DOOM THREAD / RETRO FPS THREAD - Last thread >>2935027
Mostly Doom, but all retro FPS welcome
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===WHERE DO I GET WADS?===
So You Want To Play Some Fucking Doom? (v6b)
/idgames torrent (as of 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent
## Our WADs can be found here! ##
## /VR/DOOM COMMUNITY PROJECT ##
Make a Boom map for Doom 1.
[01-24] Anon map release: map02 - random.wad
[01-24] RetroAhoy: Doom
[01-23] So You Want To Play Some Fucking Doom: The Package
[01-23] Colourful Hell update (v0.80)
[01-22] Painkiller mod updated again
[01-21] PSX Soundtrack extended release
[01-20] Anon mod release: Disabled weapon bobbing in Marathon
[01-19] Celebrating GMOTA's 2nd birthday by releasing its predecessor weapon mod
[01-19] Another Gameinformer Doom4 update:
[01-18] Ketchup 5.0 released
[01-18] Project Brutality v2.0 released
[01-17] Doom monster design sketches and Doom64 models
[01-17] About half a hour of footage of ID and Doom circa November 1993.
[01-17] New Lainos map: Comatose (Overdose 2)
[01-17] Stardate 20x7 beta release
[01-17] Japanese Doomers community project
To submit news, please reply to this post.
Quake 3 is a wonderful online shooter with no major flaws. it was designed for multiplayer and is the only 90's decently populated online shooter i care about (via quake live)
they already confirmed they will be releasing a map editor for all platforms with the possibility of creating your own modes, adding game logic to entities, and playing the maps in multiplayer.
So what's things that bother you with weapons in mods?
A thing that bothers you from a design or aesthetic standpoint, and one that bothers you from a gameplay standpoint.
For instance, a thing that really bothers me in a lot of shooters is how machineguns are arbitrarily made weaker in a lazy attempt at balance.
A thing I dislike from an aesthetic standpoint is guns arbitrarily depicted mirrored, or flipped (as if it was a left handed weapon).
Likewise, what's a thing that you really like seeing done for weapons in mods?
A thing I really like is when shotguns have reloading where it's like in Doom 3, and you actually insert two shells at a time, to make reloading much faster and more efficient.
Very few mods do this though.
i think its nearly impossible for them to make a "next-gen" as they like to call it, adaptation of doom, without pissing off a big portion of the fans.
what did you want or were looking for anyway?
>I'm not huge on the fixed width font
It's not ideal, but I prefer it over variable width with no kerning.
>on black colours
The black background is actually just the "dimcolor" cvar. It can be any color and transparency, as can the font.
Any suggestions on a background/font color combination that would be pleasant to read?
It's inspired by WON half life actually.
>Quake 3 is a wonderful online shooter with no major flaws.
Vanilla? It was a pretty flawed game, imo.
>it was designed for multiplayer
Well, yeah. I wasn't saying anything against that.
No modding, according to PcGamer.
Snapmap isn't modding.
I was the opposite, actually.
>/doom/ is super pessimistic about DOOM '16
I'm actually looking forwards to it.
I've just become convinced that you guys won't be happy unless the new DOOM is nothing more than a map pack for Ultimate DOOM.
pessimism is just my default attitude these days. you're only setting yourself up for disappointment by allowing yourself to get hyped. if it comes out and it's shit, i get to be a smug mother fucker and tell you fools that i told you so. if it comes out and it's good, then i get to enjoy a new doom game for the first time in 22 years. i literally can't lose.
>I've just become convinced that you guys won't be happy unless the new DOOM is nothing more than a map pack for Ultimate DOOM.
Fuck off, that's the exact opposite of what I want.
If you're looking forward to it, look forward to it. Don't throw a fit about how someone else isn't excited.
Here's an interesting thought. Why does Doom need to be "next-gen?" Doom 2 used the same engine as Doom 1. Why couldn't id develop a new Doom game using a custom version of GZDoom or something? Look at what mod makers do for free and then imagine what a team of professional AAA developers could do with the engine. They could focus nearly entirely on making a good Doom game instead of on the technology powering it.
Maybe the way not to piss off fans is to not radically alter the thing that they are a fan of.
>what did you want or were looking for anyway?
Were looking for? I went in with no expectations, since there's millions of ideas and expecting one very rarely coincides with what developers go with.
I was excited at first because of the neat action. I wasn't too thrilled with the emphasis on killpinatas but I thought the double jumping and extra moving around was really neat and could lend itself well to cool level design.
But I thought "okay, it's flawed, but it looks cool. With less killpinatas and more straightforward action it could be something really cool".
I've gotten discouraged since, because it seems "straightforward action" is the last thing they're thinking of.
The emphasis on killpinatas means item placement is really going to suffer. Weapon upgrades just muddles things up. "push forward combat" is a nice idea in theory but I don't like how they're taking it.
And, of course, nomods. Expecting the same depth as another game with 22 years of dev and tools on it is dumb, but I REALLY don't like how limited snapmap is.
Also multiplayer looks slow and boring, but I don't play multiplayer so I can't judge it.
I prefer dark backgrounds because they help with headaches and eye strain that I often get otherwise. I've set up bot slade3 and gzdb to mostly dark grayscale because of that.
Hooray, I won an award.
But seriously, why? Part of why people still play Doom to this day is the way the game looks and feels. The abstract environments that would look ridiculous recreated with modern graphics. The lack of any scripting or story sequences to interfere with the action. The iconicity of its weapons and monsters. Really, you can't remove Doom from the artifacts of its heritage and still have it be DOOM. At best you get a game inspired by DOOM. And then you wonder why fans of DOOM aren't happy.
Made a little tut for shits. Dunno if it'll be useful to anyone or not as it's pretty bare-bones, but I wasn't doing anything else this morning.
I liked the part where you went from a sphere to a perfectly sculpted model.
I guess that's not the scope of the tutorial, but damn, feels like that meme picture about how to draw an owl.
Yeah. It kinda assumes you're going to poke around yourself a bit. It's more a "general guidelines" thing...
Halls of Hell
halls.zip (36 KB, 1994-09-16) - Doug Branch
what the name suggests really, although there's not much hell, it's done mostly in startan, computers, and gray cement. beware of inescapable death pits and note you will have to wallhump a lot to find secrets, some of which are texture misalignments but others are completely invisible and you just have to know where to push the wall. kind of flows awkwardly too, the rocket launcher is mostly superfluous by the time you get it, the invulnerability isn't much use either. you can lock yourself out of getting 100% kills but most of the map is optional once you know where everything is.
not unplayable but not great.
and here's a demo
I'm cautiously optimistic, in some ways.
