The only reason I am even remotely able to make the maps that I want is because of your tutorials, man. They are the most descriptive, comprehensive, and detailed tutorials on the internet, as far as I'm concerned. You actually demonstrate what can go wrong instead of just saying "don't use this." You educate me on WHY we should do things certain ways, which is the only way to truly learn something. THANK YOU!!
I applied your tutorial and made a maze of portals. With enough portals and proper placement, I was able to see myself through the portals XD and the game runs smoothly enough
After watching this tutorial i believe that you sir are the person responsible for myhouse.wad, and if you are then I would like to thank you for giving me and my 10 year old son some of the best gaming moments and memories that we have had in years as we spent hours and hours exploring every little part of the map. I do belive that those memories will stick with my son to be retold his kids.
@@Chubzdoomer Well you have earned my sub and after watching almost all your Doom map making tutorials I have been inspired to try and make a doom map for Alien breed. I hope to use this teleport trick to try and pull off the self destruct sequence race.
Chubz you're a legend. Thank you for continuing to share your knowledge about Doom mapping with the community. The way you explain things is so awesome and easy to understand, and you don't skimp on any details. You're the go to for doom tutorials IMO. I hope all is well. THANK YOU!
I was having so much trouble trying to figure out why my portal was not giving sound and sight until you said it couldn’t be connected to any other rooms. I tried to separate the room and then put another port on the other side of the room just as an active window, but it just had the same effect of being connected to the map. So I just made the portal that you’re not intended to walk thru visual only. So I got most of what I wanted to achieve. Still shows the status of the key that’s hidden in the room being reachable. I did manage to get the window portal to work well at an angle. So bonus there.😂😂🎉
Years ago, I remember turning to this channel for more advanced doom modding. Years later, I still come back on occasion for more. I do hope they figure out the sound issue with these portals, cause you could build far better 3D illusions with those instead of trying to keep track of dozens, if not hundreds of 3D floors.
You can't use 3D floors on the part the portal actually extrudes from, but you could use 3D floors around it. In other words, you need a "wall" to hide the portal, but you could do something like a boxy portal housing with a smaller circular pipe/tube coming out the top, where the diameter of the tube matches the length of the portal line. It's not really removing the fundamental limitation, but it's letting you make something that's more visually interesting, by making it look like the portal housing has a separate object on top of it.
Wow Chubz, it's so awesome to see that you're still making DB tutorials! I remember getting started with Doom modding with the help of your videos back in 2009-2010 when I was still just a wee little 12yo kid, haha Thank you for all the detailed and useful tutorials that you've been making for the past decade!
Ohh wow, this is such an awesome effect! I just got into Doom map building last week. I'm not much of a map designer I think ... but it sure is a lot of fun :D
You can lower the apparent height of the line by changing the sector index on its back side(to a sector you've created somewhere specifically for controlling the height of the portal), but you would still be unable to walk/shoot above it. If you do this, remember that part about how two static portals in the same space automatically turn into interactive portals, and make two dummy sectors to control the height. One for each portal.
I missed you chbuz! I still play doom demon defense when I'm bored and wish I had more time for my map building I used to do (primarily Hexen for the setting appealed to me more), but its awesome to see one of your doom builder tutorials once again!
That was indeed helpful which indeed was mind blowing when I replaced the teleport pad with this on MAP03 of The NIGHTMARE! Palace. tysm for this thing 👍🤯
Very cool. I learned how to do this trick when I was learning to use Unreal Engine. I didn't know it could be done with the id Tech/Doom engine. That's awesome. I really need to download Doom Builder and start messing around.
