DOOM map conversions?

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Aphex
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Re: DOOM map conversions?

Post by Aphex »

Hi,
I've made some updates to the maps, as over time some flaws become more obvious. Also, yseterday I discovered that music won't play for some people.
With that in mind, please find updated versions attached.
  • Music now should play on Galaxy too (removed duped channels and boosted sample volume), and is integrated into MyLevel package. It became quieter, but unfortunately it's all I can do at the moment.
  • Fixed zone light color inconsistencies near damaging sector (green acid)
  • Replaced non-power of 2 textures (which had black areas and bad scaling on D3D) with their power of 2 equivalents (ripped from PSX DOOM)
  • Keyed doors on Crater are now "open stay"
  • Better looking Sky on Catwalk
Additionally, attaching a test version of another DOOM level, (which I'd like to ask you to add it to Testserver) but I have some issues with:
  • Movable dynlights attached to secret door in the room on right from start don't appear in Multiplayer
  • Doors drawn in 2d shape editor (the dual door to the room with crusher) have disappearing polys from one side when closed
  • Adjacent sector sometimes visible through Fake Backdrop (sky ceiling) with smaller height (but I saw many maps here with this issue, and it's not really that bad)
  • Armor vest in a secret which you need to kill dying corpse to open, attachs to mover, and disappears in ceiling after opening
Any feedback and assistance is much appreciated, as this specific Map plays much better in UT than the other two, and should be overall better fit for the server
Attachments
MH-Crater_r2_u.zip
(912.49 KiB) Downloaded 12 times
MH-Geryon-test2.zip
NEW
(774.73 KiB) Downloaded 10 times
Last edited by Aphex on Tue Jun 23, 2026 10:04 pm, edited 3 times in total.
Barbie
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Re: DOOM map conversions?

Post by Barbie »

Aphex wrote: Mon Jun 22, 2026 4:55 pm nce is much appreciated, as this specific Map plays much better in UT than the other two, and should be overall better fit for the server
Attachments:
MH-Crater_r2_u.zip
MH-Catwalk_r2_u.zip
MH-Geryon-test2.zip
Uploaded.
Have you added all these useless comment slashes? :lol:
Comments.jpg
Comments.jpg (70.71 KiB) Viewed 45951 times
Aphex
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Re: DOOM map conversions?

Post by Aphex »

"Catwalk_R2_U" selects other random map..
Barbie wrote: Mon Jun 22, 2026 8:45 pm Have you added all these useless comment slashes? :lol: Comments.jpg
It's for mappers, in case they decide to check things out, also I decided to keep it because it mention original author.
Barbie
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Re: DOOM map conversions?

Post by Barbie »

What I meant: using "//" within a comment block "/* ... */" is useless, for longer comments I prefer the latter comment syntax and surely have used it in above code of KeyMover . So someone must have added the "//".
Aphex
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Re: DOOM map conversions?

Post by Aphex »

Ah, ok, I get it. Possibly they got added during copy-paste somehow.

Also, updated version of the newer test map attached:
Merged polys, better lighting, more spawn points, working ARMOR compartment, fixed "critical" issues reported by MapChecker.

There seems to be same issue as initially with Catwalk – random map loaded after vote:
OVH wrote: Wed Feb 04, 2026 9:08 am ...when you vote for a Doom map then another map is loaded.
Can you please also re-upload the "Catwalk" map from this post (made some last minute adjustments, since no one downloaded it from server yet), and make sure it's selectable?
Attachments
MH-Geryon-test3.zip
(792.73 KiB) Downloaded 13 times
MH-Catwalk_r2_u.unr
(3.79 MiB) Downloaded 13 times
Barbie
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Re: DOOM map conversions?

Post by Barbie »

Aphex wrote: Tue Jun 23, 2026 9:20 pm There seems to be same issue as initially with Catwalk – random map loaded after vote:
OVH wrote: Wed Feb 04, 2026 9:08 am ...when you vote for a Doom map then another map is loaded.
I didn't get it. How can I reproduce that?
Aphex wrote: Tue Jun 23, 2026 9:20 pm Can you please also re-upload the "Catwalk" map from this post (made some last minute adjustments, since no one downloaded it from server yet)
Will be uploaded soon.
Aphex wrote: Tue Jun 23, 2026 9:20 pm and make sure it's selectable?
Owww - have I forgotten to upload it? :facepalm:
Aphex
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Re: DOOM map conversions?

Post by Aphex »

Hi,

I think mostly done BUT:
  • Lights attached to the door are subclassed as advised (with bStatic=false), but still not shown on net play
  • InstigatorLessTrigger still shows who killed who on net play. I placed it on the level by Replace Trigger (Keep values)
  • bStatic for pickups – bad idea? If so I'll use Factory for that Armor as advised. It picks up fine though and doesn't move up by mover anymore, but doesn't respwan. Add something else there as one-time secret?
  • In blood pool area around Megahealth, mover should be lit by lights, and when a switch is pressed – lights should disappear as it goes up. It also doesn't work in net play, DynamicLightMover=true does not solve the issue
Any assistance is appreciated!
Attachments
MH-Geryon-test4.zip
(797.44 KiB) Downloaded 3 times
Barbie
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Re: DOOM map conversions?