>Why couldn't id develop a new Doom game using a custom version of GZDoom or something?
Because pretty much nobody does something like that. I think it would have been a better use of 3DRealms time to just make a bunch of map packs for Duke Nukem 3D instead of making what became the worst shooter ever made, but here we are.
Doom was also originally kind of a perfect storm, the right people just happened to be at the right places at the right times, and it's heavily influenced by their personalities, if new iD were to put together a game using old Doom as a base, it would probably not feel like an old Doom game anyway.
Also it wouldn't really be marketable, not in the way they're looking for.
Well there's that, we could do without his autism.
I think a lot of these criticisms are valid.
How is it like Halo?
the file in question decorate/decorations.txt has CRLF line endings (vim detected it as having DOS fileformat)
i am tempted to try to bisect this although i am sure it would be a huge waste of time
>new gzdoom version
We could have that any moment if a bunch of competent and more importantly dedicated people popped out from nowhere and forged gzdoom or gloome since they're open source, but things don't work that way.
Anyway if anyone reading this has any plans on actually doing so, I would suggest throwing backwards compatibility out the fucking windown and rewrite acs functions and whatever to make sense.
Like the /fucking/ HudMessage.
>I would suggest throwing backwards compatibility out the fucking window
I absolutely disagree, a huge part of Doom's appeal is that it runs on toasters, even relatively advanced mods.
I absolutely think it's worth to have OpenGL 2.0 compatibility simply for weak computers.
Fuck ZDoom. I fucking hate it. I have waded through the hell that is its source code too many times, trying to fix what's wrong.I always end up getting nowhere, trying to decode the arcane and archaic systems that inhabit this monstrosity. It never yields. And I'm tired of it.
So yeah if you've been wondering why GLOOME has made no progress in the past few months, there you have it.
Yes like anon said I meant for older mods. There are a lot of features that work in really wonky ways because they were added to over time instead of written in one go and newer versions of the engine have to be backwards compatible with all old mods.
I mean that if a new fork is made, it should aim to make new projects easier.
While I'm no programmer I think I can relate from all the retarded roadblocks I've run into during the course of my modding of zdoom. There are so many assumptions, hardcoded values (fuck you menudef) and nonsensical behaviour.
But I'm also having a lot of fun, and the (Z)Doom community more than makes up for all that stupid shit. I sincerely hope you find the motivation to continue working on gloome but I know I can't ask that of you without being a dick.
On another note: what about kex? (as kaisers turok/powerslave engine). It seems like a another candidate for an indie fps platform, and has a file structure much like zdoom pk3's. Also, no decorate :))))
sorry to hear it. zdoom always seemed relatively organized to me, at least compared to prboom-"half the engine is is one big file"-plus. but then zdoom is C++ which in my experience makes it that much harder to follow, and i've only read parts of it, not attempted to make substantial modifications to it.
I think it looks like good fun, but it has features that I'd rather it didn't have.
character progression and item drops
However I'm only going to get it if there's mod tools.
Doom without real mods is heresy.
I think the character progression is a neat idea actually. I liked the hypos in FEAR since they promoted exploration, and the gun upgrades in Q4 because it felt like finding a new gun without clutter or anything made obsolete.
It seems like an interesting idea for cross platform level creation, but it is not a real set of mod tools.
If you 'aint Snappin', then you 'aint Mappin'™
>you guys won't be happy unless the new DOOM is nothing more than a map pack for Ultimate DOOM.
That's EXACTLY what I want.
i assume you mean zdoom mods. i don't play zdoom mods much. the only ones i've played enough to have any sort of opinion on are BD, GMOTA, DoomRLA and Russian Overkill. i've probably had most fun with the latter, on big slaughtermaps. but mostly i prefer traditionalist source ports and vanilla/boom maps.
I think I did it wrong
Kex is fuuuucking great.
If Kaiser open-sourced it, it would be absolutely wonderful. You'd have to ask him about acquiring it for now, though.
PrBoom is better. And I say that because any engine is better. Even 3DGE. Even
The way ZDoom implements everything with C++ is needlessly complex and absolutely horrid.
Eternity Engine got "Doom on C++" right. Very, VERY right.
In an optimal world, we would all be using EE (or even an entirely new port), but as of now the ability to mod with it is gimped and nobody feels like fixing that.
FWIW, i tried messing with desustorage and found this search returned many of my previous reviews, with only a few other posts that happened to match the search pattern. although of course the image archive isn't complete. i hope for warosu's safe return.
Are there any wads where i can have cacodemon pets?
>hack modules are like burn cards in titanfall
>Kex is fuuuucking great.
Glad to hear that. I mean just looking through the game files for it even with my limited understanding of how these things work, modding seems like it could be a breeze.
>If Kaiser open-sourced it, it would be absolutely wonderful. You'd have to ask him about acquiring it for now, though.
I'm fairly certain he's said something about it being a possible indie platform. I may just throw him an email some day and ask if it's possible for him to open-source a version of it with no proprietary ps/turok data.
How is it a lie? He even said that if they could have done it at the time, Doom would have turned out like Brutal Doom.
If that isn't a statement of praise or appreciation, then I don't know what is.
wrong, he says that if they had released doom like brutal doom in 93 then it would have "destroyed the game industry". he also said that it was "hilarious"
>He even said that if they could have done it at the time, Doom would have turned out like Brutal Doom.
He did not say that.
He said "If we had come out with something like Brutal Doom, we would have destroyed the gaming industry".
>Powerslave EX will, and always will be, free. The engine will eventually become open source as well once I feel comfortable with the codebase.
Might have changed since night dive bought it tho
I was thinking about some pokemon ish wad with monsters, or just a regular pet that follows you around and doesn't die in 5 hits
Well he's already working for night dive developing (porting) games professionally, but I guess there's a chance they'll want to make their own game some day.
But as long as the engine and tools for it are set adrift in the Doom community I think chances are projects will start popping up spontaneously.
>each color shoots a different fruit projectile that behaves differently
>coconuts (it's gonna hurt, HUH)
>TASTE THE RAINBOW MOTHERFUCKER.
why do I want this to be a thing now.
I thought someone had posted this
Marty answers some questions on gameinformer
That wasn't too bad. I rolled my eyes a little when they said it was old school, but when you think about all the projectile weapons, altfire sillyness, pickups and long TTK it changed my perspective
Colorful hell, it adds shitloads of variations for enemies which are stronger depending of the color
Speaking of that, anyone knows a good weapon wad to combine with it? Psyche is fucking awful with the underpowered weapons and RO doesn't fit the gameplay very well
The negative ones are always the loudest. Just pay no mind.