A space dock where only a transparent force field separates the player from the void of space would be good use of interactive portals. The player could walk through it when they pick up the required equipment which would be in this case a space suit. The player would then walk through the interactive portal into a new large area with zero gravity & possibility no sound, that would kill them if or when the suit failed.
this technique totally saved my map ! I was getting a little nervous after unsuccessfully designing a moving 3D platform script that didn't get squished (graphically) if monsters or players were underneath (i didn't want the platform to do damage, and wanted the monsters to be able to ride them...)........ EDIT: [sry for the essay, lmao] 2 ne1 identifying with my problem, try this script in with your moving 3D platform statments: If(ThingCountSector(T_NONE,0,25)>0 && GetSectorFloorZ(tag,0,0)> it allows the platform to continue up and down and stops if something is under it while the platform itself is above the height of the tallest monster in the room. all you have to do is kill the monster blocking your path, and the platform will resume it's route. ******CHEERS********
Oh man I love this! I've promised myself to make a 5 + 1 ( secret ) map to taught myself and your tutorials kick ass. It gives me so many ideas and admittedly, I'm thinking more in lines of Heretic / HeXen, but yeah. Great stuff! Question: This worked great for me. No problems at all! But I started wondering, what if you make portals on different heights? Does that influence anything? It probably doesn't, but it's a question that came to my mind. Like say, you walk up a flight of stairs, to a portal, leading to a sewer at a lower section of the map.
As far as the height goes. There is a way you can make a low portal that you can actually jump/fly over walk on ...ect You may already be aware of this. It's kinda a pain in the a** to do but it does look cool when done, and that is to use the line Action: 57 - Sector Set Portal. It requires 4 rooms total. Two rooms for the lower line portals, & two other rooms for the higher ceiling. I hope I helped anyone who may not have known about this.
That's a really good question. I'm not sure if people just deemed it too gimmicky or what. By now you'd think portals would've been used in this fashion in a crapton of projects.
If you guys have any trouble make sure you are not using single sided linedefs and there MUST be enough space behind each linedef exit for the player to walk through (40 units)
Yes, I should have mentioned those two things! The latter is especially important if your portal is up against a wall (if you don't leave enough space behind the portal for the player--and monsters--to pass through, they'll merely bump into the wall instead!).
You can fake 3D sector portals using copied/pasted and touched up sectors and sector portals. This will make the ceiling of the area outside where the portal is look through the floor into the upper area, and you can do the reverse so that the upper area looks through the ceiling back down.
you know... im glad to be back with doom again. :D. ahahahahaa. seeing that Imp walk through the portal like that... it is just... it's just... it's beautiful man. if only it was like this when I was a kid. 33 now... getting old... well... in relation to Doom. haha. Still... just beautiful... nice one man. I will use this somehow... equally as beautiful. or atleast, I will try to! Edit: Doom is still the fast paced horde master! Let us face it!
i know the video is old but i figured id post that between this and your polyobject tutorial that you can get around the 3d floor issue by using polyobjects to house the portal.
I'm not even a map builder, but this is absolutely impressive. Now all we need to do is to get Valve's permission to make a portal gun mod (with the same portal effect) for GZDooM. That'd be sick as FUCK! >:D
Hey Chubz, Are you going to do a tutorial on interactive sector portals too? I'm already building a level with line portals and I'm loving the tricks I am able to pull off!
@@Chubzdoomer Hey Chubz, I have seen DarkStar's tutorial, and the way he did it had a lot of confusing parts. I was successfully able to set it up, but if I try to do it again from memory, I have to go back to his tutorial, and unfortunately the one vital point I need to get it working is hard to find. You have a really organized way of teaching, so why not just link to his tutorial in the description if you make one?
Chubz, you are the best. Thanks for starting your tutorials again. You've drawn me back into doom mapping after a 5 year hiatus. I do have a question about the end of this video, was that one big map with all 4 levels? Or was that a cluster/hub setup? Because if you can link Line Portals between levels, that's a game changer (and not likely lol). Also, I 'd like to see a tutorial on Zscript (that replaces DECORATE). I'm finding Zscript harder to understand. Keep up the amazing work Chubz! Missed your videos, brother!
I actually included a link to that map in the video description so that you can check it out yourself in Doom Builder. It's just one big map, with each individual Episode 1 level copy--pasted in. I also had to rotate most of the levels to line them up with their corresponding portal, since both the portal entrance and portal exit must share the same angles.
