and want it to be shared please chubs ur the best man
Good video very informative. I got a question for you Chubbz. If I want to build a level using textures from a wad like Eviternity whats the best way to do it? I tried to add Doom2.wad and Eviternity.wad to resources in Doom builder but when I try to play the map in gzdoom or even just testing it in Doom builder none of the texturs show up in game even though I could see them while editing the map.
I'm honestly not real familiar with porting over all the textures/flats/etc., but one thing you could always try is make a copy of Eviternity then go into Slade and remove all references to the maps, sounds, etc. (basically everything _but_ graphics-related stuff).
Sounds a bit like the call to start doom with your custom level might be wrong? Doom builder knows you're referencing multiple wads but the doom exe needs to know that too i think. i'd guess it's an issue with the command line parameters? Ever tried dragging your map's wad + the referenced texture wad onto the doom executable?
in the sigil wad i see that there is a MAPINFO and also ZMAPINFO which has the seemingly newer zdoom syntax with braces. the MAPINFO one is much simpler syntax-wise. do we need both ? or is that for compatibility with the dos version?
Out of curiosity: is it possible to have the hub map change in some way whenever you beat a level the hub leads to? Like in a fashion similar to Quake where after you beat all the main hubs, it “unlocks” the final level? Or like say you go through a level from the hub and you beat it, and then when you return to the hub a door to the next set of levels unlocks?
Yeah, you can do that really easily with scripting by using "world variables," which unlike regular variables persist across levels in a hub. They're kind of similar to global variables (which I made a tutorial on), except global variables persist game-wide instead of only in a hub. What you'd ultimately want to do is create one or more world variables that are changed inside the regular levels, and then when you return to the "central" level you check the status of the variable(s) and react accordingly. Here's one example I made for someone else a short while back in which you must flip switches in each of the regular levels in order to be able to open a door in the central level: www.mediafire.com/file/0xelz8j14n3ph1p/HubSwitchesExample.wad/file I recommend popping it open in Doom Builder and studying the maps and scripts. I commented the scripts so that they should be really easy to follow.
The easiest way is to go to the map definition and set the next/secretnext map to "EndGameC" or "EndTitle." EndGameC goes to the Doom 2 ending that shows the cast, and EndTitle just sends you right back to the title screen. You can also customize your own endings/intermission screens via Intermission definitions: zdoom.org/wiki/MAPINFO/Intermission_definition
Question: After creating the MAPINFO lump I put the following map MAP04 "" and the quotes are marked in red. I just setup the ACS compiler to ACC. What am I doing wrong?
I'm honestly not sure, but I recommend typing out the MAPINFO, saving your changes, and then playing your WAD to see whether it not it works. You don't have to compile MAPINFO like you do ACS scripts, so the colors you're seeing for the text (in Slade) don't really matter. EDIT: I just loaded the tutorial WADs in Slade and most of the text that was light blue in this video is now red just like yours. I'm assuming they recently updated Slade's default text colors. Either way, it's just a cosmetic change so there's nothing to be concerned about.
The Map definition has ExitPic and EnterPic properties specifically for tally screen graphics. As for the music: You can create a Gameinfo definition (inside your MAPINFO lump) and then use the IntermissionMusic property to set the default intermission/tally music for your entire WAD. zdoom.org/wiki/MAPINFO/GameInfo_definition
@@Chubzdoomer Let's say that your central hub map had a way to progress to a different hub or another map, but the only way to go there is to first visit all of the four accessible levels and press a switch so that the path opens. Simply put, can a switch on one map open a door (or four doors, in this case) on the other?
@@HeDoesNotRow Oh, gotcha! One of the easiest ways to do something like that is to use world variables, which are accessible across clusters/hubs. You'd basically create a world variable called something like switchesFlipped, and then increment it on each level when a switch is flipped. The "main" hub room would then have a script somewhere that checked whether or not switchesFlipped was greater than or equal to your desired value (i.e. the total number of switches). Here's a small example I made with heavily-commented code: www.mediafire.com/file/0xelz8j14n3ph1p/HubSwitchesExample.wad/file Also here's a video I did on global variables if you want to check it out (you use world variables just like global ones, except you just replace the word "global" with "world"; also global variables are accessible on literally any map, but you can still apply the info in that video to world variables): ua-cam.com/video/67BRwKOCf8U/v-deo.html
I've tried making a hub, and while all maps share the same cluster, they also are under a completely different episode with different names. Using the "teleport to map function" like you have in your hub example script doesn't work for me when I try to apply it, as I get the same intermission screen and I'm shunted off to underhalls and not to a different level I made. If the maps are in a different episode with their own name, is there something extra I have to do? Discovered by tearing your hud example wad apart. If you go into mapdefs and you use the example of AMAP01 and what not. So anything that isn't strictly 'MAP01, MAP02, MAP03' and so on. Game doesn't like it.
@@Chubzdoomer Discovered the issue. According to Bridgeburner after talking to him. Custom map names like the AMAP01 example doesn't work, but you have to use Levelnum to manually assign it as 'level one' For example, and excerpt from my WAD map AMAP01 "The Testing Chamber" { next = "AMAP02" secretnext = "map05" sky1 = "SKY2" cluster = 32 par = 500 music = "MSCH" Levelnum = 1 } Notice how I needed to add Levelnum. Note: If you're replacing the regular Doom II levels and you don't have custom names. you don't need to use Levelnum. But if you have a new episode, and of course with new map names. You need to assign Levelnum. If you know though, is it possible to to make a hub with different entry points? for instance. In my hub, I have a cave entrance that takes me to a cave level. When I come back, it doesn't restart me at the beginning of the map, but at the cave entrance. Is this possible?
@@TheTISEOMan It is indeed possible to do that! Here's an example I made a few years ago that shows it in action: www.mediafire.com/file/y43o5lys46kafnz/HubStaircaseExample.wad/file Although the focus of the WAD is the staircase (which is 'raised' from another map via some script trickery), you can also see how I've used multiple Player Starts to pull off the effect you described. The most important part is the "Argument 1" field for the Player Start, which you can access by right-clicking the Player Start to pull up its properties, and then clicking on the "Action/Tag/Misc" tab. By default, "Argument 1" should be 0. For other Player Starts that you place, however, you'll want to change this from 0 to some other positive number. Think of this number as a 'Player Start ID.' That number/ID can then be utilized via scripts and line actions to specify which Player Start to use when traversing maps. In my Hub Staircase WAD, open MAP01 and notice that the Player Start that's positioned next to the teleporter has its "Argument 1" value set to 1. Now open MAP02, and closely examine the teleporter's line action(s). Notice that the teleporter uses Action #74 (Teleport to Map), with the "Map Number" set to 1 and, perhaps most importantly, the "Tgt Player Start Arg0" set to 1. That last part is key! You're essentially telling the "Teleport to Map" action WHICH Player Start to send you to on the map you've specified. In this specific example, that line action is saying "Teleport me to Map 1, and place me at the Player Start whose 'Argument 1' value is 1."
Would it be possible to have 2 different flats as pictures inside the same cluster? What I mean is: entertext with its own picture and exittest with its own. All within the same map, as in at the beginning of the map it shows entertext, at the end exittest, each one with its own flat as pic.
@@Chubzdoomer Thanks for the answer. Is there a way to get the same effect? Like, can a map sector direct to a cluster for the normal "next" and to another one for "secretnext"? That way I could put that "entertext" to the previous map, but in another cluster so it gets read...
@@SiCkMiNiMaLsTyLe What I'd probably do is just give each map its own unique cluster number, and then give each cluster its own flat/entertext. Map A would belong to a unique cluster, and Map B would belong to a unique cluster. Map A would also be set up to lead to Map B. As a result, when you first entered Map A you'd see its cluster's flat/entertext. When you completed that map and moved on to Map B, you'd see ITS cluster's flat/entertext. In other words, forget about exittext all-together and just use the second map's (cluster's) entertext/flat as a substitute for it. Entertext and exittext look and behave the same way, so the player would never know the difference. That approach won't work for every situation (like if Map B could be led to from OTHER maps... which would obviously present a problem), but it's the only real workaround I know of.