Post by Barbie »

Lights attached to the door are subclassed as advised (with bStatic=false), but still not shown on net play
Use default ROLE_DumbProxy instead of ROLE_AutonomousProxy for RemoteRole.
InstigatorLessTrigger
Maybe because of uncompiled code? Lets check that online...
bStatic for pickups – bad idea?
YES!
Factory [...] but doesn't respwan
To have a respawning Armor use a mover outside playground to move the Armor when Compartment has opened. See my modified map.
In blood pool area around Megahealth, mover should be lit by lights, and when a switch is pressed – lights should disappear as it goes up. It also doesn't work in net play, DynamicLightMover=true does not solve the issue
The lights should disappear?! I guess they should move up with the mover? To move an Actor with a mover, set Actor.Movement.AttachTag=Mover.Tag. If you want the 6 "MyLight" having moved with Mover11, set their AttachTag to 'Acidbath' instead of 'AcidPool'. Furthermore the code of class'MyLight' isn't compiled what can cause strange effects.

I've added a fixed version. Use group "RemoveMe" to delete the helping Actors.
Man_With_No_Body
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Re: DOOM map conversions?

Post by Man_With_No_Body »

My 2euro cents:

 
1/ Any decoration could be source of the light.

2/ recycle LightColor and Lighting properties from the “Light7” for “Lamp1”

3/ delete useless “Light7”

4/ and don´t forget about:
“Lamp1” properties / Display / bUnlit=True

5/ repeat with any decoration.

6/ BuildAll
Light7_Lamp1.jpg
Light7_Lamp1.jpg (167.12 KiB) Viewed 3182 times
 

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MapChecker: ZoneInfo with AmbientBrightness == 0 - make pitch black areas (where actors can be not visible) and make pitch black shadows:
MapChecker: LevelInfo0
MapChecker: ZoneInfo1
MapChecker: ZoneInfo3
I can admit a black pitch on some map.

Easy fix: for all affected zones set “AmbientBrightness=1”

e.g.
LevelInfo0_AmbBright.jpg
LevelInfo0_AmbBright.jpg (46.16 KiB) Viewed 3182 times
 
Group browser is empty ………. unacceptable (
Easy fix:

e.g.
1/ click single Mercenary
2/ “Select All Unreall.MercenaryElite Actors”
3/ press “F4” for “MercenaryElite Properties (5 selected)”
4/ “Propertie/Object/Group” type a unique name e.g. “Monsters”
5/ repeat with any other pawns
6/ navigate: “View/ Group Browser” then check “Show/Hide Group”
Mercenary_group.png
Mercenary_group.png (135.96 KiB) Viewed 3182 times
 

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MapChecker: NavigationPoint placed in the ground:
MapChecker: Teleporter0 need move up on 152.399994
MapChecker: Teleporter17 need move up on 152.399994
MapChecker: Teleporter18 need move up on 152.399994
Any idea why we need teleporters with such tall collision cylinders partially sunken in the brush? (recent values CollisionHeight=192.000000)

Easy fix:
CollisionHeight=48.000000
and Location=(Z=159.000000)
 
MapChecker: LevelInfo.Screenshot not MyLevel.Screenshot: Doom2tex.Texture1.GSTFONT1
MapChecker: LevelInfo.Screenshot size not 256x256: 64x128

A custom screenshot would be nice.


Smeer Kat -Unreal Editor 2 Tutorial - Adding a screenshot to your map


 

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MapChecker: Movers MoverEncroachType = ME_StopWhenEncroach or ME_ReturnWhenEncroach with empty ReturnGroup and default Tag can produce unexpected behavior:
MapChecker: Mover3 Tag = 'Mover' ME_ReturnWhenEncroach
Who knows when unexpected behavior will produce an unexpected result.

Easy fix:
e.g. Mover3 Properties/ Mover/ set any unique name e.g. ReturnGroup="Mover3RG"



 

Code: Select all

MapChecker: Actor placed out of map:
e.g. MapChecker: Light90
Do we need the Lit in the void?
You know what to do.

 

Code: Select all

MapChecker: Inventory in ground
e.g. MapChecker: FlakShellAmmo0 Need Move = 1.800003
If collision cylinder partially in the ground then you know what to do…. (push it UP)
Nevertheless the Barbie´s MapPatcher will fix it on the fly.

 
“Lights attached to the door are subclassed as advised (with bStatic=false), but still not shown on net play“
Which actor (Lights) ?

Nevertheless check this.
Light Properties/Advanced/
bMovable=True
bNoDelete=False
bStatic=False


Check if this actor is properly attached to the mover:
Light Properties/Movement/set AttachTag = (type door´s tag here)

Note: the door -the mover should have a unique name.

 
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