Nice tutorial. I have a problem, Static Portals give me the same problems with IA detection and sound as Interactive portals have. Not sure why that happens. I'm using GZDOOM 4.8.0
Kinda like in "Blood" one of the "as Civvie 11" puts it. "One of the Unholy Trinity games" which used the build engine. Which used stacks to do this with tons of limitations and only one "Stack" as it was known then.
There is a small problem. When I look into the portal that I made, through the portal itself, I can see what is behind it, and what is in the other portal, but only the ceiling and floor.
Have you tried downloading the example WADs in the description and testing those out? It could be that there's a problem with your video/rendering settings in GZDoom. Beyond that, I'm honestly not sure. I've never had that problem before.
Excellent tut, Chubz! I think that the 'bleeding' issue is really just that 'linedefs' have 'sidedefs' that extend from floor to ceiling. Am I correct?
Here's the last map I made (and probably my best so far, although I'd still like to improve): ua-cam.com/video/zq7ZDkXKLs4/v-deo.html I also uploaded a full playthrough of it here, but if you want to experience it for yourself I recommend going in blind instead: ua-cam.com/video/i5HhhZZOg_E/v-deo.html
@@Chubzdoomer Hell yeah man. I played through your map twice. Once on UV vanilla doom and once with project brutality (I know I know some people hate it) and it was super fun and we'll designed for both. There was a fair bit of challenge to both. Although on vanilla Doom it's not very hard for someone who's been playing Doom for 25 years. With project brutality I was surprised how balanced it felt to be honest I actually had a couple moments where I had to seriously focus on staying alive. Had one spot where I got down to 4 health and had to avoid a baron and revenant in a very small area. It really got me excited. The over all design was nice. It had a cohesive theme and some cool little spots to look at and battle in. You used some pretty cool mapping techniques too. For the most part it seems like something that could have easily been in one of the Doom 2 expansions. If I had to criticize one thing it would be the halls near the start. I always try to play a fast paced rush style and I definitely ran in circles a few times trying to find the right way. But it's Doom so I guess that's par for the course. Overall though the map was great if not a bit tame considering all the crazy tutorials you make. All I can say is GIMME MORE! AND THANKS!
I think I might have opened a map in the wrong mode because I don't have all those options. I just have teleport WR and W1. Looks cool though and when I work out what went wrong I'm try this out again. It looks like you will be able to make room above room fx with these sorts of teleporters.
Make sure your map is in UDMF format (under Game Configuration). If you try to create/load a map that just uses vanilla DOOM format, you'll only have access to the effects used in the original game(s).
there is actualy a hacky method to make portals not do that bleeding effect with 3d floors if im not mistaken. I actualy did this my self with soalce dreams og mirror boss fight.
Is it possible to make an "endless hallway" from both sides? I can make it work if e.g. left wall is portal that teleports you into right wall, so if you go to the left and keep going, room is endless, but if you go in opposite way you hit "simple" wall. But when I tried to make both walls to be a portals for both ways infinity, it didnt work. I tried googling and on forums ive read that you can not make two portals in same room cause sectors are connected. Is it true? I couldnt even enable visual-only for such.
Here's my crack at it: www.mediafire.com/file/r1kaaid84c0hpkt/Endless+Hallway+Example.wad/file I just used an Interactive portal on each end, and added a bit of fog to help aid the effect (otherwise, you'll see a pitch black wall at the very end of the hallways due to the recursive-portal effect, which looks pretty bad). I also added a new "InvisiblePlayer" class that just disables the player's sprites all-together so that he isn't visible through the portals (otherwise you'd see a mirror image of yourself at each end of the hallway, which also looks plain bad). The Invisible Player class had to be done via a DECORATE and MAPINFO file (DECORATE to assign the player invisible sprites for all of his frames of animation, and MAPINFO to make that new version the default player class).
