r/DoomMods • u/zygopetrax_ • 4d ago
Question So I have a problem
Let's say "hypothetically", I've been making a map inspired by the shipment map from COD MW2019, with Otex and Auger;zenith textures, and it's almost complete. But when I tried to playtest it outside of UDB, I can't get it to work with Otex and Augzen.WAD because it just runs the normal Auger;zenith map.
How do I get a wad file with Auger;zenith textures? Or how do I get to load my map with my current files?
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u/AnEvilShoe 4d ago
If you're running three wads at the same time, its taking Map01 (or whatever map it is) from Auger Zenith, not yours. Load your wad as the last of the three and assuming you have the map number set correctly in UDB it'll work. If you're looking to release the wad for others to play, do what the other user mentioned and add the used textures into your map wad
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u/LingonberryEmpty8586 4d ago
Wad loading order might be an issue to!! Both have a map01 it'll loader one of the either. Lol I know all about it my big release is a clusterfuck of wads + pk3s that HAVE to be loaded in exact order or something breaks
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u/zygopetrax_ 4d ago
So the wad order was wrong, thank you for the help. And did you release your wad? If not what's it called?
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u/LingonberryEmpty8586 3d ago
Hallowsevil... The alpha was on moddb, but taken down till the full release, working on the final boss fight. 10 massive maps.
here's a clip someone made from the alpha https://youtube.com/shorts/qijzQ4ZrJVQ?si=dd5sCaAujusV0xdN
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u/Lethalbroccoli 4d ago
Why not replace one of augers maps with your map.
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u/AnOddScoutMainYT 4d ago
I recommend getting SLADE if you haven't already. Its generally great for making doom mods outside of mapping. Otherwise, you can extract .wad and .pk3 files as if they are zip archives, and they usually have all the textures as simple images.
You can also run your map last in the UZDoom arguments list, assigned to
e1m1ormap01depending on the iwad you are running on, or add it to the episode list. HDest for instance adding a file namedmapinfo.txthas this snippet:episode range{name="$MNU_EPRANGE" noskillmenu} map range "Firing Range"{ sky1="sky1" music="" resetinventory nointermission noautosavehint allowrespawn next="range" }...with
rangebeing your map ID(?) and display name above if you want to take that route. But replacingmap01is generally easier and done alot.tl;dr Best solution is to probably just use SLADE to extract all the materials and port them to your map, and maybe assign your map to
map01.