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LAWFULLY DOOMED

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Thread replies: 573
Thread images: 149

File: hueg guts.jpg (278KB, 800x407px) Image search: [Google]
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DOOM THREAD / RETRO FPS THREAD - Last thread >>3787218

DOOM/II/ULTIMATE/FINAL/64
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME...
Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

== /VR/DOOM COMMUNITY ==

IRC
irc.zandronum.com #vr (key in faq)

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K
>>
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=== CURRENT EVENTS ===

[Highway to Hell] Second phase of mapping has started! Ends on Feb 28th
>>https://warosu.org/vr/thread/3757618#p3759223

[Til 4-1] QUMP is still going!
https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit

[Til 3-15] Dropbox will be dropping support of public folders in mid-March

=== NEWS ===

[2-11] Chocolate Doom to use SDL 2.0 in 3.0 beta
https://www.chocolate-doom.org/wiki/index.php/V3.0_beta
https://github.com/chocolate-doom/chocolate-doom/blob/sdl2-branch/NEWS.md

[2-10] Modding Nu-Doom made possible
https://www.reddit.com/r/pcgaming/comments/5t1z8l/doomextract_updated_modding_is_possible_again_and/

[2-8] gdxBloodCM Progress Video #6
https://www.youtube.com/watch?v=pzvLXWZlE3Y

[2-7] Two brothers are remaking id's mobile DoomRPG games into GZDoom
https://www.doomworld.com/vb/wads-mods/87871-wip-the-ids-rpg-series-coming-soon/

[2-5] A beta release of the Joy of Mapping 3 project is live
https://forum.zdoom.org/viewtopic.php?f=42&t=55034

[2-4] Sgt Shivers and Yholl to do some megawad-themed weapon packs; Ancient Aliens, JPCP, and BTSX
https://forum.zdoom.org/viewtopic.php?p=975429#p975429

[2-3] TNT Revilution Beta released
https://www.doomworld.com/vb/post/1551971

[2-2] Lithium 1.2 released
https://forum.zdoom.org/viewtopic.php?f=43&t=54904

[1-31] RIP Jan Paul "Mr. Elusive" van Waveren, long-time Id programmer/Carmack associate
http://www.shacknews.com/article/98848/jan-paul-van-waveren-programmer-for-over-three-generations-of-id-software-tech-has-passed-away

[1-31] Noclip interviews John Romero
https://www.youtube.com/watch?v=AJqWA3UPsPg

[1-31] D4T (the diet D4D fork) has been updated to v1.0.1.1
https://forum.zdoom.org/viewtopic.php?f=43&t=54750

[1-31] WIP: GZDoom to get Doom 64-style gradient sector colouring UDMF
https://www.doomworld.com/vb/post/1711113

===

PROTIP: If you would like to submit any news or your personal map or mod releases here, please reply/backlink to this post.
>>
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H-D44M when?
>>
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I'm working on this attack to make it more dramatic and powerful feeling
>>
people seeking entitlements should face doomguy when he just recently had obtained a berserk pack

https://forum.zdoom.org/viewtopic.php?f=19&t=35489
>>
>>3792538
Quake Injector has been updated: https://www.quaddicted.com/tools/quake_injector

You need to update to this version in order to continue using Quake Injector, since it now uses HTTPS.
>>
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>>3792571
added a slight random delay between getting killed and actually coming apart
>>
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Welp, after trying literally every possible way of making an ACS fear system I give up. It'll either melt a processor or just plain not work.

Then I kept playing plutonia for testing and got rekt some more.
>>
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Hm
>>
>>3792607
Hey that's something pretty cool you're working on, anon.
>>
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>>3792659
>>
>>3792674
Just toying around with some sprites, might have something small planned in the future for you guys.
>>
>Fanta Base not at all included in the Vinesauce contest.

Okay, guess I can finally upload it to the archive.
>>
I just downloaded WolfenDoom - Blade of Agony and holy hell is it awesome.

I have never seen this level of detail and quality. I honestly am so bored of the WW2 genre, having been saturated by it earlier, but this is so much fun.

I'm amazed at how this surpasses AAA titles in many dimensions, especially graphics. The night skies were as beautiful as anything in GTA V or Far Cry.
>>
>>3792681
Was it late or something, that would have gone pretty well
>>
>>3792686
Basically, you had to upload the WAD through some sort of Twitch frontend. For which you need a Twitch account. The thing however is that it needs to be older than 24 hours. Which they never stated in the thread.

I did post an upload link the thread explaining my problem, but I never got an answer by the mods. So I was basically left in the dark for almost half a year.
>>
>>3792682
>The night skies were as beautiful as anything in GTA V or Far Cry.
lol
>>
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It'll be a bit before I get around to making these guns a reality but making the idle sprites sure is fun
>>
>>3792681
Link it when it's up.
>>
>>3792687
This whole shituation perfectly encapsulates Joel.
>>
>>3792682
hi scuba
>>
>>3792702
I don't even think he had a lot to do bar laying down the rules and then playing the WADs. The mods had to go through each WAD submitted and checked for functionality/troll attempts. Which makes me wonder just how many we never saw.
>>
A dual-currency F2P gachapon of Doom monsters and characters with rock paper scissors gameplay
>>
>>3792682
>I'm amazed at how this surpasses AAA titles in many dimensions, especially graphics
and plays just as bad as one.
>>
How critical are using color palettes?

Is using color palettes moreso a design choice to constrain the artist to a set of colors, rather than a necessary step in refining your textures and sprites?

I've started composing textures and drawing sprites but I'm doing this in Photoshop with little care to color palette, knowing I could import these as PNGs and everything would work.

Should I use something like Aseprite to finish these images?
>>
>>3792709

I'll admit the grenade throwing isn't working for me, nor IDCLEV, but perusing the assets in SLADE is pretty amazing.

I'm intrigued by all the high-tech space stuff, the prisoners of war.
>>
>>3792727
oh yeah, the mod might be pretty lackluster in terms of gameplay, but it does look neat
>>
>>3792726
Depends on if you want it to match the colors exactly and have the exact same low color look.

It's weird to see a high color texture with fine differences in hue and value next to the original low color textures though.

I don't know how Aseprite works into this problem, Photoshop has an indexed color mode and you can export indexed PNGs from the Save for Web dialogue.
>>
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My inability to make super shotguns is still apparent
>>
>>3792757
It might look better if you applied some perspective by shearing each barrel to the side a bit.

Trace out some single-point perspective lines locked to the base of the gun first so it all lines up.
>>
>>3792757

It could work if its meant to be a bullpup style.
>>
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>>3792763
You mean like a stubby, short SSG? Because this wouldn't be the first time I've made a shorter SSG
>>
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When you're editing a monster sprite, do you edit each sprite individually or do you package them into a patch work so you can reference how other frames looked?

I'm curious about how different everyone's doom monster/asset/texture drawing workflows are?
>>
>>3792768
Put them all in one frame. Doing each individually is fucking insane, you might as well tear your fingers off before starting.
>>
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>>3792768
Individually, but with each sprite having its own layer
>>
>>3792773
>very aaaaaa skeleton punching at incredible high speed.png
>>
>>3792776
>>
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>>3792771

Thank you!

>>3792773

I love this!
>>
The more I play Plutonia with this mod, the more I feel like a battered housewife.

At least I can still get fear working without ACS.
>>
Does anyone know what could be causing my droplets to have non-translated blood for cacos and nobles?
https://forum.zdoom.org/viewtopic.php?f=19&t=46509
>>
>>3792793
i wish my dad could have played this before mom left
>>
>>3792793
Honestly, whenever I hear about your fear mechanic, I imagine it being used in a XCOM for Doom mod.
>>
>>3792768
I put each frame in a separate folder in a Photoshop document, each named after the final frame (ie. POSSA2A8), so that I can use layers and such. When I'm done, I use Photoshop's export options to create a PNG of each folder, with the proper name, one SLADE offsetting away from being ZDoom-ready.
>>
>>3792793
What weapon sway are you using for your guns?
>>
>>3792796
:^) 2reel4me
>>3792798
It is kinda like that, even in the entrance to this level if you kill 3-4 of the 6 imps that attack you right away within ~2 seconds, the other 2 have a good chance of getting freaked out.

