funny that you should upload this on the same day decino announced round 3 of his veiwer map submissions also, even as someone who's been mapping as a hobby for over a year now this videos still had some useful tips, thanks!
I haven't made a Doom map since the mid 90's. I remember the old DOS editor being very tedious since there was no way to preview the map without actually loading up the game to play it. I enjoyed the Duke3d editor much more, this one reminds me a bit of it. This makes me want to jump back in after 25 years and try to start building again.
Exactly my thoughts! I've used DEU in the 90s and because we didnt had or knew anything better it was totally okay - the testing-cycle was really exhausting: make changes in DEU, close program, start doom with your map, check your changes, close Doom, open DEU, repeat. And when I first met "Build" (the Duke3D editor) it was and absolutely awesome experience. You could preview your changes LIVE in the editor.. in 3D!! And you could change the textures and slopes and height of floors/ceilings LIVE in the preview. How awesome was that? Now that I see how todays Doom map editors work (like "Ultimate Doom Builder" or "GZDoom Builder") it totally reminds me of Duke3Ds "Build". And now I just want to try out this tools and make some classic Doom maps.
anyone can and anyone should! time tripper was my first doom project aside from a couple scrapped single map projects many years prior that never went anywhere. there's so much freedom in the way you approach not just the mapping, but everything surrounding your doom projects. just have fun and follow what calls to you! getting started can be a little daunting once you start feature-creeping your project, but it's all so learnable and seeing the results is exciting (or funny (or sometimes frustrating)) every time. and, well, today i learned about the "make door from selection" button despite it staring me in the face for months straight. lmfao
I know this is an old comment, but I loved Time Tripper! Amazing WAD for your first project. And of course the music you made for it slaps. Think my favorite track is Umbra's Warm Bosom. Anyway, hope you have a nice day, can't wait to see what you make next!
I find myself very much agreeing with you! Unreal Editor used to be the "Doom Builder" of fully 3D games. Super easy to make rooms by subtracting brushes, add detail geometry, and two-click texturing. Adding entities was a bit fiddly, but it was relatively easy to figure out. UE4's editor has devolved into a stripped down modelling program that competes with Avid's Sibelius for Worst Learning Curve. However, there are modern editors that have not gone the same route. Lithtech's WorldEdit for FEAR makes it incredibly easy to make brushes since it is very much like DoomBuilder: Press the spacebar to draw a 2d shape, extrude to form a brush, and flip the face normals to make a room. Super easy. However, it has odd quirks like using the "i" and "o" keys to dolly and mouselook, respectively, and it still has the issue of feeling like a cut-down model editor instead of feeling like a level editor. In summation, modern editors have a lot of functionality, but they have tried too hard to add new features with every update that lots of perfectly good features are depricated or outright left out. I swear, everyones trying to make all their editors into CAD programs, with the same terrible UI and learning curve. One of the reasons that Doom was so fun to play was because it was fun to develop and play around with interesting gameplay ideas. That is still why many people still are making maps to this day and will keep doing so for many years to come.
I've attempted to explain how easy this is to people I know, but I think a video like this really illustrates just how straight forward the basics are. That's right, even you... yes YOU, can make a map. You know who you are.
My problem with doom mapping, is that I usually ran out of ideas and I just starring at it for hours with 0 proggress. But I can create fine maps. Starting out with making boom or lower comp levels, is the way to go and start climbing when you feel like you exceeded your potential with the other ones. As for me I think I just gonna stick with doom modding.
I know that too well. I usually take inspiration from real buildings or come up with an idea wheree it is instantly clear what the layout is supposed to look like.
Yes, inspiration from real life (or internet pictures of interesting places or buildings). I think it's easier to start with a initial idea of what you want your map to have (life fights or atmospheres), instead of just opening the editor with nothing in mind and going blind room after room. I see it as trying to make a painting. You don't tackle the white final canvas without a clear idea of what you want to portray, usually you have made many sketches beforehand. To start painting with no ideas and trying to improvise stroke after stroke can be super difficult, tedious, frustrating and disappointing. I hope it helps. :)
Run out of ideas? Are you effing serious? I could give you a blank sheet of paper, and a book of great works of art, and you would find a way to bore me for hours. Good thing I'm me and not you. Go reassess yourself and find your passion.
