Cutstuff Forum

Mega Man 8-bit Deathmatch => Tutorial Collection => Topic started by: Rozark on April 13, 2015, 02:48:29 AM

Title: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Rozark on April 13, 2015, 02:48:29 AM
SO YOU WANT TO LEARN HOW TO MAP EH?

ARE YOU READY TO INVEST HOURS UPON HOURS OF YOUR LIFE DRAWING LINES, RAISING FLOORS, AND APPLYING TEXTURES?
IF SO, THEN YOU'VE COME TO THE RIGHT PLACE!

Thanks to Zandronum 2.0 and UDMF, the old topic had become outdated. Rather than trying to correct things, I've taken the liberty of creating this tutorial on the craft of mapping and some basic design questions that are frequently asked. For the purpose of what I've written up I used the regular DoomBuilder 2. A version called GZDoomBuilder exists; I'd recommend using that if you have trouble telling where or what your 3D floors, ramps, or texture offsets look like.

Reference to the old topic Link: http://cutstuff.net/forum/index.php?topic=841.0 (http://cutstuff.net/forum/index.php?topic=841.0)
Doombuilder 2 Link: http://www.doombuilder.com/index.php?p=downloads (http://www.doombuilder.com/index.php?p=downloads)
GZ Doombuilder Link: https://devbuilds.drdteam.org/gzdbbf/ (https://devbuilds.drdteam.org/gzdbbf/)
The map I used in the tutorial Link: https://mega.nz/#!8f4i1RwJ!Bw3z_8hG86kWPRDLOBe2M2dVJRwG7b_U3wy0C9j6CK0 (https://mega.nz/#!8f4i1RwJ!Bw3z_8hG86kWPRDLOBe2M2dVJRwG7b_U3wy0C9j6CK0)

If anyone has anything else to add (or correct), feel free to post it below and I (or someone else) will link the tid-bit here.
Let's begin!

TABLE OF CONTENTS
Chapter I: Setting Up and The Interface
Chapter II: Walkable Stairs and Textures
Chapter III: Ramps
Chapter IV: Basic 3D Floors
Chapter V: Windows and Skyboxes
Chapter VI: Death Pits
Chapter VII: Teleporters
Chapter VIII: Things and Saving
Chapter IX: Ladders
Chapter X: Jump Pads
Chapter XI: Railings and Brightness
Chapter XII: Map Info
Bonus - Tips
Bonus - Other Tutorials


CHAPTER I: SETTING UP AND THE INTERFACE
Let us begin.

So you just installed the latest and hip level editor that is "The Doombuilder" You want to build lots of doom. First we're going to need to get you set up. Open Doombuilder and press F6. You'll be brought to the screen shown.

(http://i.imgur.com/TA0oUIv.png)
Select ZDoom in UDMF format. Next you'll want to add resources.

(http://i.imgur.com/91HMZKM.png)
Locate and add your Megagame.wad file and your MM8BDMv##.pk3 file. (Where ## is the version number/letter)

(http://i.imgur.com/09GNsL9.png)
Head over to the Testing tab and under application select the location to your zandronum.exe.
The skill level is 4, and copy/paste the text below into the parameters field:

-iwad "megagame.wad" -skill "4" -file "%AP" "%F" +map %L %NM -deathmatch

(http://i.imgur.com/EuPUjbO.png)
Press Ok and enter in the map code for your map. Usually you want something like ROZ01 or LEG01, but for the time being let's just
put BOOTY. If it stays as MAP01, you're going to get an unfriendly Sniper Joe and accidentally replace Light's Lab.

(http://i.imgur.com/F7lxy1h.png)
Familiarize yourself with at least these things.
From left to right on each color:
RED BOX - New Map, Open Map, Save Map, Script Editor
BLUE BOX - Vertex Mode, Linedef Mode, Sector Mode, Brightness Mode, Make Sectors Mode(?), Thing Mode, Visual Mode
GREEN BOX - Snap to Grid, Merge Geometry (Have those two on), Copy/Paste Properties, Curve Linedef (These last few are only available during Linedef Mode)

Ctrl C - Copy
Ctrl V/Mouse wheel click - Paste
Shift + J - Join Sectors
Insert - Place a vertex/start drawing a line
Delete - Deletes desired thing
E - Edit
F - Flip Linedef
W - Enter Visual Mode
F3 - Texture/Thing Search
F4 - Error Analysis
F9 - Testing
(Moving in Visual Mode)
E - Forward
D - Backward
S - Left
F - Right
G - Toggle Gravity

(http://i.imgur.com/jVKhZm0.png)
Here's the grid. By default each square is 32 units and each "Blue" square is 64 units. This game uses a "Rule of 32" and you should
scale correctly towards that. There's a few exceptions we'll mention later on, for now just stick to the blue lines when possible.
Got all that? Good! Let's make a box!
Enter linedef mode and press insert to draw a fancy line. Draw a box. Woo.

