Chubz making another Doom Builder tutorial? Now that's my jam
@Chubzdoomer5 жыл бұрын
Two more on the way!
@npc_blob16095 жыл бұрын
Hype :D
@bulldozer67815 жыл бұрын
I've only recently started making doom wads, and your tutorials are really helping. Thanks.
@JamesHolmez4 жыл бұрын
Foreal. Just started a few days ago.
@otwayrpg2 жыл бұрын
Your accent made it 10x more enjoyable to watch this tutorial
@thatoneguy53835 жыл бұрын
Oh wow another doom builder tutorial cool! When I started making doom maps I always watched your tutorials
@beeswithchainsaws4 жыл бұрын
Thanks! I'm making a joke doom wad where every level is just john romero's head on a spike and an exit teleporter. (ROMERO.WAD)
@Chubzdoomer4 жыл бұрын
Oh dear... WHAT HAVE I DONE!?
@beeswithchainsaws4 жыл бұрын
@@Chubzdoomer oh yeah, and at the end there's an archvile trap.
@nicmars39545 жыл бұрын
Good to see you back Chubz!
@COBfan19964 жыл бұрын
You sound a lot like Eugene from the walking dead, it's an absolute delight. Great tutorial, very useful!
@Chubzdoomer4 жыл бұрын
LOL, thanks!
@Matt-td8xw3 жыл бұрын
even an tutorial from almoust 2 years ago helps me alot, i used to make shitass wads, but now that i am better at making levels i sometimes forget those simple things, thanks alot bud im making my own mega wad and i giving alot of effort into it and your tuturials help me renember or learn many things
@DirtyBoySingToGod5 жыл бұрын
The day is always a good day when Chubzdoomer uploads a new tutorial video. I've never, ever, known about this, having been frustrated for so long now about how to link my user-made levels together, turns out that all i ever needed was to take heed of Chubz's instruction and now all is right with the world again :) To be honest, I've not used DoomBuilder 2 (?) for quite some time now ( maybe nearly a year ) so i'm probably quite behind in knowledge than I used to be. But THANKFULLY, I can go over all your old tutorials and get back up to speed. Building vast, sprawling Doom levels filled with traps, secrets and all those good effects was so much fun and all learned from you, top man. Thank you for continuing to upload tutorials for what is now a pretty old tool these days. Old but STILL gold.
@atmeltronic1285 жыл бұрын
Thanks for making this video, I'm trying to get into making maps and mods and this could help me sometime down the road.
@DirtyBoySingToGod5 жыл бұрын
I recommend watching ALL Chubz's tutorial vids if you're getting into map building. So many useful and easy to follow instructions. Watch them all and you'll be making some great levels in no time :)
@atmeltronic1285 жыл бұрын
@@DirtyBoySingToGod ok thanks! it going to take me along time since i work retail and doing some college work. i will see what i can do.
@mewbusi5 жыл бұрын
Very nice Chubz! I recently wanted to do something like this and most tutorials that I was able to find really didn't do a good job explaining it.
@AqeelAhmed-wr6yg4 жыл бұрын
The Bugfix Literally makes GZDoom Builder 1000% Better!
@cattheslinky20494 жыл бұрын
You're probably the best person I've ever met, thank you
@crowbargaming91182 жыл бұрын
it has taken me 4 months to figure this out thank you
@merginator Жыл бұрын
Thank you! I knew "save map into" was the way to go but I was scared to click it. Now I need to combine all my levels together!
@MateusMG201011 ай бұрын
I Love You Man.
@shaitet3 жыл бұрын
This'll help make playing the Master Levels a little easier. Thanks!
@Chubzdoomer3 жыл бұрын
lolwut
@lilith282 Жыл бұрын
@@Chubzdoomer he is going to rearrange the MLs to put easier maps first (because the MLs were not meant to have any specific order)
@Chubzdoomer Жыл бұрын
@@lilith282 You're right, and the Master Levels were also never mashed into a single WAD. I have no idea why I didn't understand his comment a couple years ago. I guess I just derped out.
@RepublicofMJ3 ай бұрын
I like to play this at two times speed so I can waste half of my life listening to this guy, and still not miss anything. Yet hearing Doom gameplay at two times speed kinda comedic?
@Oglookas Жыл бұрын
Fast, straight to the point and very helpful. thanks
@dendon338411 ай бұрын
Fast?
@NURDVEVO4 жыл бұрын
I watched a video about doing some smorgasbord type of stuff, and now I'm here, and it's literally just a step by step process Thanks for these tutorials I've been wondering where you are in life?
@Chubzdoomer4 жыл бұрын
Thanks for watching, glad to have helped! I'm not at a good place in life, but the fight goes on.
