DOOM + DOOM II

DOOM + DOOM II

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IDGam3r Jan 4, 2018 @ 8:55pm
Doom style mapping in Unreal Engine 4
Let me open up by saying i like the old sector based map making of Doom much more than the prefab based map making of Snapmap, and for something random to do I want to do a Doom style map in Unreal Engine 4, while of course not having flat textured walls, think this: Sector based mapping, full 3D modeled and texture walls, floors and ceilings.

Anyone know how to do something like that??
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Showing 1-13 of 13 comments
Darkwave Dahlia Jan 5, 2018 @ 4:16pm 
You want to do something and you don't know how to do it? What happened to the billions of tutorials out there? Didn't they suffice?
IDGam3r Jan 5, 2018 @ 4:50pm 
Originally posted by ⎛⎝heXen-kitty⎠⎞:
You want to do something and you don't know how to do it? What happened to the billions of tutorials out there? Didn't they suffice?

They are moreso focusing on map building in the more modern form, I was meaning map building similar to what one can do in Doom Builder, but using Unreal Engine 4, and also not just flat textured walls like Doom's are, but more 3D, like i said, think 3D sector based mapping
Darkwave Dahlia Jan 5, 2018 @ 4:51pm 
There's a ~huge difference between UE4 mapping and the good old Doom builder ... there was a guy who did the first level of Doom II in UE4.
IDGam3r Jan 5, 2018 @ 5:01pm 
I am aware of the difference in the 2 programs, I just prefer to make maps in Unreal Engine 4 using the same Sector Based mapping that Doom uses, mostly because I find sector based map making easier than Prefab based mapping(Snapmap), or Most other conventional map making methods, not that the others arent good in their own way mind you.
Originally posted by ⎛⎝heXen-kitty⎠⎞:
There's a ~huge difference between UE4 mapping and the good old Doom builder ... there was a guy who did the first level of Doom II in UE4.
SMIFFY Jan 5, 2018 @ 6:10pm 
This is weird as hell, by total coincidence I just saw your F1 2017 video on youtube.
Last edited by SMIFFY; Jan 5, 2018 @ 6:13pm
IDGam3r Jan 5, 2018 @ 6:13pm 
Originally posted by SMIFFY:
This is weird as hell, by total coincidence I've just watched your F1 2017 video on youtube.


And to momentarily move off topic, there is nothing wrong with my method of racing, I am an aggressive racer in strategy.

Anyways back on topic
Originally posted by IDGam3r:
Let me open up by saying i like the old sector based map making of Doom much more than the prefab based map making of Snapmap, and for something random to do I want to do a Doom style map in Unreal Engine 4, while of course not having flat textured walls, think this: Sector based mapping, full 3D modeled and texture walls, floors and ceilings.

Anyone know how to do something like that??
If you're thinking of doing something like that, you have a LOT of work to do... And I'll tell you now, 90% of everything's going to be a prefab wall anyways. And in order to create walls like Doom can in every angle from 1 degree to 359 degrees, you'd have to model every wall possibility between those angles when you need them. Either that, or you'd need some serious mind trickery like some walls that go through each other and whatnot. It's honestly a project that'd take too much work to really be worth it. And even if you're willing to spend that much time developing that many assets to click together nicely, you still have to make sure the game doesn't get gigantic in size. I don't know about you, but I'd rather not play a game where there's about 4GB of walls in the first room alone...
IDGam3r Feb 14, 2018 @ 10:42pm 
Originally posted by Fluttershy:
Originally posted by IDGam3r:
Let me open up by saying i like the old sector based map making of Doom much more than the prefab based map making of Snapmap, and for something random to do I want to do a Doom style map in Unreal Engine 4, while of course not having flat textured walls, think this: Sector based mapping, full 3D modeled and texture walls, floors and ceilings.