(http://i.imgur.com/CaT9Daa.png)
Next you'll want to enter Thing mode and press insert. Go to Editor things and insert a visual mode camera. One exists by default, but with this you'll be able to track yourself much easier while in visual mode.

(http://i.imgur.com/emmAAVP.png)
I made a thing a bit too small. Select the line and press E to edit it. Stretch it out a few more units.

(http://i.imgur.com/NDDjNWc.png)
Make two more sectors on the sides as shown.

CHAPTER II: WALKABLE STAIRS AND TEXTURES
Flow is important in a map. Make -most- of your stairs walkable. Please.

(http://i.imgur.com/nVxWND2.png)
Create smaller rectangle sectors in the appropriate area.

(http://i.imgur.com/wokFT0Q.png)
Press W and enter visual mode. The ceiling is quite low, so select the ceiling and raise it up using your mousewheel, remembering to stay in 32 units. Raise the two side areas up 32x3 and 32x4 units respectively. An easy way to remember what 32 units is is the red ! that appears on missing textures. A whole ! and the tiny space around it is 32 units.

(http://i.imgur.com/CWJoTtN.png)
Move the tiny rectangles in increments of 16 in a stair-like formation.

(http://i.imgur.com/D7ELh6u.png)
Silly me, I overestimated how many rectangles I'd need. Select the parent sector (1) followed by the child sector (2+). Hit Shift + J and you'll join both sectors together, making things much cleaner.

(http://i.imgur.com/frJnYrW.png)
Be sure to delete any leftover vertices.

(http://i.imgur.com/LQOQASO.png)
If you're like any normal mapper, you'll hate Airman with a burning passion. Destroy his corruption by adding in textures. Right click a side while in visual mode to enter this screen. Familiarize yourself with the properties tab; we'll be back to it later. For now click the sidedefs tab.

(http://i.imgur.com/Y9PYddv.png)
Most of the time you'll only want to bother with the red ! (or other textures) when placing textures.

(http://i.imgur.com/7yJEmIx.png)
Upon clicking the red ! you'll enter this screen. Find your desired texture. For the time being, I'll be using the red/blue Centaur squares as those provoke feelings of tutorials. Make sure you have All selected in order to see everything.

(http://i.imgur.com/4ieD6tI.png)
Bam. It looks great. Maybe.

(http://i.imgur.com/8kCsPeX.png)
After you've let your inner artist paint everything blandly (and after the stairs are completed) you'll now have a room with walkable stairs leading to nowhere important. Congrats.

CHAPTER III: RAMPS
Be Bold. Be Just. Make Ramphat City. Please don't that never goes well

(http://i.imgur.com/8cO3wE2.png)
Make a fun square here. (Romantic drawings oh yea)

(http://i.imgur.com/avwOLtk.png)
Put your ramp height equivalent to the floor that you want to ramp on.

(http://i.imgur.com/ESjsDpm.png)
Apply the appropriate textures. Take note that the sides of the ramp are shown on a slanting angle, often times destroying certain textures. The front should also have a texture so that software users have nothing to worry about.

(http://i.imgur.com/Lz8KDzp.png)
See that line? Right click it. Now is also a good time to note the little prong sticking out of the line. That is the direction the line is facing. Make sure it's jutting outwards.

(http://i.imgur.com/GDSUMxY.png)
You should click that highlighted box in red. It's the action box. Once you start knowing some sweet actions you can just type the number in. Go find Plane Align (Slope).

(http://i.imgur.com/XnaXDTA.png)
Copy the options shown here. Notably, Align floor. As shown you can also do ceilings but we're not here to do that.
Boom. Your map is now Darkman1 accessible.

CHAPTER IV: BASIC 3D FLOORS
The big daddy that renovated a whole version of MM8BDM mapping. Oh baby, we're going deep.

(http://i.imgur.com/GfAhYe7.png)
Create a square within a square. Delete the center portion to create a wall. Now is a good time to mention that the solid white lines means the line is impassable. It's a wall.

(http://i.imgur.com/AKOHhDd.png)
Tag the sector you want the 3D floor to be in.

(http://i.imgur.com/fXxxjam.png)
Next create a "Dummy" Sector off to the side in an unplayable area. Right click one of the lines and the properties box will come up. Action 160>Sector Tag (Whatever the desired spot tag is)>Type Solid>Alpha 255. Reduce the Alpha for more transparent 3D floors.

(http://i.imgur.com/i2fkKF2.png)
If done correctly, the sides will light up when hovered over.

(http://i.imgur.com/MM9Rfjw.png)
3D floor heights work abnormally. The ceiling is the part you're walking on (The floor in game) while the floor is the ceiling/underside of the 3D floor (The ceiling in game). For now set the 3D floor to the numbers shown and select your textures for the floor/ceiling.