I get easily burnt out so it's much easier for me to alternate between making a section and detailing it (and testing out gameplay as I go) as for where to start I tend to build around a setpiece so sometimes I'll start there such as with a recent map I made where I made the final area first.
Mapping with UDMF is absolutely recommended if you’re going the GZDoom way. So many possibilities, such as 3D Floors and such, not saying Vanilla is bad though.
Not just 'creating' but even after all these years, just PLAYING the game lol, 'knee deep in the dead', so satisfying and genuinely FUN. I'm no expert or master by any stretch, but I still find 'new to me' secrets and tactics all the time. Timeless classic game
Good video. Speaking of mapping... I'm working on a Doom Episode 1 replacement wad, but sadly it won't be vanilla compatible. May the power of the mighty Jimmy compel me to work on this beast!
As an experienced Doom mapper but one who has created a lot of half-finished maps and not released much, I find this particularly useful. Sometimes it really pays to be reminded of the basics that can make it straightforward to create areas relatively quickly without getting bogged down and not knowing what to do next.
I’ve been playing Doom since it was released, yes it shows my age, but I’ve always wanted to make a wad as bucket list. I never knew this was out there! Thanks man!!
This is reminding me of making maps for Bungie's Marathon series of games, back in the 90s. Similar concepts, at its core: every map is just a series of conjoined polygons with a floor and ceiling height, and yet even with those primitive parameters, entire detailed worlds could come into being. I kinda miss those days; whenever I look at making maps for something modern, the first steps are usually something to the effect of "pay $300 for Maya" and "create an entire render pipeline". I have fond memories of organizing Marathon: Infinity LAN parties with my friends and cousins, and spending the day prototyping maps to be played that very same evening. No question, the "idea to actualization" pipeline for something like a DOOM map is much shorter, and there's a beauty in that.
ive gotten back into the DOOM community since i started playing doom on my casio cg50 calculator a lot. i might start doing some doom modding again just so i can play stuff i made on there lol.
OMG i crave for this type of videos I really Love and Adore non boring tutorials I'm not intersted in making doom maps but this video got me to ! I wil try doing one now !
I wish had known about Doom when I was 11, I was trying to map for CS 1.6 but couldn't finish because compiling took hours and I basically didn't have much internet access to follow any tutorials. I was aware of doom at that time but didn't knew ZDoom existed. If I was then I probably would've made a couple of things for Doom.
Jimmy, this is perfect! I hope you don't plan to stop here. I would love a video series for intermediate and advanced users. Maybe even ways to avoid the dreaded mappers' block.
You make it look so easy! My method consists of making map room by room, which results spending hours doing a couple of rooms, and then I seem to hit a dead end, not knowing what to do, and then I give up and start a new map, never finishing any :(
Just tried to quickly make a level. I couldn't figure out how to place doors and the exit. I guess I'll have to read the manual / tutorial. Anyway, this is going to be a lot of fun with my 8-year-old son (and possibly also with my daughter).
Awww good grief that clip of Deu brings back memories. Yeah glad we don't have to manually select the vertices to make the linedefs then select the linedefs to make the sectors these days :D
I got my start with doom maps using DCK. That lead to quake map editing, Duke Nukem 3D map editing and so on. Left me with a general love for modding and messing around with games in general.