@olexayko24995 жыл бұрын
Im very glad that you have come back)))
@yusufdunphy54025 жыл бұрын
I definitely remember this and I sure know how to more than one map into a wad.
@MeMe-tz3gk4 жыл бұрын
tnx soo much now i can make my mega wad.
@olexayko24995 жыл бұрын
I always use Slade for this, its comfortable)
@forgettablePyromaniac4 жыл бұрын
Yeehaw na but really, super useful info! Thank you!
@jdmaine510842 жыл бұрын
You made a video about 'Prey'-like portals, and I've gone absolutely bonkers with it. You can make an entire puzzle game from just that mechanic, no demons required. I mean, of course theres gonna be demons, but... just sayin....
@lolbro69695 ай бұрын
your a life changer
@Skidjit5 жыл бұрын
Fantastic tutorial!
@OmniSpherer Жыл бұрын
Good to see that people are still making videos on this stuff. I’d like to know what emulator you have to play test/play your maps in this video? Thanks for all the help
@walkiacid9265 Жыл бұрын
GZdoom
@davidoom5 жыл бұрын
Thank you so much!
@FyonixYT2 ай бұрын
3:37 face the player with his buttcheeks
@iconofsimp2913 жыл бұрын
How does one make an outdoor area without having to raise the walls? Like for example, make an ocean with a large distance. I’ve seen them in some wads but I’ve never figured out how to make one without raising the walls to reach the ceiling since it’s just a ceiling texture
@Chubzdoomer3 жыл бұрын
One of the quickest and easiest techniques in a situation like that is to simply surround your entire outdoor area with a thin "border sector" that has a low ceiling, that way you can have a short outer wall AND tall structures/buildings/etc. inside your "main" play area. Here's a diagram to make it a little more clear: i.imgur.com/K1ejXv2.png You can make the outer sector as thin as you need it to be--it doesn't really serve any gameplay purpose whatsoever. I also recommend opening and studying other outdoor maps in the editor, like E3M6 (Mount Erebus) from Ultimate DOOM and MAP13 (Downtown) from DOOM 2 to see the techniques they used.
@Chubzdoomer3 жыл бұрын
Also, if you want to create the illusion of an ocean covering a vast distance, you can simply assign a water texture to the floor and give all of the surrounding lines the Line Horizon action (which is action #9, and only available in map formats like UDMF). Line Horizon basically makes a line extend infinitely outwards, and it also results in the wall texture not being shown at all. This is great if you want to make it feel like you're in a vast, open area without actually having to draw one or more humongous sectors.
@iconofsimp2913 жыл бұрын
@@Chubzdoomer that’s extremely helpful, just what I needed. thank you! You definitely saved my butt lmao
@gysahlgemuse72083 жыл бұрын
I didn't know Hank Hill likes to play Doom
@Chubzdoomer3 жыл бұрын
Damnit, Bobby!
@coderflowerdev Жыл бұрын
10/10 Would recommend
@joekerwildeDBJ875 жыл бұрын
I'm wondering if you can make a tutorial for cluster defs, either the chapter system in Doom or the cut scene end cluster 1 go to cluster 2 like Doom 2, with an example of the intermission you'd get for completing that chapter/map. I know that will take a bit of time as I've asked a few others for help but they're not able to figure it out or get around to making a video on it yet. (I've tried creating clusters then using entertext exittext in map info lumps & that failed, ZDoom wiki doesn't have any easy to follow or easily explained examples. Example (because above is a bit confusing), the text screen intermission you get from beating E1M8 (or any end of Doom's chapters) or a story progression intermission from beating Maps 7, 15, 21, 30 in Doom 2.
@Chubzdoomer5 жыл бұрын
Yeah I'd like to do that sometime. A fairly comprehensive MAPINFO tutorial is a must.
@Zionvile6664 жыл бұрын
Yes that would be perfect also how to name my maps so the game doesn't call it entryway
@BassSlapper895 жыл бұрын
Chubz, I have been wanting to thank you for all tutorials you have posted. I began a year ago or so designing my own *first* Doom mod called Jazz Jackrabbit Doom. You can download the mod on the web: www.moddb.com/mods/jazz-jackrabbit-doom-tc/downloads/jjdoom-v2-1 I am currently updating the mod when it comes to level design cause in my opinion, some of the levels and sprites were designed sloppy. This version in the link is a perfect example. I am no where near finished with redesigning but I will definitely keep you posted. Hope you enjoy!
@Chubzdoomer5 жыл бұрын
LOL I never thought I'd see a Jazz Jackrabbit FPS! That is cool as hell!