(http://i.imgur.com/gqnbPyx.png)
A side-by-side of where the floor will end up. (Height relation, not the literal place where it'll end up)
Woo.

CHAPTER V: WINDOWS AND SKYBOXES
Unless you're a vampire you want sunlight; the outdoors can be great too you know. Let's put in a window.

(http://i.imgur.com/jEBy3hk.png)
It's difficult to describe the important parts of it now but make this structure off to the side and you'll see why soon enough.

(http://i.imgur.com/gKm0J3b.png)
Raise the floor by 32 units there and lower the ceiling by 32 units. This creates a secure enclosed area that is comfortable to window solicitors.

(http://i.imgur.com/GizLbqW.png)
Right click the three lines selected. This is the "Horizon". Action it with 9, the Line Horizon.

(http://i.imgur.com/bXt57Rg.png)
After you're done with that, you'll want a special texture to allow your skybox to be shown. Look for the texture F_SKY1 and apply it.

(http://i.imgur.com/g00dNib.png)
Draw a giant square off to the side, highlight the sector, and click curve linedefs. Make sure you have your wall textures set up
before you hit curve, otherwise you're going to have a real bad time. (Just apply textures for the floor/ceiling/wall before circling it)

(http://i.imgur.com/mhicFOh.png)
This box happens. Mimic the settings and watch as that square becomes a circle.

(http://i.imgur.com/xRpx0UG.png)
Next you'll want to insert a thing. Go to thing mode and insert one. Scroll down to Cameras and Interpolation and add a skybox viewpoint. Make sure the thing is raised by at least 8 units. (Z height)

(http://i.imgur.com/ewNp7wT.png)
Time to create the actual window glass/pane/window. Add a line in the middle of that sector and give it action 208, translucent line.
Wrap it, Block it, make it impassable. Finally make it transparent for a desired look and feel.

(http://i.imgur.com/fpL7VLn.png)
Here's what things look like in visual mode.

There's one more important thing you should probably know about skyboxes. A line horizon wall takes whatever ceiling and floor it has immediately connected to it and stretches it out. What this means is that should you not use F_SKY as your ceiling or floor texture near line horizon walls, the line horizon will take and stretch infinitely whatever texture you instead use. In most instances, this is not a desired effect someone would want. To remedy this, make a small 16 or 32 unit incision near the wall and raise it up (or down) a slight bit. By using F_SKY in your newly created sector, you'll have both the cutoff of the original ceiling and have a regular line horizon skybox.

CHAPTER VI: DEATHPITS
You know it's just a black texture right? Being a mapper changes your view on so many things.

(http://i.imgur.com/u14D4vJ.png)
Make a side room like so.

(http://i.imgur.com/4vBCbmd.png)
How it looks in visual mode.

(http://i.imgur.com/wjMKXAr.png)
Select the area you want to kill people and give it a tag. Make the floor black or something.

(http://i.imgur.com/RvsQtRR.png)
Open up the script editor and go to the scripts tab. #include "zcommon.acs" should ALWAYS be at the top of the script page, so make sure you put it there. Add the simple lines of code shown to make your deathpit work. The first number is the sector tag, the second number is the damage (always set to 255), and the last segment is the death type. This exists for the correct obituary. MOD_FALLING for pits, MOD_ICE for ice deaths, MOD_LAVA for melting lava, MOD_SLIME for mutations, and MOD_WATER for drowning. Click the compile scripts button, hit ok, and your pit is ready to become the bane of everyone's fun.

CHAPTER VII: TELEPORTERS
ZDR 2.0 really screwed these up ('^')

(http://i.imgur.com/3M65BWk.png)
Make two sectors as shown and apply a teleport floor texture to it. Depending on the location of the sector you'll need a different texture offset. Make sure the floor is raised 32 units.

(http://i.imgur.com/QFMk9Kr.png)
What it should look like in visual mode.

(http://i.imgur.com/ozxJrMQ.png)
Insert a thing>Teleports>Teleport Destination. Adjust the facing angle off to the side.

(http://i.imgur.com/BEd0FnR.png)
Action Tab>Give it a new tag. Duplicate the destination for a 2 way teleporter and adjust the tag so they aren't duplicates. (3 for the first one, 4 for the second in the example)

(http://i.imgur.com/pDbX2G2.png)
Insert a thing>Sector Action>Actor hits floor.

(http://i.imgur.com/UUv4rRl.png)
Action 226>Script Number 973>Script Argument 1 is the tag you gave the teleport destination.

(http://i.imgur.com/0gdtegq.png)
Duplicate for 2 way teleporters (Make sure to change the tag!) and place them on top of each other in the teleporter sector/area.

CHAPTER VIII: THINGS AND SAVING
Because oh how disappointed you'll be if you were to lose 6 hours of work.

(http://i.imgur.com/iFBq1qH.png)
The keen eye will have already noticed that I've had a deathmatch spawn sitting in the map for the past few screenshots.
Player Start>Player Deathmatch start. Have 32 of these.