@@Chubzdoomer wow, thank you much for quick reply with explanations AND example file - will now take a look into it. (also forgot to add, that when i was trying to make such, it was getting console error telling me something about one group or like that). Well, now will take a glance how you did it and compare to what i was doing. Also extra thanks for "invisible player" detail :)
The very first Unreal Tournament had them in the editor, could include them without any further issues, so I'm not sure what this is about. Certainly this was nothing new at the time Prey came out.
Prey was one of the games that popularized portals and made heavy use of them all throughout its campaign. There was even portal technology in the 1997 version of the game that (sadly) never saw the light of day! ua-cam.com/video/xbBDzzOzS4E/v-deo.html
i know how to fix 3D sector portal thing, do not make 3d secotr, just make portal on the ceiling and floor of other sector that will kinda imitade the upper part of the oryginal sector. It can work too but its more work
Could you maybe work around the portal stretching all the way to the top of the room issue by maybe using a self referencing sector or the boom "deep water" special?
myhouse wad really went with this tutorial
That's what I'm say- ! *Falls backwards on chair.*
The only reason I am even remotely able to make the maps that I want is because of your tutorials, man. They are the most descriptive, comprehensive, and detailed tutorials on the internet, as far as I'm concerned. You actually demonstrate what can go wrong instead of just saying "don't use this." You educate me on WHY we should do things certain ways, which is the only way to truly learn something. THANK YOU!!
This guy has been doing this for 12 years!, My man is the OG
Well OG would be doing it since 94 using DeeP, but yes his skill is impressive :3
На пляшку, Zомбі.
@@iDancethroughshadoWs In terms of making youtube videos about it, he's pretty OG.
Imagine getting lost in a labirynth full of those portals with automap disabled.
do it
would be awesome
Nice idea for puzzle
OMG the possiblities are endless.. ENVIRONMENTAL STORY-TELLING! LOVE IT!
basically you can do "multi floor" buildings using this in the stairs.
Yeeeeeeep
The moment I saw how the static portal worked, it felt as if I was several years younger and had just played Portal for the first time again
Whats funny is I was looking for a tutorial like this two days ago but found nothing helpful. And then here you are 😁
So glad that Prey is still getting recognition after all of these years.
(also the 1995 demo leaked so that's cool too)
can we have something positive at least in 2020?
Chubzdoomer:
Glad to see you’re still making Doom Builder tutorials! They’ve always helped me so much with my stuff.
Nothing short of incredible! The possibilities this opens up for map designs are endless.
look up imposs.wad it utilises these portals really well
I applied your tutorial and made a maze of portals. With enough portals and proper placement, I was able to see myself through the portals XD and the game runs smoothly enough
Thank you, your work is seriously underrated, without your work there would probably be a lot less community maps out there
Thank YOU for watching!
Absolutely agreed. In this videos I found the lot of information about this editor, and about Doom 2.
Thanks for the tutorial! You could make complex 3D structures or even Non-Euclidean geometry with this.
doom II came out in '94... it is incredible what you can do with it
You are a godsend to the doom commmunity. I made Hubris Containment Sector thanks to you and now I'm really vibing a new map with this knowledge
I like my geometry like I like my women, non-euclidean.
wait no-
this is still euclidean tho
So, with tattoos?
I'm into lines. Unlike society, they don't judge based on height.
After watching this tutorial i believe that you sir are the person responsible for myhouse.wad, and if you are then I would like to thank you for giving me and my 10 year old son some of the best gaming moments and memories that we have had in years as we spent hours and hours exploring every little part of the map. I do belive that those memories will stick with my son to be retold his kids.
I'm not responsible for that WAD, but it's for sure the absolute best use of portals I've seen to date (and may never be topped in that regard)!
@@Chubzdoomer Well you have earned my sub and after watching almost all your Doom map making tutorials I have been inspired to try and make a doom map for Alien breed. I hope to use this teleport trick to try and pull off the self destruct sequence race.
you do know myhouse.wad is a horor map right?
