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Mega Man 8-bit Deathmatch => Tutorial Collection => Topic started by: Flandre Scarlet on May 02, 2011, 10:06:39 PM

Title: Flanny's Map making guide for dummies
Post by: Flandre Scarlet on May 02, 2011, 10:06:39 PM
Decided to write this guide for the people that REALLY need it.


To make maps, you need Doom builder 2.
First off, read the Doom builder 2 guide wrote by Cutman Mike, or else you will NOT get any of this to work.

"FX" Keys on your keyboard

F1 - Opens a guide.
F2 - Creates a new map / changes stuff on your map
F3 - Finds or replaces something (I usually use this for textures.)
F4 - Checks for errors on your map. You must ALWAYS do this before releasing something. Unless you want your map to be glitched like hell.
F5 - Preferences
F6 - Game Configurations
F7 - Nothing at all
F8 - By Myroc - "It reloads the wad that contains the map you're working on as well as the wads that you're telling Doom Builder to use via the Game Configurations. Useful if you toy around with any of these wads outside of DB2 (say, SlumpED or Slade)."
F9 - Tests your map.
F10 - Edits scripts
F11 - Checks for Errors and warnings
F12 - Nothing at all
F13 - Makes you ask yourself various questions.

The buttons - File, Edit,view, mode, prefabs,tools, and help... If you can read this, you'll know what they do.

New map - Creates a new map.
Open map - Opens a map
Save map - Saves your map
Open script editor - Opens the script editor
Insert Prefab from file - I have no idea.


Modes -

Vertices mode -

Creates vertices. With this, you can create sectors and stuff around your map. You can also edit a pre-existing vertice.

Linedefs mode -

Creates linedefs. With this, you can create sectors and stuff around your map. You can also edit a pre-existing Linedef.

Sectors mode -
Edits a pre-existing sector.

Brightness mode -
I never needed to use this, so I have no idea. Probably has something to do with Brightness, but that's just me.

Make sectors mode -
You know when you create linedefs around, and a sector doesn't actually "exists"? with this, you can make it exist. BY CLICKING ON IT! Magical, isn't it?

Things -
You can use many of the THINGS on this to do stuff around your map. Weapons, energies, start points, and many more are located here.

Visual mode -
You can see stuff around your map with this. To exit/enter, press W, to move around, use the "ESDF" keys, located on your keyboard.

Find Replace mode - check "F3".

Map analysis mode - Check "F4"


Ok, that's all the basics you need to know. Now, you're not a dummy anymore! You are something more... you're a (9)! Touhou joke, indeed.

Now let's move ahead, shall we?

Your map's brightness needs to be 255. Seriously. Don't use any lower than 255. If you use it on your map to make it look a little bit better, people will complain. I'm serious.

Making stairs -

1 - Create a sector. Works better if you create a sector inside your sector.
2 - Click on "Sectors mode".
3 - Click with your right-mouse button on the sector you've created.
4 - Increase/Decrease the values for "Floor"
5 - Profit!

Increasing/decreasing the ceiling -

1 - Click on "Sectors mode".
2 - Click with your right-mouse button on the sector you want to increase the ceiling of.
3 - Increase/decrease the values for "Ceiling"
4 - Profit!


Oh, Important and serious hint - Make everything be 32x32x32. Meaning, 32 width, height, etc. Multiples of 32, as 64,96,128,160,192,224,256,288,320,etc. also work.

Textures -

When you make a sector and/or change his size, you'll notice that it get's glitchy. To fix that, you must add a texture.

I'll explain how to add a texture to a linedef.

1 - Right - Click the linedef
2 - Click the Sidedefs tab.
3 - You'll see a red triangle with a "!" on it somewhere on the linedef. Click it.
4 - Pick one of the textures located on "All".
5 - Profit!

Before clicking the sidedefs tab, you'll notice a tab called Properties.

There are the options that become active when you check them (By clicking them with your mouse

Impassable - Makes the linedef be impossible to pass through.
Block monster - Makes the linedef block monsters.
Double sided - Makes the linedef have two sides.
Upper unpegged  - means the texture will clip at the ceiling, if available.
Lower unpegged - means the same thing, only that's for the floor
Secret - I have no idea.
Block sound - Blocks sound.
Hidden - Affects the Minimap.
Shown - Affects the Minimap.
Repeatable Action - Makes an action (Defined by the "action" below) be repeatable.
Monster activates - Check Secret
Block everything - Blocks everything!
Block players - Blocks players.

