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I've decided to try and get into Doom modding, and while this probably a stupid question, I can't figure out where the actual weapon and monster data are stored in the WAD. I've downloaded SLADE to look through all the files, and I can see all the map, graphics and audio files, but nothing related to the gameplay. On the ZDoom wiki I can find articles about creating scripts to replace the various vanilla monsters, and one about using a DECORATE script to replace them with slightly modified versions of themselves, so I assume that for some reason it's either hard or inadvisable to just alter the vanilla code for such things, but I'd still like to look at the vanilla code so I can see how things work. Do I need another tool to look through the gameplay data of a WAD, or am I just retarded?
I think it is better to make your own monsters/weapons instead of just changing existing code.
You can always just copy and paste the code if you want a slightly different monster.
Here is the code for the pinky, ZScript.
I've decided to try and get into Doom modding, and while this probably a stupid question, I can't figure out where the actual weapon and monster data are stored in the WAD. I've downloaded SLADE to look through all the files, and I can see all the map, graphics and audio files, but nothing related to the gameplay. On the ZDoom wiki I can find articles about creating scripts to replace the various vanilla monsters, and one about using a DECORATE script to replace them with slightly modified versions of themselves, so I assume that for some reason it's either hard or inadvisable to just alter the vanilla code for such things, but I'd still like to look at the vanilla code so I can see how things work. Do I need another tool to look through the gameplay data of a WAD, or am I just retarded?
Theres resources on youtube, For weapons, this explains enough to get you moving.
I'd also encourage looking at chubzdoomer as he covers gzdoom builder and ACS tutorial
they give you a decent idea how to get shit running.
Also regarding spriting, a trick you can do (which I should of used but I was retarded) is download the doom color pallet and use that as a color selector to draw. If you use a half decent image editor, theres a way to limit things TO the doom pallet, so even if you uploaded a picture, it would auto correct to the nearest pallet.
Id encourage UDMF simply because it has a bit more features. If you are learning first time, its easier to learn it rather than learning hexen format and THEN learning UDMF because you wanted a feature that only UDMF has.
What about downloading preexisting custom textures off sites like realm667 then editing them to my liking then crediting them anyway? I know sites like zdoom and doomworld get very anal that about that but I'll see if any of the other Kiwi's are still doing custom textures sometime if the answer is no.
Just be aware that starting from scratch in UDMF is usually not a good idea. The menus are too overloaded. It is better to first get some basic mapping experience in the "Boom" setting. You can later convert your maps to UDMF, however I should warn you that this will require changing the setting of every trigger line (walk over, switches, etc.) by hand. It is something that @Dull Pencil had to do for others, and it almost drove him to insanity. So please be considerate and make sure your maps are fully functional in UDMF before submitting them for the next project.
What about downloading preexisting custom textures off sites like realm667 then editing them to my liking then crediting them anyway? I know sites like zdoom and doomworld get very anal that about that but I'll see if any of the other Kiwi's are still doing custom textures sometime if the answer is no.
Man, nobody gives a shit about that here. Steal whatever texture you want and modify it, fuck Doomworld. If you want to give credit to authors, that's fine, but don't take that copyright crap serious.
What about downloading preexisting custom textures off sites like realm667 then editing them to my liking then crediting them anyway? I know sites like zdoom and doomworld get very anal that about
Strictly speaking, crediting is considered more....courtesy than DMCA type stuff. ALSO, doomworld ALREADY fucking hates your ass for being a kiwi, so this is kinda pointless. You can edit stuff and provide credit if you wish, I'm not stopping you, but just know everyone in doomworld will hate your guts for BEING associated with KF to begin with, proper credits won't change that.
That said edits are a great idea as they are easier than a fresh one, plenty of guns are "frankensprites" where people mash up sections of different sprites like legos to make decent looking sprites. Easier if you suck ass at art.
Even if you do suck, just try. I barely did anything but I did make the autism keys in KF doom 2 with help from dull pencil. Tiny part, but it was enjoyed regardless. Definitely give a shot at making some art.
Man, nobody gives a shit about that here. Steal whatever texture you want and modify it, fuck Doomworld. If you want to give credit to authors, that's fine, but don't take that copyright crap serious.