That said, I've seen some questionable decisions that I'm not a fan of, but people expecting Doom 1 with 4k textures in this day and age are silly; it would lead to the same conclusion as Quake 3/4 as far as what actually gets played nowadays.
God, this shitty meme again. Doom came before Halo, and Doom had that futuristic shooter style first. The new Doom just show how the classic Doom had be if they had the enough technology.
Bricks need to lay flat when they fall to the ground. Also make a power attack that makes the brick crumb on impact.
add tertiary melee option and berserker-powered throwsa nd it'll be awesome
There's not much I can do about making them lay flat sadly, I have to work with the sprites I've got, and they never broke in Timesplitters though.
If I were putting these in any other project, I'd totally give them melee and a berserk power, but this is just something extra you can pick up from crates.
That's gross as hell, anon.
Also I'm starting to think I should make the hard throw the default attack and give the brick a different altfire. Anyone have any suggestions? Just keep in mind this thing has infinite ammo so it should be -somewhat- balanced.
But it can be as silly as you want.
Yeah right, because anything that violent wouldn't have done well.
Have you even heard of Dead Alive/Brain Dead? People still love it and films have been influenced by it ever since it came out.
Or the Mars Attacks trading cards for that matter. They were a lot gorier than anything I've ever seen come out of the 60's, and the controversy surrounding it just made them even more popular and now legit, authentic singular cards are worth tens of thousands of dollars.
You're still a fucking retard.
FWIW, IMO it sounds like he's giving a very politician opinion on what he knows to be a very well known but controversial mod which allows interpretation of his comments in line with your own views whether you love or hate the mod.
Your guys' argument being an example.
It runs fine on windows 8. I'm playing it right now. Excellent game. great cinematics, realistic gunplay, deadly, fast paced. cool voice acting, and an actual storyline.
Just download the game from some old site and install it. It should run no problem, like a lot of those old lucasarts games. They seem to be impervious to different windows versions. Jedi Knight for example. Released in 1998, still plays on my windows 8 machine.
>GMOTA will never be worked on ever again because GMOTA Guy is being worked like a slave at his job
>Demonsteele will never get updated again because Terminus is working on like 15 mod projects at once and also working on Gloome
>Marty will never work on TSP ever again
>Project MSX continues to be dead
>Berserk mod never was
>GMOTA will never be worked on ever again because GMOTA Guy is being worked like a slave at his job
I've hardly been scheduled all month, I've just been working on Combined_Arms and I've been stuck in a rut of hardly any motivation.
you could hire jon st jon to yell at you throughout the day as duke nukem
>ARE YOU GONNA BE A BITCH, OR ARE YOU GONNA DO THE BITCHES? GET CRACKING.
>I'M GETTING PAID TO YELL AT YOU, AND YOUR LAZY ASS WON'T GET ME TO STOP.
>WORK ON YOUR MODS. OR I'LL MAKE YOU WORK ON YOUR GRAVE.
>your time SUCKS
I'm playing Doom 2 on my PlayStation 3 right now.
I'm on map 27 Monster Condo.
>Doom 2 used the same engine as Doom 1.
Doom 2 came out 9 months after Doom 1, at a time where FPSs were still this new thing to the mainstream world. Its no wonder it was acceptable back then.
>Why couldn't id develop a new Doom game using a custom version of GZDoom or something?
It would not be a smart business decision. While GZDoom is advanced compared to vanilla, it is still largely primitive to modern video game engines. It very likely would've had little to no appeal to anyone in the mainstream world thats now used to getting at least a dozen FPSs a year.
And besides, what is even the point? We get plenty of mods for classic Doom anyhow, that I feel a AAA dev getting paid to make a game for classic doom engines to be a waste of time and resources.
>Its no wonder it was acceptable back then.
IIRC it was pretty common for sequels to use the same engine at that time, and most of them could be described as "standalone expansion packs" by modern standards.
What does that have to do with the success of violent media? Most ultra-violent media, video games included, do either very well or form a cult following, both of which apply to DooM. How would have added more gore to an already gory game apparently totally annihilate the video game industrt and prevent games from ever being made again?
Why are you so autistic that you don't get this?
>mortal kombat and doom show slight splatters of blood on hit
>have incredibly tame (now) death sequences
>endless uproar and controversy movements that hinder the industry for several years
>numerous games are pulled off shelves and banned
>congress gets involved
>WOW THE STUFF WE HAVE NOW WOULD HAVE ABSOLUTELY NO IMPACT WHATSOEVER BACK THEN YOU RETARDED AUTIST HURRRRRR
You're a dumbass.
Remember that DooM was banned in several countries. if it was more like BD, it would've been banned in MOST of them, eliminating the possible market for the game that paved way for future FPS.
I actually have a laptop that's capable of playing Doom (with the GZ Doom source port). But sometimes I like to play Doom with a controller while sitting on my raggedy office chair in front of my TV.
That allows you to run gzdoom versions with the new renderer but less efficiently than with 4.0 support. In your case you may or may not get better performance with the old renderer.
Bioshock 1 and 2 reused a lot of assets. But it changed a lot gameplay wise, and had a lot of new assets as well.
Uncharted doesn't reuse a damn thing, so that's a pretty stupid assertion on his part... Neither does Resident Evil, or Tom Clancy shit.
Actually almost his entire post was horse shit.
Look into the TEXTURE2 lump. It exists specifically for WAD authors to load in their own textures. You'll need to replace PNAMES, though, to add new patches.
Flats can be added with impunity so long as you keep them between the F_START/FF_START and F_END/FF_END lumps (use the same F/FF in both).
you be nice to caco-bro, he was one of the first guys to start drawing Blaz
Turns out it's actually in Ultimate Doom... and used to define a lot of textures.
So if you're working for Doom 1, I guess it doesn't really matter if you replace TEXTURE1 or TEXTURE2. You're still gonna need to redefine every texture in there (read: "select TEXTURE1", ctrl-c, ctrl-v)
Ooooh man, "fun" is understating it.
>Playing DOOM 2 with DOOMRLA for the 1st time
>Pick Scout, because I want to see just how broke pistols can be
>Find a Blaster
>"Oh cool, it recharges its own ammo."
>Find Nuclear Armor
>"Oh sweet, this works really well with that Blaster pistol."
