Hey Chubz, thank you for this, definitely rekindled to old map builder spirit in me. I used to do maps for Duke Nukem 3D in my teenage years. I guess I will be heading over to your earlier Doom Builder tutorials now :)
I remember back in the 90's we had "deep water" that wasn't that deep. It was the exploit of intentional glitches. It allowed you to cause the player to drop down below the visible floor, but the limit was that if you went too low it would be 100% hall of mirrors. So it was only for wading really.
i made a wad 3 map i wouldn't NOT go that far without all your'e tuto thanks alot i do hexen not doom but for the most part it the same wish i could remove starting weapon or replace it the sickest thing is gzdoom VR so im in the map i made it was worth it loll
I was ripping my hair out at this because no matter what I did, it'd register it differently. I had to start it over five times more or less but finally got it working. 🐅
I used your tutorial and edited that to make lava instead. :) Wanted to make it killing monsters and being required for a secret using Invulnerability to swim. Doom engines are really flexible although I have discovered some annoying glitches also.
Nice tutorial for the newcomers, I wonder if I should make a video tutorial showing how to make a teleport-drop-to-lower sector tutorial that simulates dropping from one room to a lower room. It works without scripts.
also if this leads onto another section that goes under bridge you gotta change the standard brown textures on each side of the dummy to - so that entering the tunnel under the bridge doesnt have a texture over it
I've been trying to figure this out too. Ideally I want it to behave like in Duke3d, with dive, surface, and underwater ambient sounds. Been searching all over for anything about this, but no luck. Only other posts wondering the same thing.
Hey Chubz, thx for the tutorial! Works perfectly well for me, only drawback is, i cannot see the solid block / the water in edit-mode, i only see it when i testplay the map. Is this some sort of wrong setting in my GZDoomBuilder (v2.3.0.2787)? Thx in advance :)
So I am making a water treatment plant map and "visually" made a whirlpool. I was wondering if there is a way to make it move the player in a circle similar to that "row your boat" map from Shadow warrior?
I bet you could probably do something like that via a combination of trig functions (sin, cos, tan), but I've never attempted anything like it before. Math has never been a strength of mine, to say the least.
Hey Chubz, awesome video as always. One question, I was able to create the deep water effect for my pool however I dont have the underwater sound effects that yours does when I fire my weapon. Any ideas how to correct that?
@@Chubzdoomer I use gzdoom . Using that source port and running your bridge over 3d sector wad the sound plays however in my wad that I made it doesn't. Wasn't sure if there is an option that I missed. Thanx for the reply.
@@richardkearney8178 That's really strange. I just whipped up a quick test in Doom Builder and the underwater reverb effect plays automatically when swimming inside a "Swimmable" 3D floor (there's no need to perform any kind of special actions; the 3D floor just needs to be marked as swimmable). Could you perhaps link me to your WAD? I could try to play it to see if it's doing the same thing for me.
Hey Chubz, do you know how to make it so that you start taking damage after 5-10 seconds of being underwater (simulate drowning)? Just curious if that's a script action, or if it's a sector action.
Underwater damage should automatically kick in at around the 20-second mark. EDIT: I previously said there doesn't seem to be a way to change that, but according to this link you may be able to alter it via MAPINFO: zdoom.org/wiki/Damaging_floor#Drowning_damage
@@Chubzdoomer Oh okay, thank you for the response. I was just not giving it enough time and thought it kicked in at around 10 seconds. I'm just an idiot. Thats cool you may be able to alter it in MAPINFO though if need be. Thanks again for the help as always.
The only other way is to turn your WAD into a PK3 file (a method I personally don't know much about). More info here: zdoom.org/wiki/Using_ZIPs_as_WAD_replacement
Yeah XWE is old and no longer maintained. If you don't like the pk3 method try Slade3: slade.mancubus.net/ It serves the same purpose as XWE but it's way better.
Hey Chubz, here's an idea: how about doing a tutorial on the Donut Sector effect? It's a really cool effect and one of the most unique in the engine but it's also sadly not that well known and it can be a little confusing to set up. I expect a lot of people would get a lot of use out of it!
