*Minor Update/Correction:* You might have noticed that the moving camera has a brief "jitter" when it's first viewed by the player. I'm not sure what exactly causes this or if there's a sure-fire fix, but one work-around I discovered is to perform a short, 2-tic delay AFTER activating the camera and BEFORE switching to it. The way the script is written in the video, the camera is first switched to and THEN activated. The work-around described above, however, requires that the activation happen FIRST. The idea is that the activation puts the camera in motion and the tiny delay gives it just enough time to move past the initial "jitter" so that the camera switch appears seamless. The code should ultimately look something like this: Thing_Activate(//camera ID here); Delay(2); ChangeCamera(//IDs, etc. here); I've updated the example WAD with this little work-around, so feel free to download it and check it out to see the improvement firsthand. Also if you're aware of a fix that DOESN'T require this brief delay, be sure to let me know!
@@moosefart045 The easiest way to make a specific monster attack another one (or even make a friendly monster "turn" on the player) is to use the Thing_Hate function. There are a bunch of different options that function provides. You can learn more about it here: zdoom.org/wiki/Thing_Hate
that stuttering is there because the "expanded info panel" updates every time your crosshair hovers over anything in visual mode, you can stop the stuttering by hiding that panel via the "view" menu or the "~"/"ñ" key depending on your keyboard.
Absolutely amazing - thank you so much for posting this! I use a lot of your tutorials to build off of ideas - hope you continue this, you're a great teacher
Just wanted to say that I'm almost 20 now and have been using your videos for almost 10-11 years now. Thank you for getting me interested in game development and modding in general when I was younger. I still remember my first video I watched was forever ago when I was learning how to create deep water in DB2.
In this (fantastic as usual, thanks chubz) tutorial and scenario it's fine to put a delay to let the caco pass by before the black fade. if someone needs exact action timing regarding monster movement, there is a thing called patrol special. it's set up exactly like the interpolation special thing. just put a patrol point wherever needed and link a patrol special to it.
Yeah, I really should've used a Patrol Special for that. It would've been a perfect opportunity to show that you can link specials to the Patrol Points just like you can Interpolation Points.
I hope you are still watching the comments, Chubz, because I gotta tell you these vids are AWESOME. I dev'd s/w for 40 years and now that I'm retired I'm getting back into Doom building. Your vids are great!
Maybe one day I'll start making maps again. Until then, I'm gonna watch your tutorials anyway. I find this stuff fascinating and you do a great job explaining things.
You have been impressing me for what feels like years now, chubz. Everytime I catch one of these uploads in my feed i have to go on a weekend mapping jag. I wanted to play diablo 2 and now i'll be making maps instead. Stay cool + stay safe my dude.
Huh! I wasn't aware that moving the camera used separate objects! You're correct about the pen tool, both that and Doom Builder appear to use "quadratic splines", with control points on both ends.
I've always love ur videos buddy... Now I'm becoming more and more improving thx to you... Also things got interesting in ur tutorials thank u really alot
Now there's a tutorial hah. I made a city map with a train in it, that had a cinematic camera following it. You could get on and off at various stops and there was another subway going in the other direction....I wanted to die.
I wanted to try making something with GZdoom, and was wondering if we were able to make 3d floors. I stumbled on your vid from 9 years ago showing people how to do that and checked to see if your account was still active.. I want to thank you for your service of at least 9 years of showing people how to map with doom.
That can happen as far as I know, a Mortal Kombat mod for DooM did that long time ago. One of the levels in the wad called "Stupid LMS/Icon of Party" used a static side-view camera like that. If I'm not wrong it just requires a long line with the action of camera linked to one.
How did you get so good with all this? Very impressive! I've just gotten back into mapping (well, a couple months back but had to stop when my system died) I've been having to learn everything from the beginning. Had mapped back in 2010 to 2012 lol
It's mostly just years and years of messing around with the editor and also learning how to program. I'd say I've been doing both of those things for close to 20 years now.