I'm still working on the group recovery mechanics, but it shouldn't be too hard.
>>3792803
Weapon.BobSpeed 2.75
Weapon.BobRangeX 0.25
Weapon.BobRangeY 0.4
Weapon.BobStyle Alpha

I've also got them set up to bob while firing, which involves calling A_WeaponRedy on every frame with non-zero duration.
>>
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When youre designing a map, how do you build non-linearity?
>>
>>3792140
>>3792151
>>3792184

what is bdmonsters, how is it different from ketchup, and where do I get it?
>>
SJ WAD WHEN
>>
>>3792864
Well we got some Shin Megami Tensei models on http://models-resource.com/
>>
https://www.dropbox.com/s/q3c23qqlzp7bi28/fleshcrystal.wad?dl=0

I'll post what I have for now; most of the work is going to be hand-crafting all those autistic crystals.

Give feedback, recommendations, suggestions, the works.

It's based loosely off of the Naica Mine crystals
>>
>>3792876
You can change dl=0 to dl=1 and it'll start the download immediately.
>>
>>3792876
intended sourceport?
>>
>>3792886
Only tested in GZ.

The spawn area is eventually going to lower down ala a proper elevator into a 980-feet-below-the-surface-air-can-kill-you cavern should.
>>
>>3792876
>>3792886 (me)
bah, you could have saved me a minute by saying it was for zdoom / in udmf
>>
>>3792876
I don't see any crystals.

There's some weird shapes of flesh at the end though but they're definitely not crystals.
>>
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Kinda hard making cloth wrap when it takes a minute to render it with each change.
>>
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>>3792902
>what I have for now; most of the work is going to be hand-crafting all those autistic crystals.
Anon, I...
I...
I thought you were a MARBFACE

The crystals come later (after the rest of the map to make sure everything's solid before i start sperging on the crystal details) so I guess it's just "MAP"

Original idea didn't include the marble temple thing. No clue why it's in there now.
>>
>>3792902
If you want to know what the crystals would look like (i do want to make them look a lot better/transparent/fractured/whatever, so consider these the conceptual crystals) see >>3788757 >>3788936

It's just hard because of how few times i've seen them (read: never) in doom wads and don't have reference for good ones.
>>
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>>3792907
Oh okay. The starting area is cool and tells a story. The platforming at the end is annoying. The combat is pump rockets into the doorway.

Concept: Not many enemies in the marble temple thing, you barge in and surprise them, and when you kill off enough inside reinforcements spawn outside.

Some items are inside the steps instead of on them at the marble face.

>>3792910
You're thinking too hard about it, don't bother with transparency and make some rectangular / octagonal / hexagonal prisms with sharp tips or flat tips depending on what crystal you want and then use a texture with shiny edges.
>>
>>3792915
How the hell would I get them to go in through the intended doors?

Platforming is temporary; as you can see, zero work on the "flesh' area yet, amusingly.

Many monster spawns will be added (archviles aplenty when yellow key, spawns of limited variety (i wanted to use only non-mechanical enemies, and only wanted to have low-tier/animalistic enemies outside and 'nobles' inside, hence the twin baron throne things) and you will need to go through the map proper when it's rigged up.

With the starting area, I'm going to try to rig up a bunch of pumps/pistons/whatever, alongside various research bits.

I'm attempting to do this solely with stock doom2 textures (doom 1 textures would of been a nice addition but they're not in the iwad, and this will likely increase my mapping skill in terms of output, not speed)

I wanted the spawn area to be cramped at least; this should make some sense considering that stuff needs to be there to run the elevator.

I wanted to use some techpillars creatively

All in all, the points of this map were:
1: Effective use of lighting and slopes
2: Effective texture use
3: Effective THINGS placement, and/or interesting THINGS usage.
4: Create a visually unique and appealing map theme/concept (hence the 'fleshcrystal'- the flesh thing will have it's own, differing crystals than the rest of the cave) that other mappers can use as an inspiration base
>>
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>>3792910
Deus Vult II map12 used custom textures
>>
>>3792925
The idea of using the techpillars in unusual ways was more of a spurn through a quick architectural run through CC4's 'shaman's machine' which uses them as a sliding door on a scrolling floor.
>>
>>3792930
See, that's the problem. I didn't want to use the DVII or Zoon crystals- because they were textures and not physical map geometry; which is why I couldn't use them as a base.

There will hopefully be this kind of crystal, though.
>>
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>>3792925
The Wolfenstein door has a nice gradient. With some TEXTURES work you might get a tiling gradient you can seamlessly loop around a texture.
>>
>>3792935
Actually you could sample a 1px wide slice and wrap it around so it's a horizontal gradient instead of a 45-degree and it'd look like the top is glowing.
>>
>>3792939
i understood little of that but i'll give it a shot.

The only ones I forsee being a problem are the diagonal ones

Also going to try to have multiple colors and shapes of said gems
>>
>>3792905
You using some kind of a displacement or why is it taking so long?
>>
>>3792846
bdmonsters is everything from brutal doom apart from the character and weapon changes so it can be used with other gameplay mods that leave the monsters vanilla

here is the video of the newest version, previously it was called BDLite

https://www.youtube.com/watch?v=foLkro9ZYtA
>>
>>3792947
High subdivision for a displacement, bit of blurred reflection on the cloth so it fits in, ambient occlusion, environment lighting using an HDR image, reflections set to 3 levels, and old laptop.

Could just disable all of that to see it but I already closed it for the night.
>>
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>somebody mentions the summoner
>uses female pronouns
>>
>>3792960
what did he mean by this?
>>
>>3792962
context: people keep saying the summon from nudoom is female for literally no reason.
>>
>>3792963
feminine proportions?
>>
>>3792968
gigeresque designs often have curvy body shapes and elongated limbs so I don't see anything leading to it

besides, wouldn't hell be sorta adamant to having actual females and not showing boobs or any sort of explicit imagery to impose their demonic femininity or some shit
>>
>>3792973
I don't know. Maybe doom2 will have jiggling tits on demon?
>>
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>>3792976
Goat women?
>>
>>3792976

please don't let the sequel to doom iv be called doom ii

it's confusing enough having two games with the same name, we don't need two pairs of games with the same problem
>>
>>3792538
Posting an update for "Circles Of Demons", it's a bit of a little update, and more centered around the story part.
http://www.moddb.com/mods/circles-of-demons/news/reworking-on-panels
>>
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Okay as long I didn't neglect something else, Blaz now has a proper draw/sheath animation when selecting and deselecting the sword. I might make Blaz power the sword down automatically if you switch weapons if it's powered up, if only for the sake of trimming down some of the tokens the game has to keep track of and to make sure my brain doesn't burst into flames trying to keep track of all these ready states
>>
>>3792983
DOOM 2: CONFUSION ON HELL
>>3792981
Momma Fem-barons
>>
>>3792990
make the sword do a little flash effect when it returns automatically
>>
>>3793009
I probably should have it blink out of existance like the hammer does.
>>
>>3792990
>Fuck you, sword!
>>
>>3792990
Stop abusing that sword. You WILL regret it!
>>
>>3793016
Look, Zarach is a fucking source of near endless light energy that's taken the form of a sword, it can handle being tossed around.
>>
>>3793017
You're not.
You won't.
here comes my bony fist asshole
>>
>>3792983
>Twoom
>stylized as 2oom
>>
>>3793026
>2oom
IMMORTALITY
>>
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Ah fuck, I don't want to look through all these different forums! I liked having all the latest updates in one spot. Now it's a hassle to check or be aware of anything.
>>
>>3793031
>>3793042
>>3793045

and i just realized i had a brainfart and meant the bookmark feature

subscribing still works for this purpose though, so long as you don't mind spam in your e-mail
>>
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>>3792876
Neat map, I like the concept you're going for

I wouldn't use FLOOR1_1 all over the base as the repeating texture looks tacky, especially when you already have that awesome embossed UAC symbol - use FLAT14 instead

Pic related happens on software mode (right side) when I think you wanted the effect on the left side which I did by drawing a 32x32 square on the ceiling above the tech pillar and raising by one unit

Having those friendly marines start outside creates a silly scenario where none of the monsters are alerted while they are being gibbed by the endless rockets. Shooting at the player spawn point does alert them so maybe you can force the player to shoot somehow, such as a "broken" switch for the first door that only works by being shot at

The gameplay isn't too fun as hellknights/barons aren't threatening on their own, the first marble room was however, as it was just the right size for a rocket battle - not too large that it becomes a cakewalk and not too small that it is frustrating, add a couple of pinkies between the hellknights and maybe a knight at the opposite door facing the player and see how that plays

Same issue with texturing here as the base - you rely too much on DEM1_5. Marble textures are among the most interesting and there's plenty of them, I'm sure you do better anon

Some work to be done but all in all its not much and you'll have a decent map soon enough
>>
>>3792983
>>3793005
>>3793026
>>3793030

doom42
>>
>>3793080
The answer to Hell, the Demons and everything?
>>
>>3793081
I,D,D,Q,D -> 9+4+4+17+4 = 38

damn I thought I was onto something there.
>>
>>3793083
D,Q,D -> 4+17+4 = 25
25 -> 52
Action 52
>>
>>3792954
In an earlier version of Modo which I use, I had a high subdivision displacement with Catmull-Clark turbosmooth. It actually managed to bluescreen my PC when trying to bake normal maps because the geometry cache for the subdivision took literally all of the RAM and the OS couldn't function anymore.