So glad someone made a tutorial for this! Looking forward to using seamless Portals in future mapping.
Chubz you're a legend. Thank you for continuing to share your knowledge about Doom mapping with the community. The way you explain things is so awesome and easy to understand, and you don't skimp on any details. You're the go to for doom tutorials IMO. I hope all is well. THANK YOU!
DUDE MY MANS STILL MAKING DOOM TUTORIALS HOLY SHIT THIS IS AWESOME THANK YOU.
Oh yeah, also, this is known as a non-euclidian portal.
I was having so much trouble trying to figure out why my portal was not giving sound and sight until you said it couldn’t be connected to any other rooms. I tried to separate the room and then put another port on the other side of the room just as an active window, but it just had the same effect of being connected to the map. So I just made the portal that you’re not intended to walk thru visual only. So I got most of what I wanted to achieve. Still shows the status of the key that’s hidden in the room being reachable. I did manage to get the window portal to work well at an angle. So bonus there.😂😂🎉
thanks as always Chubz... absolutely love that you're still providing such quality content!
Years ago, I remember turning to this channel for more advanced doom modding. Years later, I still come back on occasion for more.
I do hope they figure out the sound issue with these portals, cause you could build far better 3D illusions with those instead of trying to keep track of dozens, if not hundreds of 3D floors.
Definitely making maps with this technique this is so cool!!
You can't use 3D floors on the part the portal actually extrudes from, but you could use 3D floors around it. In other words, you need a "wall" to hide the portal, but you could do something like a boxy portal housing with a smaller circular pipe/tube coming out the top, where the diameter of the tube matches the length of the portal line. It's not really removing the fundamental limitation, but it's letting you make something that's more visually interesting, by making it look like the portal housing has a separate object on top of it.
Just saw this video and, man, I really want to go ahead and work on craziest DOOM maps.
Wow Chubz, it's so awesome to see that you're still making DB tutorials! I remember getting started with Doom modding with the help of your videos back in 2009-2010 when I was still just a wee little 12yo kid, haha
Thank you for all the detailed and useful tutorials that you've been making for the past decade!
LOL thanks for watching even after all these years! It's hard to believe it's been over a decade now.
Ohh wow, this is such an awesome effect! I just got into Doom map building last week. I'm not much of a map designer I think ... but it sure is a lot of fun :D
You'll likely get better as you map more, but as long as it's fun for you, that's what matters.
I know making doom maps is kind of a ninshe (i hope i said that right) but i still think you are really underrated, more people should see your vids.
You can lower the apparent height of the line by changing the sector index on its back side(to a sector you've created somewhere specifically for controlling the height of the portal), but you would still be unable to walk/shoot above it.
If you do this, remember that part about how two static portals in the same space automatically turn into interactive portals, and make two dummy sectors to control the height. One for each portal.
Thanks for coming back
Went and made maps with this tonight! So excited!
one of the coolest features I have seen done in doom builder!
Oh thats a cool feature! Thanks :D
I missed you chbuz! I still play doom demon defense when I'm bored and wish I had more time for my map building I used to do (primarily Hexen for the setting appealed to me more), but its awesome to see one of your doom builder tutorials once again!
It's awesome to hear that you still play Demon Defense after all these years!
wow, didn't even know this one exists, thanks Chubz! Keep up the great work.
That was indeed helpful which indeed was mind blowing when I replaced the teleport pad with this on MAP03 of The NIGHTMARE! Palace. tysm for this thing 👍🤯
Very cool. I learned how to do this trick when I was learning to use Unreal Engine. I didn't know it could be done with the id Tech/Doom engine. That's awesome. I really need to download Doom Builder and start messing around.
You now added non euclidean geometry to doom. It is both awesome and terrifying
That is WAY COOL THERE! I just used this lesson to make my own little portal map. Thanks.
