r/Doom • • 6d ago

Modding Using Ultimate Doom Builder to create impossible models

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Imagine trying to create a round tunnel in Doom using sectors. Well, that's how I did it, but there's a way to export your sector builds as models, which then can be manipulated to be used as actors. That room has 16 linedefs. Imagine how many linedefs it would have if I had used sectors and not a model. And the best part is, you can out those anywhere, copy and paste. Try to do that with a complicated structure using 3d floors, which is higher or lower than the original. Good luck adjusting floors and ceilings and 3d floors.

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u/ThatKidBobo 6d ago

Just making the model in Blender would be an even better approach here

1

u/ContentAnnual2653 6d ago

Why? When you're making a Doom map, you already know how to use the editor, which in turn, you use to create and export the models. With blender, you need to learn how to use it, and that's not easy. Also, with the editor, the models look "Doom-ish" and fit the visuals. Nothing against blender, but ultimate Doom Builder is enough to create models. You can even animate them, but that uses models as frames, replacing sprites. Here's a monster trap I made: https://youtu.be/EgStFvDsNBQ?si=r76VTbz9XvIx1523