@@Chubzdoomer Thanks again for the answer. The problem is that Map B (cluster 2) is also the final level (and also a secret level). When you exit from the normal route you get to the normal "exittest" from Map A (cluster 1), but when you exit through the secret exit I wanted an enter text congratulating for finding the secret level and, at the exit, the same "exittest" from Map A ("you wrecked the game GG lol"). After the text, for both Maps, there'd be the classic DOOM2Cast roll. This can be done, the only problem being that, as far as I understand, each cluster can have only one flat as background for text, while I wanted one flat for Map B's "entertext" and another one for its "exittest"... UNLESS... I could create a last map containing ONLY the "entertext" (that would be Map B's "exittest"). BUT I would need to make it so that the transitions between maps is seamless, and ofc no tally screen/player movement/HUD/ etc... This map would then automatically lead, through the "next" parameter, with just a key press and a melting screen effect, to EndgameC. Would it be feasible?
I know next to nothing about that, but here's a thread I found over on the ZDoom forums with some excellent info/suggestions: forum.zdoom.org/viewtopic.php?t=57110
hello how can i make custom title inside the game...bcuz i use plutonia as resources but the title says plutonia experiment at the menu..i wanna change it to "devil catacombs"
One way is to create your own TITLEPIC graphic and import it with Slade. If done correctly, the original TITLEPIC (the main menu background) will change to be your own. You can take it further and import your own CREDIT, HELP, and M_DOOM graphics as well. CREDIT and HELP are for the credits and help screen (pretty obvious, right?), and M_DOOM determines which title graphic will appear above the menu when you pull it up. Here's an example I made that you can study in Slade: www.mediafire.com/file/a9mo7g02p9xg52v/Custom+Title+Screens+Example.wad/file
Everytime i try to do a cluster text and open the map, it keeps saying "{: Unknown top level keyword" or "flat: Unknown top level keyword" "exittext Unknown top level keyword",, please help.
It sounds like you might have thrown in an extra opening or closing brace ({ and } respectively), or left one out, or maybe even typed an incorrect character somewhere. Without seeing the code, it's impossible to say for sure. One requirement to keep in mind though is that every opening brace must be followed up with exactly one closing brace. The opening and closing braces basically "encompass" all of the information between them.
Hello chubz speaking of sky... I tried putting other sky texture at the ceiling such as that hellish sky and when I play it it doesn't work unlike the default sky with mountains... Any help out there on how I can make it work
I show how to set the sky when I'm writing the map definition at about 8:55. You can also change the sky via scripting, but MAPINFO is the "ideal" way to do it. When you specify which sky you want, that sky ends up being displayed wherever the F_SKY1 texture is used. Don't think of F_SKY1 as a graphic itself, but rather a signal to the game that "a sky should be projected here." Whether that sky ends up being SKY1, SKY2, or SKY3 depends on how the MAPINFO definition has been set up. Here's more information on how this all works, as well as more about skies in general: zdoom.org/wiki/Sky doomwiki.org/wiki/Sky
I've built an absolute beast of a map & plan to release it in the next week or so. For some reason the game won't launch if I have the "par" function in the MAPINFO file. I encounter the same issue with the sky1 function (I replaced the default textures instead of using it). I'd prefer to avoid adding my par time to the exit level image if I could. I am using the original Doom2 format in Doom Builder to create the map, the only reason it doesn't run on vanilla is because of the sector/linedef limit. Any help with the par time would be awesome.
@@Chubzdoomer thanks for responding so quickly! I actually fixed both issues. Because I'm using a very outdated format all I had to do was remove all brackets (they gave me errors), remove all = symbols and put the par time inside "" Looks like this & runs sweet now: (edit: entire MAPINFO) //MAP INFO defaultmap nocrouch nojump sky1 SKY3 0 cluster 1 enterpic TITLEPIC exitpic ENDPIC map MAP01 "Fancy Map Name" //next //secretnext //sky1 SKY3 0 //cluster 1 par "30" music D_RUNNIN clusterdef 1 music BUNNY flat RW24_1 exittext "Fancy written ending."
I wanted to use the OG Doom2 format, but I used Sigil as a MAPINFO reference. Everything worked fine until I noticed Mr Romero imported his par times in a separate file which confused things for me. I did notice (in the format I'm using) that all displayed text needed to be within double-inverted commas, I tested this with the par time & boom. Runs perfect.
@@Chubzdoomer I just wanted to say that your videos have been very helpful for me with my latest project. I've never made a Doom map before but I used to make maps for Blood, the design suite was almost identical. With help filling the gaps by watching your videos I've been able to create something very unique that nobody can compare to any Doom map released so far. I'm trying to find someone who could critique it before I release it. It's largely designed to test players single-player, speed-running & multiplayer skills. If you're interested in taking a peek let me know! Big thanks for making these videos, they've been an invaluable source of information!
Is it possible to make a mapinfo file or do something in the map editor that allows the player to backtrack to previous areas, like in Strife? if so, how can it be done?
Yep! I actually show that near the end of this video, with the hub example. You'd just make each level part of the same hub so that you could freely travel between them without resetting their progress.
@@maddal1705 Here's a page with more info on that action: zdoom.org/wiki/Teleport_NewMap See the Levelnum section on this page for more info on what exactly that is: zdoom.org/wiki/MAPINFO/Map_definition As for the Player Start arg0, that's just referring to the number assigned to the first argument of the Player Start (on the Action tab). If you have two Player Starts on the map you're teleporting the player to, and one of them has "5" for arg0 (on the Action tab), then if you type 5 for the Teleport to Map special, that will be the Player Start that's used after the special has been activated and the map has been switched. If you're still confused (this isn't an easy thing to explain in a small text box), I recommend downloading and carefully studying this example I made, which uses two Player Starts on the first level, each with different numbers for arg0 (the first argument on the Action tab): www.mediafire.com/file/y43o5lys46kafnz/HubStaircaseExample.wad/file
I have 3 clusters, cluster 5, cluster 6, and cluster 7, at the point where cluster 5 is meant to show up, cluster 6 shows up, and the rest don't work, how do I fix this?
@@Chubzdoomer Damn, I didn't know it should be done, I put together with the map files at the bottom, because at the top there are a lot of monsters added. But the problem has already been resolved. For some reason, when I created the MAPINFO file, I wrote the code and saved it, so the MAP01 file was replaced with this file. So I created the empty MAPINFO, saved it and started writing code in it, so it worked, the MAP01 file was not replaced. Should I still put MAPINFO on top of files to avoid problems? Chubbz, what is your nickname on the DoomWorld forum? It would be nice to follow you!
@@K-kof2000 It's usually a good idea to try and put any new entries above all of the map-related files. If you don't, strange (and usually bad) things can happen. Here's my Doomworld profile: www.doomworld.com/profile/4109-chubzdoomer/ As you can probably tell by my post history though, I don't really have much of a presence there.
@@Chubzdoomer My name is K_Doom on all Doom forums. It's okay not to be active, I found that although this forum is the nicest interface and has more users than the other forums, its vast majority of members just consume Doom, not modders and mappers as I expected... I noticed this because the few questions I asked had unsatisfactory answers. Apparently, the only way is to learn by yourself and with good youtubers like you helping. :)
Greetings, I'd like to make a wad file where every weapon has its own music, therefore there will be no standard MAP MUSIC. If you have the pistol, a rock song will be played. If you have the shotgun, a metal song will be played and so on. How may I achieve this?
That's pretty easy to achieve with ACS scripting. There are probably other methods as well (like perhaps ZScript). Here's a small ACS scripting example I whipped up: www.mediafire.com/file/ho4i4jtdv6wf71d/Weapon+Music+Example.wad/file And if you aren't familiar with ACS scripting, I have an entire video series on it here: ua-cam.com/play/PLuDCrjOek9njK8hXkZmTxaU8PWzjzGql7.html
@@Chubzdoomer You are wonderful for your immediate response and work to help others, thank you! Unfortunately I cannot compile the ACS again in Doombuilder it shows message about script number needed and if I add numbers then again it cannot compile
@@Ballistika Can you show me your entire script (or rather everything you've typed in the Script Editor)? There's probably a small typo in there somewhere.