(http://i.imgur.com/rqHkWyl.png)
Use the things marked with MM8BDM. Spread weapons, assists, health, and energy around the map in an orderly manner. If it's a party ball, make sure to raise the height of it so it isn't just being a lame party ball.

(http://i.imgur.com/QuXCrpQ.png)
Click save to save your work, duh. Where as the first thing we put in was the map code, this is the actual map name. Name it something great. I heard Adjective Location is a popular naming scheme for this game.

CHAPTER IX: LADDERS
Stiiiiiiiiiiiiiiill in a dreeeeeeeeeeeeeeeam, Snake Eaaaaaaaaaaateeeeeeeeeeeeer

(http://i.imgur.com/bomkG0e.png)
Create this fancy little shack off to the side.

(http://i.imgur.com/zfiPQp3.png)
The important parts while viewing in visual mode.

(http://i.imgur.com/OQwj5vi.png)
Add a 32 unit long line where the ladder is going. Make sure the prong is sticking towards where people are going to climb up the ladder. Action 128>Force15>Repeatable Action>Player Bumps. If there's a ceiling sector coming down on the area above the ladder, you'll be able to climb above the ladder as well (Unintended area). You probably shouldn't be doing that. Alternatively, make the ladders activate on the front side only.

(http://i.imgur.com/6DAfnMs.png)
Give the sidedef a ladder texture. Presto. Complete.

CHAPTER X: JUMP PADS
The future is nigh.

(http://i.imgur.com/87JWhP3.png)
This is pretty simple. Throw down another "Actor hits floor" thing and go to the action tab. Action 128>Force80, or whatever you want it to be. Put the thing on top of a raised sector, usually one that mimics fans. Yea we're done here.

CHAPTER XI: RAILINGS AND BRIGHTNESS
Gotta idiotproof those pits yo.

(http://i.imgur.com/6MJ4LoJ.png)
Shown here is the grid size. For the time being, switch it to 16 units.

(http://i.imgur.com/IoagqkF.png)
Create a line and right click to enter the properties tab. Lower Unpegged>Walkable Mid Texture.

(http://i.imgur.com/AIPeO4s.png)
For rails created like this, you want to put a texture on both sides of the mid area. Find your favorite rail.

(http://i.imgur.com/fFNG715.png)
How the ladders, jump pads, and railing look in visual mode.

(http://i.imgur.com/PKWTXp1.png)
Enter sector mode, go off to the side and drag over the entire map. This will highlight the whole thing. Right click a sector and turn the brightness to 255. This isn't doom; we like bright lights. Keep them on please.

CHAPTER XII: MAP INFO
This is horribly brief

(http://i.imgur.com/14VTiia.png)
Go to your favorite Slumped/Slade program and open up your map.

(http://i.imgur.com/gy40DsU.png)
Create a new lump, MAPINFO. Below is a quick copy/paste:

map BOOTY "Uncharted Booty"
{
   next = "BOOTY2"
   sky1 = "BLACK", 0
   cluster = 1
   music = "GUTMUS"
   aircontrol = 0.5
   forcenoskystretch
   clipmidtextures
   evenlighting
}


The things you'll want to change for your own map:
BOOTY is the map code.
"Uncharted Booty" is the map name.
BOOTY2 is the map code of the next map. If it's the last map in the pack, then it loops back to the first map.
GUTMUS is the music code.

Save the lump changes then save the wad, otherwise it won't be saved.
Also NEVER EVER SAVE IN DOOMBUILDER AFTER SLUMPED/SLADE CHANGES WERE MADE IF YOU DECIDE TO DO BOTH AT THE SAME TIME. Re-open that map.
Yea done deal.

BONUS - TIPS
Helpful tips for the aspiring 8BDM mapper

- 32 Deathmatch Starts.
- 255 Brightness.
- Stick to a 32x32 grid. 64x64 and 16x16 are acceptable at times, probably even 8x8.
- Don't draw a stagnating room. Unless it's a hallway, the majority of rooms should have at least 3 entrances/exits.
- Fix texture offsets to the best of your ability. Please.
- Take frequent breaks if you begin to feel a creative block. Don't demotivate yourself out of it.
- Don't put a wall texture on the floor, don't put a railing texture on the floor, etc.
- Be aware of OOPAs (Out of Place Aesthetics). Despite being aesthetics, these look, well, out of place and bad. Don't do it.
- Don't be too concerned about where the texture originated from. If it matches the overall feel or segment of a map you wanted to do, then use it.
- Need to replace a thing or texture? Hit F3!
- Once you're finished with your map, hit F4. Run the analysis and it'll pick up any errors you might've missed. If none show up, congrats! Your map is finished.
- It's acceptable (and recommended) to have only about 8 weapons per map. Buster upgrades count towards this. The max that it should probably ever be is 10. Any more weapons than 10 and you're creating a mess.