Thanks for making this video. I watched it a couple weeks ago, and then rewatched it recently because I need to create a demo of a game for a class I'm taking. My professor approved a Doom mod and so I just spent the last 9 hours mapping a level. It's so relaxing and I can definitely see myself making more levels. Cheers, man! Who woulda think it was so simple? Dead simple, even.
i like to create doom maps for fun! and im currently making an map for the zombie horde v28 mod! doomkid, chubz and you helps me by making those tutorial vídeos! so... thx for helping me! without your help, I wouldn't even be able to create a room! (it's true the part of not knowing how to create a room XD)
I was lying in bed in the afternoon, saw this, and now I wanna continue my doom mapping after a week in hiatus For some reason your enthusiasm for it is so encouraging
What a great video. Question: Is there an engine that will take a Doom level and render it with high-resolution textures? That would beat most D&D mapping software. 🙂
I was looking at building some Doom maps after finding websites where you can download midi tracks that I would like to use. I really enjoyed this video.
So I wanna make my first own game based on the Doom engine and this gives me motivation!!! I know I should swap and change a lot of textures, enemies and weapons to make it more "unique" but here you explain the basics, thanks, I'll be playing with this stuff
Ultimate doom builder is rediculously cool, i was struggling to use db2 and downloaded udb just for some utility stuff in my gameplay mod and I genuinely had fun, it made me want to start making maps
I mapped in GoldSrc and Source forever, but I had incredible difficulty wrapping my head around the way Doom handles verticality. I still do really. Like yeah it makes sense but I was never able to really master it. When people tell me they can't map, or that it's amazing I can, I just explain that it's basically complicated Lego. It is SO easy lol
I can imagine this being an incredible introduction for a newcomer, fantastic job. My partner always wants to make a doom map but doesn't really have the motivation for learning how to do so. Maybe I'll show them this.
3:47 with animated textures you can usually choose any. With the ROCKREDx textures I like to vary ROCKRED1, 2 and 3 to vary the animation. It makes the map look much more realistic.
I do occasionally make my own doom levels, but i don't always have the motivation to finish them. Altering original levels and expanding on them is what i tend to do the most. It's less time consuming and there are certain levels i play that lacks a proper challenge. I've done some map 30 replacements at times, making it more of a long and tough challenge as I'm not a huge fan of the icon of sin fight. Psx Doom : The Forgotten Chapter had a good final level and is more in line with what i prefer to be final. It's incredible what some doom content creators are able to do with doom editors, and the modding /mapping community is absolutely incredible. I really appreciate the love this game gets.
I tried making some maps back in 8th grade (those files have now been flushed to the depths of hell by time) but I might try my hand at it again now that I've played enough maps to get a good understanding of how encounters, flow, and layout come together.
thank you for making this, i think im gonna finally try to get into mapping again. tried it a few years ago but got a little overwhelmed with the tools, been meaning to give it a go again ever since. this video did a good job of laying the whole process out in a simple way. god bless
Having worked with the source 1 map editor Hammer for years now I am absolutely blown away watching this. I knew source was based on goldsrc, which in itself was based on the quake engine, but holy fuck I had no idea Hammer lent itself so heavily on the doom mapping tools. The map editor UI, the viewport grids, even the texture selection window are all soo similar
Awesome video. Finally got to see how you handled mapping was pretty sweet as I'm a big fan of your maps. Will you do more videos like this on the creative side of mapping?
I was gonna make a joke about boiling your script down to "Download Doom Builder, Draw some lines, Pick some images from some dropdown lists, you're done" but then I realized that discussing basic map design and encouraging people to start does wonders for helping people find creative outlets, so instead of being a jerk, I'm gonna say _"Thank you for making this."_
This video would be really useful before I started my map But yes! Everyone can, and everyone _should_ make Doom maps. It's a rather interesting experience, and a enjoyable one once you get how everything works
awesome video btw can you make a video like this about how you make midis? since you made a lot of midis i bet some people wanted to make midis too, so making a video like this would help
I can make a weapon sprite, edit it, even code a bullet casing being ejected from the weapon; mapping though seems like another whole hill to conquer- no, a whole mountain to climb.
Basically click around a grid and connect dots into shapes that turn into rooms, assign some properties to the rooms using a streamlined gui, and plop revenants and a ssg in there somewhere. I could probably make something relatively decent even with kinda limited knowledge of the workings of Doom and my elven supremacy which makes me good at everything by default.