Great tutorial, Chubzs! I'm getting into making maps for GZDoom, and this is quite helpful. I have a question Let's imagine I have a map with a switch. Said switch, when triggered, the camera instanly jumps to a specific part of the map. In order to achieve this, the same method you used in this video is appropiate for such goal? Or it is neccesary to use a different method?
Yeah, you can still use the same method here. Just make it so that the switch executes the script, and then of course place the interpolation points way off wherever you want the camera movement to take place. You can also just use a stationary camera (called an "Aiming Camera," which can optionally "aim" at a specific thing) which doesn't require any interpolation points at all (you just switch to the camera itself, and see whatever it's pointing at).
I think you should've used True/False more for the ACS script in this video, since it's more user friendly and easy to understand than directly using numbers for boolean variables such as the Set variable for SetPlayerProperty().
i have been making doom maps with old school editor. but i think i might try this new one to get more stuff. btw does this new editor make "brightness and light source" do different flickering and diffent look of light automaticly? in old school editor you have to make "area" that you want start flickering or anything.
Unless you use dynamic lights (which are a special OpenGL-only feature for GZDoom and its "sibling" ports), you still need separate sectors for different lighting properties/effects. The editor I recommend using today is Ultimate Doom Builder. It's the most recent, up-to-date spinoff of Doom Builder. You can download and learn more about it here: forum.zdoom.org/viewtopic.php?t=66745
Ok next up on the issue list it says where my script says fadeto (0, 0, 0, 1.0, 1.0); its telling me there is a missing semicolon even though its clearly there. I dont think thats right...
Yeah, that's typically what patrol points are used for. You can chain them together to create a loop so that a monster patrols an area in a circular fashion, or you can just make a linear path like I did here. The Patrol Special is just a special action that's executed when the monster/actor reaches a specific patrol point.
There's no real way to do that right now unless you manually split a video into a ton of separate images/frames, then import each and every one of those into a WAD and run through them via a script (just like an old flipbook). That's actually how I did my achievement pop-ups in the "If Doom was done today" series. It wouldn't be very complicated to set up, but it would be unwieldy to say the least dealing with such a large number of files. Even just a ~10 second FMV would result in a ton of images, unless you wanted it to run at a really low frame rate (which would look so bad, it probably wouldn't be worth the effort to begin with). Although I've never attempted it, I also have to imagine that syncing up the audio with the video frames would be pretty painful. Ultimately I wouldn't really recommend bothering with it. I'd just make use of the practical options that are already available: In-game cutscenes, still images accompanied by text and/or voiceovers, and things of that nature.
You can pull that off fairly easily (with some light scripting) using a "camera texture." Here's an example: www.mediafire.com/file/yc8m0a6qeqwhwz5/Camera_Texture_Example.wad/file And here's more info on the built-in SetCameraToTexture function, as well as some handy info on guidelines to follow, etc.: zdoom.org/wiki/SetCameraToTexture
Guys, what should I do? I put the cameras as shown in the video, put the dots, but for some reason the camera always looks at the player when moving. What should I do?
@@Chubzdoomer Oh yes, I was able to solve the problem. It's just that I specified the same camera ID in the Target Thing Tag and in the InterpolationPoint Tag.
The texture covering the brain section of the Icon of Sin is 64 units wide. I recommend opening MAP30 in Doom Builder and studying it that way. The Icon of Sin is basically nothing more than a few really tall, thin "steps" textured to make it look like one gigantic image.
So, uh, my moving camera won’t work? Well, one of them to be exact. I’ve checked the script, I’ve checked the tags, I’ve checked all I can. But for some reason the eighth moving camera doesn’t travel along the interpolation track. Is there some kind of maximum? I’ve also ran just the camera on its own for my map and it still doesn’t seem to work. Any idea what’s going on?
The first thing I'd do is make sure the camera doesn't have any of the difficulty settings unchecked in its Thing properties (and make sure nothing else is checked/unchecked that shouldn't be). Then do the same for the interpolation points. Beyond that, it's tough to say what could be happening. There definitely isn't a strict limit on the number of cameras you can have.