BONUS - OTHER TUTORIALS
Things by other people that I probably forgot to add because this took so long to write up.

- General Architectural Do's and Don'ts: http://www.wired.com/2004/03/15-rules-f ... the-world/ (http://www.wired.com/2004/03/15-rules-for-rebuilding-the-world/)
- Mendez's Video Tutorials: http://www.cutstuff.net/forum/viewtopic.php?f=44&t=10315#p329324 (http://www.cutstuff.net/forum/viewtopic.php?f=44&t=10315#p329324)

I hope you all enjoy your newfound hobby. Good luck and have fun!
P.S. I have Creative Exercise PTSD now I listened to it for like 4-5 hours in a row.
Title: Re: [TUTOR] Doombuilder and You: Basic Doombuilder and Map T
Post by: Jdude330 on April 13, 2015, 03:44:17 PM
Yay

Now i'm less screwed

thanks Rozark
Title: Re: [TUTOR] Doombuilder and You: Basic Doombuilder and Map T
Post by: Rui on April 13, 2015, 10:18:03 PM
>New tutorial

rozark you have done great for the world

I'm so glad this exists!!! I'm totally going to take the time to follow this step-by-step :D
Title: Re: [TUTOR] Doombuilder and You: Basic Doombuilder and Map T
Post by: NemZ on April 14, 2015, 03:23:36 AM
Dude, awesome job!
Title: Re: [TUTOR] Doombuilder and You: Basic Doombuilder and Map T
Post by: MatyuX320 on May 09, 2015, 07:56:05 PM
how to change the textures of the vertices of the walkable stairs in the part lower?
Title: Re: [TUTOR] Doombuilder and You: Basic Doombuilder and Map T
Post by: Lego on May 09, 2015, 08:08:48 PM
You don't change the text of a vertex, you change the texture of a linedef.
Right click on the line you want to change the texture of in linedefs mode to open the properties menu. You can change the textures under the sidedefs tab.
Title: Re: [TUTOR] Doombuilder and You: Basic Doombuilder and Map T
Post by: Jonnyloko280 on October 22, 2015, 08:11:43 PM
Hey! I wanted to know if its possible to make a house where i can walk in the roof...
Title: Re: [TUTOR] Doombuilder and You: Basic Doombuilder and Map T
Post by: Rozark on October 22, 2015, 09:49:23 PM
Yea it's possible, but you would need to make the roof flat or a completely solid house/can't enter the house due to sloped 3D floors being pain for software users.

Unless "in" wasn't a typo and you meant literally inside the roof. In that case, good luck with roping a bunch of 3D floors to format the roof.
Title: Re: [TUTOR] Doombuilder and You: Basic Doombuilder and Map T
Post by: Mendez on October 23, 2015, 12:28:07 AM
Technically, sloped 3d floors can exist, but only in OpenGL rendering. When you try to render sloped 3d floors in Software, they simply don't appear. Yet again another reason to drop software renderng off the face of the earth and stick exclusively to OpenGL (._. )
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Mendez on April 29, 2016, 12:03:23 AM
I made a tutorial similar to this one, but using GZDB instead of Doombuilder 2. Hopefully it covers as much as needed for people to start mapping. I'll make another video covering water/teleporters/scripts when I find the time.
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Mendez on May 08, 2016, 07:23:08 PM
Sorry for the triple post, but here's another video that goes over even more aspects of mapping that weren't included in the basic tutorial. If you want to look at everything inside GZDB, here's the map file as well (https://dl.dropboxusercontent.com/u/11603985/V4A/Asgore.wad).
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: TheRealRoyale on July 04, 2016, 03:56:19 PM
for the sloping stuff, mine skips from 115 to 200. what i do?
EDIT: problema resuelto
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Mendez on July 04, 2016, 09:02:55 PM
Do you have a screenshot to explain what you're talking about? That always helps. I'm going to assume you're talking about the action numbers. If you type in "181" into the box right next to the word "Action", then you should see "Plane Align (Slope)" pop up next to the number 181. Then you should be able to follow the tutorial from there.
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: TheRealRoyale on August 04, 2016, 05:05:47 PM
How do i make chatting props? like cutman in dr light labs
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: MetalMasher on October 16, 2016, 12:42:38 AM
Nice tutorial! but when i make windows, in the celling rate, when i put 32 the celling rate bugs and stays that red icon, how i make windows without that happen?
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Rozark on October 16, 2016, 02:09:22 AM
Nice tutorial! but when i make windows, in the celling rate, when i put 32 the celling rate bugs and stays that red icon, how i make windows without that happen?

The red ! icon?
That's a missing texture. You need to apply a texture to it.

If you mean the highlighted area when you select a sector, press C to clear it.
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: MetalMasher on October 19, 2016, 11:42:54 PM
The red ! icon?
That's a missing texture. You need to apply a texture to it.