Action - Uuuh... there are TONS of actions, and if you want something from it, you can check one that was already made. (Usually, at another map.)

Trigger - Makes the action trigger when what you select here happens.

When you right click a sector, you'll open a tab called Properties. Here, you can adjust lots of thingies, like ceiling height, floor height, etc. Effects has pretty much the same use as "Action".


Tag - Used to identify X Sector/linedef when you use a script/thing


How to make ladders -

1 - Select a linedef
2 - Go on Action
3 - Select action 128
4 - Add set: Add
5 - Force - 15(can be a different number)
6 - Check "repeatable action"
7 - Down Up - you pick.
8 - Trigger - Player bumps
9 - Profit!

Now for something that, if you understand how to do, you'll be promoted from (9) to Not-So-(9)-ish.

Teleporters!

Teleporters can be done in many ways, but this is the most used one -

You'll need -

1 - Things
2 - Sectors

1 - On things, click on "Type", then type in "14"
2 - Go on "Action"
3 - On the tag, put in a tag that hasn't been used by you before.
4 - Create ANOTHER thing.
5 - This time, click on "Type" and type in "9999".
6 - Go to Action.
7 - Select action 70.
8 - Target mapspot tag - Here, you put the same number of the tag you used on "3"

To make sure the teleporters work correctly, create a 32x32 Square sector with Linedefs around the "Things" you've selected.

To add music on your map -

1 - Get slumped/Slade.
2 - On slumped/Slade, open your map.
3 - Create a new lump called "MAPINFO"
4 - Ok, now... You can do this two ways - 1 - Doing line by line by yourself, or 2 - Copying it from someone else. Per example, here is the map info for "SDMMAN":

map SDMMAN "Scarlet Devil Mansion"

{
   cluster = 1
   music = "REMIRMX"
   aircontrol = 0.5
   gravity=800
   levelnum = 1
   next=SDMBASE
}

SDMMAN - The code for the map.
"Scarlet devil mansion" - the map's name.
Cluster - By Ivory - "A cluster is how ZDoom (and it's daughter ports, like Skulltag) create a group of linked maps for the purposes of a Hub or Episodes. In terms of making single maps for MM8BDM, it's not that important. "
Music - The music for your map. Be sure to add the music you're using to the map(using slumped/slade) to the same file of the map!
Aircontrol - Aircontrol.
Gravity - the map's gravity.
Levelnum - the number of the level.
Next - The next map to be played.

To make the music change when 5 frags are necessary for victory...
1 - Go on doom builder
2-  Open your map
3 - Open the scripts editor
Here is the Script for The Scarlet Devil mansion:

Script 1 Enter
{
if(PlayerFrags() == GetCVar("fraglimit") - 5){
SetMusic("TH6REMI",0);
terminate;
}
Delay(1);
restart;
}

To change it to another song, simply copy this, paste it there. To change the song, put in the code for the song in the place of "TH6REMI". Be sure to add the song to the file of the map through slumped/slade!


These are the basics from map making. If you know all this, you can create some maps already. Now go on Doom builder 2, and have fun!

(I created this for the people that are too lazy to try stuff around by themselves, or check examples. Do not copy this and put it somewhere else withouth authorization!)
Title: Re: Flanny's Map making guide for dummies
Post by: Myroc on May 02, 2011, 10:51:17 PM
Quote from: "Flandre Scarlet"
F8 - Reloads resources (Whatever it does.. that's what it says it does.)
It reloads the wad that contains the map you're working on as well as the wads that you're telling Doom Builder to use via the Game Configurations. Useful if you toy around with any of these wads outside of DB2 (say, SlumpED or Slade).

Also, brilliant idea. About time someone wrote up an atleast somewhat more extensive tutorial to this thing.

Now let's watch as all the horrible fanmaps pile up.
Title: Re: Flanny's Map making guide for dummies
Post by: Flandre Scarlet on May 02, 2011, 11:04:51 PM
Quote from: "Myroc"
Quote from: "Flandre Scarlet"
F8 - Reloads resources (Whatever it does.. that's what it says it does.)
It reloads the wad that contains the map you're working on as well as the wads that you're telling Doom Builder to use via the Game Configurations. Useful if you toy around with any of these wads outside of DB2 (say, SlumpED or Slade).