Theoretically, this could be used to trick the player into believing they have entered a room above/below another one. Until they look at the map haha
A space dock where only a transparent force field separates the player from the void of space would be good use of interactive portals. The player could walk through it when they pick up the required equipment which would be in this case a space suit. The player would then walk through the interactive portal into a new large area with zero gravity & possibility no sound, that would kill them if or when the suit failed.
thats a nice tutorial man, i tried to link a portal target with an tele line. now i know how its done
This is amazing! And very easy to understand!
this technique totally saved my map !
I was getting a little nervous after unsuccessfully designing a moving 3D platform script that didn't get squished (graphically) if monsters or players were underneath
(i didn't want the platform to do damage, and wanted the monsters to be able to ride them...)........
EDIT: [sry for the essay, lmao]
2 ne1 identifying with my problem, try this script in with your moving 3D platform statments:
If(ThingCountSector(T_NONE,0,25)>0 && GetSectorFloorZ(tag,0,0)> it allows the platform to continue up and down and stops if something is under it while the platform itself is above the height of the tallest monster in the room. all you have to do is kill the monster blocking your path, and the platform will resume it's route. ******CHEERS********
thanks for the videos. first time working with doom editors. more used to 90s build editors
Amazing. Super useful indeed, as always.
Oh man I love this! I've promised myself to make a 5 + 1 ( secret ) map to taught myself and your tutorials kick ass.
It gives me so many ideas and admittedly, I'm thinking more in lines of Heretic / HeXen, but yeah.
Great stuff!
Question:
This worked great for me. No problems at all! But I started wondering, what if you make portals on different heights? Does that influence anything? It probably doesn't, but it's a question that came to my mind. Like say, you walk up a flight of stairs, to a portal, leading to a sewer at a lower section of the map.
As far as the height goes. There is a way you can make a low portal that you can actually jump/fly over walk on ...ect You may already be aware of this. It's kinda a pain in the a** to do but it does look cool when done, and that is to use the line Action: 57 - Sector Set Portal. It requires 4 rooms total. Two rooms for the lower line portals, & two other rooms for the higher ceiling. I hope I helped anyone who may not have known about this.
To save valuable time in my life, I like to play this video at 2 times speed.
Why do I never see this trick being used in wads? It's so cool and opens up all kinds of cool possibilities
That's a really good question. I'm not sure if people just deemed it too gimmicky or what. By now you'd think portals would've been used in this fashion in a crapton of projects.
Oh yeah. *Now* I can think with portals. Properly!
..Woah, wait. It can also be used to switch between maps? That I didn't know, and that is neat!
Portal Doom. Sorry for the late reply. It works with LZDOOM engine. Thank you for all your tutorials.
If you guys have any trouble make sure you are not using single sided linedefs and there MUST be enough space behind each linedef exit for the player to walk through (40 units)
Yes, I should have mentioned those two things! The latter is especially important if your portal is up against a wall (if you don't leave enough space behind the portal for the player--and monsters--to pass through, they'll merely bump into the wall instead!).
Wow chubbz thats pretty cool can't believe there's so much we can do with doom all thanks to mods and doom builder.
You have just gained a new subscriber. Your tips are great. I have recently started working on my own wad too :-)
Now you are thinking with portals.
You can fake 3D sector portals using copied/pasted and touched up sectors and sector portals. This will make the ceiling of the area outside where the portal is look through the floor into the upper area, and you can do the reverse so that the upper area looks through the ceiling back down.
Super cool effect, thank you Chubz!
you know... im glad to be back with doom again. :D. ahahahahaa. seeing that Imp walk through the portal like that... it is just... it's just... it's beautiful man. if only it was like this when I was a kid. 33 now... getting old... well... in relation to Doom. haha. Still... just beautiful... nice one man. I will use this somehow... equally as beautiful. or atleast, I will try to!
Edit: Doom is still the fast paced horde master! Let us face it!
i know the video is old but i figured id post that between this and your polyobject tutorial that you can get around the 3d floor issue by using polyobjects to house the portal.
Thank you for this!