>Manage to unwittingly assemble a High-Power Blaster
>"I AM THE SCALES OF JUSTICE! CONDUCTOR OF THE CHOIR OF DEATH!"
>"SING, BROTHER PISTOL! SING! SIIIIING!"
If I had known I was going to be this insanely overpowered by MAP09 I would have picked a higher difficulty. You'd think there was an invisible woodchipper running around with the way this thing mulches zombies.
i like caco's non-lewd art much more than his lewd art, which puts me in a weird position as he seems to now actively dislike doing non-lewd
also his chats are now basically just erp sessions while he shits on everyone, so
you don't need to replace patches, everyone here is retarded.
you import your own custom patches and then SLADE or whatever generates custom PNAMES / TEXTURE1 lumps that includes definitions of all the normal patches / textures plus your new patches / textures.
I like the one from doom 1 that goes "DOo doo doo doo doo Doo DOo DOO DOO DOo doo doo etc", and then breaks in with a WOOOOM... WOOoomm. It sounds spooky. In the SNES version of doom it was on the level that opens up with viney walls and some cages cacodemons in the center of a room down a hall.
You know the one I mean.
no man youre thinking of "dooo doo do dooooo do do doo doo" and then "whooooouuuummmmmmoooouuuuu"
do do do do do do do do
do do do do do do do do (cont)
wuuoooooooom... wuoooooommm (tk tk tk tk)
something like that. to my memory.
The "do"s sound a little more like a low tune flute or something though.
question, how do i get the weapon DECORATE on the right to directly take stamina from ACS stamina (left)? i already have a working regen system but im not entirely sure how to directly manipulate stamina from a DECORATE weapon
Well there used to be Icons on G4 that had an id episode that went kind of like this, i feel like there was a remake of the old show that redid the id episode, and also stuff like ken silverman and apogee and etc
Recently, the community at The Whole Half Life released a community project called The Tower. It's similar to Going Down in that it centers around a skyscraper in which each floor is a level of its own. Unlike GD though, authors vary from floor to floor (some did two or three though), and you are working your way up instead of down. The levels are appropriately bite sized.
>Classic Doom 3
you may have your own opinion about it and all, but still
christ man that worked perfectly, thanks so much
anyone else really fucking hate chaingunners in open large spaces? They are super accurate and drain your health at a stupid rate.
They keep saying that it's old school.
It isn't in the slightest, it feels like Halo, not Doom.
As someone who grew up playing DOOM in the 90s but doesn't contribute to these threads nor keep particularly up to date on the new DOOM game, the game shown in that video is absolutely indistinguishable from any other modern FPS.
Holy shit, it looks exactly like Halo.
Like you're not even overexagurating in the slightest. The movement, the amount of space the gun takes up on the screen, the UI, the way the killcam is done and even the movement speed is just Halo but slightly faster.
The only difference I can see is there is no regenerating sheild/health.
>if calling people out there who enjoy things you don't
someone enjoying something is worth calling out?
someone NOT enjoying something is worth calling out?
what the hell
cyberpit.zip (35 KB, 1995-02-19) - Steven van Loef
a randomly textured maze of disjoint areas (a phrase which could describe most of the maps from this era, i know, and i am sure i will use it again). it's quite primitive and messy even by the standards of the time. not all doors are obvious, including some essential ones, although only one trigger was totally invisible and had me resort to the map editor. it is a shame the backpack does not appear until well after the room with most of the ammo. that said it's not worth backtracking across the entire level to get it. despite the name, there is no cyberdemon in this map. there is one baron, easily dealt with, and a big crowd of imps, complicated by a pervasive damage sector, for which the author gave himself an invulnerability (i use "himself" deliberately - it is the prize of the aforementioned invisible secret, where you just have to know where to push). a few stuck monsters, and one outside the map in void space.
TEXTURE2 exists for registered/ultimate textures only. TEXTURE1 contains only textures defined by the shareware iwad. that's the point of the split. it is not for modding. simply that TEXTURE2 became vestigial in doom2, which has no shareware.
>Haven't had a PC Halo in at least 10 years
Honestly I'm fine with this.
I'm thinking about making a challenge map for Demonsteele where you test your ability to go from platform to platform using all the mobility options it provides.
I made a quick experiment map to see how far Hae-Lin could go using the long shotgun jump and she managed to make it about 4,352 map units.
I think if we imported them, then sprited over them to clean them up and make them look like they fit, they would work well.
Don't fucking pull what AEOD does and just slap them in there with horrible quality. None of the stuff in that clusterfuck works well because 90% of it is such piss-poor quality.
SAMSARA's Quake works better- but it would still look better if somebody sprited over the imported model sprites to bring them inline with the rest of the sprites.
>SAMSARA's Quake works better
Or if you want something you can actually mod for without going insane, use "QStuff Ultra" as a base.
That mod deserves more recognition, since it ports virtually every monster and weapon from Quake with the actual 3d models into gzdoom flawlessly.
Argh, yeap it sadly looks like it, hell the way that the jump pads look like they were ripped out of halo as well, why can't we just have stairs or even fast moving elevators?
But, what could you expect from people who have never played a doom game to develop a doom game in the first place, hell at this point there might as well be loadouts in- OH WAIT, already fucking beat me to it
Maybe the only redeeming factor might be the only thing saving it, but even then, fuck it, with the whole pinata party monsters no, I don't see myself wanting to play it at all even then
>I want my doom to be halo
Why? Leave doom to be doom and halo to be halo
I didn't make it to reply to the old thread about the discussion we had about music.
I still like Doom Alpha Unfinished tracks. I know there are ripofs of metal songs and demo version but they have a good funky energy.
(my unpopular opinion about Doom's music is it can get too depressing. Especially that horrendous song at map 4 or 5 that everyone likes but had made me many times to end my session because I felt depressed).
Where do you get good versions remixes of Doom related music?
I am looking for Heretic remastered and Doom Alpha unfinished tracks.
Can I rip them from a .pk3 file?
>Especially that horrendous song at map 4 or 5 that everyone likes but had made me many times to end my session because I felt depressed).
I do everything with a trackball now... Got one to try it out. Not as good for vidya (though I'm actually not far off anymore after loads of practice), but for everything else it's fine.
It's definitely a blend though. There are old school elements in there, definitely.
>The movement, the amount of space the gun takes up on the screen
To be fair that's console gameplay IIRC.
>The only difference I can see is there is no regenerating sheild/health.