Also, brilliant idea. About time someone wrote up an atleast somewhat more extensive tutorial to this thing.

Now let's watch as all the horrible fanmaps pile up.

Truce. Let's watch them rise, good sir.  :ugeek:
Title: Re: Flanny's Map making guide for dummies
Post by: Copy Robot on May 02, 2011, 11:25:39 PM
I've been wondering why the boss music doesn't play when I edited the scripts from SlumpEd.

Thank you for the tutorial.
Title: Re: Flanny's Map making guide for dummies
Post by: Mr. X on May 03, 2011, 12:03:28 AM
Hm...well written, covers basic and commonly used techniques, and answers frequently asked questions.  I like it!
Title: Re: Flanny's Map making guide for dummies
Post by: Ivory on May 03, 2011, 12:09:51 AM
To answer your statement to having no idea what a cluster is.

A cluster is how ZDoom (and it's daughter ports, like Skulltag) create a group of linked maps for the purposes of a Hub or Episodes. In terms of making single maps for MM8BDM, it's not that important.
Title: Re: Flanny's Map making guide for dummies
Post by: Flandre Scarlet on May 03, 2011, 12:14:04 AM
Thanks everyone. Thanks Myroc and Ivory, I added that info to the guide, and gave credit for you.
Title: Re: Flanny's Map making guide for dummies
Post by: Shade Guy on May 03, 2011, 09:28:14 AM
Just a quick thing I discovered while braving the wilderness of Doombuilder 2, while in visual mode, you can use the mousewheel to raise or lower floors and ceilings much faster than doing the good ol' 'right click type height repeat' method.

This better not have been already said on the tutorial or I'll be embarassed
Title: Re: Flanny's Map making guide for dummies
Post by: Flandre Scarlet on May 03, 2011, 04:13:18 PM
I didn't knew that, but if you stop to think about it, typing the actual NUMBER, through the right click, is faster and has bigger precision.
Title: Re: Flanny's Map making guide for dummies
Post by: Galaxy Sisbro on May 03, 2011, 07:34:23 PM
WOW, A delicious guide for newbies. Remember thoses days, when you just know how to make sectors with textures... And when you got happy after making the first teleport... And trying to make a skyview, when you just got glitchy texture.... Oh well
Title: Re: Flanny's Map making guide for dummies
Post by: OZX on May 03, 2011, 07:45:52 PM
curious question:can u change your keys n db2?
Title: Re: Flanny's Map making guide for dummies
Post by: Flandre Scarlet on May 04, 2011, 12:47:47 AM
I think not.

Edit: Look at what Ivory said. Nuff' said.


[21:43:36] sicksad world: make a map with a lot of 3d floors
[21:43:48] Gummywormz: and birds
[21:43:53] Gummywormz: lots of birds
[21:43:56] sicksad world: yeah put pipi actors
[21:43:56] Fujiwara No Mokou: and firetraps
[21:43:59] Fujiwara No Mokou: firetraps everywhere
[21:44:07] sicksad world: make a leafshield trap
[21:44:18] Fujiwara No Mokou: You start the game.
[21:44:26] Fujiwara No Mokou: You must get to a certain place in X ammount of time.
[21:44:32] Fujiwara No Mokou: If you don't, you'll get hit by quickbeams.
[21:44:37] Fujiwara No Mokou: You don't have enough time to reach it.
[21:44:40] Fujiwara No Mokou: You have to jump a lot.
[21:44:42] Fujiwara No Mokou: through holes.
[21:44:47] Fujiwara No Mokou: while dodging ashley's mets.
[21:44:49] Fujiwara No Mokou: and a Metdaddy.
[21:44:55] sicksad world: lmao~
[21:45:04] Gummywormz: or ashley shaped mets
[21:45:12] Fujiwara No Mokou: Yes.
[21:45:14] Fujiwara No Mokou: Ashley shaped mets.
[21:45:18] Fujiwara No Mokou: that throw that ultra rocket thingy
[21:45:27] Fujiwara No Mokou: and it's homing
[21:45:33] Fujiwara No Mokou: and goes in the same speed as bass buster.
[21:45:43] Fujiwara No Mokou: and their recharge time is 0,2 seconds.
[21:45:50] Fujiwara No Mokou: and the metdaddy can triple jump to you.
[21:45:59] Fujiwara No Mokou: and his hitbox is 5x wider.
[21:46:11] Fujiwara No Mokou: And the holes throw magnet beams at you.
[21:46:29] Fujiwara No Mokou: And they pull you in them if you try to jump over them.
[21:46:35] Fujiwara No Mokou: And you spawn on top of spineys.
[21:46:44] Fujiwara No Mokou: BEST.
[21:46:44] Fujiwara No Mokou: MAP.
[21:46:45] Fujiwara No Mokou: EVER.
Title: Re: Flanny's Map making guide for dummies
Post by: Ivory on May 04, 2011, 01:08:13 AM
Yes you can.