If you mean the highlighted area when you select a sector, press C to clear it.
thanks man!
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: MetalMasher on October 19, 2016, 11:50:52 PM
The red ! icon?
That's a missing texture. You need to apply a texture to it.

If you mean the highlighted area when you select a sector, press C to clear it.
but, how i did to delete the ground on the sector and leave the sector with black inside (nothing inside)?
and, have a back button, if you make an error, has no way to back? for example, i deleted acidentaly  a sector, has a mode to grab it back?
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Rozark on October 20, 2016, 04:19:34 AM
but, how i did to delete the ground on the sector and leave the sector with black inside (nothing inside)?
and, have a back button, if you make an error, has no way to back? for example, i deleted acidentaly  a sector, has a mode to grab it back?

Either redraw the sector (draw over the existing one) or delete the sector to fix the first issue.
Ctrl + Z works to undo the last action, while Ctrl + Y is to redo. (So the usual hotkeys)
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: MetalMasher on October 20, 2016, 01:09:42 PM
Either redraw the sector (draw over the existing one) or delete the sector to fix the first issue.
Ctrl + Z works to undo the last action, while Ctrl + Y is to redo. (So the usual hotkeys)

Thank you so much! this i think will be my last question,how i do to add gimmicks to my map?
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Rozark on October 20, 2016, 08:47:56 PM
Thank you so much! this i think will be my last question,how i do to add gimmicks to my map?

This varies completely on the sort of thing you want to do.
What exactly did you have in mind?
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: MetalMasher on October 21, 2016, 01:51:48 AM
This varies completely on the sort of thing you want to do.
What exactly did you have in mind?
well, i'm doing a MMR (Mega Man Rocks) Expansion, in repoman's stage in MMR, has a block that appear spikes, with a time to this appear, how i do to add this to the map?
Edit: when the spikes its coming to appear, the block stays flashing into orange and green colors
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Rozark on October 21, 2016, 02:29:14 AM
Sounds similar to a yoku block.
It'd probably be worth checking out how core handles its DECORATE and sprites for it, along with how they're implemented in a stage like MM9PLU or MM2HEA. Just open up the V5 file and export the maps, followed by opening it up in doombuilder like usual.

My apologies for not knowing the specifics; i'm only now experimenting with them in an upcoming map of mine.
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: MetalMasher on October 21, 2016, 01:43:42 PM
Sounds similar to a yoku block.
It'd probably be worth checking out how core handles its DECORATE and sprites for it, along with how they're implemented in a stage like MM9PLU or MM2HEA. Just open up the V5 file and export the maps, followed by opening it up in doombuilder like usual.

My apologies for not knowing the specifics; i'm only now experimenting with them in an upcoming map of mine.
well, like you said, is a thing similar to yoku block, here is a screenshoot
(http://i.imgur.com/sFd16PF.png)
after a shot time the blocks start to blink into green and orange colors, then,the spikes vanish, an after a shot time, the spikes appear again
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: MetalMasher on November 02, 2016, 06:50:25 PM
pleasse answer me this: why when i add a new texture and load it, the texture not appears? for example, i have a texture named TECBLOC, when i add a new texture called TECBLOC2 the texture not appears, i thinked will appear when i place the original texture because i thinked that is a variation but no, so pls tell me why the texture don't appear?
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Lagman on November 07, 2016, 11:56:57 PM
I've followed all the steps to make a 3D Floor, but nothing happens.
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Rozark on November 08, 2016, 03:38:07 AM
@Lagman Here's a quick summary/rundown. Double check to make sure things are correct.

- Tag the sector you want the 3D floor in.
- Make a sector outside of the map. Open linedef properties.
- Action 3D Floor. Tag it the same as the first sector. Make it solid. Alpha 255.
- Texture the linedef.
- The ceiling is the floor of the 3D floor while the floor is the ceiling of the 3D floor. Texture those.
- Wallah. Bingo. Bazango. It should be complete.

If this didn't help, I can take a look at it if you want.

@MetalMasher What do you mean you added a new texture? You put a new one in inside the .wad file using Slade?
That isn't covered in this topic but I should probably get around to it. If that isn't what you're asking, then please clarify. From the looks of things it isn't working because you're specifying TECBLOC2 and not TECBLOC. (That's how I understood it)
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Lagman on November 08, 2016, 03:04:22 PM
I've followed all your steps and have even retried doing it many times, but this is all that happens. I've even watched video tutorials.
(http://tinyimg.io/i/ydOKq2W.png)
(http://tinyimg.io/i/nG0BUz0.png)

EDIT: Actually, now that I test it, it shows up in-game, but not in visual mode. How do I get it to show up in the editor?
EDITē: Okay, it'll only show up in the editor if I'm using GZ Doom Builder.