Finally you made another mapping tutorial, that took a long time
I'm not even a map builder, but this is absolutely impressive. Now all we need to do is to get Valve's permission to make a portal gun mod (with the same portal effect) for GZDooM. That'd be sick as FUCK! >:D
Chubz is baaaack!
Hey Chubz, Are you going to do a tutorial on interactive sector portals too? I'm already building a level with line portals and I'm loving the tricks I am able to pull off!
Since Darkstar Archangel already did a really good sector portals tutorial (link in the description), I doubt I'll ever make one of my own.
@@Chubzdoomer Hey Chubz, I have seen DarkStar's tutorial, and the way he did it had a lot of confusing parts. I was successfully able to set it up, but if I try to do it again from memory, I have to go back to his tutorial, and unfortunately the one vital point I need to get it working is hard to find. You have a really organized way of teaching, so why not just link to his tutorial in the description if you make one?
Amazing i really apreaciate the upload i came cak to your channel because im getting back into my doom maps.
Chubz, you are the best. Thanks for starting your tutorials again. You've drawn me back into doom mapping after a 5 year hiatus. I do have a question about the end of this video, was that one big map with all 4 levels? Or was that a cluster/hub setup? Because if you can link Line Portals between levels, that's a game changer (and not likely lol).
Also, I 'd like to see a tutorial on Zscript (that replaces DECORATE). I'm finding Zscript harder to understand.
Keep up the amazing work Chubz! Missed your videos, brother!
I actually included a link to that map in the video description so that you can check it out yourself in Doom Builder. It's just one big map, with each individual Episode 1 level copy--pasted in. I also had to rotate most of the levels to line them up with their corresponding portal, since both the portal entrance and portal exit must share the same angles.
Love your Doombuilder stuffs!! Cool!
SO cool. You just earned a new subscriber, bro.
Should get back to Doom Builder 2..
Cool tutorial
That's awesome! Exactly the type of content I subbed for years ago :D great video!
Nice tutorial. I have a problem, Static Portals give me the same problems with IA detection and sound as Interactive portals have. Not sure why that happens. I'm using GZDOOM 4.8.0
Mind blown!
good video thanks for the info
Kinda like in "Blood" one of the "as Civvie 11" puts it. "One of the Unholy Trinity games" which used the build engine. Which used stacks to do this with tons of limitations and only one "Stack" as it was known then.
There is a small problem. When I look into the portal that I made, through the portal itself, I can see what is behind it, and what is in the other portal, but only the ceiling and floor.
Have you tried downloading the example WADs in the description and testing those out? It could be that there's a problem with your video/rendering settings in GZDoom. Beyond that, I'm honestly not sure. I've never had that problem before.
Awosm tutorial i tried it in hexan and udmf work perfectly how i thank you sir😊
Excellent tut, Chubz! I think that the 'bleeding' issue is really just that 'linedefs' have 'sidedefs' that extend from floor to ceiling. Am I correct?
Yeah, lines don't have a "height" like sectors do, so that's why you can't really control it without resorting to some sort of workaround.
Aw damn this was cool
Cool name!
Very cool! Thanks.. 🙂
That's cool.
You know it's cool to watch your tutorials in 2020 I watched all of your old tutorials years ago. Do you have any maps you've made that I can play?
Here's the last map I made (and probably my best so far, although I'd still like to improve):
ua-cam.com/video/zq7ZDkXKLs4/v-deo.html
I also uploaded a full playthrough of it here, but if you want to experience it for yourself I recommend going in blind instead:
ua-cam.com/video/i5HhhZZOg_E/v-deo.html
@@Chubzdoomer Hell yeah man. I played through your map twice. Once on UV vanilla doom and once with project brutality (I know I know some people hate it) and it was super fun and we'll designed for both. There was a fair bit of challenge to both. Although on vanilla Doom it's not very hard for someone who's been playing Doom for 25 years. With project brutality I was surprised how balanced it felt to be honest I actually had a couple moments where I had to seriously focus on staying alive. Had one spot where I got down to 4 health and had to avoid a baron and revenant in a very small area. It really got me excited. The over all design was nice. It had a cohesive theme and some cool little spots to look at and battle in. You used some pretty cool mapping techniques too. For the most part it seems like something that could have easily been in one of the Doom 2 expansions. If I had to criticize one thing it would be the halls near the start. I always try to play a fast paced rush style and I definitely ran in circles a few times trying to find the right way. But it's Doom so I guess that's par for the course. Overall though the map was great if not a bit tame considering all the crazy tutorials you make. All I can say is GIMME MORE! AND THANKS!