I believe with GZDoom, it IS possible to make your own games from it. Yes, you can create your own IWAD/an internal file that stores all required game data, making it not require a commercial Doom IWAD to run.
@@MondySpartan So it is possible to make my own game from scratch Cool i will check it out. Because there are lot of version of doom builder and they all have their ups and downs.
Best way to map is play your map. You have fun, and then get ideas for something cool that could go there, and then you can add it in as soon as you get the idea.
You do make awesome maps, James. It definitely makes me happy that Brad Carney approved of your work in the past (Man, I miss Skulltag). I have always wanted to make myself some Doom Deathmatch maps for Zandronum, but it's hard to even come up with anything original and successful. It's almost like I have a thing that prevents me from making a map... (I'm assuming it's similar to Writer's Block in a way?). Anyways, I love the work that you do. I think It would be awesome if I collaborated with someone like yourself, or even DoomKid possibly since I'm very new to making my own DM map (let alone ANY map). Thanks for making the video, btw. Godspeed! \m/
I remember back in the day I'd do the main mapping in WinDEU but then i would send it to doombuilder to compile cuz it had a better algorithm and did way less weird linedef errors for no reason like WinDEU would lol
I'm so glad you made this video, Jimmy. The world of Doom needed it!!
Hi Doomkid!
To create MyHouse.WAD map?
@DoomKid, I've heard of the good work that you've done with Doom as well.
"Any can cook" - Remy the Rat
"Any can make a Doom map" - James Paddock
anyone spelling mistake
@@DogeyboyThePieChow "Nobody cares" - Me
@@DogeyboyThePieChow erhm actually it's any can type correc 🤓
@@ColdsterColdy ok
“Just because anyone *can* doesn’t mean than anyone *should…”* - also Remy
funny that you should upload this on the same day decino announced round 3 of his veiwer map submissions
also, even as someone who's been mapping as a hobby for over a year now this videos still had some useful tips, thanks!
I haven't made a Doom map since the mid 90's. I remember the old DOS editor being very tedious since there was no way to preview the map without actually loading up the game to play it. I enjoyed the Duke3d editor much more, this one reminds me a bit of it. This makes me want to jump back in after 25 years and try to start building again.
You should! It’s more easier to map for Doom these days!
we dont talk about the dos editor..
It's so easy. I've made three maps in about a year! Do it! :)
Ken Silverman’s Build engine was so much fun to use!
Exactly my thoughts!
I've used DEU in the 90s and because we didnt had or knew anything better it was totally okay - the testing-cycle was really exhausting: make changes in DEU, close program, start doom with your map, check your changes, close Doom, open DEU, repeat.
And when I first met "Build" (the Duke3D editor) it was and absolutely awesome experience. You could preview your changes LIVE in the editor.. in 3D!! And you could change the textures and slopes and height of floors/ceilings LIVE in the preview. How awesome was that?
Now that I see how todays Doom map editors work (like "Ultimate Doom Builder" or "GZDoom Builder") it totally reminds me of Duke3Ds "Build". And now I just want to try out this tools and make some classic Doom maps.
It really has just enough complexity without being obtuse.
i was today years old when i found out about make door
Thank you Mr. Paddock I've been wanting to start mapping recently and this is the kind of encouragement I needed
anyone can and anyone should! time tripper was my first doom project aside from a couple scrapped single map projects many years prior that never went anywhere. there's so much freedom in the way you approach not just the mapping, but everything surrounding your doom projects. just have fun and follow what calls to you! getting started can be a little daunting once you start feature-creeping your project, but it's all so learnable and seeing the results is exciting (or funny (or sometimes frustrating)) every time.
and, well, today i learned about the "make door from selection" button despite it staring me in the face for months straight. lmfao
I know this is an old comment, but I loved Time Tripper! Amazing WAD for your first project. And of course the music you made for it slaps. Think my favorite track is Umbra's Warm Bosom. Anyway, hope you have a nice day, can't wait to see what you make next!
