Release – USQC Unloaded DM

July 1st 2020 marked the release of USQC Unloaded!!! I contributed MAP12 of the mappack. Here are the details from the project lead, Zillah:

The USQC: Unloaded Community Project is a community-made mappack for DOOM 2 DM on Zandronum, containing 24 maps and featuring countless content ranging from huge maps that rival the size and complexity of a Quake map; and smaller maps which play like your favorite 90s WADs (only the good ones of course). With such a wide array of maps, none could go hungry ever again.

Check out the Doomworld /idgames post here (includes download, information, and credits): https://www.doomworld.com/idgames/levels/doom2/deathmatch/Ports/megawads/usqc_undm

Check out the Doomworld forum post here: https://www.doomworld.com/forum/topic/115333-usqc-unloaded-release/

UPDATED 10/12/20: Added /idgames link

Downloads

Screenshots

Getting Started with Ultimate Doom Builder

A new community developed fork of Doom Builder 2 has been released! ZDoom community member ZZYZX has worked to take everything that made Doom Builder 2 and GZDoom Builder great and put everything into an even more improved tool called Ultimate Doom Builder.

You can check out the original forum post below. It includes features, system requirements, and more information if needed.

Downloading Ultimate Doom Builder

You can also download from here if the forum post is inaccessible:

DRDTeam Official Downloads: 32-bit / 64-bit

DoomHell Unofficial Downloads: 32-bit / 64-bit

Installing Ultimate Doom Builder

Start by running the installation. If you are running Windows 10, you might have some security prompts depending on your security settings. Just click through the first one by selecting “More info” and “Run anyway”.

Click “More info”
Click “Run anyway”

You may get another UAC prompt. Just click Yes.

Now click through the installation. Decide where you want the installation destination to be and if you want a desktop shortcut or not.

Congrats! UDB is now installed.

Easily Update Ultimate Doom Builder to the Latest Version

Software that automatically updates software for you is the best. Thankfully, if UDB has admin rights, it will automatically do it for you.

Right-click your UDB icon and select “Run as administrator” and select “Yes.”

UDB will automatically know it has Admin privileges and prompt you to update to the latest version. Press the “Update” button.

Congrats! Happy mapping!

Hanging Gardens DM Map – Before and After (Screenshots)

I’ve been making Doom maps since 2009 and it’s always interesting looking at my past work and admiring how much I’ve improved since then. It’s also fun seeing the hidden gems I made. I decided to take a deathmatch level I created in May 2016 and update it to make it look and play better. It was originally called “Ruined Garden” but I decided to add a little play on words with “Hanging Garden” because of the foliage and gore decorations.

This level will made available in the future with an upcoming deathmatch map pack I will be releasing.

Here are before and after screenshots with commentary!

Original – Inside Hall
Updated – Inside Hall – Has a much better ceiling, added some water and a waterfall, and the area is much bigger. Many of the updated areas are bigger because the original was very claustrophobic.
Original – Chaingun/dirt room – This room always reminded me of a barn and I decided to change that.
Updated – Chaingun/Dirt Room – Weapon pickup areas are more detailed, the stairs are much easier to traverse. Added some cover on the upper portion as well.
Original – Outside Corner – I always loved this area but it seemed kind of tight.
Updated – Outside Corner – Now with a pond! It’s a lot more fun to fight in this little area now.
Original – SSG Slope – I always liked this area too. Not much going on here.
Updated – SSG Slope – There is now a cliff over the SSG just to added some detail.
Original – Center Rocket Launcher Area – For being an area with a rocket launcher it was always super small and made it a little unfair.
Updated – Center Rocket Launcher Area – Bigger, more detailed, and more fairness. There still isn’t any cover here but we don’t want to make the rocket launcher too safe to acquire.
Original – Entrance to Cave and Slope – I always thought the original cave was boring and ugly.
Updated – Entrance to Cave – Now the cave looks like a cave!
Original – Split Level Inside Area – Too small and the items sucked.
Updated – Split Level Inside Area – Better items, new grenade launcher area, hidden armor that makes you a target if you slow down to grab it, and a much bigger area to play.
Original – Vine Fence – I love this area but looking back it had a lot of room for improvement.
Updated – Vine Fence- Much prettier now and has a more “garden” feel to it.
Original – Boring Sloped Ceiling
Updated – Awesome ceiling made with sectors. This took a couple hours to complete one morning where I couldn’t sleep. I wanted a cool ceiling and couldn’t use slopes because of the added floor detail in this area.
Original – Clever barn door idea but interrupted deathmatch gameplay because it was a small door and you could easily get stuck on the edge of the doors.
Updated – Still wanted to use the door texture because it looks cool but made them into pocket doors I guess lol