Got a dumb question-did you have any plugins or anything in addition to your standard GZDoom/Ultimate Doom builder? Cause I did exactly as the instructions said and then had to adjust the gravity manually to simulate swimming cause it didn't work right.
@@Chubzdoomer Yeah, turns out they got an actual underwater sector mode when you go in. Though I went and clicked it and it treated the whole sector, even above surface part as being underwater. Kinda weird.
That's not a bad idea... I might get around to it one of these days. In the meantime, here's an example I made for you: www.mediafire.com/file/fg67ni568q37e83/3D%20Bridge%20Over%20Water.wad
I think I have a problem the Sector 3d floor. its not showing me the middle texture in order to see it properly and at even times I can't select the middle texture to change it to the water texture. I am using GZDOOM(UMDF) as well
Weird... I do know that sometimes it can be finicky to work with the 3D floor directly, and so it ends up being easier to just manipulate the dummy sector(s). Did you ever solve the problem? If not, you can email me the WAD and I can see if I can figure out what's happening. Also, are you using GZDoom Builder or just regular Doom Builder 2?
The only method I'm aware of is to use a script that checks the height of the floor underneath the player before performing the desired action(s). You can do this quite easily by using the GetActorFloorZ function. The idea is to check whether or not the height of the floor underneath the player is greater than or equal to the 3D Floor dummy sector's ceiling height (because the dummy sector's ceiling is the 3D floor's top surface/floor). If that check fails, then nothing happens. This ensures the line isn't triggered if the player happens to be below the 3D floor. Here's an example I made: www.mediafire.com/file/g16qall7vjegw3i/3dFloorWalkoverLineExample.wad/file And here's the GetActorFloorZ Wiki page: zdoom.org/wiki/GetActorFloorZ
This method of deep water is the only one that allows more realistic bridges over deep water (using more 3d floors, even sloped). Transfer_Heights (209) and 3d floors won't work together on the same sector
@@blickfang3751 Does that sector have a tag of 0? It sounds like it's somehow connected to a 3D floor (dummy sector) itself. I've honestly never experienced anything like that, so I can't say for sure.
Yeah, regular Doom Builder 2 works fine as well. GZDoom Builder is the editor I recommend nowadays, though (Doom Builder 2 is no longer receiving support/updates).
The process is exactly the same, but you need to make sure your map format is set to Hexen or UDMF (UDMF is the most modern format with the most features).
Enemies that drop items have a "DropItem" property followed by the class name of the item they're supposed to drop. zdoom.org/wiki/Actor_properties#Special Since Former Sergeants drop shotguns for example, their DropItem property looks like this: DropItem "Shotgun" (with a semicolon at the end if using ZScript; DECORATE requires no semicolon) Here's the entire Former Sergeant class: zdoom.org/wiki/Classes:ShotgunGuy I recommend studying the code of monsters that already exist, then taking and modifying that code for your own purposes. Here are all of the monsters, items, etc. from Doom for you to study: zdoom.org/wiki/Classes:Doom
First open it in DOOM format, then go to Edit->Map Options and change the configuration to UDMF format. Doing this will break most if not all of the map's line and sector actions though, so you'll need to re-implement them afterwards.
@@bartekwatrowski2839 To make a lift in UDMF format that's virtually identical to those found in the original game, just follow these steps: 1. [In Sector mode] Right-click the sector you want to be the lift and assign it an unused tag. 2. [In Line mode] Left-click the lines you want the player to use in order to activate the lift, then right-click one of them to start editing them all. In the Edit Linedef window that pops up, check both "Repeatable action" and "When player presses use" under Activation. 3. [Still in Line mode] Give the same lines in step 2 an action of (#206) Platform Lower Wait Raise (lip). You'll see several parameters appear below it. Of those parameters: - Change "Sector Tag" to the same tag you assigned the lift in step 1 - Change "Movement Speed" to 32 - Change "Reverse Delay" to 3 seconds - Make sure "Lip Amount" is set to 0 (meaning when the lift is at the bottom it will be flush against the ground; aka it will have no "lip" sticking up). *NOTE: When changing these parameters (with the exception of Sector Tag), I recommend using the dropdown menus rather than typing in the values yourself.* After following those three steps, you should have yourself a vanilla lift! You can of course throw in one or more walkover lines to activate the lift, too, just like the designers often did in the original levels. For walkover lines you'll want to check "When player walks over" instead of "When player presses use" in the Edit Linedef->Activation area. Otherwise, the process is exactly the same.