As someone struggling to continue work on my second doom map this vid is a lovely bit of encouragement
I find myself very much agreeing with you! Unreal Editor used to be the "Doom Builder" of fully 3D games. Super easy to make rooms by subtracting brushes, add detail geometry, and two-click texturing. Adding entities was a bit fiddly, but it was relatively easy to figure out. UE4's editor has devolved into a stripped down modelling program that competes with Avid's Sibelius for Worst Learning Curve. However, there are modern editors that have not gone the same route. Lithtech's WorldEdit for FEAR makes it incredibly easy to make brushes since it is very much like DoomBuilder: Press the spacebar to draw a 2d shape, extrude to form a brush, and flip the face normals to make a room. Super easy. However, it has odd quirks like using the "i" and "o" keys to dolly and mouselook, respectively, and it still has the issue of feeling like a cut-down model editor instead of feeling like a level editor. In summation, modern editors have a lot of functionality, but they have tried too hard to add new features with every update that lots of perfectly good features are depricated or outright left out. I swear, everyones trying to make all their editors into CAD programs, with the same terrible UI and learning curve. One of the reasons that Doom was so fun to play was because it was fun to develop and play around with interesting gameplay ideas. That is still why many people still are making maps to this day and will keep doing so for many years to come.
How are you feeling about Trenchbroom?
@@SianaGearz i have used it already, i do like it, but i havent used other software before so im not in a good position to evaluate
The way you describe the engine... are the old versions open for download or were you a monolith employee?
Nvm i found the engine release, guess i all needed to do was some homework
I've attempted to explain how easy this is to people I know, but I think a video like this really illustrates just how straight forward the basics are.
That's right, even you... yes YOU, can make a map. You know who you are.
no this video made it seem way easier than it actually is. its not this easy
My problem with doom mapping, is that I usually ran out of ideas and I just starring at it for hours with 0 proggress. But I can create fine maps. Starting out with making boom or lower comp levels, is the way to go and start climbing when you feel like you exceeded your potential with the other ones. As for me I think I just gonna stick with doom modding.
I know that too well. I usually take inspiration from real buildings or come up with an idea wheree it is instantly clear what the layout is supposed to look like.
Yes, inspiration from real life (or internet pictures of interesting places or buildings). I think it's easier to start with a initial idea of what you want your map to have (life fights or atmospheres), instead of just opening the editor with nothing in mind and going blind room after room. I see it as trying to make a painting. You don't tackle the white final canvas without a clear idea of what you want to portray, usually you have made many sketches beforehand. To start painting with no ideas and trying to improvise stroke after stroke can be super difficult, tedious, frustrating and disappointing. I hope it helps. :)
try speed mapping, it will greatly increase your mapping output and spark some creativity due to the commitment to finish a map by let's say 2 hours.
Liminal space memes are good inspiration for weird architecture.
Run out of ideas? Are you effing serious? I could give you a blank sheet of paper, and a book of great works of art, and you would find a way to bore me for hours. Good thing I'm me and not you. Go reassess yourself and find your passion.
I get easily burnt out so it's much easier for me to alternate between making a section and detailing it (and testing out gameplay as I go) as for where to start I tend to build around a setpiece so sometimes I'll start there such as with a recent map I made where I made the final area first.
Mapping with UDMF is absolutely recommended if you’re going the GZDoom way. So many possibilities, such as 3D Floors and such, not saying Vanilla is bad though.
hi mondy
Not just 'creating' but even after all these years, just PLAYING the game lol, 'knee deep in the dead', so satisfying and genuinely FUN. I'm no expert or master by any stretch, but I still find 'new to me' secrets and tactics all the time.
Timeless classic game
Good video. Speaking of mapping...
I'm working on a Doom Episode 1 replacement wad, but sadly it won't be vanilla compatible. May the power of the mighty Jimmy compel me to work on this beast!
As an experienced Doom mapper but one who has created a lot of half-finished maps and not released much, I find this particularly useful. Sometimes it really pays to be reminded of the basics that can make it straightforward to create areas relatively quickly without getting bogged down and not knowing what to do next.