Lisk DM – Single Deathmatch Level

This is a single deathmatch level created in 5 days for a coworker who was leaving to start a different career. We both enjoyed video games so I decided a fitting parting gift would be a deathmatch level dedicated to them. Enjoy the Linkin Park midi 🙂

  • Title: Lisk Deathmatch
  • Filename: lisk_dm_v1.1.pk3
  • Author: Casey Warrer
  • Source Port: Zandronum
  • Players: 2-8
  • GameModes: Duel/Deathmatch/Instagib
  • Maps: MAP01
  • 3D Floors and Slopes: Yes
  • Base: New from scratch
  • Build Time: 5 days
  • Editors Used: GZDoomBuilder, Slade3, GIMP
  • Credits: Linkin Park for the Papercut midi, Quake 3 for the jump pad sfx

Changelog:

  • v1.1: Fixed grate that allowed easy access to BFG unintentionally

Download:

Video:

Screenshots:

Doom Builder Tip – Help! Doom Builder Crashed and I Lost Some Data!

Doom Builder 2 is pretty stable and works great most of the time, but sometimes it does lock up and crash. If you are experiencing a crash and need to recover some lost progress, try following these steps!

This guide was adapted from This Forum Post from jmickle66666666

Try avoiding closing Doom Builder before you start this process. We don’t want it accidentally messing up the files we are going to be accessing in this guide.

Step 1: Make hidden items visible in Explorer

If you don’t already have hidden files and folders visible in Windows, enable them through Folder Options or simply open a new File Explorer window and go to the View tab on the ribbon and check the Hidden items checkbox. (see screenshot)

Step 2: Navigate to your AppData folder

This should be something like C:\Users\%username%\AppData\Local\Temp

You can also type the directory in manually if you’d prefer.

Step 3: Find the Doom Builder temp folders

You should have a lot of different things in this folder (mostly unrelated to Doom Builder). Doom Builder should create some folders that are 8 characters long. Mine were lowercase. Here’s a screenshot of mine:

Step 4: Find the one that is most recent

Check the Date created and Date modified on each folder to find the one that you are trying to cover.

Step 5: Recover the files

Inside the folder, there should be some files. Locate the .tmp files and copy them somewhere safe. If you can’t tell which ones are the right ones, copy them all.

Step 6: Rename the files

Now take those files you copied and change the file extension to .wad. Try to open each one up in a separate Doom Builder window to make sure you got the one you wanted.

Step 7: Cleanup

You may need to rename the file to something normal and maybe even add the current date. You will have to add any additional external resources to your map again on your configuration page.

Conclusion

Alright! We recovered from a crash and didn’t lose too much progress! Doom Builder creates these .tmp files every time you change the level so recovering this way is pretty safe usually.

Remember to save often!

Doom Builder Tip – Why Did the GZDoom Features Stop Working in Visual Mode???

One minute you’re working in GZDoom Builder’s Visual Mode, you fumble some keys accidentally, and now skies, dynamic lights, slopes, and 3d floors are all gone!!! What the heck!!! I would do this every once in a while and not know how to turn it back on. After some digging, I found that the TAB key toggles these features being rendered or not in Visual Mode.

Hopefully this info helps you out!

Doom Builder Guide – 3D Floors

GZDoom’s 3D floors add a lot of functionality to your maps if you’re looking to stray away from the limitations of classic Doom and expand your maps to something more like Quake level design.

This tutorial is aimed at Intermediate mappers that understand sectors, linedef actions, dummy sectors, Visual Mode, and 3D space.