@@Chubzdoomer I didn't even start creating something of my own. I just opened Weapon Music Example.wad using Doom Builder 2 "I don't have GZDOOM Builder" I don't know if it matters, I have the configuration as DOOM in UDMF format, I opened the script with the editor and tried to recompile it. Then an error "Script number must be between 1 and 999" appears. IF I run your wad file via Doombuilder 2 without opening the script editor, it runs normally. If I run the script editor once and even if I don't try to compile it again, then this error appears when I try to run it. Excuse me for my lack of English.
@@Ballistika Ah, that's strange. It may indeed be related to Doom Builder 2. That editor is extremely outdated, and so the ACS compiler it comes with may not support named scripts. Nowadays I recommend Ultimate Doom Builder for anything UDMF-related since it's the most up-to-date spinoff of Doom Builder.
@@Chubzdoomer not exactly. I want to put end text when you finished E1M1, E1M2, E1M3 (when you enter to the secret level) and E1M8. Also I create one secret level and the entrance is in E1M1 also and I want to put another different end text when you finished E1M1 and enter to E1M10
@@luisgongoragaldos7463 Ah, I think I see what you're saying now. Putting exit text after individual levels is done via the same method I use in the video: Just make each level part of its own cluster, and give that cluster some exit text. There's nothing wrong with having a cluster that consists of just one level. If I'm understanding you correctly about E1M1 and E1M10 though, you'll probably hit a snag there. I'm assuming you want to see different text depending on whether you go from E1M1 to E1M2, or E1M1 to E1M10 (in other words, whether you beat E1M1 normally or by finding the secret). That unfortunately just isn't possible, since "exittext" doesn't discriminate between exiting a level normally or via a secret. You COULD give E1M2 and E1M10 "entertext" rather than "exittext," but then if E1M10 leads to E1M2... that means you'll end up seeing E1M2's entertext whether you get there from E1M1 or E1M10, which may not be what you want and probably just puts you right back at square one. Perhaps there's some sort of trick/workaround to get different texts depending on which exit you find, but I'm personally not aware of anything like that. 😐
@@Chubzdoomer exactly, one more question my friend. How I can put enter text and exit text for every level but with the same cluster, or I need to put enter and exit text in one cluster per episode?
@@luisgongoragaldos7463 You would basically have to give every level its own unique cluster. The first level could be cluster 20, the second 21, the third 22, etc. etc. It's also important to not get clusters and episodes confused. Clusters are what you use to treat levels as groups, and make it so that after finishing a certain group of levels you're treated to some sort of ending/intermission text. Episodes, on the other hand, are literally just this: An option under New Game that sends the player to the map of your choice. That's it. They have no functionality beyond that, and have nothing to do with grouping levels together (that's what clusters are for). Most people use episodes and clusters in tandem, though, just like the original Doom: E1M1 through E1M9 is cluster 1 E2M1 through E2M9 is cluster 2 E3M1 through E3M9 is cluster 3 "Knee-Deep in the Dead" sends the player to E1M1 (aka the first level of cluster 1) "The Shores of Hell" sends the player to E2M1 (aka the first level of cluster 2) "Inferno" sends the player to E3M1 (aka the first level of cluster 3)
hey chubs, im making a custom doom wad an i've ran into a problem, if I want to give a custom monster a special action like exit level, it wont work, any solution?
@@IrishSturmtruppenGodBlessUSA Oh, I'm honestly not sure in that case. I don't mess around with custom monsters/actors that much. Most of what I do is either mapping or ACS scripting.
To override the Hell on Earth episode, all you have to do is create a new episode that starts with MAP01 (just like Hell on Earth itself). On the main menu, you should then see Hell on Earth replaced with whatever name you've chosen (provided you've created at least two episodes, that is; if there's just one episode you'll just be taken straight to the difficulty selection).
@@IrishSturmtruppenGodBlessUSA There may be some advanced workarounds, but as far as I know there's no way to have a map send you back to the main menu itself.
Do you know how needlessly long your videos are? No offence, but if you'd cut out every mistake, every moment nothing happens and use maybe a skript, this video would only take 15 minutes.
Thanks for the feedback. I totally agree, this video was quite lengthy. Sometimes my insistence on showing not just the "how" but also the "why" leads me to spending more time explaining things than I perhaps ought to. I did break the video down into multiple chapters/timestamps to try and make it more digestible, but I completely understand if even that isn't enough for some viewers.
Is this outdated now? I copied the exact code for it and it would just say "Script error, "TEST.wad:MAPINFO" line 2: (: Unknown top level keyword". You think you can help me out?
It should still work just fine. Try downloading the example WADs in the video description and running them. Do you have the same problem? If not, I recommend popping them open in Slade and comparing their MAPINFOs to yours side-by-side. It's possible there's a small typo throwing you off.
@@Chubzdoomer So does it require ZDoom? format since i'm much more familiar with doom: Doom (Doom 2 format) id rather use it but I also want to be able to use mapinfo. Does it just not work unless it is that format?
@@swirlz100 Yeah, MAPINFO lumps didn't even exist until they were introduced in Hexen, so that's why you can't use that lump in "strictly vanilla" DOOM levels.
I'm trying to make a seamless experience of Heretic but when I edit the map info with: next = E4M1 - the last map of the episode won't open the walls after the boss died. Any idea how to fix it? Also the textscreen that should appear at the end of the episode is one mission earlier....
I'm having a little trouble following you, but I'm also not nearly as familiar with Heretic as I am DOOM. Are you saying that you're having trouble making E3M8 lead to E4M1 once it's been completed? And that there's a text screen appearing on E3M7? If all else fails, I recommend using the following sample MAPINFO as a reference and modifying it wherever necessary (for example, you might can try making the maps all one cluster so that there are no end-of-episode messages after any of the maps besides the very last one): github.com/rheit/zdoom/blob/master/wadsrc/static/mapinfo/heretic.txt
@@Chubzdoomer this link is useful thanks! I solved it with this in the map info: SpecialAction = "BrutalMinotaur", "Exit_Normal", 0 But the text I'm not sure how to make it appear on screen. I guess I need to create clusters for each episode and and the end of each cluster will appear everything I write after ExitText??
To get the syntax highlighting you can just click the "text language" dropdown and pick "ZDoom MapInfo". The way you do it is an awkward workaround, and the reason it works is because you're forcing SLADE to autodetect the text language based on the lump's name.
Thanks, I figured there had to be an easier way to do that!
Well done Chubz! This is much more detailed and thorough than my old tutorial.
But in yours,
I don't need almost a full hour to find what I need or look uo what I forgot
@@YatzeeWillWearAGreenHat Luckly the author put the linked times on the description so anyone with at least half a brain cell can navigate to the points way faster than almost a full hour to find whatever they need to, huh.
@@Willowisp927 Well, thank you for your advice, but it still doesn't change the fact that you'd watch the whole video if you'd like to find out the basics
FINALLY someone makes a video on this. Thank you!
Check out DavidXNewton, he also's got some nice tutorial videos (including mapinfo).
(cries in the corner)
@@DoomKid I'm subscribed though😄
This is such a helpful tutorial! It almost gave me everything i hadn’t learned to finish a megawad. Thank you Chubz!
I tried everything you did, and it _WORKS!_ Thanks, pardner!
I pray for a Zscripting Tutorial from you Chubz, you're the only guy i'm able to understand
lol ikr
its the southern accent pacing. when i first tried to watch he was going too slow for my adhd to keep paying attention, but now i see he's just SUPER thorough and i watch him and maybe one or two others.
The best tutorials on UA-cam. Taught myself the majority of map & cluster defs, enter/exit scenes so finally able to have a progressive storyline etc, trial & error but so satisfying once you get the hang of it.
But so glad to see hubs being explained, made some pretty large levels when it could have been easier to break them up with hubs rather than using exits without an intermission (handy for cinematic intermissions though, usually to end a part of the current episode) or in these larger levels everything is just packed into 1 huge map, going to help keep some later levels a bit more interesting.
Expecially boss fight arenas & key hunting. Thanks again, always great to see something from Chubz 👍
Haha I just stumbled my way through my first MAPINFO last night. Should have just waited a day!
chubz your like a bloody savior when no tutorial can help (other than doom kid he's my secondary source.)
i snooped into the sigil wad back when it got released.. the stuff that's in there -- to make a fifth episode etc -- is about the level of functionality i like to use. learned a lot from sigil
this was very useful! thanks! It's also easy to incorporate custom made music this way.