@@Chubzdoomer Thanks a lot! You should write a textbook to learn how to create a doom! ;) There are still a lot of moving objects in the doom - and the possibilities are enough for a book or many clips. Thanks!
The editor shouldn't matter as long as you're using the correct map format (UDMF or even Hexen). Doom Builder 2 doesn't show 3D floors by default though, so you're better off using GZDoom Builder.
Know how to make it, but still watching anyway. I like the calm southern accent voice telling me what to do
LOL, thanks man.
you might also create multiple 3d floors, with less brightness as we go down, since water particles absrob light
Or you can add a lightspot that has the same light value as the surface of the water to simulate the same effect.
who would down vote any of your videos ? dude . . . saving my life during lockdown.
It must've been one of the countless Imps I've gunned down over the years. The little bastards are finding their way onto the web!
Now that's a nice pool, I tell ya hwat.
I'd take a dip in it!
Hey Chubz, thank you for this, definitely rekindled to old map builder spirit in me. I used to do maps for Duke Nukem 3D in my teenage years. I guess I will be heading over to your earlier Doom Builder tutorials now :)
love all these tutorials and how quick and straight to the point they are, big lifesaver while making maps!
I hope this isn't sarcasm because a common complaint I've seen on my tutorials is that they drag on for far too long! 😛
Every time I come back to refresh my memory on things. Your voice reminds me of the guy off Tokyo Drift.
Thanks for all the cool vids man!
I was having trouble with making the under water sector colored until I found this. Glad to see you're still doing tutorial videos!
Cool to see you back making new tutorials!
Hello, I'm a build/mapster32 user but I watched this tuto and I tought that your tutorial is really clear. Good work 😊
Thanks man these tutorials are really helpful, I'm going to credit you in my map I'm making cheers
I remember back in the 90's we had "deep water" that wasn't that deep. It was the exploit of intentional glitches. It allowed you to cause the player to drop down below the visible floor, but the limit was that if you went too low it would be 100% hall of mirrors. So it was only for wading really.
Nice to see you back on the Doom Builder Chubz!
Long time no see Chubz. This was super helpful. More tutorials!
Awesome tutorial ! It's work perfectly fine :)
These tutorials are great! I've actually been referencing them for creating maps in Sonic Robo Blast 2 Kart.
Can we do the same with doom builder 2 like make the floating cube swimmable?
Thank you so much, I was really struggling when I tried doing it on my own
"'Tis a fine barn, but sure 'tis no pool, English."
I love your videos so interestin and helpful thank you :)
i made a wad 3 map i wouldn't NOT go that far without all your'e tuto thanks alot i do hexen not doom but for the most part it the same wish i could remove starting weapon or replace it the sickest thing is gzdoom VR so im in the map i made it was worth it loll
I was ripping my hair out at this because no matter what I did, it'd register it differently.
I had to start it over five times more or less but finally got it working. 🐅
I used your tutorial and edited that to make lava instead. :) Wanted to make it killing monsters and being required for a secret using Invulnerability to swim. Doom engines are really flexible although I have discovered some annoying glitches also.
Wow, I learned something new.
Nice tutorial for the newcomers, I wonder if I should make a video tutorial showing how to make a teleport-drop-to-lower sector tutorial that simulates dropping from one room to a lower room. It works without scripts.
also if this leads onto another section that goes under bridge you gotta change the standard brown textures on each side of the dummy to - so that entering the tunnel under the bridge doesnt have a texture over it
He is BACK baby!