Start with a basic level with raised platforms

I created a simple map that adds some verticality that we can work with and create 3D Floors for. Here are some screenshots.

I’m going to start by making a simple bridge over the two platforms that are 128px high. To do this we need to create a Dummy Sector. Dummy sectors are sectors that are outside the map that are unreachable and not part of the actual level. They let us set the heights of the dummy sector, and using a linedef action, those heights will translate to a tagged sector as a 3D floor.

I usually make my dummy sectors triangles because they cost one less linedef than a square. Set the lindef action on one side of the dummy sector to 160 – Sector Set 3D Floor. I set the tagged sector to 1.

Now I’m going to draw where I want my bridge and tag that sector as 1.

Now if we test in Visual Mode, we should see this…

This is not a bridge… yet! Adjust the floor and ceiling heights of the dummy sector in Visual Mode and watch as your bridge adjusts with it. The ceiling of the dummy sector affects the top of the 3D floor and the floor of the dummy sector affects the bottom of the 3D floor. Similarly, the texture of the dummy sector floor and ceiling also affect the textures of the 3D floor. The texture of the linedef that has the 3D floor action assigned to it affects the side of the 3d floor’s texture.

You can also change the brightness of the area underneath the 3D floor by changing the brightness of the dummy sector.

Create more dummy sectors and tag different destination sectors to create 3D stairs. You can reuse the same dummy sector for multiple destination sectors too. Tagging destination sectors with multiple tags allows you have multiple 3D floors as well!

To demonstrate the multiple tags idea, I created a nukage river in the middle of the map that runs through multiple 3D floors. I’m going to make a see-through 3D floor over it without having to make a ton of dummy sectors to compensate.

I’m going to use the Opacity argument on the dummy sector’s action linedef to make a glass-like floor over the nukage. We can also make the area under the glass colored to give a cool effect like so.

Textures that have transparency can also be used as grates, which can be extremely useful and aesthetically pleasing.

Sloped 3D floors are covered in my Slope tutorial, but you can use sloped 3D floors to added interesting architecture and details as well.

Doom Builder Guide – Slopes

This guide is intended for beginners/intermediate level mappers who want to make slopes in their GZDoom levels.

There are two ways to make slopes in GZDoom. The recommended way is to use line action 181: Align Slope. The second way is UDMF specific (I think so at least) and you add a slope angle and direction to a floor or ceiling inside a sector’s settings.

Making a Basic Slope on the Floor

Our first objective is to make a slope on the floor. The most common thing you’ll see this used for in maps is ramps. Go ahead and draw a main sector that will be used as our “ground floor”. Make sure the floor height is 0 and let’s make the ceiling height 256 to create some breathing room. Place a Player 1 Start thing somewhere in the sector.

Next, let’s create another sector either inside or adjacent to our first sector. This will be used as an upper platform we will want to make a ramp up to. Increase it’s floor height to 64.

Now let’s draw a third sector that will be used as a ramp. Try to keep it square/rectangular because angled ramps can look strange or make it difficult for players and demons to navigate. Make it at least 64×64 to allow some width for travel but also length so the angle of the ramp isn’t greater than 45 degrees. You can make slopes that are steeper, but again, you need to be mindful of players and demons traversing your map. I’m going to make our sample slope sector 128px long to make it a little more of a gentle slope.

Now we can do two different things here. We can either align the slope down from 64px (platform) to 0px (ground floor) or we can align the slope up from 0px to 64px. It’s really up to you what you want to do, but I will demonstrate both. (You’ll need to understand both if you end up having complex geometry in your maps that prevent you from using the slope line action on certain lines or there are slopes that you don’t want to create ramps for.)

Set your ramp sector’s floor height to match the platform’s height. Select the line that is at the bottom of your slope. This is the line that we will align to, or attach to the floor. Make sure it’s facing inward to the slope. The direction of the linedef is crucial for the engine to determine where the slope aligns to.

Edit the line properties and set the line action to 181: Align Slope. You’ll see some arguments you can set on this action. We will set the Align Floor argument to front.

Save your settings and let’s test our work. Either preview our slope in Visual Mode or play your level. While inside Visual Mode, you can also experiment with sector heights to see how it affects slope angle.