@BassSlapper895 жыл бұрын
Lol I had the idea when I was 13. I'm 30 now. It took so long cause I didn't know where to start when it comes to editors. Thank you again buddy.
@maddal1705 Жыл бұрын
Is there a way to go to the next map without the intermission screen? like how it is in Strife, or does the wad have to made in a certain format like 'Doom 2 in Hexen Format' or something?
@Chubzdoomer Жыл бұрын
There's indeed a way, and thankfully it's very easy. It involves MAPINFO, which I did a big tutorial on here: kzbin.info/www/bejne/a4iydIClrs5og68 All you do is create a map definition for the map that you want to exit without seeing an intermission screen, and then add the "NoIntermission" keyword to it. Here's an example using a definition for MAP01: map MAP01 "My Custom Level" { next = "MAP02" secretnext = "MAP02" sky1 = "SKY1" cluster = 5 par = 30 music = "$MUSIC_RUNNIN" NoIntermission } Note the "NoIntermission" property I tacked on at the end, just before the closing brace. This specifies that when MAP01 ends, the next map should immediately load up without there being any intermission (you'll still see the screen-melt effect when the next level loads, but that's it).
@maddal1705 Жыл бұрын
@@Chubzdoomer thanks man. you're the best 😎
@koloscsaszar250 Жыл бұрын
Thanks for the tutorial! It really helped me! I am new to the channel and I do not know if You have a video about this: I planned 5-6 levels and when the last ends it shows a text (like in Doom 1 E1M8 Ending text), so it will not go to the next vanilla level. Once again thank you for the tutorial! 😄 (Sorry if I have any mistakes in my comment, I am Hungarian and it is my main language)
@Chubzdoomer Жыл бұрын
To make ending text, you'll want to use MAPINFO. Here's a big tutorial I did on it: kzbin.info/www/bejne/a4iydIClrs5og68
@mr.nobody51093 жыл бұрын
Thanks,im make 3 - 5 level, thinking on it
@Coolguymcawesome Жыл бұрын
I think more tutorial people should have southern accents, it makes me more attentive to listen.
@PandaRZ4 жыл бұрын
Help !! How to do in area-changeable doom, hexen style? The idea is to change the map and make return possible. That when you return to the area, everything is as you left it before leaving that area. As well as in hexen or also in Quake 2. If this is possible in hexen, I imagine that it is also possible in gzdoom.
@Chubzdoomer4 жыл бұрын
In order to do that, you'll need to make use of MAPINFO as well as some very light scripting. Here's an example I made: www.mediafire.com/file/mettojp1w61hyb4/PersistentMapExample.wad/file Pop it open in SLADE and notice how I did the MAPINFO. By specifying MAP01 and MAP02 as belonging to cluster 1, and then making cluster 1 a "hub," those two maps are persistent if the player travels between them. I also had to cleverly split the levels up into two pieces, with an invisible line down a long hallway that calls a very simple "ChangeLevel" script in order to perform the actual level transition. It's a little tricky to set up, but not at all difficult or complex. Hopefully this will help get you started!
@tonyplushyt2685 Жыл бұрын
Thank you
@g4m3st3p64 жыл бұрын
Hey when I play my wad and complete the first level, it doesn’t take me to the next level instead it just does the ending thing, any advice?
@xexun00104 жыл бұрын
did you set the linedef on the exit switch to end normal or end game? if you set it to end game thats probably why its showing the end text
@g4m3st3p64 жыл бұрын
muckmud I set it to end normal but it still just ends the game
@HydaGaeming4 жыл бұрын
@@g4m3st3p6 in map info you have to chose what map it goes to next.
@g4m3st3p64 жыл бұрын
Sid Turnpaugh oh ok, but I stopped building it months ago cause I couldn’t figure it out. But I’ll try again now!
@dendon338411 ай бұрын
This video could have been 30 seconds.
@Chubzdoomer11 ай бұрын
Instead you get to listen to a badass southern accent for 10 minutes. You're welcome.
@NewBornCyanide5 ай бұрын
@@Chubzdoomer W ratio
@elliebee65374 жыл бұрын
As much as eureka frustrates me, I do like how you can switch maps without closing the wad. The only feature it has over doom builder
@TheTrujix4 жыл бұрын
Hey Chubbz! I have a question, how do I make a "fence" in Doom? I can make a linedef impassable but i want to cross above which is impossible making the linedef impassable. I just want to make the sprite "solid" Thanks in advance! P.S: Thanks for all your tutorials man, you're the Best!