If that's the only gameplay you've seen or the first thing you see about the new Doom, then duh, yeah. But there are more differences than that.
on UV, i managed the first six maps (pistol starts, 100% kills), eventually, and also reached the exit on map07.
i died twice in the optional BFG section on map07, and because it took me many minutes' careful play just to reach that encounter, gave up trying to do UV and went to HMP, which i was able to clear out successfully, although i must admit, only just.
after map07, i gave up and dropped down to HNTR. thus i managed maps 8 and 9, and most of map10 except the very end. unfortunately i died right at the end of map10 and haven't yet had the patience to try it again.
Absolutely doable, has been done for decades, it's been ported to many consoles, even though mouse + keyboard is the best way to play OG vanilla Doom.
The modern ports to 7th gen consoles actually had very good controls (though still lacking the full speed and precision of original mouse-turning)
Personally, I now play ZDoom with a mouse and a gamepad, to combine the freedom and precision of mouselook with the smoothness and adaptability of true 360 degree analog stick movement, controlling Doom has never been so free flowing for me.
(though I still sometimes go back to old console ports for shits and giggles)
Hey, for everyone out there worried about DOOM not getting any mod support, check this out.
German magazine just released this tidbit from their trip to ID.
>they're ~thinking~ of adding mod tools
When it comes to Doom, it shouldn't even be something that has to be thought over for any length of time.
I'm pretty sure this means that we'll be definitely getting modding tools.
You have to realize that they really can't give out any straight answers at this point, because if something, for some unfathomable reason, goes south, they could get in trouble for false advertisement, and overall catch flak for lying.
>Again, current mod tools took a long time to get where they are now.
Yeah, but the mod community had a decent following by 1995. By 96 people were making total conversions, and multiple wad editing tools were available.
Of course things are better/easier now. It's been 20 years. I don't care if they release mod tools 6 months after the game comes out, but much longer than that and they risk deadgame.
Snap map is great for cross platoform editing - and I actually think it's a good idea, but people likely aren't going to be developing their own level editors/dev tools this time due to increased complexity. Supporting the mod community is going to be a little more than just making your files editable like in the 90's. Hopefully they make the effort.
Remember that Carmack and Romero had to fight for modding tools for Doom, marketting was absolutely horrified by it.
I've seen some friends (completely unfamiliar with Doom) working on a GLOOME game and they've been talking about hacking the .pk3 so people can't open it, and if they do they don't see anything inside.
Fuck that. As long as I can help it, my own games will always be open.
Well if I ever get around to it I'll finish this one up and release it in FBX format... Right now though the wrist rigging is a little fucked up and I spent a night trying to fix it and sorta let it slide after that (not really a rigger). Then he just needs a texture and a spec and he should be good to go... He's been floating around from hard drive to hard drive for a while.
for me, they would always get into fights with the mancubi almost immediately, and lose. it was, indeed, some months before i even realised there were revenants up there - i believe i first saw them in a map editor, before i saw any evidence of them (such as their missiles) in-game.
They're interested in gamedev as a whole. They know of GLOOME as a tool, not the game it inherits from.
>what is it?
I'm not going to give a lot of details for obvious reasons but they're planning on a mafia/zombie-apoc game where the player is part of a family trying to keep the streets clean.
I think zombie-apoc is played out, but I'm not involved so meh.
>Remember that Carmack and Romero had to fight for modding tools for Doom, marketting was absolutely horrified by it.
this is overstating the case. between the two of them carmack and romero OWNED half the company (possibly more when tom hall left, I don't know the corporate details). it's not like "management" didn't want mod tools and they had to fight for them. the biz guy was a guy they hired and could overrule at their leisure.
Back when Skulltag was still a thing (I think during Skulltag 98c? near the end of its life), Aenima decided it was a super bright idea to corrupt the Super Skulltag PK3s in such a way that conventional ZIP programs couldn't open it, but Skulltag could still read it. Caused a real big stink back then.
7Zip opened it just fine.
Sounds neat, but they should probably connect with the roots of the tool, since they're outlook is pretty much the antithesis of it.
>I think zombie-apoc is played out
I'd agree with you if anyone had actually done it correctly yet. Day Z was a good idea, but in practice it's too subject to faggots. Still kinda fun. And L4D is a lot of fun as a coop shooter, but fails to capture the emotion of the movies it's borrowing from.
I have yet to play a zombie game that lets me hunker down in a house for hours arguing with my posse over what the next course of action should be. Dreading the increasing horde of zombies pounding on the walls and boarded windows. That's the coop game I want. A 4-8 player sandbox game where the AI reacts to everything in interesting ways. Where a so-far perfectly executed plan can go tits up because someone gets bitten, or decides to be a jackass.
In general I wish the AI were better in vidya, really.
I really, really hate everything about it. The uninspired, charmless art design. The dumb, dumb as fucking shit art design on some monsters (baron's face, mancubus face).
the stupid pinata mechanics. The "fight up to 2 enemies at once!" gameplay formula. The stupid fake hype they are trying to build around this bland, run of the mill shooter. the cramped corridor "arenas". Everything I have seen up to now makes me hate the game with a passion (reaction pic: Doom guy's angry hud face. Reaction sound: Doom guy's pain sound)
the violence is nice I guess and so are the weapons. Mantling is a nice mechanic but I hope you will have to use in large scale battles, but let's be honest here, this will be a "console first" shooter so let's forget action on the level of the best original or classic wad moments.
my prediction is this will be a fucking piece of shit game, but it will be liked by some because "it's a doom game".
I hope this game will not be as underwhelming as it seems but frankly I don't have much hope.
Fiddling with blurred slash animations for Demonsteele. These are all the frames for the first attack sequence displayed simultaneously. I'll try making a gif of it soon.
>GZDoom that is perfectly legal as a standalone engine after removing DOOM assets and code
Huh. Could you still create stuff with GZDoombuilder? Or would it need it's own editor? Does that mean they could update it to true room over room?
they went the absolutely most bland visual direction they could. This game is fucking insipid. Doom is just a name for these fucking retards at ID software. What is this generic shit. Even Rage had a somehow developed artistic direction
Maybe it won't be so bad?
I still think the guns are kind of ugly though.
While I agree with that, the fact that it's even being considered is a bit of a good sign on it's own, many devs wouldn't bother.
I mean, how many games are designed to facilitate modding these days? There's like Bethesda, and they probably only still do that because they expect the playerbase to fix their fuckups.
Not if they have content to provide.