Gotta love that Rage Wars water. :P
Late to the party but this was great!
thanks man!
oh so thats how shinny floors are made too
Geez...this metod is a Looooot more smooth and easy to pull off
Yeah, no doubt about it!
This is a great tutorial! Just wondering how you add sound when you jump into the water.
I've been trying to figure this out too. Ideally I want it to behave like in Duke3d, with dive, surface, and underwater ambient sounds. Been searching all over for anything about this, but no luck. Only other posts wondering the same thing.
did you make a tutorial to how to make moving water? not like anim defs but like it flows like water, kinda like the water in temple of lizard men
THANKS!!THANKS!!
Looks scary,because Doom game is full of monsters.Yes.
Hey Chubz, thx for the tutorial! Works perfectly well for me, only drawback is, i cannot see the solid block / the water in edit-mode, i only see it when i testplay the map. Is this some sort of wrong setting in my GZDoomBuilder (v2.3.0.2787)? Thx in advance :)
Try pressing Tab when in Visual Mode. This toggles "advanced" features like 3D Floors, so I'm thinking you may have pressed it before by mistake!
@@Chubzdoomer You're absolutely right, thanks alot man! :)
This guy
He’s a fucking genius
So I am making a water treatment plant map and "visually" made a whirlpool. I was wondering if there is a way to make it move the player in a circle similar to that "row your boat" map from Shadow warrior?
I bet you could probably do something like that via a combination of trig functions (sin, cos, tan), but I've never attempted anything like it before. Math has never been a strength of mine, to say the least.
Hey Chubz, awesome video as always. One question, I was able to create the deep water effect for my pool however I dont have the underwater sound effects that yours does when I fire my weapon. Any ideas how to correct that?
Which source port are you playing with?
@@Chubzdoomer I use gzdoom . Using that source port and running your bridge over 3d sector wad the sound plays however in my wad that I made it doesn't. Wasn't sure if there is an option that I missed. Thanx for the reply.
@@richardkearney8178 That's really strange. I just whipped up a quick test in Doom Builder and the underwater reverb effect plays automatically when swimming inside a "Swimmable" 3D floor (there's no need to perform any kind of special actions; the 3D floor just needs to be marked as swimmable). Could you perhaps link me to your WAD? I could try to play it to see if it's doing the same thing for me.
@@Chubzdoomer Thanx again for the reply Chubz. I was able to get it to work. It had to do with the dummy sector. Now it's all good 🙂
Hey Chubz, do you know how to make it so that you start taking damage after 5-10 seconds of being underwater (simulate drowning)? Just curious if that's a script action, or if it's a sector action.
Underwater damage should automatically kick in at around the 20-second mark.
EDIT: I previously said there doesn't seem to be a way to change that, but according to this link you may be able to alter it via MAPINFO:
zdoom.org/wiki/Damaging_floor#Drowning_damage
@@Chubzdoomer Oh okay, thank you for the response. I was just not giving it enough time and thought it kicked in at around 10 seconds. I'm just an idiot. Thats cool you may be able to alter it in MAPINFO though if need be. Thanks again for the help as always.
Hey Chubz, are there other ways to add custom music without having to use XWE? I'm currently using GZ Doombuild and Hexen format.
The only other way is to turn your WAD into a PK3 file (a method I personally don't know much about). More info here: zdoom.org/wiki/Using_ZIPs_as_WAD_replacement
Yeah XWE is old and no longer maintained.
If you don't like the pk3 method try Slade3: slade.mancubus.net/
It serves the same purpose as XWE but it's way better.
you should use udmf format
I can't find the fade effect, that might me outdated now, not sure.
you're probably not in udmf format or you are blind or drunk
Hey Chubz, here's an idea: how about doing a tutorial on the Donut Sector effect? It's a really cool effect and one of the most unique in the engine but it's also sadly not that well known and it can be a little confusing to set up.
I expect a lot of people would get a lot of use out of it!
That'd be a good one, especially since even I don't know how exactly to pull it off!
what's that?
Got a dumb question-did you have any plugins or anything in addition to your standard GZDoom/Ultimate Doom builder? Cause I did exactly as the instructions said and then had to adjust the gravity manually to simulate swimming cause it didn't work right.
