Watching this tutorial (and messing around with the UDB tools that I never noticed before) I have finally found out (more) ways to make Whiteboard-Test-EXPERT category maps in order to make "off the grid" maps. Now I see how people made Cryonology and Rite from the two Eviternity megawads. One thing I could say about the EDIT-mode for Linedefs or Sectors, even thought the rotate pivot is the center. . . I wish that scaling/re-sizing a linedef/sector would also have the pivot at the center but in edit mode it always scales at a corner of a square selection rather than the center.
Copy and paste is the biggest time saver 🙏 thank Goodness for this feature otherwise it'd be very frustrating to draw beautiful geometry in Doom Builder
Your new videos have been fantastic and I'm using them to create my first (humble attempt of a) map currently I just want to say, thanks so much, I hope you continue to post videos.
@@doritos4207 There might be some things I want to cover in the future when I am more comfortable with them myself, but right now I am sort of out of videos to do. But the community is strong, and people like Bridgeburner and Dragonfly can show the more advanced stuff. I am sort of the starter to middling tier, like elementary to junior high maybe? :-P Beyond that I feel like I am on shaky ground. Glad I have done SOME good things. :-)
I did build some bigger maps but still learned a lot from this video. It was time to increase my knowledge 😇 I will keep wishing doom would handle collision detection beter with 3d objects. I know it will not happen. This would mean you could define a pillar or anything once and place it all over the map (a bit like what was done in the ut2004 maps alot)
I've done exactly that for Age of Hell (check out the demo to see it for yourself). Things like pillars are easy to create collision for by putting a sector inside the pillar that follows the same basic shape. Then the model acts like a skin providing the detail. GZDoom's actor collision is definitely problematically basic, but there are ways to work around it. Once I get back to tutorials, doing one on how to use the model export tool is first on the list. Ultra powerful workflow.
@@Bridgeburner56 this is still on my todolist. Just watched some gameplay of age of hell and it looks amazing! I know the possibilities but I will probably learn a lot when I would watch a tutorial about it when you made it 👍
Same here. I'd been wondering how the likes of Bridgeburner create perfectly aligned flat textures for complex structures without having to spend ages manually aligning everything.
Top tool bar iirc. I have it bound to one of my side mouse buttons so I can't remember the original binding but if you search in the key config for "curve" it'll show up. It's only on the tool bar when you're in line mode. I've got a more detailed tutorial on the curve tool in the tutorial playlist (how to make the perfect pentagram).
If you are referring to the slope mode plugin, yes. The tool shown in this video is the (relatively) new function called slope handles. Very different and much much better to slope mode.
Watching this tutorial (and messing around with the UDB tools that I never noticed before) I have finally found out (more) ways to make Whiteboard-Test-EXPERT category maps in order to make "off the grid" maps. Now I see how people made Cryonology and Rite from the two Eviternity megawads.
One thing I could say about the EDIT-mode for Linedefs or Sectors, even thought the rotate pivot is the center. . . I wish that scaling/re-sizing a linedef/sector would also have the pivot at the center but in edit mode it always scales at a corner of a square selection rather than the center.
Who would have thought that Ctrl+A would align a flat to the line closest to your cursor! That is some sweet juicy knowledge right there 😲👍
These are some great tuts, I not only learned but also enjoyed watching! Thank you
Copy and paste is the biggest time saver 🙏 thank Goodness for this feature otherwise it'd be very frustrating to draw beautiful geometry in Doom Builder
This has been a tremendous help. Thank you for making this video.
25:48 This is exactly how I mapped before this video lol, great tutoriall!
Thanks so much for this. This is going to take my maps to a new level.
Guess I'll hang up my tutorial series for good, now that the real experts are sharing. ;-)
Keep going! Each person has their own workflow and it's always fun to see everyone's!
Your new videos have been fantastic and I'm using them to create my first (humble attempt of a) map currently I just want to say, thanks so much, I hope you continue to post videos.
@@doritos4207 There might be some things I want to cover in the future when I am more comfortable with them myself, but right now I am sort of out of videos to do. But the community is strong, and people like Bridgeburner and Dragonfly can show the more advanced stuff. I am sort of the starter to middling tier, like elementary to junior high maybe? :-P Beyond that I feel like I am on shaky ground. Glad I have done SOME good things. :-)
Thank you for these! So helpful for makin clean creations
I did build some bigger maps but still learned a lot from this video. It was time to increase my knowledge 😇 I will keep wishing doom would handle collision detection beter with 3d objects. I know it will not happen. This would mean you could define a pillar or anything once and place it all over the map (a bit like what was done in the ut2004 maps alot)
I've done exactly that for Age of Hell (check out the demo to see it for yourself). Things like pillars are easy to create collision for by putting a sector inside the pillar that follows the same basic shape. Then the model acts like a skin providing the detail. GZDoom's actor collision is definitely problematically basic, but there are ways to work around it.
Once I get back to tutorials, doing one on how to use the model export tool is first on the list. Ultra powerful workflow.
@@Bridgeburner56 this is still on my todolist. Just watched some gameplay of age of hell and it looks amazing! I know the possibilities but I will probably learn a lot when I would watch a tutorial about it when you made it 👍
awesome content!! thanks for all this knowledge
I've been just hitting A (instead of Ctrl+A) on my flats and then doing further adjustments manually.
Don't I feel silly.
Same here. I'd been wondering how the likes of Bridgeburner create perfectly aligned flat textures for complex structures without having to spend ages manually aligning everything.
where did you get your textures?? they are awesome!
These ones are the Otex textures. Most notably used in Eviternity 1 and 2
dumb question but how are you drag selecting line defs?
Middle mouse button is the default. Hold shift to add select, ctrl to deselect.
@@Bridgeburner56 Sweet Thanks! srry for the late response been trying out some of these mapping techniques. Its been a great help \m/
This is a HUGE timesaver, thank you!
Hi Bridgeburner, how did you manage to turn the grid diagonally like this? 10:04
That is the "smart grid transform" function. You'll need to bind it in the key config. It will align the grid to the highlighted line in line mode.
@@Bridgeburner56 I found it, thank you very much!
For some reason the star doesn't align perfectly when I do it, I've repeated it to the T and it's still off.
I am breaking my head here. How can you change the grid position my friend?
@MrSrnildiego go into the key config (F5) and look for "smart grid transform". Bind that to your key of choice.
@@Bridgeburner56 Thank you, sir!!
where's the curve line tool?
Top tool bar iirc. I have it bound to one of my side mouse buttons so I can't remember the original binding but if you search in the key config for "curve" it'll show up. It's only on the tool bar when you're in line mode. I've got a more detailed tutorial on the curve tool in the tutorial playlist (how to make the perfect pentagram).
@@Bridgeburner56 ok I’ll check it out. Thanks
Isn't the slope mode deprecated now? What else can I use instead?
If you are referring to the slope mode plugin, yes. The tool shown in this video is the (relatively) new function called slope handles. Very different and much much better to slope mode.