Thanks for the tutorial. Just started mapping and this was extrememely uselful and well made.
Very clear and simple to follow!
I've seen some convolute videos on map name changes which have left me in a daze, but this is superb in its simplicity! Thanks Chubzdoomer!
Thank you so much for a very well made tutorial. clear and to the point, got what i needed done
Thank YOU! Glad it helped!
Chubz, you're a godsend! By far the best tutorials for Doom mod creation out there. Keeping it comprehensive yet simple to follow. I used to follow you from a few years back when I was just getting my toes wet in Doom Builder. I'm relatively proficient at mapping now, but I had stayed clear of Slade until now, for some reason. I'm not sure why, as this stuff seems pretty straightforward and is rewarding to do. Thank you so much for making it easy to understand and do!
got back into doom mapping recently and your videos have been incredibly helpful
It's always nice to see one of your videos come out. You not only showcase what it is you're trying to teach us but you take the time to try and explain why it works the way it does. I would much rather see that than someone making a five minute video about something that glosses over the details.
Thanks for this. Always appreciate these tutorials
Fan-bloody-doom'in-tastic. I was literally getting ready to start looking into this stuff.
This was really easy to understand and just what I've been looking for, Thanks!
thanks, chubz!
You have no idea how helpful this is. Thank you.
map 40 "The Gnashing Of Teeth"
{
levelnum = 40
titlepatch = "VASLV40"
intermission
par = 350
next = "INTMAP"
secretnext = "INTMAP"
lightmode = 4
fade = "BLACK"
skyFog = 175
fogDensity = 125
outsidefogdensity = 150
SKY1 = "RSKY4"
music = "D_PARDOX"
}
this what I came up with a year or so ago... It was based on John Romero's ZmapInfo from Sigil... The lightmode through outsidefogdensity sets the map shading kind of like the Sony PSX Doom shading but in Black instead of Pale Blue...I found that in the Zdoom wiki... The Intmap is the little story and thanking user for playing this wad... But this is pretty much what I use for every Doom project...
Thank you for making this.
Thanx again Chubz !
The links in the description will help me on my way & i know now where to look for the tutorials i may need to proceed
Lots to learn , i'll start by simply extending a few early maps in either DooM ; if that works , i intend to add some places to Necropolis & a restart portal to Dark Crucible ; or whatever -
Looks like a hot autumn & winter ahead & i'm really looking forward to them !
Excellent tutorials, Chubz. I am going in between each one of your tutorials (quite funny seeing many from years ago, still helpful today!). You have such a cheery approach! :D
It's nice that you made a vid on this, but I can't help but feel like it goes on FOREVER
You're right, it's probably longer than it needs to be. I tried to break it up into a bunch of different sections via timestamps to make it more digestible.
@@Chubzdoomer You see, it's the issue where you seem to ramble on about things that could have been explained in 15 seconds, tops.
@@Matzu-Music Older people tend to do that. It's their nature to overexplain and to overthink to not make mistakes. And specially, to explain WHY something is done like that.
Young people want everything done ASAP, but tend to make way lot more mistakes and can't really explain technically how something works.
Wow. Your'e back. Thank for the video Chubz.
This was great. Thanks! You explained things very well.
Chubzdoomer over there doing god's work
Thanks again Chubz!
Thanks for keeping teaching us ZDoom building Chub.
I've got a question, can two skies be used in a single map?
Yep 🙂zdoom.org/wiki/Sky#Alternate_sky
@@JaySmith-cd1ln Do you know how to change the tally intermission screen? I've been trying but I can't get it right.
@@alvaronobile I've never tried to change the intermission screen so I don't know much about it, so all I can do is point you to the wiki and wish you good luck 😁zdoom.org/wiki/MAPINFO/Intermission_definition
thank you chubs🙏🙏
I gave up mapping for a month and coming back to it now I forgot everything..
Lol. Good luck man and don't give up mapping!!
Hello Dondlo. Oh also, then that means I started mapping around the time which you took a break from it lol
@@oxygenmolecule3092 lol nice, welcome to classic DOOM fellow Eternal player
@@Dondlo46 Thank you, and I'm really enjoying it so far
For some reason you didn't mention the end of each episode, like it was made in Doom I. I figured out how to make it myself, but it would be better to see this information here. Thanks for this video, you helped me a lot!
Really nice tutorial. Not long at all, honestly. I'd rather watch an overly long video that explains WHAT and WHY, than one that is shorter and only covers WHAT. :)
..
I'm no "expert", but I have been making maps for fun since the DOS DCK days (yeah, I'm old, sue me ;) ). Moved to WadAuthor for most of my mapping 'career', then used DeepSea for a while (back when Jack was still trying to decide what to call it.... I suggested DeepWadder), then Doombuilder when CodeImp first released it. Now, GZDoombuilder 2 has been my go to for "a few years".
..
I think DOOM map building (and Heretic and Hexen) are just *great* pastimes for anyone who enjoys creativity and video games. The map making can be as simple or as complex as you want. I've made maps in under a half hour...and a bajillion more that I've never finished that were significantly larger! I've only released...geeze... 2? Three maybe? But my enjoyment is in the creativity and the experience of having a beer/whisky/glass of wine or an ice cold Coke/Pepsi, putting on whatever games soundtrack I'm building for, and then just getting lost in a maze of linedefs, sectors and things for hours on end!
..
Ahhh.... making maps for DOOM. Such a highly under-rated hobby that I think everyone should be introduced to.
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Keep it up! I'm off to continue binge-watching all your vids!
Amazing tutorial, but I chuckled a little cuz you sound almost like Mr. Mackey, I dunno why you just sound like that to me. Thank you for the video, it has plenty of much needed info!
Demons are bad, mmmkay?
Holy crap has this video been helpful!! I've gotten back into editing and now I have a functional campaign that I can choose. By any chance do you have a breakable glass tutorial? VERY WELL DONE!!
I've never made breakable glass myself, so sadly I don't have a tutorial for that. I've never been great when it comes to custom items/effects like that.
This was a cool video
Great stuff thanks for sharing.
nice one, thank you my dude :)
Alright, goddamnit, I got questions.
Well, first things first: excellent tutorial, very helpful, very appreciated, thank you so much, but... I still have questions, specifically about hubs.
1). What happens when you complete a hub? Is there an intermission/transition screen, and if so, does it track progress throughout the entire hub, or does it only track the progress of the hub's exit level?
2). Could you force intermission/transition screens between levels WITHIN a hub, and if so, would they keep track of your Kills/Items/Secrets progress, changing/updating with repeated visits?
3). Without adding additional assets and without differentiating between keycards and skull keys, are you stuck with only three keys throughout an entire hub, or does each level have its own keys and remember which ones you have in each level?
4). Finally, I watched your Prey-style portals tutorial and downloaded the Episode 1 hub map you created. Seeing that you copy/pasted each of the four maps into a single map, is it safe to assume that Prey-style portals only work within a single map, or could they be used to transition between maps within a hub?
Thanks again for all of these tutorials. They're extremely helpful, and I always look forward to the next one.
1.) If one level in a hub/cluster leads to a level that isn't part of that cluster, then you do see an intermission screen. It only lists the progress of the "exit level" though, not every single level in the hub/cluster.
2.) I'm not aware of any way to do that. However, you could potentially use ACS scripting (and maybe even ZScript?) to fake your own tally screen, especially with the information provided by this built-in function: zdoom.org/wiki/GetLevelInfo
3.) Yeah, you're stuck with just three keys. When moving across levels in a hub, none of your weapons/items/etc. are reset or modified in any way.
4.) There's no way to make a portal actually send you to an entirely different map, but you could always fake it by having the portal send you to a "fake" entrance area of the next map that looks identical to the real one, and then when you step through the portal and move far enough into the fake entrance, have the game load the actual map so that the rest of the map then becomes available beyond the entrance.
@@Chubzdoomer These clarifications help quite a bit. Thank you. The fake entrance idea is especially clever.
Have you even considered doing a Mugshot Tutorial? If not, I understand. If so, I'll check in and see how things are going.
Thank you for a great MAPINFO lesson! But i still have a few questions regarding certain details:
1) How much story text can i put there? Is there a limit? Also, how long is it displayed on the screen
before fading or switching to the next page? Can that be controlled or is there a hard-coded default?
