I can only imagine what the veterans had to go through from what I've read and seen...So thankful Ultimate DOOM Builder is a crutch compared to the old 90's programs for map design.
If your just using GZDOOM and dont care about compatibility, then i'd suggest using the UDMF format to utilize GZDOOMs additional features(room over room, more linedef specials, colored lighting, slopes, sector fog, portals, ect)
I still remember learning how to map for Doom back in 2009 and having to shuffle around for videos and tutorials. This is very concise and fun, and I do hope more people get into modding this wonderful game.
appreciate you putting this together. i've been making levels as a hobby for over 20 years but it was mostly duke/half-life/quake. i'm glad the tools have gotten much, much easier. looking forward building some wads.
Wow, this is very underrated, well editted, well explained, as a mapper I give you a 9/10 I think you should mention the format thingy, since a lot of newcomer don't understand the difference.
I gotta say, you've inspired me to maybe start messing with Doom Builder again. It's been yeeeeaaars and I never really made much but I think the time has come for me to try again
You said "my favorite game at 5 years old was doom". Yeah, me too. Back in 93, using my dad's old pc... Then you said your other favorite game at the time was minecraft and I aged about 20 years.
I just randomly stumbled upon this video while looking to watch something while i eat and frankly i think i might just finally give doom mapping a shot
Yes! GZDoom and Ultimate GZDoom Builder are the way to go! I rly believe you'll like using UDMF map format. It'll give you a lot morw freedom for mapping. :)
So many useful tutorials on Doom mapping here on youtube, but not one tutorial explaining "Nodebuilders" and which one to use (are best suitable for) depending on the mapping format. We need that! :D
For those getting into map making who want some math to work on with their monster balancing, decino has a lot of really great deep dives into how the games work, from linedefs, monster stats, mechanics and quirks, weapon stats, how difficulties work functionally, how ghost monsters are activated (so you could literally set up a map to purposely trigger as an evil kind of challenge)
I'm simultaneously happy the algorithm showed this to me and also having an aneurysm seeing there's a version of Doom Builder that generates doors for you instead of having to set up all those lines manually 💀
the most important thing about doom mapping that everyone fails to mention is ADD BIG FIGHTS! Doom has always been about LARGE fights of monsters. No that doesn't mean every map needs to be a slaughter map with 5k+ enemies, but give people big battles, and do it often. Even Vanilla Doom 2 on the middle difficulty Hurt Me Plenty has maps that will drop 50+ enemies on you in a teleporter trap. Too many Doom wads I see forget that Doom has always been a horde shooter and the maps do boring things like "surprise here's 1 archvile behind you" or " here's a cyberdemon with absolutely nothing backing it up" add a couple hundred different enemies with that cyberdemon and now the player is encouraged to use the cyber's rockets and abuse infighting to thin that swarm instead of snoozing through a lone cyberdemon that will die to two point blank BFG blasts.
Hard disagree. Classic Doom is at it's best when the main threats are small, high-risk encounters that need to be dealt with immediately, and catch you off-guard. A horde fight is just a horde fight, and while the new Doom entries do that amazingly (as well as the classic mods buillt to replicate that feel,) vanilla Doom falls apart when that happens. TLDR; Forcing players to abuse infighting is boring level design, because there is nothing less engaging than killing a group of enemies without attacking them. Exhibit A: E2M9, Fortress of Mystery
I made one map last year for RAMP. And i am making a map right now, which will be like MyHouse, but different. One important thing newcomers should notice is, that you don't need patchtables anymore and DECORATE is deprecatd when using the universal Doom mapping format UDMF. Also ZScript+ACS.
Absolute noob here, wanna ask a probably stupid question With this could i make mods for that new Doom + Doom II release? Is it even ideal or worth it? Or should i stick to GZDOOM?
9:14 yeaaaaah... so about that... i am making a mega wad where all the maps are just images converted to levels.... that will make Romero sob... but for other reasons
As a certified old man (tm), it puts a giant smile in my face that there are Gen Z people who are into Doom.
Good Lord, this is so much easier than what I used to build maps in 1995.
I can only imagine what the veterans had to go through from what I've read and seen...So thankful Ultimate DOOM Builder is a crutch compared to the old 90's programs for map design.
