>>84010596It might help to look at the zdoom and doom wiki for sprites or whatever you plan on replacing. If you want to do something new then idk how to do that.
It seems like whatever ends up modified, the original doom sprites not changed will also need to be included even if they aren't changed.
doomwiki org/wiki/Sprite
zdoom org/wiki/Sprite
both those wikis are invaluable resources for doom mapping if you want to do more than just draw lines and make maps.
I opened up SLADE which you will need for doing any of this sprite work and annotated a screenshot for you or any anons looking to do custom stuff.
1. This is where you would define new editor Thing(the actual name for entities in Doom is "Thing") numbers if you add new placeables or whatever. Also MAPINFO is where you define what music plays on each level and also for defining episodes, secret levels and other stuff.
2. Decorate is one of the ways of defining custom behaviour, in this case for a rifle asset I'm using. I don't know what language decorate uses but it might be an extended version of whatever doom uses, I assume C
3. SNDINFO is where you link the custom sounds you want to certain game events, in this case the fire events for my custom weapons are linked to the appropriate sound
4. If you use custom sprites, they must go between an SS_START and SS_END marker otherwise you get engine errors
5. Same as sprites but this one is for textures (the p is of Patches which is how doom samples textures iirc)
6. Custom sounds don't need to be in special markers. The naming scheme is due to character limits
7. A different way of defining something like custom weapon behaviour. Decorate is deprecated but still supported with ZScript, ZScript is strictly better it seems.