Yep, that's what I was using here. I recommend using UDMF for your map's format though, and not Hexen format (I did a bunch of Hexen format tutorials years ago, but that format is almost obsolete today).
I know this has nothing to do with this video but I made a pk3 with a crap-ton of custom monsters, weapons and I was still implementing the powerups and out of no where the next day I check up on it and it doesn't open so I try it in GZdoom and it doesn't work there either, and when I look at it again, everything in it was gone and I had no backups... Would you possibly know what the cause of that is? Edit: Not only did the resource pk3 I made get corrupted but some of my other files got corrupted too, they weren't even in the same folder and i didn't even touch them in slade
@@Chubzdoomer Oh it's alright. Even Zandronum got corrupted, Luckily not GZDooM, but next time the only resort I have left is to create a bunch of text files to represent the lumps so if I lose it again all I'll have to do is copy the code back in.
I have an issue with doom builder. Whenever I start a map, I make a room, test it, and all walls are black. The floor and ceiling are fine, but the walls are pitch black. Does anyone know why?
@@MikeTMike Is this still happening for you? If so, try uploading your WAD and sharing the link with me. I'd like to pop it open in Doom Builder and see if I can figure out what's going on.
At 19:40 you selected “String” to use a named script and Ultimate Doom Builder doesn’t have that option for me despite being up to date. Is that option necessary to have moving cameras or can it be done without?
I think I know what's happening! That option only exists if your map is in UDMF format. If you're using Hexen format, you're stuck with plain old numbered scripts.
@@kujobananaro6737 You can still do pretty much all of the same stuff with them, but your script's first line would need to be script 1 (void) instead of script "Activate Moving Camera" (void) Then you'd just choose 1 as the script number (instead of checking String, and choosing the script's name). That's just one of many downsides of Hexen format. Named scripts make it much easier to keep up with which scripts do what (because a number alone tells you virtually nothing about the script itself!).
@@Chubzdoomer Hey I fixed it, it had something to do with the player freeze command so I deleted that and wrote it again and it now works well somehow.
Your map probably isn't in the correct format. For more info on what exactly I mean by that, here's a video I made covering the different map formats and what each one has to offer: ua-cam.com/video/P0WaN0KHuaM/v-deo.html
I actually don't do much mapping at all anymore outside of making tutorials. Right now I'm working on a game in Unity (been at it for ~7-8 months now) and it's been difficult to find time even for that.
@@DeepFriedHugs Nah, it's more of an oldschool platformer with some twists thrown in. I'll probably make a video about it sometime next year when it's closer to being finished.
@@mugenmasters8564 The easiest way is to arrange a series of Interpolation Points so that they (roughly) form a circle, and then make the last Interpolation Point connect to the first one (by setting its Next Point Tag to be the tag of the first Interpolation Point). Here's a TITLEMAP example that uses the exact method described above: www.mediafire.com/file/9f7nv9fedg65ouw/TITLEMAP_Example_2_%2528Moving_Camera%2529.wad/file
It sounds like you may be using one of the vanilla Doom formats, which means you then only have access to features/mechanics that were present in the original Doom (cameras were not one of those). I recommend using UDMF format instead, as it's the most modern and up-to-date format and will give you access to all of the most advanced features. Here's a video I did going over the different map formats that are available: ua-cam.com/video/P0WaN0KHuaM/v-deo.html
Excellent tutorial. Very clear, easy to follow. I always wanted to make an Unreal-style flyby for a title screen for one of my mods, just didn't know how to. And now i did it! ua-cam.com/video/Q1yxNumb9-U/v-deo.html Thank you!
*Minor Update/Correction:*
You might have noticed that the moving camera has a brief "jitter" when it's first viewed by the player. I'm not sure what exactly causes this or if there's a sure-fire fix, but one work-around I discovered is to perform a short, 2-tic delay AFTER activating the camera and BEFORE switching to it.