Why not have a temporary separate UV and bake the ambient occlusion and lighting to a static texture so it doesn't need to recalculate it constantly? It doesn't sound like those factors would be changing constantly that much.
>>
>>3793085
A L L N E W
A L L D I F F E R E N T
>>
>>3792983
It's probably going to be Doom: Subtitle, or Doom 2 with an arabic numeral since the original Doom 2 is actually Doom II.

...or they're somehow going to try to implement the roman numeral II into the two o's in Doom, like how Quake 2 just added an extra nail into the q. Isn't it weird how one of the best sequel logo styles is from a franchise where the sequel has nothing to do with the original? except if the Makron really was Shub-Niggurath's minion
>>
Blood 2 is only shit because of the engine
>>
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>>3792864
There's kinda already one, but it's not finished.
https://www.youtube.com/watch?v=1KctqwefwV4
>>
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>trying to make a knuckle crack animation using baratus hands
>no luck
>mfw
>>
>>3792934
Zoon crystals are things placed around the level.
>>
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MORNING BOYS, IT'S SATURDAY, YOU KNOW WHAT THAT MEANS

REV UP THAT SCREEN RECORDING SOFTWARE, OPEN UP YOUR PHOTOSHOP, OR GZDOOM BUILDER, I DON'T CARE, WATCHA WORKIN ON?
>>
>check out what multiplayer mods are popular every now and then
>it's always "complex doom" followed by cutman mikes "mega man" crap and "ghouls vs humans v99999 with obsolete and way too many similiar classes edition"
Did the zandronum community run out of ideas?
>>
>>3793180
No Who Dunit?
>>
>>3793102
call shivers
he already did stuff for you earlier didn't he?
working on final doomer, he's on a roll making sprites, so now if ever would be a time to ask
>>
>>3793189
The guy's recovering from some eye surgery right now, so I'll have to take another whack at this tomorrow

>>3793191
I hope Zandy 3.0 going public starts a new wave of multiplayer mods being played
>>
>>3793193

there's a lot of GDZ wads that would be great if played in MP

KDiZD would be less boring with MP
>>
>>3793196
KDiZD is the shittiest wad i ever played
>>
>>3793197

it has a lot of wasted potential, but its locked in a intricate, large and boring level design

DoomOne and Dtwid did it Better, and even added new locations
>>
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>>3793175
effect for double jumps
next need a dash effect
then a teleport effect
then make some fucking guns
>>
>>3793206
What is this anyway?
>>
>>3793197
>KDiZD is the shittiest wad i ever played
ZPack is worse, both in trainwreck level design and wasted potential. Even Thunderpeak uses those shitty fucking guys who leave timed fragment grenades behind when they die, like how in the fuck did even the good mappers in the project mess everything up.
>>
>>3793197
It's alright as a tech demo but damn is it awful to play.
Also those fucking metal borders that guy adds to everything.
>>
>>3793213
an expanding ring + downwards jet from the players feet on double jumps
>>
>>3793257
I meant the mod itself
>>
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Just played blood for the first time
mfw all that fucking hitscan
mfw night vision doesn't work
mfw it's kicking my ass on medium difficulty
mfw the health pickups seem to be RNG based
Why's it so hard? even douk held back the difficulty until the fourth episode
>>
>>3793295
Game lasts longer if you can't beat it
>>
>>3793295
Are you using bmouse with it? Also, crouching helps against the cultists.
>>
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IT'S OUT
> So it was impossible for me to persevere with Doom in 1994, and I still can't do it. I stand aghast therefore at the news that recent years have seen the rise of Doom hipsterism whereby a (thankfully) small but significantly loud playerbase not only still plays and autistically replays Doom to completion in this day and age, but even develops so-called "WADs" — whatever that's supposed to be — which somehow — horror of horrors! — extend the game's longevity! Now I've no idea what a "WAD" is and have deliberately avoided finding out — I am sure it is something beyond stupid, and I've resolved to die without knowing what it is. So please spare my poor brain the knowledge of yet one more rank subhuman idiocy, and refrain from telling me about it. But it's obviously either new "levels", or, even worse, modified versions of existing ones, and it blows my mind that there are people in 2017 who prefer such garbage to the wealth — and even glut — of modern and immeasurably superior FPSes that exist. So we are not talking about poverty or ignorance or even extremely narrow tastes anymore, but about sickness pure and simple (if poverty and ignorance and narrow tastes were not already a sickness, to an extent, when viewed from a higher perspective, which they are), and if you are involved with this scene in any way, shape or form I can guarantee you that you are autistic — that a certified medical professional would place you somewhere on the autism spectrum and that your "WADs" would be his very diagnostic tool.
http://culture.vg/reviews/videogame-art/not-art-doom.html
>>
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>At the same time, seeing as pure autists prefer Counter-Strike today — and with good reason, since especially over the longer-term it is a much superior game — you are not only autistic but a hipster to boot. Your preference for Doom over the clearly superior CS — at least as far as longevity is concerned, because for the first few hours Doom is better than CS — is a reaction to CS's popularity and the popularity of modern FPSes, and that's why you arbitrarily pick an older title and apotheosize it: to earn your hipster brownie points. This is what hipsteroautism is, then, otherwise known as autysmal hipsterism (which should go without saying is still better than "indie" hipsterism, since the autists are at least playing Doom, compared to the unplayable garbage the fags are playing).
>>
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> That was Doom then: aesthetically far superior to Wolfenstein, since it no longer looked like smurf vomit, and significantly improved mechanically; but still with no levels or setpieces or a higher artistic vision beyond "here's some dungeons; shoot some creatures", which even 2D games of the '90s had long managed to move beyond. Doom then was the single-level demo to Wolfenstein's tech demo/prototype, and it was good for what it was; certainly good enough for me to have recommended it to people, if I'd been reviewing games back then, and given it a 4/5, at least for its first few hours, according to Insomnia's rating scheme. But the crucial questions remained. Would id ever learn what a level is? Would they ever hire any real visual artists? Or would their games remain forever condemned to design paradigms that died — and rightfully died — with the '70s? id's wonderful adventures in the land of game development would continue with Quake three years later.
>>
On why Doom had no level design:
> And that's the thing with Doom that I wouldn't have been able to to grasp if I had cared enough back then — which of course I didn't, since I only tried it for a minute or two before giving up and doing something else instead: the damn game didn't have levels any more than Wolfenstein had! No levels in a videogame in the mid-'90s! Still every screenshot of the damn thing looking exactly the same as any other! Did id people play any games at all besides their own? It's highly unlikely. They didn't even seem to know what a level is because it would give you a new level's name on the screen while still being the same fucking level! People today have even been brainwashed (via inveterate pseudo-criticism and relentless googling) to think Doom was a masterpiece of level design and Romero a master level designer. Well, if going nuts and autistically copy-pasting identikit corridors all over the place in a level editor all day long counts as "level design", maybe. But it doesn't. Level design is what The Super Shinobi has, which starts off at the ninja village, and then moves on to the waterfall outside the village, and the city, and the nightclub, and the military base, and the transport plane, and so on all the way to the Neo Zeed labyrinth complex at the end — NEARLY A DECADE BEFORE DOOM'S RELEASE. That's level design: distinct levels, but connected by narrative logic. And the corridors and staircases and ledges in the levels come AFTER you have decided on the type of environment you are designing, which decision of course is dependent on the narrative, which presupposes that you have one. This stuff matters ridiculously more than where a particular ledge is placed in any given level. And I couldn't give less of a fuck how well your stupid ledges are placed if the environment you have designed is so drab, monotonous and boring that I get depressed by the mere thought of spending any time there.
>>
>>3793259
hopefully a fancy movement system + akimbo gunfu w/cyborg powers
>>
>>3793308
I don't really care whether a game is "art" or not, but I think he's mixing up level design and scenery.
>>
>poting icycalm on /vr/ ironically

I thought cringethreads were /v/ only.
>>
>>3793303
Is this supposed to be ironic?
>>
>>3793325
Sadly, we share an entire letter with /v/.
>>
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>>3793335
no, it's genuine stuff, I'm only posting it ironically
>>
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>>3793323
Doom has level design, but very little level art. In contrast, setpiece corridor shooters like Call of Duty have level art but almost no level design. Doom3 frequently suffers from the same problem. But games like Half-Life, Thief, and even the original Resident Evil have both, as well as D44M. If you look at the mansion in RE1, it's a maze like the levels in Doom, but each area was designed to look like a place. You go around the place fighting enemies and using items to access new areas. Exactly like Doom1, except the visual appearance of the areas actually make sense.