@Chubzdoomer4 жыл бұрын
You're in luck! Fences are one of the easiest things to do. First make sure your map is in UDMF format. Next, simply select the "fence" lines (in Line mode), right-click them to edit their properties, and check either "Jump-over railing" or "Walkable middle texture." *Jump-over railing* seems to be specifically for fences and rails that you want the player to jump over, as it gives the player a small boost and allows him to pass over top when the jump key is pressed (yes, even if the mid texture looks to be too high, resulting in the player clipping through it; be careful about this!). Note that it DOES NOT block projectiles from passing through, so if you want that type of behavior you'll also need to check "Block projectiles." *Walkable middle texture* does almost exactly what it says: It makes the middle texture something you can walk on top of. Unlike "Jump-over railing," this DOES take into account the height of the mid texture. This means if you want the player to be able to pass over it by jumping, you'll need to make sure it isn't too high. Additionally, this option DOES block projectiles. If you DON'T want projectiles to be blocked, you can check "Projectile shoot-through middle texture." Here's an example I made using the "Walkable middle texture" method: www.mediafire.com/file/gnuo7ugeatu1gx6/FenceExample.wad/file
@JekitySnekity4 жыл бұрын
Are you able to make a video on how to make a switch operated crusher in doom builder 2, or a possible link to one? Thanks!
@Chubzdoomer4 жыл бұрын
Here's a quick example I made using UDMF format: www.mediafire.com/file/flunosahs7n6gcq/CrusherExample.wad/file
@JekitySnekity4 жыл бұрын
@@Chubzdoomer ok. Thanks for helping!
@Opanker_2 жыл бұрын
I want to make a megawad that is just doom 1 but with a lot of traps, How do you just copy maps from iwads into wads? Do you have to remake them?
@Chubzdoomer2 жыл бұрын
The easiest way to do what you're saying is: 1. Make your very own WAD. If you'd like, you can just give it a single "dummy" map set on E1M1. All you need is for the WAD to exist. 2. Open the original E1M1 (DOOM.WAD) in Doom Builder. 3. Click File->Save Map Into, and then choose the WAD you made in Step 1. If your WAD contains E1M1, it will warn you that you're about to overwrite it. Click Yes. After following those steps, your WAD should contain E1M1. You can freely mess around with it and not have to worry about screwing up the original E1M1 (which still belongs in the DOOM.WAD IWAD). You can continue doing the same thing with the other maps: Open an original map, save it "into" your own WAD (make sure you choose Save Map INTO, and not Save AS!), rinse and repeat until all of the original levels have been saved into your custom WAD.
@jacobmurphy4519 Жыл бұрын
thickest texan accent ever
@giovannozuglian5179 Жыл бұрын
Hey, Chubz, how can you make hub levels with child levels and keys, like hexen? Keep up with the great content!
@Chubzdoomer Жыл бұрын
You can do that with MAPINFO. Here's a big MAPINFO tutorial I did that includes a hub example near the end: kzbin.info/www/bejne/a4iydIClrs5og68si=hSXXN5-0bx-s6AvU
@giovannozuglian5179 Жыл бұрын
Gonna check it. Thanks fr the reply!@@Chubzdoomer
@bert50019 ай бұрын
thanks 👍
@pookaface403 жыл бұрын
Is there a tutorial on how to trigger a music change? Like when the level changes like for a boss encounter?
@Chubzdoomer3 жыл бұрын
That would require a simple script. I've made a video series teaching the basics of scripting if you want to check it out at the following link: kzbin.info/www/bejne/fWLanKZmpJyDpdk The function you'd want to use for changing the music is SetMusic. Here's its ZDoom Wiki page for more info: zdoom.org/wiki/SetMusic Also, you can find all of the internal song names here (look under the "MUS lump" column): doom.fandom.com/wiki/Doom_music doom.fandom.com/wiki/Doom_II_music If you wanted to change the music to MAP07: Dead Simple's, for example, you'd just execute a script containing the following line of code: SetMusic("d_shawn");
@pookaface403 жыл бұрын
@@Chubzdoomer thanks bro! wasnt sure if id get a respons because of how old the video is. Also, ive been watching your content for years, and you're great at what you do!
@WitherVideos Жыл бұрын
Thanks!
@eggdogbois54593 жыл бұрын
btw save map into makes it so level 2 is level 1 for me
@Chubzdoomer3 жыл бұрын
Sounds like you set level 2 on MAP01 when you first went through the New Map process in Doom Builder. You can always change which (in-game) map your level is set on by opening it in Doom Builder and going to Edit->Map Options.
@nadasuelto4 жыл бұрын
so much thanks :D)
@KnoxCarbon3 жыл бұрын
Any way to make like, hub worlds? Like, Strife style?
@Chubzdoomer3 жыл бұрын
You can definitely make those, but it requires you to make use of MAPINFO (which is complex enough to require its own dedicated tutorial).