The way the script is written in the video, the camera is first switched to and THEN activated. The work-around described above, however, requires that the activation happen FIRST. The idea is that the activation puts the camera in motion and the tiny delay gives it just enough time to move past the initial "jitter" so that the camera switch appears seamless.
The code should ultimately look something like this:
Thing_Activate(//camera ID here);
Delay(2);
ChangeCamera(//IDs, etc. here);
I've updated the example WAD with this little work-around, so feel free to download it and check it out to see the improvement firsthand. Also if you're aware of a fix that DOESN'T require this brief delay, be sure to let me know!
Thanks for all your hard work Chubz!
Thanks man I remember asking about this!!
Also do you know how to make a monster attack during one?
@@moosefart045 The easiest way to make a specific monster attack another one (or even make a friendly monster "turn" on the player) is to use the Thing_Hate function. There are a bunch of different options that function provides. You can learn more about it here:
zdoom.org/wiki/Thing_Hate
@@Chubzdoomer Thanks!!
that stuttering is there because the "expanded info panel" updates every time your crosshair hovers over anything in visual mode, you can stop the stuttering by hiding that panel via the "view" menu or the "~"/"ñ" key depending on your keyboard.
Absolutely amazing - thank you so much for posting this! I use a lot of your tutorials to build off of ideas - hope you continue this, you're a great teacher
Just wanted to say that I'm almost 20 now and have been using your videos for almost 10-11 years now. Thank you for getting me interested in game development and modding in general when I was younger. I still remember my first video I watched was forever ago when I was learning how to create deep water in DB2.
That's freaking awesome man. Thanks for watching over the years, and glad I've been able to help!
never too late for these
In this (fantastic as usual, thanks chubz) tutorial and scenario it's fine to put a delay to let the caco pass by before the black fade. if someone needs exact action timing regarding monster movement, there is a thing called patrol special. it's set up exactly like the interpolation special thing. just put a patrol point wherever needed and link a patrol special to it.
Yeah, I really should've used a Patrol Special for that. It would've been a perfect opportunity to show that you can link specials to the Patrol Points just like you can Interpolation Points.
@@Chubzdoomer hey how to use "reverbs" ?
I hope you are still watching the comments, Chubz, because I gotta tell you these vids are AWESOME. I dev'd s/w for 40 years and now that I'm retired I'm getting back into Doom building. Your vids are great!
I'm still watching the comments indeed! Thanks for the kind words, and glad the videos have been helpful!
Maybe one day I'll start making maps again. Until then, I'm gonna watch your tutorials anyway. I find this stuff fascinating and you do a great job explaining things.
You have been impressing me for what feels like years now, chubz. Everytime I catch one of these uploads in my feed i have to go on a weekend mapping jag. I wanted to play diablo 2 and now i'll be making maps instead. Stay cool + stay safe my dude.
Top notch tutorials as always. Thank you for helping us mod 😊
Huh! I wasn't aware that moving the camera used separate objects!
You're correct about the pen tool, both that and Doom Builder appear to use "quadratic splines", with control points on both ends.
Chubz, I don't know what the hell your talking about but you're the best at it.
Thank you for a most thoughtful tutorial!
Thanks so much for those really well explained tutorials! Incredibly helpful.
Thank you Chubz, I'm currently trying to make a animation for Doom's 28th (or 27th i don't remember) on December 10th.
This was VERY helpful. Cheers!
I've always love ur videos buddy... Now I'm becoming more and more improving thx to you... Also things got interesting in ur tutorials thank u really alot
Ooh this is some advanced stuff man
Been waitn for this a looong time
Now there's a tutorial hah. I made a city map with a train in it, that had a cinematic camera following it. You could get on and off at various stops and there was another subway going in the other direction....I wanted to die.
36:16 im not mad that i heard fade to black every time he said that lol
Thanks, chubz
Lets gooooooooooo!!!!
Большое спасибо за данный туториал!