It may be a pipe-dream, but say that Doom 4 turns out good (or at least not terrible), it'd be cool if they released a large DLC every other year or so, adding a bunch of new content, partially you'd be paying for the new single player campaign, but if Doom 4 has proper mod support, you'd be getting new assets to mod with, and to play new mods with.
Say they release a single player campaign that pays homage to the design aesthetic of Thy Flesh Consumed or Plutonia, with the difficulty spike to match, and then maybe restyle the weapons to have similar look to them as the original ones, just like icing on the cake
I'm not worried about it. If it's underwhelming we can always fall back on the originals, and if it's fun and gets proper mod tools it can be expanded upon.
I don't think the art is entirely charmless either. There are a few generic monsters, and it's a little too Blizzard style imo, but some of the environments look kinda neat, and certain monsters are well designed and look cool - I, for one, think the cacos are cool.
The super shotgun looks nice too, but him breaking it open without using the lever bothers me... And it feels a little less punchy than I was hoping. Still. Cautious optimism.
that's pretty funny. points for trying and being nerdy enough to figure out how to manually hack a zip file.
can't help but think skulltag itself being closed source would enable that kind of "protect your assets to keep control" thinking in its users.
>fight up to 2 enemies at once
Nigga, the first fucking level at E3 has at least 7 enemies on screen at certain points.
And that's only supposed to be like, that game's equivalent of E1M2.
As for "uninspired" designs, where the fuck are you even going with that? I mean, that part is just opinion, but seriously, how does this look charmless to you?
It's more fucking unique than anything I've seen in a shooter in the past 7 years.
wishy washy.... YES exactly, this describes the new doom to a t. Id software, the inventors of the fps, reduced to imitating the most bland halo experience they could imagine. WHAT THE FUCK! hate hate hate id software
"We at ID software are famous for inventing a genre and for making classic games that in many ways where never surpassed... so now we will return with the most generic wishy washy experience you could imagine.... you hyped yet?"
It's exactly like gzdoom except
A) no software renderer at all
B) some code rewritten to be GPL
C) some neat utility features
D) a sad rather than grumpy developer
So yes, gzdoom builder and slade are what you use to edit it. You can run doom2.wad just fine in it too.
>room over room
GZDoom does that already, but it's inconvenient and limited.
Here's the first, initial test I did of just three frames (twice, mirrored second time)
>I have yet to play a zombie game that lets me hunker down in a house for hours arguing with my posse over what the next course of action should be.
that doesn't sound like a game but more like an autistic boring waste of time so yeah that sorts of answer your question....
Talking about engines, I'd find it hard to believe that GldSource and Source came from Quake, which I mainly blame on how each engine is known for a different aesthetic related to their "showcase" game.
>multiple sector tags
That's a possibility? I only get a link to Doomworld thread from 11 years ago.
But isn't it a moot point? 3D floors still upset and confuse the poor enemy AI.
They look like mutated crustaceans to me.
Do you guys want to add the doom speedrun streaming community twitch team to the OP? It's probably the closest thing to an all in one place to go to find doom streams other than the haphazard livestream posts in the doomworld thread.
Some top players are not on the team such as
The two most active streamers lately have probably been Zeromaster improving his Doom 2 NM single segment record and my Doom 64 WMD speedrunning stream (twitch/grav), but maybe Dime or someone else will get back into shit soon.
Just a thought. Have a webm for your trouble, it's a new skip I recently found saving 40s or so.
>D) a sad rather than grumpy developer
>marrub working on GLOOME
>several decent games have already been released for the engine
>he knows that someone is inevitably to take the UNITY route and make some shitty scary horror game
>it will make headlines
>he knows that Mark is going to work on something half-assed on it for 2016
>he knows that game journalists will focus on it and worship it as the second coming of christ
>he knows that whatever work he does will never get proper acknowledgement
>he knows that every update GZDoom does down the line will only make the work even more tangled
>he looks over to the side, seeing a glass of liquor and a revolver
>for just a moment, a split moment, his eyes water
>"Not today, my friend."
>reluctantly he opens up the compiler and gets to work
>even if everything goes wrong
>even if everything breaks
>even if everything results in people screaming at him
>even if everything becomes insurmountable
>he did The Right Thing
>and with one simple step, the community made several leaps forward
and he's not Anthony Burch
>GLOOME game creation has become even easier
>it's not scray horror that's the hot fad right now, it's retro shooters
>Return of the Doom Clones
>Return of the arena FPS
>Return of the autism connected to that
>That's a possibility? I only get a link to Doomworld thread from 11 years ago.
Yeah, in UDMF. Only works in gzdoom builds from the last couple of months I think.
>But isn't it a moot point? 3D floors still upset and confuse the poor enemy AI.
Well it depends, large bridges and such shouldn't be a problem. Otherwise they're also very useful for lifts, roofs on hollow buildings lower than the sky, and decorations
>implying it's necessary
You could just agree too and hop on out. No zombie game has that "calm before the storm" moment where you're wandering city streets looking for dwindling supplies. Unsure if a zombie is resting in a dark corner.
Also they all work on the health system, where you're immune but could die. I want a "once you're bitten you're fucked" system. There are a lot of sacrifices games have made in the zombie genre to make them more like... games. What I want is a zombie movie simulator. You don't have to like the idea.
Since he described the state of the zdoom codebase I'm kind of shifting towards thinking that starting from scratch is a better idea than piling even more thinosed to how convoluted complex mods are). Like previously discussed it might actually happen if Kex becomes open source.
>And L4D is a lot of fun as a coop shooter, but fails to capture the emotion of the movies it's borrowing from.
I agree. Though at the same time I also want there to be a zombie game with good action, but I just never see anything that looks good at all. Zombies are popular, but there's really very very few current works that are interesting or good. Also, when I say good action, I want weapons to actually be powerful and useful, but at the same time, zombies and other enemies shouldn't be trivial and that it's just a horde game.
Also with exploration and inventory management, something that can also lend you a very lonely and isolated feel.
I guess I want something that kind of falls inbetween (old) Resident Evil and Doom
>I have yet to play a zombie game that lets me hunker down in a house for hours arguing with my posse over what the next course of action should be. Dreading the increasing horde of zombies pounding on the walls and boarded windows.
Isn't that pretty much The Walking Dead?
>That's the coop game I want. A 4-8 player sandbox game where the AI reacts to everything in interesting ways. Where a so-far perfectly executed plan can go tits up because someone gets bitten, or decides to be a jackass.
That could ALMOST work if you regularly play with a tight-knit group of players, but open online multiplayer would seriously just not jive with the kind of gameplay you want, I can tell you want immersion and randomly joining in with some chucklefucks online would just completely obliterate your immersion.