I don't think anyone would dispute that the levels in Doom and Quake are well made, but people who say that the level artistry is missing actually do have a point. Those games do suffer from technological limitations however, and not everything could be thematically decorated to give levels a sence of place. Oh wait...
>>
>>3793341
>pic
I may be laughing on the outside...
...but inside I am dying.
>>
>>3793341
>Third millennium
>You have the ability to check spelling and meaning of every word anywhere with internet connection
>BUT WHY EVEN BOTHER
>>
>>3793341
>retard can't spell 'earring'
>>
>>3793354
He's at least smart enough to know how to commit wire fraud.

https://icycalmisacriminal.wordpress.com/
>>
>>3793343
They did try in DOOM 2 to have levels resembling locations. But due to the lack of diverse art assets it ends up being really abstract, like Factory and Suburbs.
>>
doom newfag here, what are brightmaps?
>>
>>3793426
They're maps that went to Ivy League universities. That is to say, they're smart.
>>
>>3793426
https://zdoom.org/wiki/GLDEFS#Brightmaps
>>
White Stud Plays With Boners

https://www.youtube.com/watch?v=styOL9yhk3U
>>
>>3793430
thanks

so I guess they're not to make maps not dark then huh
is there a way to remove the pitch dark parts in maps? because they're kind of annoying
>>
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>>3793343
There's a catch: in Doom 1 everything is abstract as heck. The bases, the Hell, the Earth, everything is very fucking abstract. It requires certain level of imagination and ability to immerse and Knuckles to pass such abstract shapes and structers as something they want you to be. In example look at this fucking portrait.
>>
amnesia doom when?
>>
>>3793435
the classic way is to press F11 a bunch of times.
>>
>>3793428
> HOWL HOWL HOWL
> CRACK
>>
>>3793454
FUCK

meant for
>>3793432
>>
>>3793456
no i think you were right the first time. my reaction to that awful joke sounded much similar to your post.
>>
>browsing Youtube
>accidentally click on an Aquarius199 video
>FUCK
>instead of closing tab, I move on to the comments
"It'd be interesting to see a WAD take on a sort of "Deteriorated DOOM" approach.

Everything seems slightly off, the wall textures are duller and more plain that usual, the music is less intense and hardcore, and then the monsters act all fucked up and creepy and all of that. Nothing too edgy/creepypasta-tier, but enough to be spooky as hell."


>IMO this would be a very good idea
>>
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>MEPHISTO.WAD
>>
>>3793452
>>
>>3793470
"this is not your domain"
>>
>>3793471
witness the power of cheesy doom
>>
>>3793468
>Aquarius199
What's his story anyway?
>>
>>3793476
Known enabler of terryshit.
>>
>>3793476
>>3793483

He uses text because he "can't afford a mic"
>>
>>3793303
>>3793305
>>3793307
>>3793308
"An autist, unable to interpret visual input, tries to comprehend art": The Article

>>3793470
>>3793471
>>3793475

What is this? A sequel to Total Chaos?
>>
>>3793484
>can't afford a mic
Is he american? You can literally buy a mic at fucking Dollar Tree, or go to Five Below (basically a dollar store aimed towards teenagers/twenty-somethings) and pick up a desktop mic for 5 bucks
>>
>>3793514
>>3793484
More like afraind his voice sounds too childish.
>>
>>3793507
some sort of hl/system shock clone

https://forum.zdoom.org/viewtopic.php?f=19&t=48464
>>
What are some Dark Souls-esque mods?
What are some Ni-oh-esque mods?
>>
>>3793343
The thing is he seems to dislike the fact that Doom doesn't have clean cuts in their themes and scenery for each level, but that instead it goes from tech base to hell progressively and kinda slow, with E1 being mostly Tech base, then a mix of hell and tech-base in E2 and then pure hell in E3

He has a point though. Any pair of levels doesn't have any sort of aesthetic distinction especially in the first episode, but I think it's masked quite nice with the music that imo fits each level name perfectly

Also, it seems that for all the games he claims to play he seems to suck, is impatient and has no sense of direction or memory, as his main complaint is that he got constantly lost. And this is reflected in his critic as he constantly loses the focus of criticizing the game and starts to ramble about how cool he is and was
>>
>>3793191
>>3793194
That doesn't look like something you're working on.
>>
>>3793589
Honestly, just don't worry about it.
It's some literally who posted form some guy that you would've never heard of if it wasn't for that guy

Man, fuck that guy
>>
>>3793607
>>3793612

This is incorrect, screenshot saturday has long been used for posting in-dev progress.
Try not to do it again.
Hope this helps!
>>
>>3793629
So you're doing this intentionally. Thanks for letting us know!
>>
>>3793637
But that is not what Screenshot Saturday is about nor has ever been about.

Screenshot Saturday has long been used by amateur gamedev circles, and thus already has a purpose applied to it, ignorance about its purpose only reflects ill on you.
>>
he played his hand

you know what to do
>>
>>3793646

note that the unique poster count had gone up when he had posted
>>
>>3793651
do you really obsessively monitor the unique ip count?
>>
>>3793654
4chanx marks new unique IPs.
>>
>>3793581
https://www.youtube.com/watch?v=eWng9Aj36KQ
>>
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>>3793632
>>3793645
>>3793648
Here it fucking is
>>
>>3793657
Hmm. Not sure how to feel about this. Maybe I had better start making a throwaway post at the start of each new thread.

>>3793659
Here is what?
>>
Romero is streaming DoomDM right now

twitch(Dawt)teeve e/ theromero
>>
>>3793667
>Here is what?
I posted the wrong image (a macro) and got the whole chain deleted. That's what I meant to post.
>>
>>3793671
zdaemon gamma level
>>
>>3793671
every so often he does an incredibly accurate impression of the zandronum taunt sound. was he the original source of it?
>>
>>3793702
>not calling it the HEHEEH sound
>>
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>>3793175
Continuing my testing and playing of every map in Plutonia with my mod, I managed to get every revenant in this ambush into a corner somehow then spooped them all with the RL to get most of them deadified before they managed to recover and start firing back (they're not very smart so once they're scared and can't get out it's easy to pick them all off).

This is also probably why group recovery should be a thing.
>>
>>3793680
>>3793683
It's actually ZDoom. Look at the scoreboard.
>>
>>3793726
Out of all the people to get Zdoom netplay to work, of course it would be Romero.
>>
sprite deathmatch is pretty shite anyway tbqh
>>
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>>3793730

HES THE GOD EMPRAH HIMSELF!
>>
Aside from Bratwurst, BDMonsters, and Colorful Hell, are there any enemy replacement mods out there?

Seems like such a seriously untapped niche, there's lots of gameplay mods but no monster replacement sets.
>>
>>3793031

Agreed, I've been going on those forums for about a ten years, unchanged. Suddenly, ZDoom gets a new lead, and decides to autism up the forum topics. Great, thanks lads!
>>
>>3793742
drla monsters
fearrific
[sun]madcat's monsters
>>
>>3793750
I can't imagine dealing with ZDF for 10 years. Everyone there makes me want to kill myself. Or maybe that's just me.
>>
>>3793750
>>3793762
>projects are now cleanly divided into subforums
>autism

Y'all are weird.
>>
>>3793765

they ZAND now
>>
>>3793762
Honestly, the only thing there that makes me want to kill myself is Captain J's extra-cringewothy compiments

>>3793765
Agreed. How can basic organization be autistic?
>>
>>3793641
Too bad this meme doesn't translate well to the non-gamedev threads. There are going to be misunderstandings, until it will actually be specified that it's not screenshot saturday, but wip projects screenshot saturday or something like that.
>>
>>3793774
I dunno man, it's all too hugbox-y there for me. Leads to far too many autists who don't get slapped for being retarded.
>>
>>3793780
which it does in the post
>>
>>3793780
But that's what the post says?
>>
>>3793782
Looks like it's not enough then.
>>
>>3793765
What if we split this thread into several threads?