I just wanna say that I find that hatemachine song to be exceptionally great. I'm howling whenever I hear it.
Your shenanigans in Jenesis and other projects are a great inspiration for my interest in Doom mapping, particularly the MAP07 elevator exit sequence.
I was wondering why your process was way easier than how mine was years ago, Then I looked to the top right and saw you weren't using Slade.
I’ve been playing Doom since it was released, yes it shows my age, but I’ve always wanted to make a wad as bucket list. I never knew this was out there! Thanks man!!
Dude this video is not only a tutorial, its an incentive for creatives to get hands on with some cool creations. Thanks for it
This is reminding me of making maps for Bungie's Marathon series of games, back in the 90s. Similar concepts, at its core: every map is just a series of conjoined polygons with a floor and ceiling height, and yet even with those primitive parameters, entire detailed worlds could come into being. I kinda miss those days; whenever I look at making maps for something modern, the first steps are usually something to the effect of "pay $300 for Maya" and "create an entire render pipeline". I have fond memories of organizing Marathon: Infinity LAN parties with my friends and cousins, and spending the day prototyping maps to be played that very same evening. No question, the "idea to actualization" pipeline for something like a DOOM map is much shorter, and there's a beauty in that.
ive gotten back into the DOOM community since i started playing doom on my casio cg50 calculator a lot. i might start doing some doom modding again just so i can play stuff i made on there lol.
OMG i crave for this type of videos
I really Love and Adore non boring tutorials
I'm not intersted in making doom maps but this video got me to !
I wil try doing one now !
Such a great service to the community!
Thanks for this James, and thanks for highlighting the mappers streaming on twitch :)
I wish had known about Doom when I was 11, I was trying to map for CS 1.6 but couldn't finish because compiling took hours and I basically didn't have much internet access to follow any tutorials.
I was aware of doom at that time but didn't knew ZDoom existed. If I was then I probably would've made a couple of things for Doom.
Thanks for the quick and easy to understand video, man! The DOOM Hyperfixation has ramped up again so I might try making a map for the first time.
Jimmy, this is perfect! I hope you don't plan to stop here. I would love a video series for intermediate and advanced users. Maybe even ways to avoid the dreaded mappers' block.
You make it look so easy! My method consists of making map room by room, which results spending hours doing a couple of rooms, and then I seem to hit a dead end, not knowing what to do, and then I give up and start a new map, never finishing any :(
Just tried to quickly make a level. I couldn't figure out how to place doors and the exit. I guess I'll have to read the manual / tutorial.
Anyway, this is going to be a lot of fun with my 8-year-old son (and possibly also with my daughter).
Awww good grief that clip of Deu brings back memories. Yeah glad we don't have to manually select the vertices to make the linedefs then select the linedefs to make the sectors these days :D
I got my start with doom maps using DCK. That lead to quake map editing, Duke Nukem 3D map editing and so on.
Left me with a general love for modding and messing around with games in general.
Thanks for making this video. I watched it a couple weeks ago, and then rewatched it recently because I need to create a demo of a game for a class I'm taking. My professor approved a Doom mod and so I just spent the last 9 hours mapping a level. It's so relaxing and I can definitely see myself making more levels. Cheers, man! Who woulda think it was so simple? Dead simple, even.
Dead simple, round level, round enemies, round weapon, round rockets ...
i like to create doom maps for fun!
and im currently making an map for the zombie horde v28 mod! doomkid, chubz and you helps me by making those tutorial vídeos!
so... thx for helping me! without your help, I wouldn't even be able to create a room! (it's true the part of not knowing how to create a room XD)
This video might’ve been the one that inspired me to start making. I’m still learning but this video was awesome. Thanks Jimmy!
I was lying in bed in the afternoon, saw this, and now I wanna continue my doom mapping after a week in hiatus
For some reason your enthusiasm for it is so encouraging
What a great video. Question: Is there an engine that will take a Doom level and render it with high-resolution textures? That would beat most D&D mapping software. 🙂
I was looking at building some Doom maps after finding websites where you can download midi tracks that I would like to use. I really enjoyed this video.