No 3D mode seems painful.
If your just using GZDOOM and dont care about compatibility, then i'd suggest using the UDMF format to utilize GZDOOMs additional features(room over room, more linedef specials, colored lighting, slopes, sector fog, portals, ect)
For a new mapper though, it's helpful to not become distracted by those and instead focus on the basics
@@internetwizard4922 Exactly. Start with less and stack up on feaures from there.
And Slade for scripting.
@@internetwizard4922 Ya, you have a point. this video has "The basics" in its title,
but map formats should still be mentioned.
Dsda doom can run udmf things
30 years old and still delivering. Doom has to be one of the best games ever made.
I've done a bit of doom mapping and I NEVER KNEW ABOUT THE MAKE DOOR BUTTON
I still remember learning how to map for Doom back in 2009 and having to shuffle around for videos and tutorials. This is very concise and fun, and I do hope more people get into modding this wonderful game.
appreciate you putting this together. i've been making levels as a hobby for over 20 years but it was mostly duke/half-life/quake. i'm glad the tools have gotten much, much easier. looking forward building some wads.
Wow, this is very underrated, well editted, well explained, as a mapper I give you a 9/10
I think you should mention the format thingy, since a lot of newcomer don't understand the difference.
I like the mix of explaining things and silly editing, works well!
your video is not only good for explaning the basics, but is also very fun to watch too!
Heck yeah. Even if yiuve mapped for a good while, hearing familiar stuff is always pleasant! 😊
Ambushed by 1000 revenants? I think Marphy would approve
I'm using this as background noise for me making my half life 2 map
2:39 Christmas has been ruined for the rest of my life. Thanks Readyon!!!
I already knew how to do all this, but the video is so much fun, I forgot all about it.
I absolutely love how entertaining this was. Maybe I might try to get back into Doom mapping after the series' 30th anniversary.
I gotta say, you've inspired me to maybe start messing with Doom Builder again. It's been yeeeeaaars and I never really made much but I think the time has come for me to try again
Doom is a 3d game and people who called it 2.5d has 2.5 neurons in total.
Good video btw.
Based
This is such a good video!
I wish I had this when I started.
You said "my favorite game at 5 years old was doom". Yeah, me too. Back in 93, using my dad's old pc...
Then you said your other favorite game at the time was minecraft and I aged about 20 years.
Absolutely great video. Fun to watch. Deserved a sub
Thanks so much, really want to get into this and your video has made it much easier!
I just randomly stumbled upon this video while looking to watch something while i eat and frankly i think i might just finally give doom mapping a shot
Use slade3,do whatever you want, post it everywhere like it's God's gift to the word & don't listen to gatekeeping....go make stuff!
Yes! GZDoom and Ultimate GZDoom Builder are the way to go! I rly believe you'll like using UDMF map format. It'll give you a lot morw freedom for mapping. :)
very well made and enjoyable video, love the editing too
Minecraft! Doom! YES YES YES! Nice Video Sir
wow, that line CAN do some very funny stuff
So many useful tutorials on Doom mapping here on youtube, but not one tutorial explaining "Nodebuilders" and which one to use (are best suitable for) depending on the mapping format. We need that! :D
I like Boom format :)
Nice work with the video! Always good to see more content aimed at helping introduce newcomers (or new mappers) to classic Doom.
6:13 Hahaha, how many hours, days, months did I waste looking for that yellow keycard
thanks man
instant sub
Great job on this video, I already know a lot about doom mapping, but I'm watching this for the fact that your content is severely underrated, Subbed!
For those getting into map making who want some math to work on with their monster balancing, decino has a lot of really great deep dives into how the games work, from linedefs, monster stats, mechanics and quirks, weapon stats, how difficulties work functionally, how ghost monsters are activated (so you could literally set up a map to purposely trigger as an evil kind of challenge)
I feel like as a doomer veteran this tutorial didn't teach me much more than I already know, but I really enjoy your funny little tidbits
❤ you give this grey beard hope for our future!
Finally.
JERM.
I will try and make Fallout 1 in GZDoom. I will likely give up but I will try to get Shady Sands and Vault 13 made at a minimum
This video should have way more views
this was really entertaining, and i learned something! WOW!