@KnoxCarbon3 жыл бұрын
@@Chubzdoomer I would really like to learn the ins and outs of the Doom engine. I've already dicked around in Doom Builder a bit, and would love to make my own mod/game with it at some point. I have a lot of ideas and very little experience, and your vids are very helpful.
@xxnoxx-xp5bl5 жыл бұрын
Fantastic stuff! Chubz, do you know if it's possible to create an interactive decoration that has several states? So for example, a light that you press once and it's blue, press it again it's red and finally off, then repeatable. I've figured out basic interactive decorations from guides, but can't seem to build on simple on/off functionality.
@Chubzdoomer5 жыл бұрын
Hey, If you're talking about controlling dynamic lights that way, then it's absolutely possible. Here's a quick example I made, and it's commented so that it should be pretty easy to follow: www.mediafire.com/file/gjbwaok01wxwor4/DynamicLightSwitch_Example.wad
@tristancannaday17422 ай бұрын
Since this video is a few years old, you probably won't see this. I am making a megawad, but I don't want to do a full 32 map replacement . Let's say I only wanted to make 10 levels. Basically, an episode, but for DOOM 2. Is there a way to trigger the end game upon ending level 10, with out it taking the player to Vanilla level 11?
@Chubzdoomer2 ай бұрын
To do that, you'll want to make use of MAPINFO. I made a big tutorial on it here, including some example WADs in the description: kzbin.info/www/bejne/a4iydIClrs5og68 To make your episode end after the 10th level/map, simply omit the "next" property from the 10th map's map definition. If a map definition doesn't contain a "next" property, then that means there's no map that follows it... and so the moment that level is beaten, the game will end.
@gamingduckscp Жыл бұрын
Do you know how to give the maps diferent names and music?
@Chubzdoomer Жыл бұрын
Yep! MAPINFO allows you to do just that, and much much more. I made a large tutorial on it here: kzbin.info/www/bejne/a4iydIClrs5og68
@shadowsciencesssf47175 ай бұрын
I'm a bit late but I was wondering how you can rename the titles of each map in the title screen at the end of each map, how it goes "entryway finished" "entering underhalls", how can you put your own map name in there?
@Chubzdoomer5 ай бұрын
You can do that via MAPINFO. Here's a big tutorial I made on it: kzbin.info/www/bejne/a4iydIClrs5og68si=K6O_YgYS4GN2Efbv
@coypengoil78942 жыл бұрын
Do the maps have to be in order in order to work? For example can I start my wad with map 13 then make have it take me to map 20? For the sake of the maps having the tracks I want?
@Chubzdoomer2 жыл бұрын
The best way to accomplish what you're wanting is to make use of MAPINFO. You can then give MAP01 and MAP02 the songs that would normally be on MAP13 and MAP20, respectively. You can also customize your map's name, etc. and more with MAPINFO. Here's a big video I made going over the basics and showing some examples: kzbin.info/www/bejne/a4iydIClrs5og68
@PALGAMER6305 жыл бұрын
Wasn't ware there was a shortcut to saving maps into a main .WAD file. Also for .PK3 users, use a "maps" folder inside the .pk3 file and then insert the FULL .wad file and not it's contents. :)
@Renteks-19 күн бұрын
Is there a way to make your next level inherit the properties of a specific map (ie MAP07's mancubus trigger, MAP32's icon of sin, MAP15's secret exit) without creating all the levels between? Like, say I wanted map 1 of my WAD to be normal map1, but then my second map to have a secret exit, my third map have a mancubus trigger etc. Is there a way to make doombuilder classify a level like that?
@Chubzdoomer17 күн бұрын
I've never done this before and had to perform some research to find the answer, but it seems you can pull this off via MAPINFO. If you know nothing about MAPINFO, here's a fairly comprehensive tutorial I made a few years ago: kzbin.info/www/bejne/a4iydIClrs5og68 The "Map Definitions" portion of that video is the one that's most relevant to your question. Here's a list of all the different properties you can have in a map definition: zdoom.org/wiki/MAPINFO/Map_definition And here are some properties that seem to be right up your alley: zdoom.org/wiki/MAPINFO/Map_definition#SpecialAction It's possible there's a better way to do this, but that's about all I could come up with. I don't make many strictly-vanilla maps myself (I just use UDMF format, and then write scripts if I need a monster's death to trigger some sort of action(s)).
@Renteks-17 күн бұрын
@@Chubzdoomer Wow! Thank you so much for the quick response. I'll check that out, I appreciate it. Earned a sub from me.
@emedi.095 жыл бұрын
probably a mega noob question but do you know if you can modify the intermission screens or start a wad from scratch without having the need to overlap the levels of existing wads? how do other people make their own "mods" or fully customized doom versions?