2) If the story text requires 2 "pages", then how does it decide when to erase the first page and start
typing in the second one?
3) Finally, intermission graphics. (I am definitely not using those default tiles) I made custom story
screens, but what if i want more than one picture to be displayed to further illustrate the text?
How would i incorporate a sequence of pictures, two or more. Both on entering the level and on exiting.
1) There isn't a hard limit to the text, but it will eventually go off-screen (at the bottom) if you have too much of it. There's also no time limit for how long it's displayed. It stays on-screen until you hit a key to switch to the next map.
2) Story text isn't broken up into pages, it's just a single screen. If you need more than one page of text, the best option would probably be to make a fake "story text" screen by using ACS scripting (HudMessage would make this very easy to pull off).
3) You can only display a single image per story text screen. ACS scripting would probably be the best option to circumvent this (HudMessage would again come in handy, since it can display text AND images, thus allowing you to swap images in/out).
@@Chubzdoomer
Roger that. Thanks! I see it's not like Hexen.
Moving over to the HudMessage lesson...
i can hear texas from this man's accent
Hi Chubz, could you make a video explaining the hub system in more detail? Or not sure if you already have a video explaining it, can't find much about it tutorial wise.
I sort of go over the hub system at 38:41, and there's also a downloadable example in the video description (basically the same hub setup shown in the video). Since this tutorial is so long and I covered so much stuff, I doubt I'll ever do a hub-specific video. There also just isn't much more to say about hubs. All you really have to do is add the "hub" keyword to a cluster definition, and all maps belonging to that cluster will be persistent. That's all there is to it! If you have any specific questions though or problems you're having, I'd be happy to help.
Man, this wouldve been helpful years ago while I was actively developing my Megawad 😅
Good tutorial as always.
Will you do a tutorial on how to use the UDMF format?, that would be helpful If you ask me lol
Yeah I may have to do a video talking about some of the UDMF-specific features. I haven't really done anything like that before.
@@Chubzdoomer Alright!
Hey man, is there any way to disable/override the stock Hell on Earth episode? or do I need to edit the iWAD itself?
also this has helped me more than I can say. Thanks so much for making this. My mod is already looking fancy schmancy due to you.
To override the Hell on Earth episode, all you have to do is create a new episode that starts with MAP01 (just like Hell on Earth itself). On the main menu, you should then see Hell on Earth replaced with whatever name you've chosen (provided you've created at least two episodes, that is; if there's just one episode you'll just be taken straight to the difficulty selection).
@@Chubzdoomer Thanks so much. Reason I'm asking this is because I want a text intro sequence which I figured out I'd make with entertext =. In which case I need 2 clusters, and something of a prequel map (Which I called PREQ). So in my case the episode starts with the map PREQ, and not MAP01. I might use MAP01 as PREQ and just change my map format to E[X]M[Y]. Thanks again for the answer!
Ok. Help lol. I’m using doom builder and GZDoom as my test. I have 9 levels built but for testing purposes I did exactly what you did and created 2 rooms. First off, I have a lot more in my entries column than you do and I’m not sure why. Second and most importantly, when I add the quotes and things behind map or next = mine are in red and I get an error message when I try to run the test level.
edit: Nevermind I got it to work. I still don't know why my levels bring up so many more options in the entries column but my error was pretty simple. I was typing a SPACE in the "secretnext" and it was flagging it. As soon as I deleted that space, it was fine. Also, as a note I've figured out you don't need "secretnext" at all and it will still work just fine. I put all 9 of my levels together into an Episode and only put "secretnext" on the map that had a secret exit and it all worked out great. This is an amazing tutorial. Thanks!!!
PS. If you're interested to try my episode let me know, I'd love a little feedback.
Sure, I'd be glad to check it out! I'm not sure what's going on with all the extra stuff you're seeing under Entries, but that's something I could also look into when you send me the WAD.
I can see multiple parts of one skybox in TNT and Plutonia. So, how to make a skybox, using multiple pictures?
I'm not quite sure I understand what you mean by "multiple parts of one skybox." Could you list some examples of maps from TNT/Plutonia that feature this?
Hey Chubz, I was wondering if you had any idea on how to make title patches, such as the WILV** or CWILV** ones, cause' I can't find any info on it anywhere
Unfortunately I sure don't. I could be wrong, but I don't think that's something I've done before.
@@Chubzdoomer I don't blame you, I can't find sources anywhere, so no worries.
Could you please make a tutorial on custom intermissions?
That's something I've never messed with myself. I haven't gone too far beyond MAPINFO and SNDINFO.
Question, how do you end an episode as well as the game if possible? Other than that I'm gonna have fun this summer!
To end the game, all you have to do is type "EndGameC" or "EndTitle" for the next/secretnext map. EndGameC takes you to the "end game cast" that you see at the end of vanilla Doom 2, and EndTitle just sends you right back to the title screen.
You can also customize your own end sequences via Intermission definions, which you can read more about here (I've never messed with 'em myself):
zdoom.org/wiki/MAPINFO/Intermission_definition
thanks!
Is it possible to have non-episodic exits where the player can travel back and forth between the levels?
It sounds like you'd want to set up a hub system where all of the levels exist in a certain cluster, at which point you can freely travel between them similar to the Cluster Hub demo shown at the end of the video.
Hi Chubz,
Thanks for the file, about the letter, when I changed your image with another and open the letter, it doesn't appear and reappears for a second when I exit the screen. Do you think it is a resolution problem, I doubt it's a problem in the script because it's practicing copied from yours, or another problem?
Thanks in advance.
Weird... I'm not sure what could be causing that. Could you send me the WAD so I can check it out myself? You can email it to me at chubzdoomer AT gmail DOT com (spelled out to avoid spambots!).
please help me merge some texture wads plz its complacated its 12 wads monsters and guns included i been working hard on this map and want it to be shared please chubs ur the best man
great tutorial, but is it possible to do this on a regular DOOM 2 map and not a zdoom one?
No, MAPINFO originated with Hexen so unfortunately this isn't possible with a strictly-vanilla DOOM 2 map.
@@Chubzdoomer ah, that sucks.
Good video very informative. I got a question for you Chubbz. If I want to build a level using textures from a wad like Eviternity whats the best way to do it? I tried to add Doom2.wad and Eviternity.wad to resources in Doom builder but when I try to play the map in gzdoom or even just testing it in Doom builder none of the texturs show up in game even though I could see them while editing the map.
I'm honestly not real familiar with porting over all the textures/flats/etc., but one thing you could always try is make a copy of Eviternity then go into Slade and remove all references to the maps, sounds, etc. (basically everything _but_ graphics-related stuff).
Sounds a bit like the call to start doom with your custom level might be wrong? Doom builder knows you're referencing multiple wads but the doom exe needs to know that too i think. i'd guess it's an issue with the command line parameters? Ever tried dragging your map's wad + the referenced texture wad onto the doom executable?
in the sigil wad i see that there is a MAPINFO and also ZMAPINFO which has the seemingly newer zdoom syntax with braces. the MAPINFO one is much simpler syntax-wise. do we need both ? or is that for compatibility with the dos version?
Yeah, that's just something to allow a WAD to use modern syntax/features and be compatible with vanilla DOOM at the same time.
@@Chubzdoomer AAh ! Thank you
Out of curiosity: is it possible to have the hub map change in some way whenever you beat a level the hub leads to? Like in a fashion similar to Quake where after you beat all the main hubs, it “unlocks” the final level? Or like say you go through a level from the hub and you beat it, and then when you return to the hub a door to the next set of levels unlocks?
Yeah, you can do that really easily with scripting by using "world variables," which unlike regular variables persist across levels in a hub. They're kind of similar to global variables (which I made a tutorial on), except global variables persist game-wide instead of only in a hub.
What you'd ultimately want to do is create one or more world variables that are changed inside the regular levels, and then when you return to the "central" level you check the status of the variable(s) and react accordingly.
Here's one example I made for someone else a short while back in which you must flip switches in each of the regular levels in order to be able to open a door in the central level:
www.mediafire.com/file/0xelz8j14n3ph1p/HubSwitchesExample.wad/file
I recommend popping it open in Doom Builder and studying the maps and scripts. I commented the scripts so that they should be really easy to follow.
what do you do when you want your last cluster level to end the game?