Honestly, the way most modders are about copyright just seems absurd to me. Modders regularly take assets from other games and properties, not to mention just by making a mod they're already basing it entirely off of other peoples' work, but then they turn around and demand that other people can't use what they've made?
Strictly speaking, crediting is considered more....courtesy than DMCA type stuff. ALSO, doomworld ALREADY fucking hates your ass for being a kiwi, so this is kinda pointless. You can edit stuff and provide credit if you wish, I'm not stopping you, but just know everyone in doomworld will hate your guts for BEING associated with KF to begin with, proper credits won't change that.
That said edits are a great idea as they are easier than a fresh one, plenty of guns are "frankensprites" where people mash up sections of different sprites like legos to make decent looking sprites. Easier if you suck ass at art.
Even if you do suck, just try. I barely did anything but I did make the autism keys in KF doom 2 with help from dull pencil. Tiny part, but it was enjoyed regardless. Definitely give a shot at making some art.
I'm thinking about AI Generating textures and down-scaling their resolution, and editing them a bit just to triple piss off the trannies if thats the case.
Just be aware that starting from scratch in UDMF is usually not a good idea. The menus are too overloaded. It is better to first get some basic mapping experience in the "Boom" setting. You can later convert your maps to UDMF, however I should warn you that this will require changing the setting of every trigger line (walk over, switches, etc.) by hand. It is something that @Dull Pencil had to do for others, and it almost drove him to insanity. So please be considerate and make sure your maps are fully functional in UDMF before submitting them for the next project.
Hexen format is pretty similar to regular Doom format with some extra options for lines and things. The good thing about Hexen format is that it can be saved as UDMF without having to convert anything, if you need.
If you use your computer for this, then there are loras out there made for this. If you know what you are doing, the result can be very good and actually used in maps with some minor tweaking.
This is a simple enemy placement guide for my fellow Kiwis who are new to mapping, without all the fancy bullshit, which you'd find on Troonworld or their wikis. This is about the usage of Doom's monsters in mapping. I do not claim for it to be perfect or complete, I'm just talking from experience. Your monster placement may vary, depending on what you build. The text I'm writing now assumes, that we're talking about a normal map, without any fancy ZDoom tricks or scripts.
General knowledge about monster behaviour
- Monsters need space to fire and move. An Imp on a tiny pedestal will be stuck on a walk cycle. An Imp that is stuck on a pedestal, that is only as large as his hitbox, will very rarely fire and will instead keep resetting his behaviour, unless he receives damage. Large monsters like Arachnotrons, Mancubi and Spider Masterminds need A LOT of space.
- Make sure a room is high enough for large monsters, should they be walking through it, as otherwise this will either get them stuck or look very goofy. Revenants are especially prone to this problem.
- Monsters can become more dangerous through the clever use of teleporter lines, platforms, elevators and other tricks.
- Monsters will always walk towards the player's position once they are activated and are not infighting other monsters. This is how classic teleporter traps function, monster hears sound, monster walks over teleport line. The monster's simple behaviour can also be used for many more tricks that I won't get into here.
- Monsters on normal settings will hear firing sounds from open sectors connected to their area, that is why it is important to always make sure you use sound blocking lines, or else the player will activate the entire map and everything will just run towards him.
- Monsters on ambush setting are deaf, BUT in exchange they receive a 360 degrees view. If a player approaches them from behind, they will instantly activate. - Monsters on ambush setting cannot work with classic teleporter traps, UNLESS the trap has a moving floor that transports the monster to the teleporter line OR it is a trap (behind a fake wall) where the monster can directly see the player. (There's also Zscript fuckery, but let's not get into that)
Former Human
Despite what many say about this guy, he is not completely harmless. He is a hitscanner after all, that means he can hit the player at any time, as random as it may be. He is a trash enemy, that is true. On large maps his random shots can hit you from far away, if RNG is not on your side. You can put him into hordes and he will end up infighting due to his poor markmenship, yet still, if the map is designed for attrition, where the player is slowly losing his health over time, these fuckers can truly start to be more dangerous than Imps, as Imp shots can be dodged. Zombiemen shots can especially wear the player down if he has zero armor.
The most dangerous placement of Zombiemen is in medium sized open spaces with little cover, where they could be spaced out, as it would take take the player time to kill them all, especially if he has no shotgun or chaingun. Aside from this, think of Zombiemen as mobile ammo boxes that give 5 bullets each.