@Chubzdoomer5 жыл бұрын
Yeah, you can add your own (separate) episodes complete with custom intermission screens and more. To do that you need to create a custom MAPINFO entry. There's a bit of info about that in the video description, but it isn't covered in great detail. I'll have to try and make a tutorial on it someday.
@emedi.095 жыл бұрын
@@Chubzdoomer thank you! if you can do that it will be greatly appreciated. meanwhile I'll try and check other sources
@matygoo16443 ай бұрын
I made a custom level in slade and udb with new textures, How can i package it all together? Cause when i drag the level into gz doom it doesnt have the saperate pk3 and wad files
@icjich67244 жыл бұрын
is it possible to have one map act as main world map from wich one can select other maps or would is that only possible by having the main map in map02 map 04 ect
@ADAMBEZDICKAАй бұрын
how did you copy and paste the map?
@danyonvial8434 жыл бұрын
what should I do? I've made a level that is configured as map01 but it would be better as map30 can I change what map it is or do I have to remake the level.
@Chubzdoomer4 жыл бұрын
You should be able to reassign its number just by opening the map in Doom Builder, then going to Edit->Map Options.
@quakenerd60684 жыл бұрын
Is there a possible way to make a trigger to exit to a specific map?
@Chubzdoomer4 жыл бұрын
Yep! There are two ways to go about doing it: (1.) You could set up your maps to be in a specific order via MAPINFO. (2.) You could write a very simple script that executes when the trigger is crossed (or switch is flipped) and sends the player to the map of your choice. I plan on doing a MAPINFO tutorial eventually, and I've already uploaded a whole bunch of ACS scripting tutorials that cover the basics. If you were to take the scripting route, all you'd need inside a script is this line: ChangeLevel("MAP_NAME_HERE", 0, 0); Just replace MAP_NAME_HERE with the map name of your choice, and make sure to keep the quotations. Here's a quick example I made where flipping a switch on MAP01 sends you all the way to MAP10 instead of MAP02: www.mediafire.com/file/v1d3vh6w4dtdp9k/LevelSkipExample.wad/file
@Luccimatic2 ай бұрын
If you make adjustments on a map in its original file location does it adjust the map in the megawad also?
@Chubzdoomer2 ай бұрын
@@Luccimatic Nope, the "megawad" WAD contains all of the data and isn't linked to any other WAD files.
@Luccimatic2 ай бұрын
@@Chubzdoomer thank you that helps me decide when to make everything into one wad. Gives me incentive to make sure to polish up all of the levels before I do this.
@Chubzdoomer2 ай бұрын
@@Luccimatic You can still freely edit levels in the megawad itself by opening the megawad with Doom Builder, choosing the level you'd like to edit, and then just making your desired changes and clicking the Save button (not Save Map Into, which is only for taking the contents of one WAD and merging them with another).
@Luccimatic2 ай бұрын
@@Chubzdoomer that is very true. I suppose I wouldn’t need all the individual files from the initial maps anymore! Thanks!
@Luccimatic2 ай бұрын
@@Chubzdoomer this is awesome! i also used your mapinfo video to make a bunch of adjustments i really wanted to make the whole thing feel more customized. it feels like a real doom wad now!
@flatty_man2 жыл бұрын
is there any way to change the level's name (i mean in the menu that appears after you end the level, "entering ...")?
@Chubzdoomer2 жыл бұрын
Yep, you can do that with a custom MAPINFO lump. Here's an in-depth tutorial I made on that exact topic: kzbin.info/www/bejne/a4iydIClrs5og68
@flatty_man2 жыл бұрын
@@Chubzdoomer thanks
@ag234154 жыл бұрын
Even tough you were using GZDoom Builder, is this any different with Doom Builder?
@Chubzdoomer4 жыл бұрын
Nah, the process should be the same.
@errorfell13394 жыл бұрын
Does this only work when naming your levels map01, map02, map03 etc.? Because I have a map 34 & 35, but using the "Teleport to Map" Action doesnt work. I tell it to teleport to map 35 but it doesnt work, it only works with vanilla maps. (And yes I "saved" the map into the other.)
@Chubzdoomer4 жыл бұрын
I tested it out and you're right, it seems if you go beyond MAP32 it trips up the game. To get around that limitation, you'll need to give your WAD a MAPINFO entry containing the info for your new level, including a "levelnum" field (which corresponds directly to Teleport to Map's "Map Number" field). Here's an extremely basic example I made for you with a walkover line on MAP01 that teleports you to MAP35: www.sendspace.com/file/fpl923 Pop open the WAD in an editor like Slade and check out the MAPINFO entry to see how it was done.