I think what you'd be looking for is a pen & paper RPG (which you can organize and play online, if you use streaming services and skype, I've done that).
>and he's not Anthony Burch
And thank god none of us are!
>Isn't that pretty much The Walking Dead?
a point and click with no puzzles... not what I mean. though it's entertaining to see the story unfold, it's kinda cringy at times.
>That could ALMOST work if you regularly play with a tight-knit group of players
Which is what I'd want it for. It would be nice to be able to solo as well without said chucklefucks 360 no-scoping you constantly. Preferably with supplies so scarce that they're not sniping you from across the map to get your spawn gear.
I guess it would be in a group you have might, and people watching your back. Alone you have stealth. It wouldn't be an easy game to make, and probably wouldn't appeal to enough people to get marketing bux. But it's a pie-in-the-sky idea...
really, if you wanted to fore-go the zombie shtick you could go with mutants. mutants aren't over-done imo, and can be horrible things. they don't necessarily have to be aggressive to be scary either. If they look up at you scared with human eyes and fleeting features that's just as bad.
Again, pie in the sky shit. But a man can dream.
I have. It's a giant 50 player deathmatch once you gear up.
I mean why make a project with such loose design goals? If their respective devs had focused on something that other ports don't really do there would be more reason to use them. I'm sure they're fine pieces of software otherwise.
Doom Retro I think is just a coder fiddling around and kind of wanting to show it off to people, but there's just no point to it existing for anyone but him.
3dge I think is just people who liked Edge back in the day and want that back, there's still some mods being made for it.
Hell, Immoral Conduct is STILL not ported to ZDoom, that's a selling point for Edge alone.
>though it's entertaining to see the story unfold, it's kinda cringy at times.
I agree. I kind of lost interest sometime after Lee died, where it just felt like the story kept shitting on Clem.
>really, if you wanted to fore-go the zombie shtick you could go with mutants. mutants aren't over-done imo, and can be horrible things. they don't necessarily have to be aggressive to be scary either. If they look up at you scared with human eyes and fleeting features that's just as bad.
That's an interest idea on it's own.
Could also be like it's a partially apocalyptic thing, where there's still lots of places where the world is kind of alright, but you as a player just ain't there (maybe he lived in a smaller town that was overwhelmed by whatever the fuck).
Maybe the player's goal is to make their way somewhere where there's still civilization
Was wondering how many of you play Doom without crosshair and without autoaim, while having mouselook on?
Crosshair never felt right for me in Doom and I got really used to aiming without it. Centered weapons definetly help.
I think it will be a decent 2 time playthourgh kind of experience, but it will not have the endurance, following, modding compatibility, re-playability as old faithful.
FPS has been dead for a while and this will be one of those failed defibrillator attempts on it, just like all throwback FPSs have been the last decade.
desu I hate when fans of old games want new ones remade. I am of the opinion that what gives a specific game a specific quality is the specific tech used. New tech will completely change the experience, like it gets weird when you intentionally reimplement what were originally bugs (bunnyhopping -> strafejumping, SR40 SR50 are going to be gone etc.)
I mean if you have checked out Homm 3 HD and AoE2 HD you will realize how retarded the "omg old game sooo cool I just wish they would release the same game with better graphics" mentality is.
Why don't people have a more evolutionary perspective, why not make something good and new, that doesn't fit into vogue indie or AAA conventions? Do you think we would have had Doom if id was all "some fan wanted us to re-release Commander Keen with updated sprites".
I welcome franchises rehauling on their iterations, I am not a canon-whore, if the experiment fails then I will just "nostalgia-fag". I use the term in jest, because it just means I am sticking to the success and ignoring the flops.
It does feel less punchy, and it reloads too fast. I don't like that.
I don't think it's charmless.
>the dumb, dumb as fucking shit art design on some monsters (baron's face, mancubus face).
They are reimaginations of the originals. Yes, even the mancubus. They're dumb because the originals were too.
>The "fight up to 2 enemies at once!" gameplay formula.
But that ain't true.
>the cramped corridor "arenas".
Did you see the hell gameplay?
Also Doom had a lot of corridors too.
it is less what you say, and more how you say it. bluntly, your writing style is annoying. no one wants to try to discuss with someone who sounds like a 12 year old having a tantrum.
>Doom Retro I think is just a coder fiddling around and kind of wanting to show it off to people, but there's just no point to it existing for anyone but him.
The great fervor with which he begged for donations a while a go speaks against that.
>3dge I think is just people who liked Edge back in the day and want that back
That sounds reasonable. But the work that's being put into it now seems to be a bit unfocused and all over the place.
>Could also be like it's a partially apocalyptic thing,
As in plain apocalyptic rather than post-apocalyptic? Rarely see that on a more personal rather than "save the world" scale in video games, or movies for that matter.
>Could also be like it's a partially apocalyptic thing, where there's still lots of places where the world is kind of alright, but you as a player just ain't there (maybe he lived in a smaller town that was overwhelmed by whatever the fuck).
>Maybe the player's goal is to make their way somewhere where there's still civilization
I could get behind this. Where much of the world is a quarantine zone, and everyone else is just waiting it out... I'd play that.
>Was wondering how many of you play Doom without crosshair and without autoaim, while having mouselook on?
I play with crosshair, but I turn off auto-aim and just use freelook because I hate the feeling of auto-aim in any FPS
>Crosshair never felt right for me in Doom and I got really used to aiming without it. Centered weapons definetly help.
I used to prefer angled weapons, but as time went, I began preferring centered weapons for Doom, it just feels like a better fit (and is easier to do Decorate for).
I do like a nice reload animation where the gun is briefly lifted up towards the side to give you a good look of the weapon.
I use a basic dot crosshair because it's small, isn't obstructive and gives me the proper, basic (yet very clear) idea of what I'm aiming at.
>As in plain apocalyptic rather than post-apocalyptic?
I was more thinking like lots of city and lots of countryside and nature being all fucked up, but large parts of the world still being fairly fine.
Like maybe a 3rd of the world is currently very fucked, and any progress towards either way is at a standstill. Life goes on for people who didn't live in the fucked zone, and nobody really knows what to do about the whole thing.
I guess like a suspended apocalypse?
uh sorry for the broken sentence in the post you replied to, my cockatiel ran across the keyboard when I was typing and apparently erased half paragraph.
>Even basing something off of the original DOOM source code would be better. Just anything but tacking onto another port of the game.