Posts about your projects needs to be in /DoomProjects/, posts about map recommendations goes in /DoomMaps/, screenshots that aren't your projects go in /DoomScreenshots/, posts about /Doom/ go in /DoomMeta/.

Just like that's stupid, this is stupid. Maps in one place, gameplay mods in another, graphic replacements in another, launchers and ports in another, and even another that doesn't fall into the already granular classification.

Now the only thing like what we had is the Active Topics section which is filled with people begging for graphics which used to be relegated to the Resources subforum.

A more optimal solution would be tag the threads for filtering or searching so you can have maps and gameplay mods and graphic replacements all in one place without the other things like launchers or requests.
>>
>>3793780
>>3793782
>>3793786
>>3793789
Some people will just look for excuses to shit things up.
>>
>>3793791
>let's split our already low traffic so every thread dies
No.
>>
>>3793789
It's just some dick trolling, it's not someone with a genuine lack of understanding. There's always someone doing it and egging on anyone that replies.
>>
>>3793794
Why would I be trolling?
>>
>>3793791
That won't work because /doom/'s userbase is small. It's why 8ch's doom community shat the bed at first, because they tried to split between 8v, 8vr, and their own /doom/ board and it fucking killed things there.

ZDoom's forum userbase is massive. Maaaaassive. All of the projects tied together in one forum means there is a LOT of overlap and things getting missed.
>>
>>3793793
Exactly.
>>
>>3793793
Considering the disaster that was the 8ch board, I find this to be a pretty wise post
>>
>>3793774
J is a pure soul too good for this earth. I want to hug him and pat his head and fuck him in the ass
>>
>>3793802
:(
>>
>>3793671
>co-op deathmatch
This sounds fun as fuck with friends
>>
>>3793791

Nope

it would be worse and dead as Quake and Battlezone communities

IN fact

>Saturday WIP Screenshots(continues as it is)
>Sunday "What are you playing? Screenshots(Suggestions and maybe vents for a few old maps and projects)

second one being more as a suggestion spot for many wads or that no one knows it, or it were forgotten like D2XGOLD or the ugly and old Quake II TC
>>
>>3793818

Dead in terms of lack of Communication

Battezone community is cracked already between BZ1Redux x Classic Bz1 x BZ2 mods
>>
If the guy that made Trailblazer Nevermore addon is here: I've been able to consistently reproduce the crash (well, not crash, but game freezes completely) in the E2M2 of regular Heretic

IDK if it depends on player data or something, but I literally can not advance past the beginning stage of the level. Most often it freezes whenever a sabreclaw explodes, so there's something.

Here's a save with only Trailblazer and Nevermore loaded in, for GZDoom 2.3.2 stable release.

https://www.dropbox.com/s/hodp5ymbiebnb7f/save10.zds?dl=0

Pic semi-related.
>>
>>3793683
Why do you sound underage?
>>
what would heaven in doom be like?
>>
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>>3793915
>>
>>3793343
>I don't think anyone would dispute that the levels in Doom and Quake are well made
That retard in the review did.
>>
>>3793915
a cross between a Romero wad and...


chickeninwinnigish.
>>
>>3793343
Dark Forces came out like 4 years after Doom.
The levels in Doom are abstract, but that feeble minded lunatic >>3793308 here literally thinks that doom maps are copy pasted set pieces, because that's all he knows.
> if going nuts and autistically copy-pasting identikit corridors blah blah blah I'm a retard...
He's comparing tilesets to level design and that tells me enough to know that he has nothing worth hearing.
>>
>>3793915
>what would heaven in doom be like?
Doom is heaven.
Doomguy couldn't be happier.

Some people vision of heaven, is slaughtering endless monsters in Hell.
>>
>>3793934
See its like, I could have a challenging experience in one hand, and a BRERB in the other!
>>
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>>3793175
I already posted it last thread, but this is what my ENDOOM screen would've looked like without palette limitations. Painting a VICTORY2 screen atm, but I'm not showing that..
>>
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>>3793949
instead you get this
>>
>>3793934
OH MY GOD
HE'S GOD
>>
>>3793953
WHAT'S A WOMAN?
>>
>>3793951
I like >>3793949

better
>>
>>3793965
WELL TOO BAD. The DOS palette doesn't allow for it.
>>
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>>3793175

Copypastas make for nice placeholder text.
>>
https://www.doomworld.com/vb/doom-general/92736-if-idgaf-was-a-cheat-code/
this is brilliant
>>
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Ambush at Deimos Refinery
e2m3cl.zip (157 KB, 2016-11-10) - Carlos Lastra
https://www.doomworld.com/idgames/?id=18627

detailed and expansive E2 map. very good, difficult to find any fault with it, except one zdoomism that unfortunately keeps you out of the final secret area so only 5/6 is possible. highly recommended, reminded me of classics by the likes of Karthik Abrahim or Chris Hansen.
>>
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>>3793175
Here's a toilet.
>>
>>3794035
there better be a secret bitch in that outhouse.
>>
>>3793951
looks like aaliens garish palette imo. sorry you're stuck with it :/
>>
>>3794041
you become a secret bitch as you enter it
>>
>>3794047
That's alright. It's just for an exit screen 90% of people won't see anyway.
>>
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>>3793193
>The guy's recovering from some eye surgery right now
Wait, what? When?
>>
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What do you guys think is best?

Doom having a rock inspired soundtrack ala the original doom and doom II?

https://www.youtube.com/watch?v=cixW6rogZ48

Or the more dark ambient shit like in Doom 64?

https://www.youtube.com/watch?v=Kz6mFzpcmHQ

My personal opinion is the ambient stuff, but then again I love my space spooks.
>>
Anybody got that SO YOU WANNA PLAY SOME BLOOD picture? I've already played all the episodes and death wish.
>>
>>3794119
Ambient for sure. Minimalist noise makes everything more brutal and every point of damage carry more weight. As if things are more meaningfully nearer to life and death.

Recently i have been mapping and playing doom to synthwave and thats a fitting alternative to metal sounds. Blasting synthwave to doom after playing hotline miami is a great way to kick quicksaving habits. The rush of carrying through the game to pertubator is too exciting to ruin the flow scumming
>>
>>3794119
Rock inspired for listening outside the game, but I love the ambient sounds from 64. Really takes the game to another level the original doom can't even match.
>>
>>3794034
>Karthik Abrahim
Who? A quick search on Google and even /idgames brings up nothing.
>>
Is there a way to quickly create a set of sequentially tagged linedefs in GZDoombuilder? I'm making 10 "raise floor" actions and need each to have its own tag, does anything like this exist?
>>
>>3794212
nvm found it, for anyone curious: use ">=n" in the tag box when selecting multiple sectors where n is the start of the tag sequence
>>
I'm probably going to get shit on for this, but:

Does anyone know of any WADs that are either ports of any of the Marathon games, or just have similar gameplay?

As far as retro-fps games go, the only 2.5d shooters I've played have been the Marathon trilogy and a couple of TCs through Aleph One. Well, I've finally gotten fed up with the terrible mouselook, so I figured I'd give Doom 1 a shot.

I like it, but it's just not scratching the itch. The gameplay in Doom is slower than Marathon -- the Security Officer in Marathon hauls ass, and when you jump off a ledge it's more like a fast glide.

The firefights are also less complex. I don't need to reload in Doom, whereas Marathon has clip-sizes (and no reload button) -- it sounds awful but it works great in creating tension. Alt-fire is great too, not just with the player's weapons, but many Phfor also had different ranged attacks (the Trooper's hitscan burst of bullets and grenades; the Juggernaut's homing missiles and barrage of fireballs; the Cyborg's bouncing grenades and flamethrower). Lastly, some of the enemies died in different ways: cyborgs, juggernauts, and hunters (if killed with energy weapons) would explode, which added some strategy in firefights.