Это единственный ютубер который может помочь в Ultimate Doom Builder
I wanted to try making something with GZdoom, and was wondering if we were able to make 3d floors. I stumbled on your vid from 9 years ago showing people how to do that and checked to see if your account was still active.. I want to thank you for your service of at least 9 years of showing people how to map with doom.
I always wanted to fight demons from different camera perspective, would be cool for tekken like fighting, but with *guns*
That can happen as far as I know, a Mortal Kombat mod for DooM did that long time ago. One of the levels in the wad called "Stupid LMS/Icon of Party" used a static side-view camera like that. If I'm not wrong it just requires a long line with the action of camera linked to one.
LETS GOOO
How did you get so good with all this? Very impressive! I've just gotten back into mapping (well, a couple months back but had to stop when my system died) I've been having to learn everything from the beginning. Had mapped back in 2010 to 2012 lol
It's mostly just years and years of messing around with the editor and also learning how to program. I'd say I've been doing both of those things for close to 20 years now.
Great tutorial, Chubzs! I'm getting into making maps for GZDoom, and this is quite helpful. I have a question
Let's imagine I have a map with a switch. Said switch, when triggered, the camera instanly jumps to a specific part of the map. In order to achieve this, the same method you used in this video is appropiate for such goal? Or it is neccesary to use a different method?
Yeah, you can still use the same method here. Just make it so that the switch executes the script, and then of course place the interpolation points way off wherever you want the camera movement to take place. You can also just use a stationary camera (called an "Aiming Camera," which can optionally "aim" at a specific thing) which doesn't require any interpolation points at all (you just switch to the camera itself, and see whatever it's pointing at).
@@Chubzdoomer That's cool information, man. Afterwards I'll do an experiment to see how that works. Thanks for the answer, man ;)
nice
I think you should've used True/False more for the ACS script in this video, since it's more user friendly and easy to understand than directly using numbers for boolean variables such as the Set variable for SetPlayerProperty().
Yeah, in retrospect I have no idea why I used 1/0 instead of True/False.
Can you make a tutorial on how to make a quick melee compatible with zandronum
i have been making doom maps with old school editor. but i think i might try this new one to get more stuff. btw does this new editor make "brightness and light source" do different flickering and diffent look of light automaticly? in old school editor you have to make "area" that you want start flickering or anything.
Unless you use dynamic lights (which are a special OpenGL-only feature for GZDoom and its "sibling" ports), you still need separate sectors for different lighting properties/effects.
The editor I recommend using today is Ultimate Doom Builder. It's the most recent, up-to-date spinoff of Doom Builder. You can download and learn more about it here:
forum.zdoom.org/viewtopic.php?t=66745
and another Chubz tutorial
Ok next up on the issue list it says where my script says fadeto (0, 0, 0, 1.0, 1.0); its telling me there is a missing semicolon even though its clearly there. I dont think thats right...
What would a patrol special do? And could patrol points be linked to make specific paths like the interpolation points are.
Yeah, that's typically what patrol points are used for. You can chain them together to create a loop so that a monster patrols an area in a circular fashion, or you can just make a linear path like I did here. The Patrol Special is just a special action that's executed when the monster/actor reaches a specific patrol point.
how do you edit and add new monsters in the end sequence of doom 2 (The one that comes after defeating the Icon Of Sin)
I've never done that before myself, but I'm pretty sure it involves this:
zdoom.org/wiki/MAPINFO/Intermission_definition
I'm still waiting for a tutorial on how to do full-motion video cutscenes.
There's no real way to do that right now unless you manually split a video into a ton of separate images/frames, then import each and every one of those into a WAD and run through them via a script (just like an old flipbook). That's actually how I did my achievement pop-ups in the "If Doom was done today" series.
It wouldn't be very complicated to set up, but it would be unwieldy to say the least dealing with such a large number of files. Even just a ~10 second FMV would result in a ton of images, unless you wanted it to run at a really low frame rate (which would look so bad, it probably wouldn't be worth the effort to begin with). Although I've never attempted it, I also have to imagine that syncing up the audio with the video frames would be pretty painful.