Former Human Sergeant
If you've ever encountered a guide (old or new) that rated the Shotgun Guy lower than the Imp in threat level, you just know this pussy never played anything beyond episodes 1-3 of Ultimate Doom on "'I'm too young to die" and then called it quits or is just an absolute dumbfuck in general. The Shotgunner is one of the most dangerous regular enemies in the game. His blasts can shave off tons of health at close range, especially without armor, and are technically undodgeable (unless the Partial Invisibility Powerup is used). There are many maps out there that only feature Sergeants as enemies and they are absolute hell to play. They usually feature quick opening doors via walkable linedefs, which offer them free shots on the player, as well as platforms that move up and down from hidden ceilings, which gives them BOTH cover and opportunities to shoot the player.
Shotgunners can be put into any situation, as a sentry in a window, as a free roaming enemy, as an ambusher in a dark corner, as part of a horde, it doesn't matter. They always excel at their role of somehow hurting the player, if he doesn't instantly take them out. The only thing that limits their effectiveness is the low range and wide pellet spread.
One thing however that makes the shotgunner NOT a hated enemy, but a great addition to every map, is the fact that he is also the most important walking supply box. He always hands out a shotgun with 4 shells for the player, and combined with an Archvile, you can get a shitton of ammo from their bodies.
(Don't place an Archvile early in your map please, Jesus fucking Christ)
Former Human Commando
Imagine a shotgunner on steroids with the capability of damaging a player from all ranges and killing them at close range in under 5 seconds. The Chaingunner is THE MOST DANGEROUS enemy in the game, he is a hitscanner, so RNG decides if a player is hurt. You place this guy early to give the player a Chaingun or you want him to suffer. Whereever you place this guy, pain will follow. He is exceptionally good at starting infights (and winning them!!!) with bigger monsters, which players WILL use to their advantage. A horde of Chaingunners is nightmare fuel, but can be dealt with as long as the player has the weapons for it. Chaingunners on high floor / pedestals or hidden in windows and / or darkness are NOT fun to fight, always keep that in mind when you place these guys. You should always try to telegraph somehow where these red hobos are coming from, unless you really want people to hate your map.
His most effective counter is, believe it or not, the Partial Invisibility Powerup. Yes, that thing that every speedrunning tranny hates. Upon death he presents the player 10 bullets, however those bullets are significantly less valuable compared to the Shotgunner's 4 shells.
SS Guard
The easter egg enemy of Doom II. Slightly more dangerous than a Former Human, as he is capable of slow constant fire and has more health. Should not be used in regular maps, unless you really want to create a Wolfenstein / Nazi base map. Most mappers replace them via "DEHACKED" with a new monster, but that's not necessary for the Kiwi Farms project, as we're currently using GZDoom, which supports "DECORATE" for new enemies.
Imp
Imps are cannon fodder and space fillers. They are not glass cannons like zombies. Their only role in the game is to waste the player's ammo and provide something fun to shoot at the same time. They are one of the weakest enemies, thus you can technically place them in almost any situation. It is important to know however, that their scratch attack should not be underestimated, so putting them in close quarters situations can be deadly in the right circumstances. Their main (gameplay) role is to keep the player moving with their weak fireballs, both on big and small maps. Their fireballs unfortunately tend to hit a lot of walls and objects, which further reduces their threat. If the player has no shotgun, chaingun, chainsaw or berserk, Imps can be very annoying to kill. A horde of Imps is barely more of a threat than a handful, you should rather see them as a walking wall of shit that will tank shots for bigger enemies. Imps are the most common enemies in the original Doom games.
Demon
The Pinky is the weakest common enemy of the game. Not entirely due to its own fault, really, but because id Software gave the player the Super Shotgun in Doom II, which uses the most common ammo of the game and instawipes them. Therefor it is important to give Pinkies a spot on your map where they can shine BEFORE the SSG is picked up, otherwise they become less of a threat than even Imps. Effective placement is therefor not always easy. When they catch a player off guard their bite CAN do a lot of damage (IF it connects), but for that to happen the player needs to be heavily distracted or really tired. Pinkies work best in areas where the player is trapped or distracted. Pinkies also have huge problems with climbing small stairs (tight sectors of differing height) and are completely defenseless when the player is on a higher or lower platform than them. Pinky's main role can be seen as area denial and cannon fodder, as their large hitbox can block the player's movement and projectiles.
