DOOM map conversions?

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Aphex
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DOOM map conversions?

Post by Aphex »

Hello,
Please add to test server (and/or regular one) if you find any of these two suitable

...more to come...

If anything looks ugly/broken (it shouldn't tho) I'll wait for 469F and reconvert
Attachments
My2DoomMaps.7z
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Barbie
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Re: DOOM map conversions?

Post by Barbie »

Have to lookup this before loading maps up to server:

Code: Select all

(Error FailedLoadPackage) Failed loading package: (Error FailedImport) Can't find Function UnrealShare.SpriteSmokePuff.PostBeginPlay in file ../System/UnrealShare.u..

(Error History) History: UObject::SafeLoadError <- UObject::LoadPackage <- UBatchExportCommandlet::Main

Exiting due to error
Aphex
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Re: DOOM map conversions?

Post by Aphex »

Which Map is it? All of them?
If there are issues I can replace DOOM pawns with UnrealI ones

Just in case
PS D:\UnrealTournament\system> Get-FileHash '.\UnrealShare.u'

Algorithm Hash Path
--------- ---- ----
SHA256 27607833270EDC0AA024AC513528BEFE5C2136DD26ACC13241922AA00F0F92D7 D:\UnrealTournament\system\Un...
P.s. Unreal-Doom. INT/.U NOT needed -- just DoomPawns.u -- sorry for confusion
Barbie
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Re: DOOM map conversions?

Post by Barbie »

The package DoomPawns.u is using Function UnrealShare.SpriteSmokePuff.PostBeginPlay(); my memory says this function exists only in Unreal but not in Tournament.
Maybe replace the Doom monster with Unreal ones? (I'd do that with T3D text replacements.)

Package Unreal_Doom.u is not needed, its only propose is to set the start map and add a new name for Game Types in menu:

Code: Select all

class Unreal_Doom extends SinglePlayer;

defaultproperties {
     StartMap="..ps"
     GameName="Unreal meets Doom"
}
Aphex
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Re: DOOM map conversions?

Post by Aphex »

Here's the version with Unreal monsters.

But it's strange, I have both maps up and running on my server (469e) perfectly fine, and people played them.
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My2Doommaps-UPawns.zip
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Barbie
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Re: DOOM map conversions?

Post by Barbie »

Aphex wrote: Mon Jan 26, 2026 11:11 am Here's the version with Unreal monsters.
Thanks, now running on test server.
Aphex wrote: Mon Jan 26, 2026 11:11 am But it's strange, I have both maps up and running on my server (469e) perfectly fine, and people played them.
On my Windows rig (Win10 64 bit, UT 469f Preview 02 Dec 2025) both maps can run fine, but the Linux server (UT 469e 64 bit) refuses:

Code: Select all

Failed import: Function Function UnrealShare.SpriteSmokePuff.PostBeginPlay (file ../System/UnrealShare.u)
Failed to load DoomPawns: Can't find Function in file Function UnrealShare.SpriteSmokePuff.PostBeginPlay..
Failed to load MH-Catwalk_test4: Can't find Function in file Function UnrealShare.SpriteSmokePuff.PostBeginPlay..
Failed to load "Level None.MyLevel": Can't find Function in file Function UnrealShare.SpriteSmokePuff.PostBeginPlay..
Barbie
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Re: DOOM map conversions?

Post by Barbie »

Is there any connection? https://unrealarchive.org/unreal-tourna ... 5b36e.html
Release January 2026.
Aphex
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Re: DOOM map conversions?

Post by Aphex »

This file by your link is "forked" from older revision, which was shared on my server for gameplay testing about a month ago.
If I remember correctly, it had issues with lighting and zoning, and one sector (with spider) had a BSP hole due to being covered by invisible wall. Since then it's been rebuilt by me.

Please don't use this file. IDK what changes were introduced by whoever decided to upload it, so I can't guarantee that it'll work properly.

Also it didn't use "real" Inventory-based Keys, and I don't think this person knows how to do them (on their maps it's just movers which open doors instantly)
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Re: DOOM map conversions?

Post by Aphex »

MH-Catwalk test OK -- though IDK how to make one of last secret rooms more interesting (if you wish, replace those Pulse Cells in the top right room with something interesting)
P.s. If any players will misuse Xloc to jump from the start area, disable throwable xloc. I think "BlockAll" in windows may stop projectiles. Any better approach? Need to stop just players and pawns

MH-Crater here's fixed version (megahealth-controlled movers in the switch-locked room got stuck in monsters), also replaced some monsters with more suitable ones

With Unreal monsters both maps are much more challenging, just like people here may like.
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MH-Crater_t11_u.unr
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Barbie
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Re: DOOM map conversions?

Post by Barbie »

Attached an improved version of a KeyMover:

Code: Select all

*KeyMover* is a Bump Mover that accepts a bump only if the Pawn has a specific
item "Key" in its inventory.


If *Key* is not set by mapper or *Key* is found in Bumper's inventory, this
mover reacts like a normal mover.


If *Key* is not found in inventory:

if a Pawn has bumped more than *ReBumpDelay* seconds before:
	if bumper is a PlayerPawn, a *Message* is displayed in his HUD. Use %KEY%
	within this message, where the name of *Key* should be inserted. *Article*
	is inserted in front of Key's name.
	Example:
		Message="You need %KEY% to open this door."
		Article="a "
	Then the event *BumpDeniedEvent* is risen.
If the last bump was less than *ReBumpDelay* before, nothing happens for this
pawn (but maybe for other bumpers).


27 Jan. 2026, SeriousBarbie AT Barbies DOT World

EDIT: corrected description
Attachments
TestKeyMover.unr-20260127-123859.7z
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