Nah, this technique should still work just fine. Are you using UDMF format for your map?
@@Chubzdoomer Yeah, turns out they got an actual underwater sector mode when you go in. Though I went and clicked it and it treated the whole sector, even above surface part as being underwater. Kinda weird.
Can you do a tutorial on how to make a 3d bridge over a 3d deep water pool?
That's not a bad idea... I might get around to it one of these days. In the meantime, here's an example I made for you: www.mediafire.com/file/fg67ni568q37e83/3D%20Bridge%20Over%20Water.wad
I think I have a problem the Sector 3d floor. its not showing me the middle texture in order to see it properly and at even times I can't select the middle texture to change it to the water texture. I am using GZDOOM(UMDF) as well
Weird... I do know that sometimes it can be finicky to work with the 3D floor directly, and so it ends up being easier to just manipulate the dummy sector(s).
Did you ever solve the problem? If not, you can email me the WAD and I can see if I can figure out what's happening.
Also, are you using GZDoom Builder or just regular Doom Builder 2?
What is the keyboard shortcut for entering/exiting visual mode for GZDoom Builder?
I know this comment is a month old (sorry, I was never notified), but the Q key should get you in and out of Visual Mode.
@@Chubzdoomer it's fine. I learned that on my own. Thank you
Hi there, can you still add a script to the water surface texture, that allows it to reflect also ?
Nope, unfortunately reflections don't work with 3D floors. :-(
How do you make a linedef tag on a 3d Floor without triggering it from a lower floor?
The only method I'm aware of is to use a script that checks the height of the floor underneath the player before performing the desired action(s). You can do this quite easily by using the GetActorFloorZ function.
The idea is to check whether or not the height of the floor underneath the player is greater than or equal to the 3D Floor dummy sector's ceiling height (because the dummy sector's ceiling is the 3D floor's top surface/floor). If that check fails, then nothing happens. This ensures the line isn't triggered if the player happens to be below the 3D floor.
Here's an example I made:
www.mediafire.com/file/g16qall7vjegw3i/3dFloorWalkoverLineExample.wad/file
And here's the GetActorFloorZ Wiki page:
zdoom.org/wiki/GetActorFloorZ
When I do this it causes my footstep sounds to play twice when I'm walking on the bottom of the sector. How do I fix this?
Damn, I honestly have no idea. I wasn't aware that was an issue.
This method of deep water is the only one that allows more realistic bridges over deep water (using more 3d floors, even sloped). Transfer_Heights (209) and 3d floors won't work together on the same sector
I wanna make a doom map now! xD
Do it bro. Doom Builder is ridiculously easy to use!
Chubzdoomer It certainly looks easy when you do it. Whenever I try something I mess up either textures, vertices or other stuff. :/
hey chubz it's me again.it's about the A_Jumpifinventory.do you know if it's possible to have more than one "inventorytype"?
Sadly DECORATE is my weakest area by far, so I have no clue. :-(
ah ok... I manage to get it working...but anyway thanks to replying. :)
Hey Chubz. Everything looks good except my gravity in the other sector? I seem to float up and down when I jump
Which sector are you referring to?
@@Chubzdoomer the non pool sector, thanks!
@@blickfang3751 Does that sector have a tag of 0? It sounds like it's somehow connected to a 3D floor (dummy sector) itself. I've honestly never experienced anything like that, so I can't say for sure.
@@Chubzdoomer thanks for the reply. I am kinda new to this so I m going to start from scratch.
All Good Chubzdoomer. Thanks for responding so fast!
DB2 UDMF, Is it possible to make it there?
Yeah, regular Doom Builder 2 works fine as well. GZDoom Builder is the editor I recommend nowadays, though (Doom Builder 2 is no longer receiving support/updates).
oh i think you explained it here
yea lol use blue water in air as a bridge. jump into it. and go to the other side good idea :p
how do you see the water?? i cant see it(In visual mode).
If you're using Doom Builder 2, I don't think its Visual Mode shows these features by default. Instead, I recommend using GZDoom Builder.