(Also unrelated, but is it possible to get rid of that black fog in the editor?)
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Lego on November 08, 2016, 06:39:45 PM
You can adjust view distance under Tools -> Preferences, in the Interface tab.
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Rozark on November 08, 2016, 09:01:55 PM
EDITē: Okay, it'll only show up in the editor if I'm using GZ Doom Builder.

Slopes and 3D floors only show up in the editor in GZ Doombuilder.
That's one of the features it has over regular Doombuilder.
Unless you're stubborn like me and don't want to switch, I wholeheartedly recommend that you grab GZ Doombuilder.
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: JohnVyttalRay on November 13, 2016, 02:44:27 PM
Well, I was reading your tutorial, but I had a problem
(http://i.imgur.com/oo1l4We.png)
Can you see in the right corner, below the blue blocks, there's a uncovered "part" like in his left, it has those blocks with a giant rectangle and triangles around the rectangle, in the right you can see the "uncovered part" without this bloc of rectangles and triangles, I wanted to put this block there, but it's too big to put in that space. I want to know how can I edit the block, because I could edit it, make it smaller, bigger and etc., when I put on the wall, so how can I edit it in on the floor.
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Rozark on November 13, 2016, 11:35:51 PM
Are you referring to a 3D floor or a texture?
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: JohnVyttalRay on November 14, 2016, 12:02:41 AM
It's actually a texture.
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: JohnVyttalRay on November 20, 2016, 01:03:29 AM
It's a texture.
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Rozark on November 20, 2016, 08:09:43 AM
I read it the first time. I just didn't get around to answering it until now. My apologies.

GZ Doombuilder has a feature where you're able to scroll and fix floor/ceiling offsets. This is likely done via selecting the texture and just scrolling with it, similar to a wall. (Again, I don't use GZ Doombuilder, so I don't exactly know the specifics)
I would say that is another one of GZ Doombuilder's perks.

Regular Doombuilder, however, must resort to going through Sector Properties and using either xpanningfloor, ypanningfloor, xpanningceiling, or ypanningceiling. As with 3D floors and slopes, these are not visible in Visual Mode and can only be seen through testing. Adjust the values as needed and repeatedly test.
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Xhatahx on May 23, 2017, 06:23:00 PM
Doombuilder seems to not be able to load MM8BDM-v5b. It can load v5a, but not v5b.
(http://xhatahx.weebly.com/uploads/6/0/1/8/6018829/capture_orig.png)
In case you're wondering, the file wasn't in use by another program.
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: LlamaHombre on May 23, 2017, 10:41:29 PM
I was actually talking about this with some others a little bit ago. Try this out and see if that works.
Go to these two directories in the MM8BDM-v5b.pk3 and delete the duplicate sprites at the following directories

"sprites/skins/MMKillers/enker/" - delete the first 52 entries
"sprites/effects/" - delete the duplicate PIXLA0.png
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: crazytobuildmc on September 13, 2017, 06:31:19 PM
Yeah that worked for me. To save people a tad bit of bother here's the v5b WAD fixed: https://ufile.io/ky343 (https://ufile.io/ky343)
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: CutmanMike on September 13, 2017, 07:27:50 PM
V5C will fix this and remove the need for a separate resource pack pk3. Coming soon hopefully!
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: RoboBlaster on October 05, 2017, 05:02:59 PM
Good example! But...one issue though. I can't test levels because Zandronum wants me to use a regular Doom wad.
And also, my first map made CANNOT be played. Is it because of a missing lump? I have the MAPINFO done, but there's still an issue.
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: CutmanMike on October 06, 2017, 01:21:01 AM
I would recommend using the mm8bdm launcher and add your map wad to it. Then on the console do "map mapname" to test it. If that works you can add +map mapname to the command line for quick testing.
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Phasmania the Maverick on December 03, 2017, 04:10:14 AM
How can I make a water field?
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: MASTERMC0124 on February 09, 2018, 07:46:24 AM
How do you delete the middle part for 3d Floors?
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Rozark on February 10, 2018, 09:52:20 AM
How do you delete the middle part for 3d Floors?

The space inside the square?
You wouldn't want to do that. That controls the height and textures the floor holds.
If you mean the texture side, well, if the side shows you want to give that a texture
If not, make it black or some other solid color.
If you just don't want the side to show up at all and just want a paper thin floating floor and ceiling (not recommended but hey w/e), mess around with the 3D floor type settings. Instead of selecting solid, choose something else and see what works.
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Sir Anon0mos on March 02, 2018, 08:39:48 AM
Has the name for F_SKY1 been changed? It doesn't appear in textures anymore.