I'm simultaneously happy the algorithm showed this to me and also having an aneurysm seeing there's a version of Doom Builder that generates doors for you instead of having to set up all those lines manually 💀
I also played doom when i was 5. in 2001. Good to see that the tradition of introducing young boys to violent games for adults still at full throttle
I subbed in hope for more DOOM mapping videos
Thank you for this helpful and onformative video about DOOM, also, it was cool to see you reference DECINO and his explanation videos! 😁
Legacy of rust baby
I just use some silent teleporters on some doors or stairs to simulate a "room over room" it works well
Great video, nice editing !
Very well made video! Keep it up!
I'd love to see more tutorials in this style.
Excellent video!!
So well made and edited, I suddenly have an urge to create doom maps
love the sound effects xD
The fuck did you come from.
I'm staying now. Loved this video, make more, you rock!
this helped alot thank you
For doom 30th anniversary i played doom 100% kill items and secret UV fast pistol start
the most important thing about doom mapping that everyone fails to mention is ADD BIG FIGHTS! Doom has always been about LARGE fights of monsters. No that doesn't mean every map needs to be a slaughter map with 5k+ enemies, but give people big battles, and do it often. Even Vanilla Doom 2 on the middle difficulty Hurt Me Plenty has maps that will drop 50+ enemies on you in a teleporter trap. Too many Doom wads I see forget that Doom has always been a horde shooter and the maps do boring things like "surprise here's 1 archvile behind you" or " here's a cyberdemon with absolutely nothing backing it up" add a couple hundred different enemies with that cyberdemon and now the player is encouraged to use the cyber's rockets and abuse infighting to thin that swarm instead of snoozing through a lone cyberdemon that will die to two point blank BFG blasts.
Hard disagree. Classic Doom is at it's best when the main threats are small, high-risk encounters that need to be dealt with immediately, and catch you off-guard. A horde fight is just a horde fight, and while the new Doom entries do that amazingly (as well as the classic mods buillt to replicate that feel,) vanilla Doom falls apart when that happens.
TLDR; Forcing players to abuse infighting is boring level design, because there is nothing less engaging than killing a group of enemies without attacking them. Exhibit A: E2M9, Fortress of Mystery
i sucribed, veri god and funjy vido
Great video!
This is a fun video!
I made one map last year for RAMP. And i am making a map right now, which will be like MyHouse, but different. One important thing newcomers should notice is, that you don't need patchtables anymore and DECORATE is deprecatd when using the universal Doom mapping format UDMF. Also ZScript+ACS.
great video, really high quality, hope to see more similar content for other games, maybe half life mapping?
Step One: "Make it fun for you to play."
Step Two: "Fk everyone else, there is no step two."
Liked your humor and subbed. Can you share decino playlist link thx
Quite the dope presentation!
[Becomes 88th sub]
Good video
3:04 mother fucking plutônia
sassfying weapons has got me laughing
🍔 👍
But Doom is 3D, why would their be ceiling heights, floor heights, and Z height for player and hovering enemies? Still no room on room action.
My goal is just making the map look good
Absolute noob here, wanna ask a probably stupid question
With this could i make mods for that new Doom + Doom II release? Is it even ideal or worth it? Or should i stick to GZDOOM?
Damn
I should get the ultimate doom builder
Would probably be better than DoomBuilder which I used for my one Wad for STEM last year
There's.. . There's a button for doors?
more tutorials!!!
ynow wa was a over game? 1:20
Great video, shut up and take my sub! 🎉
9:14 yeaaaaah... so about that...
i am making a mega wad where all the maps are just images converted to levels....
that will make Romero sob... but for other reasons
first comment yay
for fuck's sake, doom is true 3D engine
no room over room is not means that doom not in real 3d
2:20 the texture is not square.
Bleh, GZDoom moment. Litteraly unplayable.
jermaphobe
Ew gzdoom
>pop up a year ago
>make two videos barely reaching 200 views
>make DOOM video
>11k views
>doesn’t elaborate further.
Great video, well done 😄
I already knew how to do all this, but the video is so much fun, I forgot all about it.