So I wanna make my first own game based on the Doom engine and this gives me motivation!!!
I know I should swap and change a lot of textures, enemies and weapons to make it more "unique" but here you explain the basics, thanks, I'll be playing with this stuff
Very fun video to listen & watch. Simple & straight to the point.
Ultimate doom builder is rediculously cool, i was struggling to use db2 and downloaded udb just for some utility stuff in my gameplay mod and I genuinely had fun, it made me want to start making maps
I mapped in GoldSrc and Source forever, but I had incredible difficulty wrapping my head around the way Doom handles verticality. I still do really. Like yeah it makes sense but I was never able to really master it. When people tell me they can't map, or that it's amazing I can, I just explain that it's basically complicated Lego. It is SO easy lol
This is a good video on Doom mapping. It looks and sounds easy to do. I'm thinking on making Doom maps myself.
its not
@@danielsmokesmids What do you mean?
Thanks for giving me inspiration man! keep up the good work.
I can imagine this being an incredible introduction for a newcomer, fantastic job.
My partner always wants to make a doom map but doesn't really have the motivation for learning how to do so. Maybe I'll show them this.
3:47 with animated textures you can usually choose any. With the ROCKREDx textures I like to vary ROCKRED1, 2 and 3 to vary the animation. It makes the map look much more realistic.
mapping is yes
Fantastic video! I always really liked your Doom maps so this was very insightful.
I do occasionally make my own doom levels, but i don't always have the motivation to finish them. Altering original levels and expanding on them is what i tend to do the most. It's less time consuming and there are certain levels i play that lacks a proper challenge. I've done some map 30 replacements at times, making it more of a long and tough challenge as I'm not a huge fan of the icon of sin fight. Psx Doom : The Forgotten Chapter had a good final level and is more in line with what i prefer to be final. It's incredible what some doom content creators are able to do with doom editors, and the modding /mapping community is absolutely incredible. I really appreciate the love this game gets.
I mainly wanted to know how to map in doom so i can use doom as practice for mapping in general, thank you for making this video, it'll help
I tried making some maps back in 8th grade (those files have now been flushed to the depths of hell by time) but I might try my hand at it again now that I've played enough maps to get a good understanding of how encounters, flow, and layout come together.
Excellent video. I would love it if you were to make more videos about the art of mapping.
im going to make a modern terry wad
I've been making doom maps off and on since 94. Going to get back in to it this weekend for my 42 bday. Thanks broseph.
thank you for making this, i think im gonna finally try to get into mapping again. tried it a few years ago but got a little overwhelmed with the tools, been meaning to give it a go again ever since. this video did a good job of laying the whole process out in a simple way. god bless
Having worked with the source 1 map editor Hammer for years now I am absolutely blown away watching this. I knew source was based on goldsrc, which in itself was based on the quake engine, but holy fuck I had no idea Hammer lent itself so heavily on the doom mapping tools. The map editor UI, the viewport grids, even the texture selection window are all soo similar
This gives me Source Hammer Editor vibes, but easier, I love it. I'll be sure to try and make something neat tomorrow after school. :D
technically, source is a really, really far descendant of doom, so it makes sense! half-life 1 still used .wad files LOL
Got Ultimate DOOM Builder rn, not only it has quality life improvements, but it makes me want to get back in the groove for making maps
how its so confusing
this is super cool, gonna try to make a map this weekend
Awesome video. Finally got to see how you handled mapping was pretty sweet as I'm a big fan of your maps. Will you do more videos like this on the creative side of mapping?
The fact that there's a batman doom mod, that was made in 1999 blows my mind
I literally just made 9 maps while watching this video.
At a rate faster than one per minute?
@@designatedarkhorse I've improved. I just made another 26 maps while typing this reply.
That was quite encouraging!
Making a map and making a GOOD map are totally different things
Well, you cant make good maps without trying. A lot.