Forgot to add megagame to resources, like the idiot I am.
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: bananalord1212 on August 01, 2018, 09:13:16 PM
where do i get the texeures?
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Korby on August 18, 2018, 03:57:47 PM
I apologize for the late response.
There are plenty of textures in the core game. When you load it as a resource in doom builder, you'll have access to them.
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: doominator500 on March 10, 2019, 05:38:02 PM
Is it normal to have 708 errors when doing this with GZ Doombuilder
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: GavinGG on March 29, 2019, 04:45:08 AM
What happened to pictures? When I show, no pictures come up.:shock: 
Oh, and this is MasterMc0124 from a while ago :)
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Rozark on March 29, 2019, 07:52:46 PM
Is it normal to have 708 errors when doing this with GZ Doombuilder
I've been meaning to update this with more GZ Doombuilder stuff for awhile now, but the general mood of those errors is to just hit the clear button on them. A huge majority (if not all) of them don't actually affect anything with what we use it for.

What happened to pictures? When I show, no pictures come up.:shock: 
Oh, and this is MasterMc0124 from a while ago :)

All of the pictures on the topic are working fine unless you mean something else?
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: RockmanShadow on March 29, 2019, 09:41:39 PM
Is there a compiled version of GZ Doombuilder that's available?
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Next101x on June 24, 2019, 08:10:29 PM
 :( It says the archive is corrupted...
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Rozark on June 24, 2019, 11:13:42 PM
:( It says the archive is corrupted...
Could you provide a few more details?
Some screenshots would help too.
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: BookWormGreen on July 23, 2019, 11:43:15 PM
I cant even get the damn square to be blue. Ive almost broken my laptop screen because of this. This tutorial doesnt help at all. Just have Mike implement a map builder in V6 why am i expected to understand DOOM to enjoy this game fully?
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Rozark on July 24, 2019, 10:28:40 PM
I cant even get the damn square to be blue. Ive almost broken my laptop screen because of this. This tutorial doesnt help at all. Just have Mike implement a map builder in V6 why am i expected to understand DOOM to enjoy this game fully?

While modding can improve or diminish someone's experience of the vanilla game, they aren't essential to the enjoyment of the vanilla game.
You're allowed to fully enjoy the game without having to create any content for it.
Many people do exactly that. Modding, depending on what it is, is generally a large scale commitment (developing, feedback, updating, etc) and it simply isn't for everyone. MM8BDM is a doom mod, so some knowledge of the editors it uses and the engine itself or the dedication to learning those tools is required.

With that being said, if you still want to create something, by all means do it and don't let anyone convince you otherwise.
If you need assistance on anything, let me know and send a few screenshots.
Images help a lot better than text in most situations as it can paint a broader picture of how things look.
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: BookWormGreen on July 25, 2019, 05:15:32 PM
While modding can improve or diminish someone's experience of the vanilla game, they aren't essential to the enjoyment of the vanilla game.
You're allowed to fully enjoy the game without having to create any content for it.
Many people do exactly that. Modding, depending on what it is, is generally a large scale commitment (developing, feedback, updating, etc) and it simply isn't for everyone. MM8BDM is a doom mod, so some knowledge of the editors it uses and the engine itself or the dedication to learning those tools is required.

With that being said, if you still want to create something, by all means do it and don't let anyone convince you otherwise.
If you need assistance on anything, let me know and send a few screenshots.
Images help a lot better than text in most situations as it can paint a broader picture of how things look.
Well I already make skins and bots and personally aside from having to come up with witty phrases i found it too easy. I also saw that people have been requesting maps in the map section of the forum so being the gullible nice person I am i wanted to fulfill their wishes maybe i could dm you more about it?
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Plasma303 on August 09, 2019, 02:23:59 AM
I have everything configured correctly as far as GZDoombuilder is concerned, but when I go to add things, there is no MM8BDM - Health/Pickups folder like in the screencaps in the tutorial.
(http://img4.smackjeeves.com/images/uploaded/comics/o/3/q/o3q2g1v7dmiqQ.png)
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Next101x on August 12, 2019, 03:37:37 PM
Could you provide a few more details?
Some screenshots would help too.
I um... Deleted the file... :(
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Rozark on August 19, 2019, 02:38:04 AM
I um... Deleted the file... :(


Well, if you ever come across the issue again (or any in general), screenshots can help convey information a lot better than just pure words.
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Next101x on August 25, 2019, 10:02:21 PM
Well, if you ever come across the issue again (or any in general), screenshots can help convey information a lot better than just pure words.
All righty then
Title: Re: [TUTOR] Doombuilder and You: Mapping Essentials
Post by: Rozark on October 20, 2019, 01:06:58 AM
I have everything configured correctly as far as GZDoombuilder is concerned, but when I go to add things, there is no MM8BDM - Health/Pickups folder like in the screencaps in the tutorial.
(http://img4.smackjeeves.com/images/uploaded/comics/o/3/q/o3q2g1v7dmiqQ.png)

My apologies for being late, somehow I overlooked this.
Make sure the version number of MM8BDM that you added is the most recent one; the one in the tutorial is set as an example and needs to be adjusted whenever a new version is released.