Note: On Nightmare difficulty and Ultra Violence with Fast Monsters enabled, these guys suddenly become one of the most dangerous enemies in the game.
Spectre
Same thing as the Demon, however this one can be used much better in dark areas, especially with brown walls, where they tend to blend in. They can cause accidents with rockets and sometimes a player may forget, that one last Spectre is still roaming around and suddenly they get bitten in the ass. Classic Doom loves to put them in mud water as punishment for falling down from platforms.
Lost Soul
For some reason people have an extreme hate boner for these guys. Most complaints are usually about them having too much health and idiots using rockets on them at close range. Since they are small and capable of flight, they can be creatively used for traps, especially hidden in walls, and be unleashed on the player. Hordes of Lost Souls will quickly turn into chaotic infighting and are not reliable. They offer a lot of creative uses. Overusage is not recommended, as they DO require quite a bit of ammunition to kill. Can not be revived by Archviles.
Cacodemon
Flying tanks that can reach any spot on the map, as long as they can fit into it. Cacos are the weapon of controlled chaos = A swarm of Cacos can effectively harass the player and they do a good job of blocking the player from advancing. Cacos can be used as early flying support enemies, as they don't provide much of a threat on their own, but make it harder for the player to concentrate on killing hitscanners.
As a flying unit, they can be creatively used in various situations and open spaces, just like the Lost Soul, however they need much more room to maneuver. Their projectile can be easily dodged, but a dozen of them firing at once and from different angles, not so much. Their bite attack is extremely dangerous, as it is without any sound effect. Cacos, like any other mid and high tier enemy, eat a lot of ammo, so make sure the player is properly supplied in the field.
Hell Nobles
Both the Knight and the Baron are the same type of monster, they are large Imps with faster and deadlier projectiles, both do the same damage. The Hell Knight only has half the health of the Baron. Interestingly enough, this creates a massive use difference for them. Both have same role, they are road blocks (and the baron could be considered a mini boss), HOWEVER only the Hell Knight is commonly spammed, as he is far easier to kill with the SSG or rocket launcher. Hell Knights are thus used in larger quantities and in combination with other enemy types, can turn lethal with their constant projectile spam. Barons, due to their tankiness, are seen as annoying time wasters and more often used to block exits or small cramped rooms (which is where both nobles are extremely dangerous, the melee attack of a Noble on an unarmored player can instakill them). Nobles, like Imps, can also be used as slow fire support from higher platforms. Mixing an Archvile (or more) with Nobles can turn ugly real fast for the player.
The possibly most boring thing in Doom (aside from switch hunting) is to fight a Baron of Hell with a regular shotgun, it takes FOREVER.
Mancubus
Fat fuck, not just in appearance. Requires a lot of space to move and thus can be used as a road block. Works exceptionally well as a sentry. Some dumbass JewTuber once called this guy a large Imp, thus showing once again that most of the Doom Community is filled with utter retards, who don't even play the game. The Mancubus has no melee attack, instead he fires VERY FAST projectiles in random patterns. He is a menace in both tight, as well as open spaces and takes a lot of punishment. Due to his slow movement speed he tends to stay longer in the areas you assign him to, compared to most monsters. A wall of Mancubi is way more dangerous than a wall of Nobles, due to the underpredictable firing pattern.
It is advised for mappers to provide the player with high damage weapons (like the SSG, rocket launcher or Berserk pack), when facing more than one, as the regular shotgun takes a very long time to kill Mancubi.
Revenant
The most versatile projectile monster. You can put him anywhere, in any situation, he is THE definition of the monster closet. He is thin (fits almost anywhere), very fast and his homing missiles are the most dangerous flying object in the game, except maybe Cyberdemon missiles, but those can be easily dodged. Be aware: The Revenant instantly ramps up the difficulty level of a map from a mild breeze to levels of "OH SHIT", depending on the experience of the player. In open spaces his homing missiles become even more dangerous, as they form a giant blob that will instakill the player, unless he gets rid of it somehow. Boners are exceptionally good at chasing players and putting them under a lot of stress.