The easiest way is to go to the map definition and set the next/secretnext map to "EndGameC" or "EndTitle."
EndGameC goes to the Doom 2 ending that shows the cast, and EndTitle just sends you right back to the title screen.
You can also customize your own endings/intermission screens via Intermission definitions:
zdoom.org/wiki/MAPINFO/Intermission_definition
Question:
After creating the MAPINFO lump I put the following
map MAP04 ""
and the quotes are marked in red. I just setup the ACS compiler to ACC. What am I doing wrong?
I'm honestly not sure, but I recommend typing out the MAPINFO, saving your changes, and then playing your WAD to see whether it not it works. You don't have to compile MAPINFO like you do ACS scripts, so the colors you're seeing for the text (in Slade) don't really matter.
EDIT: I just loaded the tutorial WADs in Slade and most of the text that was light blue in this video is now red just like yours. I'm assuming they recently updated Slade's default text colors. Either way, it's just a cosmetic change so there's nothing to be concerned about.
@@Chubzdoomer thanks it worked after all.
yeah but how do you change the music and graphics on the tally screen...
The Map definition has ExitPic and EnterPic properties specifically for tally screen graphics.
As for the music: You can create a Gameinfo definition (inside your MAPINFO lump) and then use the IntermissionMusic property to set the default intermission/tally music for your entire WAD.
zdoom.org/wiki/MAPINFO/GameInfo_definition
Amazing video, thanks! Any easy way to make switches work between hub levels?
Hmm, I'm not quite sure what you mean. Are you talking about making it so that you exit by flipping a switch rather than using a walkover line?
@@Chubzdoomer Let's say that your central hub map had a way to progress to a different hub or another map, but the only way to go there is to first visit all of the four accessible levels and press a switch so that the path opens. Simply put, can a switch on one map open a door (or four doors, in this case) on the other?
@@HeDoesNotRow Oh, gotcha! One of the easiest ways to do something like that is to use world variables, which are accessible across clusters/hubs. You'd basically create a world variable called something like switchesFlipped, and then increment it on each level when a switch is flipped. The "main" hub room would then have a script somewhere that checked whether or not switchesFlipped was greater than or equal to your desired value (i.e. the total number of switches).
Here's a small example I made with heavily-commented code:
www.mediafire.com/file/0xelz8j14n3ph1p/HubSwitchesExample.wad/file
Also here's a video I did on global variables if you want to check it out (you use world variables just like global ones, except you just replace the word "global" with "world"; also global variables are accessible on literally any map, but you can still apply the info in that video to world variables):
ua-cam.com/video/67BRwKOCf8U/v-deo.html
@@ChubzdoomerAmazing, thanks! Looks like there's no choice but to finally start learning scripting :D
Can anyone please tell me where can I find a proper tutorial for creating custom menus and sub menus on doom using Slade?
I've tried making a hub, and while all maps share the same cluster, they also are under a completely different episode with different names. Using the "teleport to map function" like you have in your hub example script doesn't work for me when I try to apply it, as I get the same intermission screen and I'm shunted off to underhalls and not to a different level I made. If the maps are in a different episode with their own name, is there something extra I have to do?
Discovered by tearing your hud example wad apart. If you go into mapdefs and you use the example of AMAP01 and what not. So anything that isn't strictly 'MAP01, MAP02, MAP03' and so on. Game doesn't like it.
Hmm, without seeing the WAD I'm honestly not sure why that would be happening.
@@Chubzdoomer Discovered the issue. According to Bridgeburner after talking to him. Custom map names like the AMAP01 example doesn't work, but you have to use Levelnum to manually assign it as 'level one'
For example, and excerpt from my WAD
map AMAP01 "The Testing Chamber" {
next = "AMAP02"
secretnext = "map05"
sky1 = "SKY2"
cluster = 32
par = 500
music = "MSCH"
Levelnum = 1
}
Notice how I needed to add Levelnum. Note: If you're replacing the regular Doom II levels and you don't have custom names. you don't need to use Levelnum. But if you have a new episode, and of course with new map names. You need to assign Levelnum.
If you know though, is it possible to to make a hub with different entry points? for instance. In my hub, I have a cave entrance that takes me to a cave level. When I come back, it doesn't restart me at the beginning of the map, but at the cave entrance. Is this possible?
@@TheTISEOMan It is indeed possible to do that! Here's an example I made a few years ago that shows it in action:
www.mediafire.com/file/y43o5lys46kafnz/HubStaircaseExample.wad/file
Although the focus of the WAD is the staircase (which is 'raised' from another map via some script trickery), you can also see how I've used multiple Player Starts to pull off the effect you described.
The most important part is the "Argument 1" field for the Player Start, which you can access by right-clicking the Player Start to pull up its properties, and then clicking on the "Action/Tag/Misc" tab.
By default, "Argument 1" should be 0. For other Player Starts that you place, however, you'll want to change this from 0 to some other positive number. Think of this number as a 'Player Start ID.' That number/ID can then be utilized via scripts and line actions to specify which Player Start to use when traversing maps.
In my Hub Staircase WAD, open MAP01 and notice that the Player Start that's positioned next to the teleporter has its "Argument 1" value set to 1. Now open MAP02, and closely examine the teleporter's line action(s). Notice that the teleporter uses Action #74 (Teleport to Map), with the "Map Number" set to 1 and, perhaps most importantly, the "Tgt Player Start Arg0" set to 1. That last part is key! You're essentially telling the "Teleport to Map" action WHICH Player Start to send you to on the map you've specified. In this specific example, that line action is saying "Teleport me to Map 1, and place me at the Player Start whose 'Argument 1' value is 1."
Would it be possible to have 2 different flats as pictures inside the same cluster? What I mean is: entertext with its own picture and exittest with its own. All within the same map, as in at the beginning of the map it shows entertext, at the end exittest, each one with its own flat as pic.
I could be wrong, but as far as I know there's no way to have two different flats for a single cluster.
@@Chubzdoomer Thanks for the answer.
Is there a way to get the same effect?
Like, can a map sector direct to a cluster for the normal "next" and to another one for "secretnext"?
That way I could put that "entertext" to the previous map, but in another cluster so it gets read...
@@SiCkMiNiMaLsTyLe What I'd probably do is just give each map its own unique cluster number, and then give each cluster its own flat/entertext. Map A would belong to a unique cluster, and Map B would belong to a unique cluster. Map A would also be set up to lead to Map B. As a result, when you first entered Map A you'd see its cluster's flat/entertext. When you completed that map and moved on to Map B, you'd see ITS cluster's flat/entertext. In other words, forget about exittext all-together and just use the second map's (cluster's) entertext/flat as a substitute for it. Entertext and exittext look and behave the same way, so the player would never know the difference.
That approach won't work for every situation (like if Map B could be led to from OTHER maps... which would obviously present a problem), but it's the only real workaround I know of.
@@Chubzdoomer Thanks again for the answer.
The problem is that Map B (cluster 2) is also the final level (and also a secret level). When you exit from the normal route you get to the normal "exittest" from Map A (cluster 1), but when you exit through the secret exit I wanted an enter text congratulating for finding the secret level and, at the exit, the same "exittest" from Map A ("you wrecked the game GG lol"). After the text, for both Maps, there'd be the classic DOOM2Cast roll. This can be done, the only problem being that, as far as I understand, each cluster can have only one flat as background for text, while I wanted one flat for Map B's "entertext" and another one for its "exittest"...
UNLESS... I could create a last map containing ONLY the "entertext" (that would be Map B's "exittest").
BUT I would need to make it so that the transitions between maps is seamless, and ofc no tally screen/player movement/HUD/ etc...
This map would then automatically lead, through the "next" parameter, with just a key press and a melting screen effect, to EndgameC.
Would it be feasible?
Do you know how to Import a intro or outro?in your mapinfo
hey do you know how to enable rocket jumping in mapinfo or any way shape or form, I cant find any tutorial, thanks
I know next to nothing about that, but here's a thread I found over on the ZDoom forums with some excellent info/suggestions:
forum.zdoom.org/viewtopic.php?t=57110
it doesnt work... when i load in my map in ultimate doom builder the sky texture is missing... no matter what i do i cant fix it!