Vlw
Can you link to were gzdoom builder is plz?
devbuilds.drdteam.org/gzdbbf/
How to do it in doom builder 2 for heretic or hexen
The process is exactly the same, but you need to make sure your map format is set to Hexen or UDMF (UDMF is the most modern format with the most features).
Breaking News: Angry Man Hosts Pool Party in Hell! All Humans, Former Humans, and Demons Welcome!
LOL!!!
how could i make enemies drop custom weapon?
Enemies that drop items have a "DropItem" property followed by the class name of the item they're supposed to drop.
zdoom.org/wiki/Actor_properties#Special
Since Former Sergeants drop shotguns for example, their DropItem property looks like this:
DropItem "Shotgun"
(with a semicolon at the end if using ZScript; DECORATE requires no semicolon)
Here's the entire Former Sergeant class:
zdoom.org/wiki/Classes:ShotgunGuy
I recommend studying the code of monsters that already exist, then taking and modifying that code for your own purposes.
Here are all of the monsters, items, etc. from Doom for you to study:
zdoom.org/wiki/Classes:Doom
make a tutorial for polyobjects, there aren't many detailed tutorials for it
Great suggestion!
can you show how to make an object like a bush maybe?
this channel is you mean a decoration like some of the lamps in doom or the gore?
lamps
How to open a wad file created in doom2 (doom format) in gzdoom-doom2 (udmf)?
First open it in DOOM format, then go to Edit->Map Options and change the configuration to UDMF format. Doing this will break most if not all of the map's line and sector actions though, so you'll need to re-implement them afterwards.
@@Chubzdoomer thank you it works! But in the old map I have "SR lift lower wait raise". what is the udmf equivalent?
@@bartekwatrowski2839 To make a lift in UDMF format that's virtually identical to those found in the original game, just follow these steps:
1. [In Sector mode] Right-click the sector you want to be the lift and assign it an unused tag.
2. [In Line mode] Left-click the lines you want the player to use in order to activate the lift, then right-click one of them to start editing them all. In the Edit Linedef window that pops up, check both "Repeatable action" and "When player presses use" under Activation.
3. [Still in Line mode] Give the same lines in step 2 an action of (#206) Platform Lower Wait Raise (lip). You'll see several parameters appear below it. Of those parameters:
- Change "Sector Tag" to the same tag you assigned the lift in step 1
- Change "Movement Speed" to 32
- Change "Reverse Delay" to 3 seconds
- Make sure "Lip Amount" is set to 0 (meaning when the lift is at the bottom it will be flush against the ground; aka it will have no "lip" sticking up).
*NOTE: When changing these parameters (with the exception of Sector Tag), I recommend using the dropdown menus rather than typing in the values yourself.*
After following those three steps, you should have yourself a vanilla lift! You can of course throw in one or more walkover lines to activate the lift, too, just like the designers often did in the original levels. For walkover lines you'll want to check "When player walks over" instead of "When player presses use" in the Edit Linedef->Activation area. Otherwise, the process is exactly the same.
@@Chubzdoomer Thanks a lot! You should write a textbook to learn how to create a doom! ;)
There are still a lot of moving objects in the doom - and the possibilities are enough for a book or many clips.
Thanks!
Does it work in doom builder 2? Doesn't work for me.
The editor shouldn't matter as long as you're using the correct map format (UDMF or even Hexen). Doom Builder 2 doesn't show 3D floors by default though, so you're better off using GZDoom Builder.
Chubzdoomer i fixed it
does this work on doom builder 2
It should, but I recommend Ultimate Doom Builder as of 2021. Doom Builder 2 hasn't been updated in forever.
@@Chubzdoomer ok
why is it that this video doesn't load.
Weird... same thing is happening to me. Must be a temporary server issue.
Yes order
Hmm?
@@Chubzdoomer hello!
2:01 There's nothing when I put 160
Are you using UDMF format?
It didn't work, i'm on Zdoom
What happened when you played the map?
This would be useful, except I don't even know how to launch GZdoom Builder. Am I retarded? Probably