Bro is the mayor of frown town
I was thinking of getting into this, so thank you for the video.
I was gonna make a joke about boiling your script down to "Download Doom Builder, Draw some lines, Pick some images from some dropdown lists, you're done" but then I realized that discussing basic map design and encouraging people to start does wonders for helping people find creative outlets, so instead of being a jerk, I'm gonna say _"Thank you for making this."_
This video would be really useful before I started my map
But yes! Everyone can, and everyone _should_ make Doom maps. It's a rather interesting experience, and a enjoyable one once you get how everything works
Sure...anybody can make a Doom map....But not everybody can make a good Doom map!
I found out about doom builder from Vargskelethor Joel believe it or not. I seen him play it on a stream and I was wondering how I never heard of it
awesome video
btw can you make a video like this about how you make midis?
since you made a lot of midis i bet some people wanted to make midis too, so making a video like this would help
The game is nearly 30 years old, and it still delivers on the fun. If Doom isn't the best game ever made, then I can't think of another one.
VERY good video, thank you!
Quake mapping is super easy as well with TrenchBroom.
Very interesting indeed, I like making doom 2016 snapmap maps so this could be way way more fun.
I was hearing the Sigil tune in the background and then I remembered it was you who composed that masterpiece
Thank you so much so pumped to try this out
I can make a weapon sprite, edit it, even code a bullet casing being ejected from the weapon; mapping though seems like another whole hill to conquer- no, a whole mountain to climb.
I agree, making maps is easy in old school doom. Good starter video!
You are right! 🙂 However, not everyone is confidence or willing enough to do it!
This inspired me. Thanks.
Basically click around a grid and connect dots into shapes that turn into rooms, assign some properties to the rooms using a streamlined gui, and plop revenants and a ssg in there somewhere. I could probably make something relatively decent even with kinda limited knowledge of the workings of Doom and my elven supremacy which makes me good at everything by default.
You're saying this is a simple basic map.
But it looks so well and perfect build and connected.
Reminded me of a brutalist Bunker somehow.
Now we got SIgil 2, commemorating 30 years of Doom
It's always fun to map! I ain't the best at it; but I have a ton of fun with it
if anyone can make a doom map make a browser version of a doom map maker
This was great. I'm curious to give this a try now.
I always wanted to make doom map ngl, but it always look complicated. But I think this changes now!
I really need to learn how this engine works.
I want to make my own games
I believe with GZDoom, it IS possible to make your own games from it. Yes, you can create your own IWAD/an internal file that stores all required game data, making it not require a commercial Doom IWAD to run.
@@MondySpartan
So it is possible to make my own game from scratch
Cool i will check it out.
Because there are lot of version of doom builder and they all have their ups and downs.
Best way to map is play your map. You have fun, and then get ideas for something cool that could go there, and then you can add it in as soon as you get the idea.
That was an excellent tutorial. Very interesting to see how it is done.
Cool intro tutorial video to Doom mapping 👍💪
love this video. maybe ill try my hand at mapping some day...
Thanks for the inspiration
You do make awesome maps, James. It definitely makes me happy that Brad Carney approved of your work in the past (Man, I miss Skulltag). I have always wanted to make myself some Doom Deathmatch maps for Zandronum, but it's hard to even come up with anything original and successful. It's almost like I have a thing that prevents me from making a map... (I'm assuming it's similar to Writer's Block in a way?). Anyways, I love the work that you do. I think It would be awesome if I collaborated with someone like yourself, or even DoomKid possibly since I'm very new to making my own DM map (let alone ANY map). Thanks for making the video, btw. Godspeed! \m/
The loss of BSP for mapping in modern engines is sort of a tragedy for the PC modding community in general.
I wish I had this sort of thing for unity. Maybe I do but just don’t know. But not 4 min in and the mapping is so amazing.
I remember back in the day I'd do the main mapping in WinDEU but then i would send it to doombuilder to compile cuz it had a better algorithm and did way less weird linedef errors for no reason like WinDEU would lol
Thank you, James