I don't miss the level design of Marathon at all, which I hated (despite maybe the sheer size of some of the levels). In fact, I prefer Doom's much more: straightforward and intuitive, albeit a bit cramped. It's the fast, rushing, dodge-&-kite-heavy combat and fancy extras that I miss.

Any suggestions? Would Duke or Shadow Warrior be more up my alley?
>>
>>3794204
https://www.doomworld.com/idgames/index.php?search=1&field=author&word=Karthik&sort=time&order=asc&page=1
>>
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ancient-aliens.jpg
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To either Yholl or Shivers: you guys planning to release the new Final Doomer weapon packs together, or each one separately?
>>
>>3794251
Play Samsara, use the Security Officer.
>>
>>3794269
Thanks

>>3794290
I don't think they browse here, try asking that i the project thread.
>>
>>3794295
>I don't think they browse here, try asking that i the project thread.
I'm fairly sure at the very least Yholl does.
>>
>>3794293
I'm still waiting for that guy who was making the SO into a standalone thing.
>>
is there anything fun to load with hdoom?
the sprites are nice but not enough to make want to fap
>>
File: problem.png (596KB, 1313x370px) Image search: [Google]
problem.png
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I'm new to mapping and this happened. How do I fix this?
>>
>>3794331
try to define upper texture
>>
>>3794337
Didn't make a difference.
>>
>>3794295
Yholl does, think Shivers pops in sometimes?
>>
>>3793468
That sounds cool.
>>
>>3794331
Is that an engine bug related to the water sector or something?
>>
>>3794331
It looks like it may have something to do with ceiling heights. Did you check, if they are equal or not?
>>
File: THIRDDIVISION.png (14KB, 320x200px) Image search: [Google]
THIRDDIVISION.png
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>>
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>>3794417
>>3794401
I'm an idiot. The water control sector had the wrong ceiling height, so I fixed it.
>>
File: 1704.png (61KB, 531x532px) Image search: [Google]
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man, /v/ dipshitters went far on reporting someone who bitches about their shitpost here on /vr/

15 min ban


Could someone please make an spriteset out of this for GZD?

i tried but there's no forward and back walking sprites
>>
>>3794472
can't, there's no forward and back walking sprites
>>
>>3794481
THEY'RE EVERYWHERE!
>>
File: Screenshot_Doom_20170211_215744.png (394KB, 1366x768px) Image search: [Google]
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>>3794251
>>3794314
Why wait? Just get Samsara and the Marathon Monsters WAD and call it a day. Have issues dual wielding the shotties for whatever reason though.

Looks good with Ancient Aliens.
>>
>>3794510
I still don't have a link to the monster wad. Is it on TSPG?
>>
>>3794510
Looks exactly like what I wanted. Thanks, dawg!

Any other WADs or games that feature a lack of hitscan enemies in favor of melee and projectile foes?
>>
>>3794514
>https://forum.zdoom.org/viewtopic.php?f=19&t=27563

Oops, forgot I just named it marathon monsters and took outconflicting bits or something in Slade to use it for samsara. The WAD itself is from above tho.

Just in case: http://www.mediafire.com/file/inqdoagd9m8e5sb/Marathon_Monsters.wad
>>
>>3794536
Thanks mate.
>>
What are some good Megawads WITHOUT death exits? Don't want to lose my progress in certain gameplay mods.
>>
jeez how horrifying
>>
>>3794628
Game Looks Good
>>
>>3794628
>those filters
>>
>>3794628
>how would you like your techworld, sir?
>just throw in some misaligned textures that doesn't fit whatsoever
>say no more
>>
File: what.gif (2MB, 420x220px) Image search: [Google]
what.gif
2MB, 420x220px
>>3794628
But why
>>
>>3794648
"modding was a mistake" -john carmack
>>
>>3794651
"the road to hell starts with good intentions"
>>
>>3794628
>>3794643
>>3794651
>>3794654

Good Lord that is absurdly goofy looking. This is why I prefer it when mappers keep their detailing within vanilla limits
>>
Gothic99
>>
>>3794559
>death exits
>lose progress

Its not really lost progress if its intended to work that way.

I do wish PrBoom+ had MAPINFO support, though, so that death exits wouldn't be needed anymore.
>>
>>3794673
Not that guy, but it really fucks up shit like D4T and other mods. Any mod balanced around a 32 map progression gets fucked with that.
I've still used them.
>>
>>3794673
That's the case if you're playing vanilla, but it sucks to lose my completion bonuses and weapon upgrades in D4T, when it takes a while to get them.
>>
>>3794679
D4T is entirely manageable with pistol starting on any level set.

The stuff you bring over just completely shits on everything as the player completely outgrows the enemies with a few proper upgrades

>D4T
>SSG upgrades just trivializes everything
>>
>>3794679
So are mods like D4T not good with episode length mapsets?
>>
>>3794684
I suppose but I like my fookin upgrades.
>>3794687
Depends on how much the mod "grows" and the rate that it does. D4T, as the above guy said, isn't as growth dependent but you still lose your shit.
>>
>>3794689
I love my upgrades too.

But honestly the only heartbreaker is losing the Gauss Cannon.
I love that gun, it's so good
>>
File: Plutonia.webm (998KB, 1280x720px) Image search: [Google]
Plutonia.webm
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Fell asleep at my computer, haev webm
>>
File: 1469225417944.png (33KB, 600x725px) Image search: [Google]
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Why does prboom drop framerate so badly when I play in windowed mode?
>>
>>3794643
What wad?
>>
>>3793980
>the only thing i can read out of all this is "virgin blood"
it's perfect.
>>
>>3794204
sorry it turns out i've been misreading his name for years, it is in fact Karthik Abhiram.
>>
>>3793980
https://en.wikipedia.org/wiki/Catullus_16

Lorem Ipsum can get sodomized and face-fucked.
>>
>>3794034
What zdoomism?
>>
File: 1486892495.png (70KB, 1918x1180px) Image search: [Google]
1486892495.png
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>>3794972
linedef 2597 (type 123 SR lower fast lift) is missing its tag, so you can't get up to the secret door with a couple of boxes of rockets behind it.
>>
File: ancient-aliens-1[1].png (237KB, 600x300px) Image search: [Google]
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>just finished Cities of the Damned: Apocalypse
>contemplating what to play next
>tie between Ancient Aliens for the first time, or figuring out how to get the music to work in BloodCM
>music I listen to starts talking about ancient aliens.

Doom it is.

How did you guys dig BloodCM by the way?
>>
>>3794981
Not ZDoomism, just sloppy mapping, no?
>>
>>3795075
same thing.

zdoomisms are bugs caused by sloppy mapping and insufficient testing (i.e. only testing on zdoom-based ports).
>>
>>3794476

theres no way to jury rig the sprites to do a foward and back walking sprites?
>>
File: Screenshot_Doom_20170212_115711.png (186KB, 856x480px) Image search: [Google]
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This is strangely entertaining
>>
File: 1485301558336.gif (40KB, 370x321px) Image search: [Google]
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>>3794251
If you're looking for Marathon gameplay, I don't see why you don't just play Marathon. While AlpehOne may be a weak engine, there's nothing stopping you from making your own custom scenarios. Making maps and texturing them is easy, and if you get really into it, you can pull off some pretty cool stuff. Marathon could definitely use some more custom content. I would make maps myself but fucking Weland wont run on my PC anymore for some reason and apparently I'm the only one with this issue
>>
>>3795174
>I don't see why you don't just play Marathon
(cough)mouselook(cough)
>>
>>3795183
Well, I was playing Marathon way before I was playing Doom, so I'm used to it. I personally don't have any issues with it
>>
>>3795187
>I'm used to it
I'm afraid the rest of /doom/ isn't.
>>
File: wait for it.gif (500KB, 500x291px) Image search: [Google]
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>>3793303
I've been to this site before sometime in the past. I think at the time I thought it was somewhat interesting.