@errorfell13394 жыл бұрын
@@Chubzdoomer Ah, Did not expect to get an answer so soon, thank you very much for clearing this up.
@errorfell13394 жыл бұрын
@@Chubzdoomer Oh uh, the link you commented isnt working for whatever reason, im just getting "502 bad gateway" Edit: Nvm works now
@elfantasmafriki37434 жыл бұрын
And how should I do to add a secret level?
@Mr_Wiggelz4 жыл бұрын
Hey, question. Is "Slade" outdated now for editing IWADS and PWADS?
@Chubzdoomer4 жыл бұрын
As far as I know, it's still the best and most up-to-date WAD editor available. XWE is definitely outdated though!
@Mr_Wiggelz4 жыл бұрын
@@Chubzdoomer Thank you!
@LazyAndSuffering9 ай бұрын
Whenever i try to add map06 to my mega wad (It only has 5 maps right now, and has custom songs and enemies.), it just completely gets rid of the other maps and i dont know what to do. I cant add anymore maps to it. Please help.
@Chubzdoomer9 ай бұрын
I've never encountered that problem before. Did you make a backup copy of your original 5-map WAD just to be safe?
@LazyAndSuffering9 ай бұрын
@@Chubzdoomer I figured it out, i just forgot to put in a missing resource LOL
@buna-gf8ku4 жыл бұрын
i just use slade 3 for this
@elliebee65374 жыл бұрын
What did you press to switch all the walls at once?
@Chubzdoomer4 жыл бұрын
With your texture selected, hold SHIFT and press MMB on a wall. This will flood fill until it hits a border texture (like DOOTRACK, SUPPORT2, etc.).
How do you do that time saver to copy a map/room/sector from one map into another map with all its things and settings?
@Chubzdoomer4 жыл бұрын
Go into Line mode and select everything, then press CTRL+C to copy it all. When you start a brand new map and press CTRL+V, it should paste every line/sector/thing.
@wattosdeal4 жыл бұрын
@@Chubzdoomer I selected all the lines in linedefs mode, copied, and when I pasted it, the paste was only the room with no things included. I must manually select all weapons and monsters as well prior to copying? I created a stadium with bleachers and populated with 400 imps and demons. I wanted to add this to my existing map as a secret area.
@Chubzdoomer4 жыл бұрын
@@wattosdeal Which editor are you using? GZDoom Builder?
@wattosdeal4 жыл бұрын
@@Chubzdoomer Ultimate Doom Builder.
@Chubzdoomer4 жыл бұрын
@@wattosdeal Gotcha. I just checked it out and my method should still work. However, "Synchronized Things Editing" needs to be enabled first. This feature basically makes it so that when you drag-select lines/sectors, things also get selected so that you end up selecting everything all at once. It's normally enabled by default, so I'm assuming you disabled at at some point by accident. In order to re-enable it, all you have to do is go into Line/Sector Mode and click the button shown in this screenshot: i.imgur.com/GrrjAv2.png Make sure the button is toggled on just like the screenshot shows, then try making a large selection again and seeing if you end up with lines/sectors/things all selected at once.
@thomasgamer40002 ай бұрын
How do I make It playable outside of testing
@Chubzdoomer2 ай бұрын
If you drag and drop the WAD onto your (G)ZDoom executable, that should work just fine. You can also make it so that windows automatically associates WAD files with your (G)ZDoom executable, meaning all you ever have to do is double-click them to launch them with (G)ZDoom.
@TheGamer80412 жыл бұрын
Any way to delete a map from a megawad? Thanks!
@Chubzdoomer2 жыл бұрын
Yeah, the easiest way is to open it up in Slade and then delete all of the entries for that specific map. They usually begin with a "Map Marker" that's the name of the lump (like MAP01), and end with a "Marker" called ENDMAP. So if your map were set on MAP01 for example, you'd just delete everything from MAP01 to ENDMAP.
@NewBornCyanide5 ай бұрын
where do i get gzdoom builder? i have gzdoom but i cant find doom builder
@Chubzdoomer5 ай бұрын
When it comes to Doom Builder, Ultimate Doom Builder is the most modern and up-to-date version today: ultimatedoombuilder.github.io/
@NewBornCyanide5 ай бұрын
@@Chubzdoomer also i have a question, how do i make a house and a outside part in doom builder
@aguy23142 жыл бұрын
How can I make wads that stop at a certain level?
@Chubzdoomer2 жыл бұрын
That involves MAPINFO. You basically make the levels part of a "cluster." I made a big MAPINFO tutorial not too long ago if you want to check it out.