A doom64ex type of deal where it just loads data from the wad into a completely different engine might be a preferable option. It could even be a real 3d engine that can generate 3d maps from UDMF or something.
I disagree with how he put it, but things like an exposed brain on a walking quadruped platform, that's visually striking but it doesn't take much thinking to consider some outstanding flaws.
Yah. The idea of the goal being to just get out is what feels good to me. No cure, no saving the world. Just surviving and making it to a quarantine zone. I'd make the distance you have to travel be pretty far too, with little or no gas to facilitate the travel.
Alright. Good plan. How do you want to put this team together?
>Revenant is just ok.
take that back
the Revenants look beautiful
Jump is haram if the level isn't designed for it (unless you're dicking around in a megawad you've played already with a gameplay mod or something). It also allows you to jump over human sized monsters which is bullshit. Crouch similarly messes with the AI and allows you to dodge things you shouldn't be able to.
Freelook is fine in my book and only enhances the doom experience.
>doom 4 is being developed with controllers in mind.
As long as you dont skip stuff i dont see any problem anon.
here is how you do it, put jump on mouse3 or some other key that is close but you don't usually use, use alt for crouch, replace the previous crouch and jump buttons with fly up/down, this way you can fight the urge of jumping while still having a jumping button when necessary, and wads that require crouch are usually very few, mouse look is fine sometimes since some weapons aren't designed to work well with auto aim
played that map long ago but sadly don't remember much about it now
but i do feel tempted to say there was indeed a section somewhere where you died for no real reason whatsoever and thinking how bullshit it was now
>typed in doomsday engine
>the engine turns doom into quake
don't know how i feel about this.
Revenants are fucking annoying. They shoot homing missiles at you.
Those features are available in other engines as well. Doomsday to my knowledge is the only one that can do super widescreen though.
Not my video, but I got it to work in windowed mode, but in full screen it just shit up for some reason.
From the readme file within:
>Goddess is "Belldandy" & "Skuld" and "Urud". It's true!!
>I love "Belldandy". She is my wife. "Belldandy" is super Goddess.
>"Ah! My Goddess" is Japan ANIME. Special thanks to "Kousuke Fuzisima", and "Koudansya".
>Mmmm....Love Love Love Love Love Love Love...."Belldandy"! :-)
>My wife is super Goddess. Her name is "Belldandy".
>I can get along with the Goddess.
>My name is "YUKIO IDE". *( Waizu )
>How are you getting along?.
>I live in Japan, and I am played "DOOM" very hard day after day.
>I want on talking about the "DOOM". "DOOM" is very great!.
>Now!,I am working on the new plan. It is a very good.
>It is a Goddess WAD. I am author now. About next WAD?.
>I will never forget "DOOM" as long as I live. Thank you id software.
>I am sure of id software's success.
Pic related, a screenshot of the map. Pretty shit desu, but the description was too hilarious to pass up
>play with ketchuptest4 for the last months
>nice blood splatters on walls ceilings floors the occasional body explosion by stronger weapons
>load the same wads etc today
>full brutal doom ketchup, bodies explode with pistol fire, framerate drops, too much gore, not fun anymore
I spent a bunch of time today learning how to make a map. Made the first part of my first map.
Holy shit it's awful. Like, when you play it it's pretty obvious I have no idea what I'm doing
had fun though maybe I can keep with it and get better
>given viewbob and the way weapons sway back and forth, though, cropping might not be a very good idea
Well it has to be croppped unless you want a disembodied hand floating in the middle of the screen. I only approximated the crop to make it appear like it would in-game due to the offsets of the image lump(s)
does it have wall splatters?
i like when you shotgun the satanists and the blood splatters behimd them on walls and ceiligs according to the angle you shoot
i also fpumd enjoyable so far the occasional flying bodies when they stand on the edge of a drop. i laugh when i shotgun a satan on top of a wall ans the body flies towards me on my feet.
>Doomsday to my knowledge is the only one that can do super widescreen though.
This is looking really good, thank you!
>Well it has to be croppped unless you want a disembodied hand floating in the middle of the screen.
A larger crop for me would be a lot more freedom of movement, actually.
One of the big troubles with a 320x200 crop (outside of the obvious widescreen implications) is that there's not a lot of room to move the individual frames, since animations in-game tend to look different than animated gifs.
This is especially prominent with Shihong's Tiger saber, where a couple moments during the animation for a very brief tic you can see the top of the blade cut off on the top of the screen.
>A larger crop for me would be a lot more freedom of movement, actually.
I PM'd you but I might as well ask here, this means you're okay with me changing the animations around and shit as long as I keep the frame count/state the same?
Also, if the original sprites are sourced from higher def ones it would help a lot if it could get hold of them.
Sorry, I hadn't checked my PM box today. But yeah, please feel free to tweak the animations and frames, what matters is the frame count.
I'd imagine the upper slashes would be the priority, I never liked how they looked.
As for if the original sprites are sourced from higher def...well, actually no. There is actually a grand total of three sword sprites, simply rotated into position and hand sprites put on top.
Here's a hand sheet along with all of the rotations of the sword. The hand sheet is actually slightly outdated, but all of the frames relevant for glorious nippon steele should be within.
what model pack is that? It looks marginally better than the one I'm used to seeing.
Ah, great. Thanks a lot for the sprite sheet, it will be extremely helpful.
>There is actually a grand total of three sword sprites
..that's actually great news for me. Means I can make the blur effects in advance and just warp them around for each frame. I'll message you when I've made some reasonable progress (still no promises lol)
Anyway as a 'the more you know', photoshop's 3d tools are pretty great for turning a simplistic sprite into a posable 3d object to draw over later. Pic related, took like a minute to make.
you just make a selection and click the arcane french spell in the 3d menu then play around with the sliders.
You can do it with vector graphics in illustrator too, where you'll have more options for FOV and shit
Yeah it's not really useful for anything but paintovers or getting properly shader spheres. Illustrator's 3D can at least do some neat things with text, but the interface is horrible.
If you could combine two wads into one megawad that affects, balances and supports both at the same time, which ones would you pick?
I would go with samsara's randomizer with colorful hell, either that or colorful hell with doomrl monsters, just imagine the thousands of possible enemies you could face
I just picked up Doom for the SNES; I wasn't as impressed as I thought I would be. I know the SNES version is just a port of the "real" game and they needed to make many compromises, but I cant help but feel that the whole time, I wish I was just playing Zero Tolerance on the Genesis.
Is this a typical thing, or do I just have shit tastes? (or both)