Can you post your entire map definition?
hello how can i make custom title inside the game...bcuz i use plutonia as resources but the title says plutonia experiment at the menu..i wanna change it to "devil catacombs"
One way is to create your own TITLEPIC graphic and import it with Slade. If done correctly, the original TITLEPIC (the main menu background) will change to be your own.
You can take it further and import your own CREDIT, HELP, and M_DOOM graphics as well. CREDIT and HELP are for the credits and help screen (pretty obvious, right?), and M_DOOM determines which title graphic will appear above the menu when you pull it up.
Here's an example I made that you can study in Slade:
www.mediafire.com/file/a9mo7g02p9xg52v/Custom+Title+Screens+Example.wad/file
Everytime i try to do a cluster text and open the map, it keeps saying "{: Unknown top level keyword" or "flat: Unknown top level keyword" "exittext Unknown top level keyword",, please help.
It sounds like you might have thrown in an extra opening or closing brace ({ and } respectively), or left one out, or maybe even typed an incorrect character somewhere. Without seeing the code, it's impossible to say for sure. One requirement to keep in mind though is that every opening brace must be followed up with exactly one closing brace. The opening and closing braces basically "encompass" all of the information between them.
@@Chubzdoomer I did the code without braces which worked fine, since if i had braces the code doesnt work for me. Maybe i could show you the code?
Hello chubz speaking of sky... I tried putting other sky texture at the ceiling such as that hellish sky and when I play it it doesn't work unlike the default sky with mountains... Any help out there on how I can make it work
I show how to set the sky when I'm writing the map definition at about 8:55.
You can also change the sky via scripting, but MAPINFO is the "ideal" way to do it. When you specify which sky you want, that sky ends up being displayed wherever the F_SKY1 texture is used.
Don't think of F_SKY1 as a graphic itself, but rather a signal to the game that "a sky should be projected here." Whether that sky ends up being SKY1, SKY2, or SKY3 depends on how the MAPINFO definition has been set up.
Here's more information on how this all works, as well as more about skies in general:
zdoom.org/wiki/Sky
doomwiki.org/wiki/Sky
@@Chubzdoomer oof I'm halfway the video at this comment lol sorry for bothering you haha lol
@@blurredsoftdev2420 Nah it's no bother!
@@Chubzdoomer BTW check my first arena wad before I saw ur channel ua-cam.com/video/C4XNTq8QNjs/v-deo.html
I've built an absolute beast of a map & plan to release it in the next week or so. For some reason the game won't launch if I have the "par" function in the MAPINFO file. I encounter the same issue with the sky1 function (I replaced the default textures instead of using it). I'd prefer to avoid adding my par time to the exit level image if I could.
I am using the original Doom2 format in Doom Builder to create the map, the only reason it doesn't run on vanilla is because of the sector/linedef limit. Any help with the par time would be awesome.
What happens when the game doesn't launch? Does it give you some sort of error?
Also, could you show me your entire MAPINFO entry?
@@Chubzdoomer thanks for responding so quickly! I actually fixed both issues. Because I'm using a very outdated format all I had to do was remove all brackets (they gave me errors), remove all = symbols and put the par time inside ""
Looks like this & runs sweet now:
(edit: entire MAPINFO)
//MAP INFO
defaultmap
nocrouch
nojump
sky1 SKY3 0
cluster 1
enterpic TITLEPIC
exitpic ENDPIC
map MAP01 "Fancy Map Name"
//next
//secretnext
//sky1 SKY3 0
//cluster 1
par "30"
music D_RUNNIN
clusterdef 1
music BUNNY
flat RW24_1
exittext "Fancy written ending."
I wanted to use the OG Doom2 format, but I used Sigil as a MAPINFO reference. Everything worked fine until I noticed Mr Romero imported his par times in a separate file which confused things for me. I did notice (in the format I'm using) that all displayed text needed to be within double-inverted commas, I tested this with the par time & boom. Runs perfect.
@@Chubzdoomer I just wanted to say that your videos have been very helpful for me with my latest project. I've never made a Doom map before but I used to make maps for Blood, the design suite was almost identical. With help filling the gaps by watching your videos I've been able to create something very unique that nobody can compare to any Doom map released so far.
I'm trying to find someone who could critique it before I release it. It's largely designed to test players single-player, speed-running & multiplayer skills. If you're interested in taking a peek let me know!
Big thanks for making these videos, they've been an invaluable source of information!
@@Samael_Monasteriis Sure, I'd love to check it out!
Is it possible to make a mapinfo file or do something in the map editor that allows the player to backtrack to previous areas, like in Strife? if so, how can it be done?
Yep! I actually show that near the end of this video, with the hub example. You'd just make each level part of the same hub so that you could freely travel between them without resetting their progress.
Ok. So what is line def action "74 Teleport To Map" all about in UDB (Ultimate Doom Builder) with the map number and tgt player start arg?
@@maddal1705 Here's a page with more info on that action:
zdoom.org/wiki/Teleport_NewMap
See the Levelnum section on this page for more info on what exactly that is:
zdoom.org/wiki/MAPINFO/Map_definition
As for the Player Start arg0, that's just referring to the number assigned to the first argument of the Player Start (on the Action tab). If you have two Player Starts on the map you're teleporting the player to, and one of them has "5" for arg0 (on the Action tab), then if you type 5 for the Teleport to Map special, that will be the Player Start that's used after the special has been activated and the map has been switched.
If you're still confused (this isn't an easy thing to explain in a small text box), I recommend downloading and carefully studying this example I made, which uses two Player Starts on the first level, each with different numbers for arg0 (the first argument on the Action tab):
www.mediafire.com/file/y43o5lys46kafnz/HubStaircaseExample.wad/file
@@Chubzdoomer thanks mate
I have 3 clusters, cluster 5, cluster 6, and cluster 7, at the point where cluster 5 is meant to show up, cluster 6 shows up, and the rest don't work, how do I fix this?
Can you paste your entire MAPINFO lump on a site like Pastebin, and then share a link to it here (so that the formatting/spacing is preserved)?
@@Chubzdoomer I will tomorrow.
@@Chubzdoomer I fixed it.
Does it matter what order you list the properties?
Nope!
chub, i have a raspberry pi 3 - how must do for hosting a zandorum server on doomexplorer ? thanks
I've never used Doom Explorer and haven't ever messed around with a Raspberry Pi, so unfortunately I wouldn't even know where to start.
@@Chubzdoomer ok,thanks for reponse. I'm grateful already of the your videos of doom 2.
@@Chubzdoomer i play unholy realms but haven't MAPINFO why ? it's DEHACKED ?
@@Paf2022 ok thanks - also if gzdoom read vanilla !
Chubbz, something "unusual" is happening when I save the MAPINFO file, Slade is replacing the MA01 file with the MAPINFO, wtf??
Did you move MAPINFO to the very top of your WAD, above all the map files?
@@Chubzdoomer Damn, I didn't know it should be done, I put together with the map files at the bottom, because at the top there are a lot of monsters added. But the problem has already been resolved. For some reason, when I created the MAPINFO file, I wrote the code and saved it, so the MAP01 file was replaced with this file. So I created the empty MAPINFO, saved it and started writing code in it, so it worked, the MAP01 file was not replaced. Should I still put MAPINFO on top of files to avoid problems?
Chubbz, what is your nickname on the DoomWorld forum? It would be nice to follow you!
@@K-kof2000 It's usually a good idea to try and put any new entries above all of the map-related files. If you don't, strange (and usually bad) things can happen.
Here's my Doomworld profile:
www.doomworld.com/profile/4109-chubzdoomer/
As you can probably tell by my post history though, I don't really have much of a presence there.
@@Chubzdoomer My name is K_Doom on all Doom forums. It's okay not to be active, I found that although this forum is the nicest interface and has more users than the other forums, its vast majority of members just consume Doom, not modders and mappers as I expected... I noticed this because the few questions I asked had unsatisfactory answers. Apparently, the only way is to learn by yourself and with good youtubers like you helping. :)
If you create a new entry, change the type from "Empty (Marker)" to "Text".
Greetings, I'd like to make a wad file where every weapon has its own music, therefore there will be no standard MAP MUSIC. If you have the pistol, a rock song will be played. If you have the shotgun, a metal song will be played and so on. How may I achieve this?