It is very important for the mapper to provide some cover ... really any form of cover to the player, when a Revenant is present. Revs do very poorly when combined in close quarters with Mancubi, they both will cancel each other out by accident. On the other hand, Revs together with Chaingunners are one of the deadliest combinations in the game.
Arachnotron
Rapid fire area denial. Will absolutely fuck you up in open spaces, if you can't dodge the plasma bolts. Requires even more floor space than the Mancubus, so it's not easy to find a spot for it in a cramped techbase. Shines as a sentry and in outdoor areas, but kind of sucks as a guard, as it doesn't have the hitpoints to effectively block an area for long. Infighting with other monsters is very common due to their relentless firepower. Due to its walk speed, it also tends to run away really fast from the area it's supposed to defend (unless you hinder it via monster blocking linedefs). I personally don't use them as often as I should, which is mostly due their enormous space requirements, which makes them less flexible.
Pain Elemental
In open spaces: An absolute nightmare. In tight spaces: Weak. Needs a lot of room to breathe and shine. A player who knows what he's doing will kill them quickly and easily, thus it is very important to provide Pain Elementals with some guards, which is why Cacos usually work so well this them. Multiple Pain Elementals will also work, but I highly suggest giving the player enough ammo to deal with that situation, before it gets completely out of hand.
Archvile
Always make sure that the player can hide behind some form of sector cover, as this hitscanning son of a bitch is the second most dangerous enemy in the game. His attack range is not unlimited, but still long enough to mess with players on any regular map. His main gimmick is the revival of enemies, his other one is causing a jump via his fireblast. The latter can be used for different tricks, just make sure that the secret area that you reached via the Archie can later be accessed somehow without the Vile. When the Archvile revives zombies, he provides the player with more ammo. An Archvile that is let loose uncontrolably on a map full of dead high tier demons (like Nobles) can completely wreck the balance. He is the only monster that can cause a player to completely run out of ammo, if he's not dealt with fast enough, so always be aware of that -> Archviles in a map require bigger ammo placements.
Spider Mastermind
A giant hitscanner. Requires too much space to even walk. Due to size of the hitbox, it will always get caught up in infighting. On top of that it can be stunlocked by a lowly melee Imp. Not fun to fight for the player, offensive role made obsolete in Doom II via Former Human Commandos. Cannot guard an area due to infighting and its size can be easily cheesed from blind spots. Can be destroyed by a single BFG blast. Over 30 years and nobody could ever really find a good use for it, other than letting it infight with the Cyberdemon. You're forced to build the map AROUND this monster, just to make it somewhat "fun". Almost always a terrible choice.
Cyberdemon
Versatile late game boss enemy, can be used in a variety of ways due to his splash damage. Can be used to threaten a player with instant death if he doesn't leave an area. Requires stupid amounts of ammo to kill. Fighting a Cyberdemon with rockets is NOT fun. When building a map, try to avoid doing that and just give the player a Plasma Gun or BFG. If you want to know the reason, just play E2M8 in Ultimate Doom.
Cybers are often used in more unusual ways, instead of just an enemy that roams around. Experienced players very often view the Cybie as a tool against other enemies, instead of a threat, but that often heavily depends on the map's architecture.
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Kiwi Farms mapping project custom enemies
These regular monsters only exist in our beloved KF mapping project, starting from version 2 and up.
Gunt Knight
This is a special Knight variant with a rapid two-shot burst. He tends to fire more often and faster than a regular Hell Noble. He has slighty less health than a Hell Knight, is slightly slower, and can go down in two Super Shotgun blasts. The damage output of the Gunt Knight is massive and killing him spawns a Lost Soul. The GK infights with Hell Nobles, so he should not be placed together with them, unless you want to see them duke it out.
The GK has the same role as the regular nobles, he is a road blocker. However in tight spaces it can easily fuck up a player, so make sure there is enough room to dodge the amount of projectiles it throws. When a GK is revived by an Archvile, the Lost Soul inside is also back.
Chud
The rogue Chuddy is a mobile, rapid-firing, high damage and high speed projectile enemy. He was only used (so far) in KF2 in "Chuddy Detour" and the final map, as he was a late addition. Originally this enemy only shot generic fireballs and was just a tankier, faster Imp. The final version however turned him into a high threat enemy. He should not be placed very often, as his damage, speed and relatively low pain reaction chance make him a horrifically effective ambush enemy. Up close the Chuddy does not scratch or punch, he just keeps pumping you full of bolts until you're dead. Just ignoring one of these guys is enough for the player to lose all his health.