@aguy23142 жыл бұрын
@@Chubzdoomerdoes it work in boom?
@Chubzdoomer2 жыл бұрын
@@aguy2314 I'm honestly not sure. I only ever play with GZDoom, and very rarely Chocolate Doom.
@mr.eggawott83724 жыл бұрын
Is there a way to remove the levels from doom 2 and make it just the normal levels?
@Chubzdoomer4 жыл бұрын
Hmm, I don't quite understand. What do you mean by normal levels?
@mr.eggawott83724 жыл бұрын
Chubzdoomer is there a way to make it so the game ends when you beat all of the doom builder levels so it doesn’t send you to the doom 2 levels
@Chubzdoomer4 жыл бұрын
@@mr.eggawott8372 It sounds like what you ultimately want to do is make a stand-alone episode. In order to do that, you'll need to make use of MAPINFO. I put some info about it in the video description. Also, here's a really basic example I made for you: www.mediafire.com/file/5hfv9n9quoicftd/Episode_Example.wad/file Pop it open in SLADE to see how the MAPINFO was done. Also, notice that I named my levels NMAP01 through NMAP04 (instead of MAP01 through MAP04). I did this so that none of the original levels would be overwritten.
@coypengoil78942 жыл бұрын
So how do you put your wad online that anybody can download ?
@Chubzdoomer2 жыл бұрын
You can just uploaded it to Mediafire, Dropbox, or any other free file sharing site out there (there are a gazillion of them nowadays), and then share the link with people. There's also the idgames database, which you can learn more about here: www.doomworld.com/idgames/ www.doomworld.com/vb/thread/31922
@godkekliveshere4313 жыл бұрын
How can i export my game from this builder
@Chubzdoomer3 жыл бұрын
You should be able to just share your WAD file with other people. They can then play it using GZDoom or some other source port.
@godkekliveshere4313 жыл бұрын
@@Chubzdoomer Hmmmm
@eggdogbois54593 жыл бұрын
does it work on doom builder 2 because i tried
@Chubzdoomer3 жыл бұрын
Yep, but Ultimate Doom Builder is the editor I recommend as of today. Also, make sure you're choosing UDMF for your map format (when starting a new map).
@eggdogbois54593 жыл бұрын
i dont think so
@Chubzdoomer3 жыл бұрын
@@eggdogbois5459 The editor honestly doesn't make a big difference. The source port you're playing on is what matters the most.
@scandalousbeans2591 Жыл бұрын
Is the reason why mine is not working is because I named my second map not MAP2? Edit: i changed my second maps name to map02 and it still rolls the end screen after the first map
@Chubzdoomer Жыл бұрын
I'm honestly not sure. I've never run into any problems like that when using this method.
@scandalousbeans2591 Жыл бұрын
@@Chubzdoomer I'm using ultimate doom builder if that would help
@Chubzdoomer Жыл бұрын
@@scandalousbeans2591 When you say "end screen" do you mean the one after you've beaten the entire game (defeated the Icon of Sin)? If so, then it sounds like you assigned the wrong line action to the exit switch. There's an "End Normal" and an "End Game" line action. End Normal finishes the level, and End Game immediately jumps to the end of the game.
@scandalousbeans2591 Жыл бұрын
@@Chubzdoomer ahhh that's problably what i did wrong, thanks
@scoundrel84402 жыл бұрын
Can I make it 60 levels?
@Chubzdoomer2 жыл бұрын
Yeah, there's no real limit to how many levels can be strung together. I suggest watching my MAPINFO video as well to see how you can link them that way.
@tahmeedgamingyt51404 жыл бұрын
brother do you have discord or server?
@Chubzdoomer4 жыл бұрын
I do have Discord, but I very rarely use it. I mostly use Steam for chatting purposes. steamcommunity.com/id/chubz/
@thedoominator5 жыл бұрын
A little tip for the beginners: *Never go for 32 maps, especially if you are inexperienced.* Take small steps & learn how mapping functions.
@zardoz8023 Жыл бұрын
That doesn't help at all! What if you already have a bunch of separate maps that are ready, and you want to combine them into one wad? You need Slade for that.
@Chubzdoomer Жыл бұрын
You don't need Slade in a situation like that. Just open the map that should take place on MAP02, go to Edit->Map Options, and change its level name from MAP01 to MAP02. You can then save that map "into" the main WAD containing the map set on MAP01. Repeat the same process for the maps that should be set on MAP03, MAP04, etc.
@HalfLife-hq8eu3 жыл бұрын
Thank you so much!
@Chubzdoomer3 жыл бұрын
Make sure you check out my MAPINFO tutorial as well, which shows you how to rename your levels and create proper episodes that you can access from the main menu!