These are awesome vanilla tricks! I use a lot of them myself, but others are new to me.. Plus, it looks like we take a similar approach while in the editor in general. It's fun to watch. Just so you (and any viewers) to know, you can draw as many sectors as you like, highlight them all in sector editing mode, and press J to join them all together - This way, you won't have to manually sever your sectors. 3:40 This one in particular is a crucial consideration. I love this trick, I've always set my switches in little alcoves or something to make them unreachable. It's awesome knowing I don't have to do that! 5:38 This is probably completely unnecessary, but I usually lower such border sectors to be -900 or so, just so a player using freelook + ultra HD resolution is STILL highly unlikely to ever see it! I really just think that's me being retentive though.. lol Great video!
I really love what you did with the doors. Always enjoyed when mappers throw off expected level progression with broken/malfunctioning doors. And the bars is such a good quality of life function that people would love to see more of, especially speedrunners. Good stuff!
You are easily one of the best Doom mappers out there. Doom Zero got amazing traction, but nowhere near the praise it deserves in my opinion. It is by far the best encapsulation of what an official 90's sequel to Doom 2 would look like, something countess mappers have tried to replicate. You just understand what makes Doom-Doom. I am excited for any future maps you make.
- The current editor of choice in the year 2024 is Ultimate Doom Builder, not Doom Builder 1. - I used the "lowered floor sector as land monster blocker" trick in a map I made a couple years back to keep some Arachnotrons from approaching the player. - Making bars is a much faster by making one bar, giving it all the attributes you want, then copying and pasting it. It can also help to select all the bars and Join them together. - The trick with having a line in the gaps can also be done with a floating line a couple units in front of the bars.
I'm not using Doom Builder 1. But I'm also not gonna use enhanced branches of vanilla doom builder because I make tutorials that should work on any version. Adding a trigger line in front of the bars uses more visplanes which is slightly inefficient if you want to make maps for vanilla doom.
@@GTXDash - You can, in fact, make vanilla doom maps using Ultimate Doom Builder. You are not forced into using an advanced map format by using UDB. Older editors are no longer being updated or supported. It is unclear to me how adding 5-6 lines connecting all the bars together is somehow fewer visplanes than adding a single line slightly in front of the bars.
@@StabbeyTheClown I think they meant they don't use UDB because they don't want to use UDB specific features, to ensure that what they're doing can be done regardless of the map editor of the user.
These are some good tricks! I know that avatar/pfp from I think oldish ZDF days, before certain arguments a few years back where certain people were trying to be extremely regressive and refused to be held to account, so I involuntarily departed due to being correct and am now being vindicated as fascists take power. Those were the days, huh?
I haven't seen a single map that uses 4:20. Extremely cool. Also, why not just use monster blocking linedefs at 5:00? I just rewatched 5:00 and it turns out I was basically sleeping.
All things in Doom Builder 2 will work in UDB, but not the other way round. I make tutorials that teaches the principle of the method, not the editor specific functions. ie: teach how to draw on paper before moving to tablet.
These are awesome vanilla tricks! I use a lot of them myself, but others are new to me.. Plus, it looks like we take a similar approach while in the editor in general. It's fun to watch.
Just so you (and any viewers) to know, you can draw as many sectors as you like, highlight them all in sector editing mode, and press J to join them all together - This way, you won't have to manually sever your sectors.
3:40 This one in particular is a crucial consideration. I love this trick, I've always set my switches in little alcoves or something to make them unreachable. It's awesome knowing I don't have to do that!
5:38 This is probably completely unnecessary, but I usually lower such border sectors to be -900 or so, just so a player using freelook + ultra HD resolution is STILL highly unlikely to ever see it! I really just think that's me being retentive though.. lol
Great video!
Aw man. I completely forgot that there was a key you could press to combine sectors. I've pinned your comment so that others may see it.
Always been interested in the less obvious vanilla quirks so its nice finding a video about some of them. Neat.
I really love what you did with the doors. Always enjoyed when mappers throw off expected level progression with broken/malfunctioning doors.
And the bars is such a good quality of life function that people would love to see more of, especially speedrunners.
Good stuff!
Oooh tip number 3 is awesome! Would never have thought of something like that...
You are easily one of the best Doom mappers out there.
Doom Zero got amazing traction, but nowhere near the praise it deserves in my opinion.
It is by far the best encapsulation of what an official 90's sequel to Doom 2 would look like, something countess mappers have tried to replicate.
You just understand what makes Doom-Doom.
I am excited for any future maps you make.
Thank you for the kind words.
Excellent!
There are some interesting concepts that I can see myself applying on future levels of mine. (Specially the 5th one)
Very nice!
- The current editor of choice in the year 2024 is Ultimate Doom Builder, not Doom Builder 1.
- I used the "lowered floor sector as land monster blocker" trick in a map I made a couple years back to keep some Arachnotrons from approaching the player.
- Making bars is a much faster by making one bar, giving it all the attributes you want, then copying and pasting it. It can also help to select all the bars and Join them together.
- The trick with having a line in the gaps can also be done with a floating line a couple units in front of the bars.
I'm not using Doom Builder 1. But I'm also not gonna use enhanced branches of vanilla doom builder because I make tutorials that should work on any version.
Adding a trigger line in front of the bars uses more visplanes which is slightly inefficient if you want to make maps for vanilla doom.
@@GTXDash - You can, in fact, make vanilla doom maps using Ultimate Doom Builder. You are not forced into using an advanced map format by using UDB. Older editors are no longer being updated or supported.
It is unclear to me how adding 5-6 lines connecting all the bars together is somehow fewer visplanes than adding a single line slightly in front of the bars.
@@StabbeyTheClown I think they meant they don't use UDB because they don't want to use UDB specific features, to ensure that what they're doing can be done regardless of the map editor of the user.
I dig it!
You can also achive the nr.1 things by highlights both sectors and pressing j.
Yeah. Doom kid mentioned that.
Yo man!
Have you checked out the MIDI Pack for DOOM Zero that came out a couple months ago?
Probably yeah, but I'd love to hear your thoughts!
I plan to check it out.
These are some good tricks!
I know that avatar/pfp from I think oldish ZDF days, before certain arguments a few years back where certain people were trying to be extremely regressive and refused to be held to account, so I involuntarily departed due to being correct and am now being vindicated as fascists take power. Those were the days, huh?
awesome ✌ ✌
I haven't seen a single map that uses 4:20. Extremely cool. Also, why not just use monster blocking linedefs at 5:00? I just rewatched 5:00 and it turns out I was basically sleeping.
How can you move the already placed sectors and change their shape once they were placed? I've never been able to in UDMF
I just use the vanilla doom map format.
You have to be in sector mode to move sectors, and you change their shape by being in vertex mode and manipulating the vertexes.
I need a link to that wad in the first 20 seconds of the video. the block walking but not flying monsters is actually a truth bomb
Why do you use Doom Builder and not Ultimate Doom Builder ?
All things in Doom Builder 2 will work in UDB, but not the other way round. I make tutorials that teaches the principle of the method, not the editor specific functions. ie: teach how to draw on paper before moving to tablet.