Ultimately I wouldn't really recommend bothering with it. I'd just make use of the practical options that are already available: In-game cutscenes, still images accompanied by text and/or voiceovers, and things of that nature.
When the camera is activated it freezes
question, how do i display a security cameras output to a wall? like without using a line action
You can pull that off fairly easily (with some light scripting) using a "camera texture."
Here's an example:
www.mediafire.com/file/yc8m0a6qeqwhwz5/Camera_Texture_Example.wad/file
And here's more info on the built-in SetCameraToTexture function, as well as some handy info on guidelines to follow, etc.:
zdoom.org/wiki/SetCameraToTexture
Guys, what should I do? I put the cameras as shown in the video, put the dots, but for some reason the camera always looks at the player when moving. What should I do?
It sounds like you left out the steps starting at about 12:29.
@@Chubzdoomer Oh yes, I was able to solve the problem. It's just that I specified the same camera ID in the Target Thing Tag and in the InterpolationPoint Tag.
This is probably extremely basic, But how do I make textures that are 0 units wide like the brain texture for the icon of sin?
The texture covering the brain section of the Icon of Sin is 64 units wide. I recommend opening MAP30 in Doom Builder and studying it that way. The Icon of Sin is basically nothing more than a few really tall, thin "steps" textured to make it look like one gigantic image.
So, uh, my moving camera won’t work? Well, one of them to be exact. I’ve checked the script, I’ve checked the tags, I’ve checked all I can. But for some reason the eighth moving camera doesn’t travel along the interpolation track. Is there some kind of maximum? I’ve also ran just the camera on its own for my map and it still doesn’t seem to work. Any idea what’s going on?
The first thing I'd do is make sure the camera doesn't have any of the difficulty settings unchecked in its Thing properties (and make sure nothing else is checked/unchecked that shouldn't be). Then do the same for the interpolation points. Beyond that, it's tough to say what could be happening. There definitely isn't a strict limit on the number of cameras you can have.
does this applies to Ultimate Doom Builder?
Yep, that's what I was using here. I recommend using UDMF for your map's format though, and not Hexen format (I did a bunch of Hexen format tutorials years ago, but that format is almost obsolete today).
@@Chubzdoomer ah good! Is there a acvount I can dm you? Your old tutorials is kinda… “dated” in a way? I just need some little help.
@@Mae4Ever Sure, if you want to you can send me a message on Discord. My username is Chubzdoomer#9903.
@@Chubzdoomer thanks!
@@Chubzdoomer Sent it
why is camera can't turning?
Does "TagWait" work for PolyObjects?
I don't think so. But there is a PolyWait function specifically for them!
I know this has nothing to do with this video but I made a pk3 with a crap-ton of custom monsters, weapons and I was still implementing the powerups and out of no where the next day I check up on it and it doesn't open so I try it in GZdoom and it doesn't work there either, and when I look at it again, everything in it was gone and I had no backups... Would you possibly know what the cause of that is?
Edit: Not only did the resource pk3 I made get corrupted but some of my other files got corrupted too, they weren't even in the same folder and i didn't even touch them in slade
I've never worked with PK3s before, so I honestly have no idea!
@@Chubzdoomer Oh it's alright. Even Zandronum got corrupted, Luckily not GZDooM, but next time the only resort I have left is to create a bunch of text files to represent the lumps so if I lose it again all I'll have to do is copy the code back in.
I have an issue with doom builder. Whenever I start a map, I make a room, test it, and all walls are black. The floor and ceiling are fine, but the walls are pitch black. Does anyone know why?
Is this only when you play the map, or do the walls also appear black in Doom Builder?
@@Chubzdoomer
Only when I play. It looks fine in the editor.
@@MikeTMike Is this still happening for you? If so, try uploading your WAD and sharing the link with me. I'd like to pop it open in Doom Builder and see if I can figure out what's going on.
@@Chubzdoomer
I'm stupid...lol
I found out I had 2 different Doom2 wads.