Tools => Preferences => Control Tab.
Title: Re: Flanny's Map making guide for dummies
Post by: Messatsu on May 04, 2011, 02:02:31 AM
Also CTRL-D for Drawing Mode is a lifesaver!

Made making maps 10x easier once someone told me about that.
Title: Re: Flanny's Map making guide for dummies
Post by: OZX on May 04, 2011, 07:01:15 PM
Quote from: "Ivory"
Yes you can.

Tools => Preferences => Control Tab.

 :( your timing is way off. i found out yesterday. i said "derp, that timing is off" but thnx anyway ivory.:D
Title: Re: Flanny's Map making guide for dummies
Post by: TERRORsphere on May 04, 2011, 07:43:08 PM
Quote from: "Messatsu"
Also CTRL-D for Drawing Mode is a lifesaver!

Made making maps 10x easier once someone told me about that.
No problem :/
Title: Re: Flanny's Map making guide for dummies
Post by: OZX on May 04, 2011, 10:44:09 PM
Quote from: "Flandre Scarlet"


[21:43:36] sicksad world: make a map with a lot of 3d floors
[21:43:48] Gummywormz: and birds
[21:43:53] Gummywormz: lots of birds
[21:43:56] sicksad world: yeah put pipi actors
[21:43:56] Fujiwara No Mokou: and firetraps
[21:43:59] Fujiwara No Mokou: firetraps everywhere
[21:44:07] sicksad world: make a leafshield trap
[21:44:18] Fujiwara No Mokou: You start the game.
[21:44:26] Fujiwara No Mokou: You must get to a certain place in X ammount of time.
[21:44:32] Fujiwara No Mokou: If you don't, you'll get hit by quickbeams.
[21:44:37] Fujiwara No Mokou: You don't have enough time to reach it.
[21:44:40] Fujiwara No Mokou: You have to jump a lot.
[21:44:42] Fujiwara No Mokou: through holes.
[21:44:47] Fujiwara No Mokou: while dodging ashley's mets.
[21:44:49] Fujiwara No Mokou: and a Metdaddy.
[21:44:55] sicksad world: lmao~
[21:45:04] Gummywormz: or ashley shaped mets
[21:45:12] Fujiwara No Mokou: Yes.
[21:45:14] Fujiwara No Mokou: Ashley shaped mets.
[21:45:18] Fujiwara No Mokou: that throw that ultra rocket thingy
[21:45:27] Fujiwara No Mokou: and it's homing
[21:45:33] Fujiwara No Mokou: and goes in the same speed as bass buster.
[21:45:43] Fujiwara No Mokou: and their recharge time is 0,2 seconds.
[21:45:50] Fujiwara No Mokou: and the metdaddy can triple jump to you.
[21:45:59] Fujiwara No Mokou: and his hitbox is 5x wider.
[21:46:11] Fujiwara No Mokou: And the holes throw magnet beams at you.
[21:46:29] Fujiwara No Mokou: And they pull you in them if you try to jump over them.
[21:46:35] Fujiwara No Mokou: And you spawn on top of spineys.
[21:46:44] Fujiwara No Mokou: BEST.
[21:46:44] Fujiwara No Mokou: MAP.
[21:46:45] Fujiwara No Mokou: EVER.


here is what i have to say about that.....