If you do think you need to place these guys in hordes, make sure you give the player a rocket launcher with plenty of ammo, as with the BFG the player needs to keep eye contact with the Chuddies, so that the energy can hit. In that exact moment, the Chuddies may have time to fire enough blasts at the (unexperienced) player to kill him.
I just want to add that you should be very careful adding these guys to huge open areas with inaccessible parts. The reason is that when they take a hit they gain inertia and if they take more hits, it will accumulate making them slowly float away from the player until it hits something. If the area is several thousands of map units big, it could take minutes for it to float away and come back and that's pretty bad.
It's actually not completely random, only the first shot. He always fires 2 shots, one of them is directly aimed towards you and the second is slightly towards the left or right of you. The once going to the sides alternates between the left and right side for each consecutive shot, making it possible to zig zag between them at medium distance from the Mancubus. This is a very high skill play though, so it's not recommended.
Also, no write up for the glorious consent accidenter, The Brick Demon?
Always make sure that the player can hide behind some form of sector cover, as this hitscanning son of a bitch is the second most dangerous enemy in the game. His attack range is not unlimited, but still long enough to mess with players on any regular map. His main gimmick is the revival of enemies, his other one is causing a jump via his fireblast. The latter can be used for different tricks, just make sure that the secret area that you reached via the Archie can later be accessed somehow without the Vile. When the Archvile revives zombies, he provides the player with more ammo. An Archvile that is let loose uncontrolably on a map full of dead high tier demons (like Nobles) can completely wreck the balance. He is the only monster that can cause a player to completely run out of ammo, if he's not dealt with fast enough, so always be aware of that -> Archviles in a map require bigger ammo placements.
To add to this, the Casali brothers has devised some really sadistic way to use Archviles if you really want to put the screws to the player. For reference, in Plutonia Map 04, they can be found hidden via fake walls (incidentally an immensely annoying gimmick or a challenge, depending on how machoistic you are). In Plutonia Map 11, they're basically let loose in a maze the player has to navigate. In Map 15 and others, the archviles are hidden behind unreachable fake walls to continuously revive monsters until they're crushed (with a trigger). Plutonia also makes extensive use of teleport triggers to dump archviles all around the map, behind the player, in areas where they cleared, even sometimes on all sides.
Your players will probably hate you if you use any of these, mind you.
Versatile late game boss enemy, can be used in a variety of ways due to his splash damage. Can be used to threaten a player with instant death if he doesn't leave an area. Requires stupid amounts of ammo to kill. Fighting a Cyberdemon with rockets is NOT fun. When building a map, try to avoid doing that and just give the player a Plasma Gun or BFG. If you want to know the reason, just play E2M8 in Ultimate Doom.
A fun way to use these is to use them as a turret. (eg. put them on an elevated platform, which they can't move off) They're not an immediate threat as long as the player keeps moving, but they're an ever-present danger. To a lesser extent, you can also use the arachnotron in the same role, but those plasma shitters are way harder to dodge from. In the same vein, you can also "reward" player exploration by providing them teleport tags to telefrag these assholes.
I just want to add that you should be very careful adding these guys to huge open areas with inaccessible parts. The reason is that when they take a hit they gain inertia and if they take more hits, it will accumulate making them slowly float away from the player until it hits something. If the area is several thousands of map units big, it could take minutes for it to float away and come back and that's pretty bad.
I just want to add that you should be very careful adding these guys to huge open areas with inaccessible parts. The reason is that when they take a hit they gain inertia and if they take more hits, it will accumulate making them slowly float away from the player until it hits something. If the area is several thousands of map units big, it could take minutes for it to float away and come back and that's pretty bad.
I really need help. I've been Doom mapping for two months and it's still frustrating not knowing how to make a decent map. I often just stare at the screen for hours without making any progress.
How can I tell if my map has a normal amount of detail and how do I design rooms that are actually "fun" to the player? Also, where should I even start?
Show us a screenshot of your map or area from the most attractive angle and we can analyze it. A picture of the layout on UDB (from above) would help, too.
Show us a screenshot of your map or area from the most attractive angle and we can analyze it. A picture of the layout on UDB (from above) would help, too.