At 19:40 you selected “String” to use a named script and Ultimate Doom Builder doesn’t have that option for me despite being up to date. Is that option necessary to have moving cameras or can it be done without?
I think I know what's happening! That option only exists if your map is in UDMF format. If you're using Hexen format, you're stuck with plain old numbered scripts.
@@Chubzdoomer ohh I see. So does that mean moving cameras can’t be set up properly outside of UDMF format?
@@kujobananaro6737 You can still do pretty much all of the same stuff with them, but your script's first line would need to be
script 1 (void)
instead of
script "Activate Moving Camera" (void)
Then you'd just choose 1 as the script number (instead of checking String, and choosing the script's name).
That's just one of many downsides of Hexen format. Named scripts make it much easier to keep up with which scripts do what (because a number alone tells you virtually nothing about the script itself!).
@@Chubzdoomer thank you very much :)
My camera is always facing to the right even if i wrote the script exactly as you did.
It sounds like you might have skipped the steps at around 12:24 in the video.
@@Chubzdoomer Hey I fixed it, it had something to do with the player freeze command so I deleted that and wrote it again and it now works well somehow.
ua-cam.com/video/FsLO7EpzNa4/v-deo.html
Hey Chubz, thanks for helping me make the titlemap, here is the result that was left
Woah, that's awesome!
hey doom builder doesnt have a camera thing option
Your map probably isn't in the correct format. For more info on what exactly I mean by that, here's a video I made covering the different map formats and what each one has to offer:
ua-cam.com/video/P0WaN0KHuaM/v-deo.html
How do you freeze enemies during the cutscene?
The easiest way is to use Thing_Deactivate to freeze, and Thing_Activate to unfreeze:
zdoom.org/wiki/Thing_Deactivate
zdoom.org/wiki/Thing_Activate
@@Chubzdoomer thanks so much!
Hi, may I ask how you make time to design maps while as an adult? Is it years of experience that makes you fast at making larger than average maps?
I actually don't do much mapping at all anymore outside of making tutorials. Right now I'm working on a game in Unity (been at it for ~7-8 months now) and it's been difficult to find time even for that.
@@Chubzdoomer what sort of game u working on ? fps?
@@Chubzdoomer Damn, I see. Good luck on your project though!
@@DeepFriedHugs Nah, it's more of an oldschool platformer with some twists thrown in. I'll probably make a video about it sometime next year when it's closer to being finished.
how do i rotate the camera in circle?
Do you mean rotate the camera while it sits in one spot, or make the camera move around in a circular fashion?
@@Chubzdoomer circular fashion
@@mugenmasters8564 The easiest way is to arrange a series of Interpolation Points so that they (roughly) form a circle, and then make the last Interpolation Point connect to the first one (by setting its Next Point Tag to be the tag of the first Interpolation Point).
Here's a TITLEMAP example that uses the exact method described above:
www.mediafire.com/file/9f7nv9fedg65ouw/TITLEMAP_Example_2_%2528Moving_Camera%2529.wad/file
@@Chubzdoomer Can you also make a video on TITLEMAP with a demonstration(live example) and audio feature.
@@mugenmasters8564 Thankfully I already did just a couple weeks ago! ua-cam.com/video/kG-Q5zZPTH0/v-deo.html
I can't find the camera entity, how do i get it?
It sounds like you may be using one of the vanilla Doom formats, which means you then only have access to features/mechanics that were present in the original Doom (cameras were not one of those).
I recommend using UDMF format instead, as it's the most modern and up-to-date format and will give you access to all of the most advanced features.
Here's a video I did going over the different map formats that are available:
ua-cam.com/video/P0WaN0KHuaM/v-deo.html
Hey Chubz I'm a huge fan. It would be my dream if you would come speak in my discord server.
Excellent tutorial. Very clear, easy to follow.
I always wanted to make an Unreal-style flyby for a title screen
for one of my mods, just didn't know how to. And now i did it!
ua-cam.com/video/Q1yxNumb9-U/v-deo.html
Thank you!