But now after reading more on that site all I can say is... what the fuck is wrong with this guy? Why are people like this allowed to exist? Can I show him how huge his guts are?
>>
>>3795240
>Can I show him how huge his guts are?
kek
>>
File: sponic.jpg (8KB, 351x68px) Image search: [Google]
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>>3793507
>"An autist, unable to interpret visual input, tries to comprehend art": The Article

dingdingdingdingdingdingdingdingding
>>
>>3795314
Sonic is a nice looking game though, ignoring actual gameplay
>>
>>3795314
simbly e/b/in
>>
Since the Quake download link is crossed out on the guide, where do I download it at?
>>
>>3795349
Quake pastebin (2016-06-22) has a download of it.
>>
>>3795358
Thanks
>>
>>3795314
trying to read the article now, but it's such a wall of text i keep losing my place.
>>
>>3795334
Sonic isn't autism, but you can't say that the presence of hardcore wall of text debates about Sonic as art doesn't raise some bright red photosensitivity-triggering autist flags, especially taken alongside all of the other shit on that guy's page.
>>
>>3795426
I had to google that and apparently it's some guy from ZDoom Forums? I don't go on Autism Central, anon.
>>
>>3794918

In what kind of refrigerator from the 60s are you trying to play Doom?
>>
>>3795470
it could be win10, some other retro games have issues with windowed mode but i don't remember the issue and i ain't gonna google "win10 windowed framerate" for anon
>>
>>3795470
if he's using old prboom which is still sdl1.2 then he could try switching to prboom-plus which uses sdl2.
>>
>>3795426
3unfunny5me

>>3795428
>ZDoom Forums
>Autism Central
jesus
>>
>>3795486
It is though, not even that guy but holy christ is it bad sometimes. Personally I blame overmoderation and the general age of the place. It's like a 35 year old man who had helicopter parents and never left his mom's house.
>>
>>3795504
Granted, Weasel is a shitty moderator, but in no way is it as hogboxy as anon claimed yesterday.

Then again, >opinions
>>
>>3795504
>It's like a 35 year old man who had helicopter parents and never left his mom's house.
do you think /doom/ is any more grown-up, mature, and worldly?
>>
File: fire ball.gif (2MB, 367x234px) Image search: [Google]
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>>3795486
>>3795431
>>3795428
what was it?
>>
>>3795509
Well I wouldn't necessarily call it a tumblr-style hugbox but you sure can't really express yourself freely unless the popular users are bandwagoning your opinion.
>>3795513
We're more like a 25 year old who moved out and has no friends, but at least has some self respect and perspective.
>>
>>3795517
/v/ meme, don't worry about it
>>
>>3795513
yes because we can say nigger
>>
>>3795517
He claimed anon was csonicgo just because he mentioned Sonic. Jesus fuck, that joke doesn't even make sense!

>>3795523
wew lad
>>
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>>3795529
>>3795520
ok
>>
>go through the X-rated folder on the Idarchives FTP server
>A Morte, a WAD for Hexen is in there
>checking the forums entry, there does not seem to be anything that would make it x-rated

Anyone know why?
>>
File: Tana Mongaloid.png (509KB, 612x637px) Image search: [Google]
Tana Mongaloid.png
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>>3795523
>>
>>3795541
iirc, it had some naked girls in there. maybe even a wang or two.

>>3794926
https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/qstrike

it's like slaughtifed mandrills ass & removed it's limits
>>
>>3795486
>forum that is the origin of Voltanians, Ceeb, Sgt Mark and an unchecked population of furries, bronies and sonic fanartists
>not autismal
>>
>>3795548
what mod?
>>
>>3795578
not to nitpick but i think mark came from zandronum not zdoom
>>
File: BTSXE1.jpg (436KB, 640x480px) Image search: [Google]
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Niggers, can we all agree that this right here is 100% tittays?
>>
>Cheogsh
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/cheogsh

>Horde of cacodemons while in a small cage
>Punch Out with a baron through a small cage with one fireball of health
>Cylinder of faux revenants
>Pitch black hallways of black imps with fast fireballs
>>
>>3795594
The splash screen? Yeah, that's some top notch title art.
>>
>>3795594
not so fond of complete repaint jobs, prefer wads that still "look like doom" over 100% new textures/palette. the map layouts are top notch though, very enjoyable to explore.
>>
>>3795601
huh i think i subconsciously took "top notch" from your post! sorry about that.
>>
File: fleshcrystal3.png (180KB, 683x775px) Image search: [Google]
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So I've ran into some issues on my map...

How the fuck do I make keys obey monster logic while trying to make the key teleport? UDMF.
>>
>>3795607
That's okay, you can have it. It's a public domain phrase.
>>
>>3795605
That's one of the things I really liked about it, it has a very fresh aesthetic, and a nicely consistent one.

I like color a lot.
>>
>>3795608
I mean if you wanna get REALLY hacky you could use some kind of custom actor on a conveyor that turns into the key when it sees the player.
>>
>>3795628
Yeah, that's not happening.

For an idea of what I need, go to going down's "demonology" map, That's done in BOOM. Tried to make sense of it, but the voodoo doesn't explain how the keys themselves move.
>>
>>3795648
Hmm, I could crack open the map but you've probably already done that.
>>
>>3795660
I have; I may have overlooked something. They have what appears to be scroll/carry floors, but they seem to function diffrently because the ones currently being used for my monster teleporters are -not- working.
>>
I cannot find any tutorials for making silent teleport elevators anywhere.

Does anyone here in /vr/ know how to make a silent teleport elevator? I want the player to rise upwards and then teleport to a new rising elevator and enter an open area.
>>
>>3795714
What map format are you using?
>>
File: eduke32 2017-02-12 22-32-59-00.png (170KB, 1920x1080px) Image search: [Google]
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heh
>>
>just started map making
>realized how tedious it is
>realize you'll never be as good as skillsaw etc.
>realize even if you did it would appeal to a very very small niche group of people, and you wouldn't even make money. Nor could you truly enjoy playing your own maps because you know everything about it.

Life is suffering.
>>
>>3795725
UDMF

I understand that I might need to do something with z-teleport things, but I'm not sure what.
>>
>>3795729
>realize you'll never be as good as skillsaw etc
Frankly the only think skillsaw is really good at is making everything look amazing. Gameplay-wise I find him very hit or miss. You can reach his level of encounter design relatively quickly.
>>
>>3795734
So wait, if you're using UDMF, why do you need to do this kind of thing? Why not just use a portal at the elevator entrance and have the whole elevator in another spot? Even if you want to rise from a tunnel into an open area, you can do that with a line portal.
>>
>>3795736
>making everything look amazing
thats what I meant, that's the part I struggle with, Everything else comes to me pretty easily.
>>
>>3795729
make gameplay mods instead then, you get more effective noticable results faster, it's more gratifying to change every imp fireball to a random colour or whatever
>>
>>3795745
That's really more a matter of opinion. I prefer more minimalistic detailing to the kind of autisic shit that is common in maps these days. Just make your areas and stuff, then play them, and just add more to them until they look good. You don't need 20 trillion linedefs to have good use of space and colors.
>>
https://www.youtube.com/watch?v=Bba7kSlR7RQ
At least standard BD has something vaguely resembling coherence. This is just random "survivalist" shit.
>>
>>3795608
Are you trying to make it "escape" or what? If yes, here's my ugly attempt to do so in UDMF. There may be some unnecessary tags\checkboxes as I'm not very familiar with UDMF format.
http://puu dot sh/u0hgk/d28fa9347c.wad
>>
>>3795748
fair enough man, the main thing that I really enjoy doing in map making is creating puzzles and gimmicks.

It's just sad because I make them and they're neat, but everything just looks so plain.
>>
>>3795753
I know that feel man, trust me. It took me forever to make this damned thing https://www.dropbox.com/s/wyf8q35cdofkk7i/Castle%20of%20NoFun.wad?dl=0 look even remotely passable by my own relatively low standards. All I can say is, keep adding stuff if it looks too bare. Use more geometry if more colors would look wrong, otherwise vary the textures and see what happens.
>>
>>3795761
>dl=0
geez
>>
>>3795764
pffft, wget handled it fine.

% wget --content-disposition "https://www.dropbox.com/s/wyf8q35cdofkk7i/Castle%20of%20NoFun.wad?dl=0"
[...]
2017-02-12 21:08:50 (3.97 MB/s) - ‘Castle of NoFun.wad’ saved [752005/752005]
>>
>>3792963
>>3792960
I honestly don't think it matters. It has feminine features, more so than any monster in the damned game, so it's at least understandable, and nothing to sperg over.

That said, it makes MORE sense to refer to it as "it", but I find myself doing both. Like KILL IT, or KILL THE CUNT.

Now if someone was referring to good old Cybie as girl THEN I'd get pissed.
>>
>>3795769
>implying everyone should use Wget
wew lad
>>
>>3795578
>sperg
this word has truly lost its meaning
>>
>>3795741
I'm new to UDMF, in fact this is the first time mapping for a long time so I'm trying to teach myself all the new features.