(click to show/hide)
Title: Re: Flanny's Map making guide for dummies
Post by: WheelieCarbonate on May 09, 2011, 08:22:16 PM
Quote from: "Flandre Scarlet"
{
   cluster = 1
   music = "REMIRMX"
   aircontrol = 0.5
   gravity=800
   levelnum = 1
   next=SDMBASE
}
Do I have to keep the { and } in because my skulltag doesn't like that.
Title: Re: Flanny's Map making guide for dummies
Post by: Flandre Scarlet on May 09, 2011, 10:54:38 PM
You do, but that's in SlumpEd/slade, not skulltag
Title: Re: Flanny's Map making guide for dummies
Post by: WheelieCarbonate on May 09, 2011, 11:19:34 PM
Yes I know,but when I boot up MM8BDM with the map I made,it says;
Quote from: "Skulltag"
Script Error, "Duel Castle.wad MAPINFO" Line 1
{: Unknown Top Level Keyword
Title: Re: Flanny's Map making guide for dummies
Post by: Flandre Scarlet on May 09, 2011, 11:53:14 PM
that is odd. When my internet/computer gets faster, I'll try reproducing that.
Title: Re: Flanny's Map making guide for dummies
Post by: Trollman on May 28, 2011, 11:21:12 PM
*hurr durr derp coment removed due to derpness going through the fire and flames: IT BURNNNNNNNNNNNZ!
Title: Re: Flanny's Map making guide for dummies
Post by: Ivory on May 29, 2011, 12:20:57 AM
The guts statues are actors. You'd find them in the decorate section when placing a thing.
Title: Re: Flanny's Map making guide for dummies
Post by: WheelieCarbonate on May 29, 2011, 12:51:29 AM
Well now I have a bigger problem.
Now it says:
Code: [Select]
Script error, "Magnetic duel.wad:MAPINFO" line 4:SC_GetNumber: Bad numeric constant "=".WHYY MEE
Title: Re: Flanny's Map making guide for dummies
Post by: Myroc on May 29, 2011, 08:56:01 AM
Something's wrong with your MAPINFO, if I understand correctly. You may want to double-check for errors.
Title: Re: Flanny's Map making guide for dummies
Post by: WheelieCarbonate on May 29, 2011, 02:43:38 PM
No errors at all,I Copied And Pasted a MAPINFO lump from a different map,changed it,and it doesn't work.
Title: Re: Flanny's Map making guide for dummies
Post by: Myroc on May 29, 2011, 03:42:32 PM
Can you copy+paste what is in the MAPINFO lump in here? I think you're missing something.
Title: Re: Flanny's Map making guide for dummies
Post by: Trollman on May 29, 2011, 03:56:44 PM
Quote from: "Ivory"
The guts statues are actors. You'd find them in the decorate section when placing a thing.
I know, but I want to  make CUSTOM things for an upcoming map of mine
Title: Re: Flanny's Map making guide for dummies
Post by: WheelieCarbonate on May 29, 2011, 04:03:50 PM
Quote from: "Myroc"
Can you copy+paste what is in the MAPINFO lump in here?
Code: [Select]
map ZSDUEL02

{
cluster = 1
music = "BALMUS"
aircontrol = 0.5
gravity=800
levelnum = 13
next=MM2AIR
}
Here it is,if you can spot the error I'd be worlds happier.
Title: Re: Flanny's Map making guide for dummies
Post by: Gummywormz on May 29, 2011, 05:54:10 PM
Gravity and nextmap needs to have spaces in between the stuff. This might work

Code: [Select]
map ZSDUEL02
{
   cluster = 1
   music = "BALMUS"
   aircontrol = 0.5
   gravity = 800
   levelnum = 13
   next = MM2AIR
}
Title: Re: Flanny's Map making guide for dummies
Post by: WheelieCarbonate on May 29, 2011, 06:13:08 PM
Same error message...
Title: Re: Flanny's Map making guide for dummies
Post by: Balrog on May 29, 2011, 08:00:21 PM
Quote from: "Trollman"
I know, but I want to  make CUSTOM things for an upcoming map of mine

http://zdoom.org/wiki/DECORATE (http://zdoom.org/wiki/DECORATE)

Stealing from other wads helps too.
Title: Re: Flanny's Map making guide for dummies
Post by: Jakeinator on October 05, 2011, 02:36:52 PM
How do i make an underwater part of my map? I'm making a map that is a castle that is completely drenched in water (like diveman's stage)
Title: Re: Flanny's Map making guide for dummies
Post by: Flandre Scarlet on October 05, 2011, 04:09:47 PM
This still exists? I'm impressed.

Oh and, Nice 4 months bump.
Title: Re: Flanny's Map making guide for dummies
Post by: BiscuitSlash on October 05, 2011, 04:18:03 PM
viewtopic.php?f=27&t=1920 (http://www.cutstuff.net/forum/viewtopic.php?f=27&t=1920)

The first post has a map that shows you how to add water. Just study all the linedefs and sector actions carefully and you'll be fine!