Making A Sloped Ceiling

In this next example, I’m going to make a basic sloped ceiling. I’m going to create a hallway off of our main room and create sectors where I want the slopes to be. I’m going to make the hallway 128px tall and then bring down the two slope sectors’ ceilings by 32px. **Notice the direction of the lindefs.**

Now add the line action 181 and change the Align Ceiling argument to Front. Go ahead and test in visual mode now.

What about aligning slopes to Back?

I’m going to show a quick example of some places where you’d want to align to back instead of front. The best way to learn the difference it to experiment and trail-and-error while creating your maps. Sometimes instead of aligning to the back, you can just flip the linedef and still align to front.

I’m going to split our original slope from earlier in the guide and align it to the back instead. Instead of aligning it at the bottom of the slope, we will want to add the Align Slope action to the linedef at the top of the slope. We will also want to flip the linedef direction, lest we accidentally make our platform to slope towards our ramp instead! Lastly, make the new slope sector’s height 0.

The two slopes will be identical and indistinguishable in Visual Mode.

Make an interesting teleporter / item area

Here’s a quick way to make your teleporters and item pickups stand out. Make a 64×64 sector somewhere and raise it up by 16px. Make four sectors around it like the screenshot below. Make those border sectors 16px high as well.

Now make the four outermost linedefs align to the floor. Add some textures to spruce it up and you should end up with something cool like the screenshot below.

Make interesting and natural looking hills

Sometimes slopes can make outdoor areas look really good. I’m going to demonstrate how to make some natural looking hills by using triangular sectors that alternate where they slope to.

Lets start by adding an outdoor area on the other side of the hallway we made earlier. I’m going to make an irregular shaped platform that we will want to make slopes to. (I’m also going to change the textures on the map so it’s easier to look at — I really hate the default STARTAN textures haha!)

Now I’m going to create triangular sectors branching off like spikes from the hill sector. I always imagine I’m just making a crude depiction of the Sun.

Now I’m going to close off the points of each of the new triangle sectors like the screenshot below. This creates more triangular sectors. I’m also making sure all the linedefs that are touching the hill and the grass are facing inward.

Now, select all of the triangle sectors that are touching the grass, and raise them to the same height as the hill.

It looks really silly right now, but once we add Align Slope and slope all of the floors to Front, we are going to get a really smooth looking hill.

Nice work! You can extrapolate off of this concept and make winding trails that slope smoothly or lots of hills that build on each other.

Sloped 3D Platforms

Sloped 3D platforms are a little complicated but are very possible and can make your Doom maps rival Quake-style architecture. Let’s do a little work on our inside area so we can make an appropriate area for one. I created another area that has a floor height of 128px. You can do anything you want, but I just wanted to create something natural-feeling for my level making style. Here are some screenshots.

I’m going to make our 3D platform between our original platform and our new platform like this:

Let’s start off by just making this sector a 3D floor. If you haven’t made a 3D floor yet, I’m going to write a guide about making them later.

Make your dummy sector outside of the map. In order for the slope to be correct later on, make the sector as wide/tall as our destination sector, and also aligned with our destination sector.

Let’s add our linedef action 160: Sector Set 3D Floor on one of the sides of our dummy sector, not on the sides that will match where our slopes will eventually be.

Now I’m going to adjust the heights of the 3D floor so the bottom is at 64px and the top is at 128px. This is so it matches the two heights of our other platforms we want to create a ramp in between.

This is a proactive step, but I’m actually going to lower the bottom of the 3D floor by 32px to give our ramp a little thickness later on.

Now it’s time to make it slope. Add a sector on top of the dummy sector.

I like to do the next step in Visual Mode. I’m going to set the dummy sector’s floor height to 96. This will move the 3D floor’s underside up higher. We are also going to add a slope linedef action on the linedef between the dummy sector and the new slope sector.

Now lower the ceiling of the slope sector to 64px and slope the ceiling.

Now our platform will look like this!

Nice work. Sloped 3D floors have a lot of potential and can really make your map have a lot of modern capabilities.

Some other interesting architecture possible with slopes