Really fcking love your tutorials
I think I might have opened a map in the wrong mode because I don't have all those options. I just have teleport WR and W1. Looks cool though and when I work out what went wrong I'm try this out again. It looks like you will be able to make room above room fx with these sorts of teleporters.
Make sure your map is in UDMF format (under Game Configuration). If you try to create/load a map that just uses vanilla DOOM format, you'll only have access to the effects used in the original game(s).
When did static (eternity style) portals appeared? I couldn't find an info in gzdoom version history about it. Was it already in gzdoom 3.x?
there is actualy a hacky method to make portals not do that bleeding effect with 3d floors if im not mistaken.
I actualy did this my self with soalce dreams og mirror boss fight.
Is it possible to make an "endless hallway" from both sides? I can make it work if e.g. left wall is portal that teleports you into right wall, so if you go to the left and keep going, room is endless, but if you go in opposite way you hit "simple" wall. But when I tried to make both walls to be a portals for both ways infinity, it didnt work. I tried googling and on forums ive read that you can not make two portals in same room cause sectors are connected. Is it true? I couldnt even enable visual-only for such.
Here's my crack at it:
www.mediafire.com/file/r1kaaid84c0hpkt/Endless+Hallway+Example.wad/file
I just used an Interactive portal on each end, and added a bit of fog to help aid the effect (otherwise, you'll see a pitch black wall at the very end of the hallways due to the recursive-portal effect, which looks pretty bad).
I also added a new "InvisiblePlayer" class that just disables the player's sprites all-together so that he isn't visible through the portals (otherwise you'd see a mirror image of yourself at each end of the hallway, which also looks plain bad). The Invisible Player class had to be done via a DECORATE and MAPINFO file (DECORATE to assign the player invisible sprites for all of his frames of animation, and MAPINFO to make that new version the default player class).
@@Chubzdoomer wow, thank you much for quick reply with explanations AND example file - will now take a look into it. (also forgot to add, that when i was trying to make such, it was getting console error telling me something about one group or like that). Well, now will take a glance how you did it and compare to what i was doing. Also extra thanks for "invisible player" detail :)
non-euclidean doom, nice
Great tutorial chubs which format do I use 4 those options
you crasava good boy man
The very first Unreal Tournament had them in the editor, could include them without any further issues, so I'm not sure what this is about. Certainly this was nothing new at the time Prey came out.
Prey was one of the games that popularized portals and made heavy use of them all throughout its campaign.
There was even portal technology in the 1997 version of the game that (sadly) never saw the light of day!
ua-cam.com/video/xbBDzzOzS4E/v-deo.html
i know how to fix 3D sector portal thing, do not make 3d secotr, just make portal on the ceiling and floor of other sector that will kinda imitade the upper part of the oryginal sector. It can work too but its more work
Could you maybe work around the portal stretching all the way to the top of the room issue by maybe using a self referencing sector or the boom "deep water" special?
Cool stuff!
mind blown
Can you do a tutorial on making a HUB based map? I know it’s possible but I’m better as a visual learner and your videos really teach me what to do
That's one I'll definitely consider! I think it involves MAPINFO and I've been meaning to make a MAPINFO tutorial for quite some time.
Chubzdoomer I’d definitely love to see it sometime in the future, your videos always teach me something new and I always enjoy them 🙏
Great videos!