That's pretty easy to achieve with ACS scripting. There are probably other methods as well (like perhaps ZScript). Here's a small ACS scripting example I whipped up:
www.mediafire.com/file/ho4i4jtdv6wf71d/Weapon+Music+Example.wad/file
And if you aren't familiar with ACS scripting, I have an entire video series on it here:
ua-cam.com/play/PLuDCrjOek9njK8hXkZmTxaU8PWzjzGql7.html
@@Chubzdoomer You are wonderful for your immediate response and work to help others, thank you!
Unfortunately I cannot compile the ACS again in Doombuilder it shows message about script number needed and if I add numbers then again it cannot compile
@@Ballistika Can you show me your entire script (or rather everything you've typed in the Script Editor)? There's probably a small typo in there somewhere.
@@Chubzdoomer I didn't even start creating something of my own. I just opened Weapon Music Example.wad using Doom Builder 2 "I don't have GZDOOM Builder" I don't know if it matters, I have the configuration as DOOM in UDMF format, I opened the script with the editor and tried to recompile it. Then an error "Script number must be between 1 and 999" appears. IF I run your wad file via Doombuilder 2 without opening the script editor, it runs normally. If I run the script editor once and even if I don't try to compile it again, then this error appears when I try to run it. Excuse me for my lack of English.
@@Ballistika Ah, that's strange. It may indeed be related to Doom Builder 2. That editor is extremely outdated, and so the ACS compiler it comes with may not support named scripts. Nowadays I recommend Ultimate Doom Builder for anything UDMF-related since it's the most up-to-date spinoff of Doom Builder.
how do I make a map send you to title screen
There may be some advanced workarounds, but as far as I know there's no way to have a map send you back to the main menu/title screen itself.
I want to add a lot of clusters in DOOM 1, but like when you end a level, you get different messages, how I can do that?
Are you talking about having randomized end text, so that it could potentially be different each time you play?
@@Chubzdoomer not exactly. I want to put end text when you finished E1M1, E1M2, E1M3 (when you enter to the secret level) and E1M8. Also I create one secret level and the entrance is in E1M1 also and I want to put another different end text when you finished E1M1 and enter to E1M10
@@luisgongoragaldos7463 Ah, I think I see what you're saying now. Putting exit text after individual levels is done via the same method I use in the video: Just make each level part of its own cluster, and give that cluster some exit text. There's nothing wrong with having a cluster that consists of just one level.
If I'm understanding you correctly about E1M1 and E1M10 though, you'll probably hit a snag there. I'm assuming you want to see different text depending on whether you go from E1M1 to E1M2, or E1M1 to E1M10 (in other words, whether you beat E1M1 normally or by finding the secret). That unfortunately just isn't possible, since "exittext" doesn't discriminate between exiting a level normally or via a secret. You COULD give E1M2 and E1M10 "entertext" rather than "exittext," but then if E1M10 leads to E1M2... that means you'll end up seeing E1M2's entertext whether you get there from E1M1 or E1M10, which may not be what you want and probably just puts you right back at square one.
Perhaps there's some sort of trick/workaround to get different texts depending on which exit you find, but I'm personally not aware of anything like that. 😐
@@Chubzdoomer exactly, one more question my friend. How I can put enter text and exit text for every level but with the same cluster, or I need to put enter and exit text in one cluster per episode?
@@luisgongoragaldos7463 You would basically have to give every level its own unique cluster. The first level could be cluster 20, the second 21, the third 22, etc. etc.
It's also important to not get clusters and episodes confused.
Clusters are what you use to treat levels as groups, and make it so that after finishing a certain group of levels you're treated to some sort of ending/intermission text.
Episodes, on the other hand, are literally just this:
An option under New Game that sends the player to the map of your choice.
That's it. They have no functionality beyond that, and have nothing to do with grouping levels together (that's what clusters are for).
Most people use episodes and clusters in tandem, though, just like the original Doom:
E1M1 through E1M9 is cluster 1
E2M1 through E2M9 is cluster 2
E3M1 through E3M9 is cluster 3
"Knee-Deep in the Dead" sends the player to E1M1 (aka the first level of cluster 1)
"The Shores of Hell" sends the player to E2M1 (aka the first level of cluster 2)
"Inferno" sends the player to E3M1 (aka the first level of cluster 3)
Will you give me the MapInfo file? Just to copy
The tutorial WADs shown here are in the video description, so you can get the MAPINFOs that way.
using a slade?
@@dtgaming5620 Yep!
hey chubs, im making a custom doom wad an i've ran into a problem, if I want to give a custom monster a special action like exit level, it wont work, any solution?
When you say it won't work, what exactly do you mean? Is the special action just not executing when the monster is killed?
@@Chubzdoomer no, it stops the entire engine from running
example : SpecialAction = Demolisher, SpecialAction_Exitlevel
also the demolisher tag is replacing the spider mastermind, basically it's tag is 7
@@IrishSturmtruppenGodBlessUSA Oh, I'm honestly not sure in that case. I don't mess around with custom monsters/actors that much. Most of what I do is either mapping or ACS scripting.
how did you make a second map?
I show how in this other tutorial I made:
ua-cam.com/video/z2z36HA96OA/v-deo.html
how do I remove the Hell on Earth episode
To override the Hell on Earth episode, all you have to do is create a new episode that starts with MAP01 (just like Hell on Earth itself). On the main menu, you should then see Hell on Earth replaced with whatever name you've chosen (provided you've created at least two episodes, that is; if there's just one episode you'll just be taken straight to the difficulty selection).
@@Chubzdoomer thanks, also how do I make a map send you to the title/menu and not the titlemap it'self
@@IrishSturmtruppenGodBlessUSA There may be some advanced workarounds, but as far as I know there's no way to have a map send you back to the main menu itself.
@@Chubzdoomer ight
Do you know how needlessly long your videos are?
No offence, but if you'd cut out every mistake, every moment nothing happens and use maybe a skript, this video would only take 15 minutes.
Thanks for the feedback. I totally agree, this video was quite lengthy. Sometimes my insistence on showing not just the "how" but also the "why" leads me to spending more time explaining things than I perhaps ought to. I did break the video down into multiple chapters/timestamps to try and make it more digestible, but I completely understand if even that isn't enough for some viewers.
New tutorials awesome!
Is this outdated now? I copied the exact code for it and it would just say "Script error, "TEST.wad:MAPINFO" line 2:
(: Unknown top level keyword". You think you can help me out?
It should still work just fine. Try downloading the example WADs in the video description and running them. Do you have the same problem? If not, I recommend popping them open in Slade and comparing their MAPINFOs to yours side-by-side. It's possible there's a small typo throwing you off.
@@Chubzdoomer It works! The issue was that I wasn't using the right game configuration. My bad heh. thanks for the reply though
@@Chubzdoomer So does it require ZDoom? format since i'm much more familiar with doom: Doom (Doom 2 format) id rather use it but I also want to be able to use mapinfo. Does it just not work unless it is that format?
@@swirlz100 Yeah, MAPINFO lumps didn't even exist until they were introduced in Hexen, so that's why you can't use that lump in "strictly vanilla" DOOM levels.
@@Chubzdoomer Unfortunate. Thanks for the info
I'm trying to make a seamless experience of Heretic but when I edit the map info with: next = E4M1 - the last map of the episode won't open the walls after the boss died. Any idea how to fix it?
Also the textscreen that should appear at the end of the episode is one mission earlier....
I'm having a little trouble following you, but I'm also not nearly as familiar with Heretic as I am DOOM.
Are you saying that you're having trouble making E3M8 lead to E4M1 once it's been completed? And that there's a text screen appearing on E3M7?
If all else fails, I recommend using the following sample MAPINFO as a reference and modifying it wherever necessary (for example, you might can try making the maps all one cluster so that there are no end-of-episode messages after any of the maps besides the very last one):
github.com/rheit/zdoom/blob/master/wadsrc/static/mapinfo/heretic.txt
@@Chubzdoomer this link is useful thanks! I solved it with this in the map info: SpecialAction = "BrutalMinotaur", "Exit_Normal", 0
But the text I'm not sure how to make it appear on screen.
I guess I need to create clusters for each episode and and the end of each cluster will appear everything I write after ExitText??