Anyone know how to do something like that??
If you're thinking of doing something like that, you have a LOT of work to do... And I'll tell you now, 90% of everything's going to be a prefab wall anyways. And in order to create walls like Doom can in every angle from 1 degree to 359 degrees, you'd have to model every wall possibility between those angles when you need them. Either that, or you'd need some serious mind trickery like some walls that go through each other and whatnot. It's honestly a project that'd take too much work to really be worth it. And even if you're willing to spend that much time developing that many assets to click together nicely, you still have to make sure the game doesn't get gigantic in size. I don't know about you, but I'd rather not play a game where there's about 4GB of walls in the first room alone...

That kind of possibility may only be decades away, I bet once 30k becomes mainstream and Actual photorealistic games release then a 4gb first room may be possible, but even I agree with you.

I just think that Sectordef/Linedef mapping like seen in Doom Builder was the best form of Game map making, it allowed a world of creativitiy in ways even Doom's Snapmap can't compete with.
Originally posted by IDGam3r:
Originally posted by Fluttershy:
If you're thinking of doing something like that, you have a LOT of work to do... And I'll tell you now, 90% of everything's going to be a prefab wall anyways. And in order to create walls like Doom can in every angle from 1 degree to 359 degrees, you'd have to model every wall possibility between those angles when you need them. Either that, or you'd need some serious mind trickery like some walls that go through each other and whatnot. It's honestly a project that'd take too much work to really be worth it. And even if you're willing to spend that much time developing that many assets to click together nicely, you still have to make sure the game doesn't get gigantic in size. I don't know about you, but I'd rather not play a game where there's about 4GB of walls in the first room alone...

That kind of possibility may only be decades away, I bet once 30k becomes mainstream and Actual photorealistic games release then a 4gb first room may be possible, but even I agree with you.

I just think that Sectordef/Linedef mapping like seen in Doom Builder was the best form of Game map making, it allowed a world of creativitiy in ways even Doom's Snapmap can't compete with.
See, I'm not saying it's an impossibility, I'm just saying it's more effort than a game nowadays would really be worth putting into.
Here, take Half Life 2's Source engine, you can do that, and fairly easily, but that's mainly because of the "BSP" mapping system... It breaks down cubes and stuff sort of like how Doom does, and reconfigures them to be oddly shaped polygonal objects like a slope or something, or an arch... Point being, Source is a much better bet for something like this. Unity even more so since graphics in Unity games aren't quite expected to be able to blow up NASA's super computer. lol
IDGam3r Feb 14, 2018 @ 11:15pm 
Originally posted by Fluttershy:
Originally posted by IDGam3r:

That kind of possibility may only be decades away, I bet once 30k becomes mainstream and Actual photorealistic games release then a 4gb first room may be possible, but even I agree with you.

I just think that Sectordef/Linedef mapping like seen in Doom Builder was the best form of Game map making, it allowed a world of creativitiy in ways even Doom's Snapmap can't compete with.
See, I'm not saying it's an impossibility, I'm just saying it's more effort than a game nowadays would really be worth putting into.


True, but hey, there are guys out there who devote hours recreating stuff in new games, but then again that's just solid devotion on their part.
IDGam3r Feb 14, 2018 @ 11:17pm 
Originally posted by Fluttershy:
Here, take Half Life 2's Source engine, you can do that, and fairly easily, but that's mainly because of the "BSP" mapping system... It breaks down cubes and stuff sort of like how Doom does, and reconfigures them to be oddly shaped polygonal objects like a slope or something, or an arch... Point being, Source is a much better bet for something like this. Unity even more so since graphics in Unity games aren't quite expected to be able to blow up NASA's super computer. lol


BSP, I will need to read up on that

And maybe except the Source Engine is not as........updated as Unreal Engine 4, Personally I would just like ID Tech 6 and go from there, but Bethesda really went wrong with making it so we cant use ID Tech 5 or 6.
Like I said, using Source or Unity would be your best bet. Unity got a fairly recent free asset pack called "Pro Builder" that allows you to do BSP stuff in it as well (just know that while it is a cool thing to be able to use, it is very demanding, and will take your computer by storm if it's not high power since it's not quite optimized yet).
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Date Posted: Jan 4, 2018 @ 8:55pm
Posts: 13