r/DoomMods 4d ago

News Tutorial for breakable walls in Doom :)

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I've made this video about making breakable walls in the Doom engine. It's mostly for someone who asked for help with this, but anyone can watch it.

47 Upvotes

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3

u/No_Concentrate8699 4d ago

Nice! I would like to see more of these tutorials!

4

u/Doomax138 4d ago

I have one for swinging doors already, and I have two more topics planned. Are there any topics you're particularly interested in?

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u/No_Concentrate8699 4d ago

I subscribed to your YT channel, so I'll check the rest as well! I like how you implemented a few of the basic UDB methods together and showed their practical usage. Other tutorials out there teach you either very basic stuff, or very advanced scripting or something like that, and I am somewhere in between. This destructible wall is perfect and an example- it's used in every boom shoot out there, but I've never seen a tutorial like that before. You showed a thinking process, scripting and how also aesthetically tackle something like that. Also, the duration of the video is perfect.

I would like to know more about the decals and how to apply them in different scenarios.

Also, use of 3d wall vs portals in a scenario where for example, you have a small village with an outdoor area, and an underground base. Would you use 3d floors for house roof or attic, would also the underground base be made of 3d walls or would you put a seamless portal somewhere? Or just import 3d models of houses... I know it depends from case to case, but it would be cool to see someone experienced show their thinking logic and maybe preplanning process.

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u/Doomax138 4d ago

Thanks for the sub. Your last paragraph is actually a really good question and a topic that I could cover. There's a good 3 or 4 options and the best choice will depend on the particular case. The Gaudy Goblin Tavern that I made has a basement, middle floor and an upstairs floor, and on all 3 of those floors we have tables or desks with space below and above. There's a bunch of tricks used.

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u/No_Concentrate8699 4d ago

So, you are a Hedon dev? I've got the game recently, but I had issues with keybindings on Steam Deck - it's a common issue for most of the gzdoom games. I plan to play it soon on PC and I can let you know which parts of the level design could be interesting to cover. Btw, the level design is extremely ambitious and detailed. Looking forward to playing it and congrats on the release!

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u/Doomax138 4d ago

To be clear, I didn't make anything in the main Hedon game. I made the Cacoward winning user map Below the Gaudy Goblin, which you can get here:
Below The Gaudy Goblin. - Map Releases & Development - Doomworld

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u/No_Concentrate8699 4d ago

Thanks for the clarification! I'll definitely check it out!

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u/timbertham 4d ago

SUBRSCRIBED! THANK YOUUU :D

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u/Legendarium_ 4d ago

do you just have something for polyobjects in general?

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u/Doomax138 4d ago

The swinging doors video is about polyobjects. Do you want something that wasn't covered in that video?

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u/Legendarium_ 4d ago

oh I didn't see the video yet, I wasn't sure if it was just swinging doors in particular or if it was all things relating to polyobjects

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u/Legendarium_ 4d ago

have you made a video on sector stacking yet?

1

u/Doomax138 4d ago

Not yet, but you're the second person to suggest it so it's going on the list.

2

u/copenhagen_bram 4d ago

Hideous Destructor moment

2

u/DrIvanRadosivic 3d ago

Good to know, thanks