I seriously had no idea line portals existed.
>>
>>3795791
Oh, well, now you do. Go make the most non-euclidean geometry possible, it's fun as fuck.

Hope that helped with your problem.
>>
>>3795778
how am I sperging over it?

I just find it strange how nobody seems to be familiar with monsters with anything other than bulky, cumbersome body types and anything remotely resembling a slimmer one is classified as female, which is stupid.
>>
>>3795787
yes and you also missed the fact that i had to use a relatively obscure command line option to get it to save the right filename. americans don't understand irony.
>>
>>3795802
You're sperging over it because literally no one who isn't a sperg would care. Let people do what they want.
>>
>>3795808
>make offnote comment on thing I notice people keep doing
>sperg
damn, you're dense.
>>
File: crystals yo.png (1MB, 1280x1024px) Image search: [Google]
crystals yo.png
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>>3795752
I'm trying to make it look so that the player "breaks" off part of the blue crystal and takes it to the blue card switch; then making it look like the crystal-card is being shoved into the mechanism and being used to fuel the plasma cells and plasma gun.

Not sure which way I should angle this one. Will post the other 2 crystals in a moment. Need this one and 1-2 more for the spawn zone. hopefully yellow or red looking crystals.
>>
>>3795816
>still sperging
Just stop.
>>
>>3795817
Disregard the "other 2 post", they're in that shot.
>>
>>3795819
and you're dense, and an idiot, so we both ail from something.
>>
>>3795824
>implying I'm even that guy
I really hope the janitor gets here soon.
>>
Trying to make a teleport trap and whenever I alert monsters they all just kill eachother instead of walking to the teleport what's going on ?
>>
>>3795825
>not that guy
there's no way you're this oblivious
>>
>>3795827
Put a tiny square of teleport lines around the center of each monster so they teleport instantly when activated.
>>
>>3795808
we're all just waiting for you to realize how infinitely more spergy you're coming off as.
>>
>>3795802
It's not strange at all, the usual shape for everything is a bulky mass, even Doomguy doesn't have wrists he's so swollen, and then there's a lithe body. It's feminine in comparison, even its fighting style which isn't bashing your head in and is instead sort of a support class.

Is it strange to assume all the demons are male, or that there's even a gender for these hell beasts that apparently don't reproduce through sex? No, it's not strange given our society and what we associate with masculinity and femininity, but it is stupid.
>>
>>3795752
>http://puu dot sh/u0hgk/d28fa9347c.wad
DL link appears to be broken
>>
File: womancubus.jpg (246KB, 1398x808px) Image search: [Google]
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>>3795832
>implying the demons don't reproduce through sex

It's probably something like those fucking dragon age broodmother things where the demons have their own basic selected female on a per-species basis which then is used solely for breeding purposes.

pic related
>>
>>3795837
I don't want to think about that.
>>
>>3795817
>I'm trying to make it look so that the player "breaks" off part of the blue crystal
I can understand this part but everything else sounds like complete nonsense that would also require more than just screwing around with map geometry and setting up lines and sectors.
>>
File: 2.jpg (255KB, 1920x1054px) Image search: [Google]
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the thought scheme seems to be
>if it's a defense/aid unit, it's female
>if it's a unit spawner, it's female
>if it emits high pitched sounds of any kind, it's female
>if it so much as deviates from the standard bodyshape, it's female

thing is, it doesn't even begin to make any sense in a game like Doom in any case, or any Id shooter for that matter, because none of the monsters have any defined genders. any type of discussion about that is meaningless because we literally have no clue.
>>
>>3795829
thanks it worked, but some of them still fight eachother when they teleport in.
>>
>>3795841
Which I will do when the time comes; but I just need to know the "teleport" and "move" parts for now.
>>
>>3795845
Maybe space them apart more, they'll infight if they end up hitting each other at all. Not much more that can be done. I usually use traps of single species of monsters because of this.
>>
Let's get to the crux of the matter:

Would you fuck the summoner?
>>
>>3795842
>it doesn't even begin to make any sense in a game like Doom in any case, or any Id shooter for that matter, because none of the monsters have any defined genders

the only exception I can think of would be the iron maidens from quake, which are literally stroggified human females, so I guess that's out of the question.
>>
>>3795834
:P
>>
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1413500131998.png
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>>3795834
>turns out browser opens that .wad with UDMF map as text file
OK, I will zip other files like that next time. You can save that... "file" as .WAD and load it up in your ZDoom.
>>
File: wolf-3d-cartoon-nazis_2.jpg (27KB, 399x320px) Image search: [Google]
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>>3795842
>>3795860
>or any Id shooter for that matter, because none of the monsters have any defined genders
>>
>>3795868
but those are human males, anon
>>
>>3795868
wolf3d's enemies would fall in the same category as
>>3795860
the only monsters in the game are gendered since they are literally experiments on people
>>
>>3795842
it's all pure conjecture. the human brain automatically picks up on certain traits and assigns them to specific gender behavior.

Thing is in sci-fi there is no lead on whether, say, what the established sexes of an alien race are, unless it's explicitly mentioned. in *some* cases, it seems to be the case that some specific traits (be it body types, voice types, or type of behavior) aren't specificically attached to one sex, because what we could officially consider as female behavior isn't necessarily what they would consider as female in their context.

since monsters in Doom have no official word on behalf of their creators on what their sex is, we're left in the dark about it, so we're left with basic rudimentary clues and nods to physiology and audial cues, like the baron of hell or the cyberdemon, or the summoner in doom 4.
then we venture down to the really bizarre shit like the lost souls or the cacodemons, where there's no grounds to base a quick deduction on, so we leave it to whatever the fuck people desire them to be. you're not supposed to categorize them as 'officially' female or male, but you do anyways, because that's what our brain tells us to do.

sorry if this is too wordy, I just felt like taking a stab at the topic because I've never discussed it before
>>
>>3795860
>>3795842
Spider Mastermind in both old and nuDoom is female, also Mother Demon from Doom64
>>
>>3795898 (me)
I type in all this shit and I forget to say I agree with the notion that there is positively nothing that leads to think that the summoner is female outside of the shrieks it leaves out.

I mean, wasn't the archvile already tall and lanky, somewhat curvy and moved really quickly and resurrected monsters? the only thing to point out was how its screams sounded like they came from a male, even though its death SFX is literally a the distortioned scream of a little girl screaming WHYYYYYYYYY.
>>
>>3795915
>Spider Mastermind in both old and nuDoom is female, also Mother Demon from Doom64

>>3795842
>>the thought scheme seems to be
>>if it's a unit spawner, it's female
>>if it emits high pitched sounds of any kind, it's female
>>
File: SUMMONER_2.png (284KB, 408x722px) Image search: [Google]
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>>3795918
Nothing? It's got a skirt and "hips" and a thighgap to die for.
>>
https://www.youtube.com/watch?v=4S463KuUZ8I
Have a nice day.
>>
>>3795927
>skirt
those are wings
>>
>>3795927
not him but I really don't see it.
>>
>>3795930
You can't critique my shitposts.
>>
>>3795915
>Spider Mastermind in both old and nuDoom is female
>old
Where is this stated, other than the quick Arachnotron joke from the manual?
>>
>>3795842
and how many male creatures yield spawn of any sort?
>>3795854
also yes
it's androgynous enough for me
>>
>>3795932
your shitpost gave me a boner
>>
>>3795949
>and how many male creatures yield spawn of any sort?
allow me to counter your theory with another theory, and a bad one at that, that I read in one of the forums I used to frequent:

it assured that pain elementals used their arms to take a hold of cacodemons by their horns, and humped them repeatedly in one of their holes, resulting in the elemental getting pregnant with [official number of lost souls PEs in the doom engine could shoot].

... don't ask.
>>
what about the lost souls in doom 3? the very first one you fight is a female head
>>
alright so what do you guys think of this shit

http://contest.gamedevfort.com/submission/657#.VkYIoOJ3LuM
>>
>>3795964
Those fall under modified humans though don't they? They're just human heads with jet engines.
>>
wait

are we at /aco/ or /vr/?
>>
>>3795964
I feel like this could be not bullshit and I want to believe it but there's three points to consider
>we don't know if the remainder of the lost souls are female or male in nature
>we don't know if they're human heads or just deformed hell faces from fuck knows where
>their screams don't sound very female ish
otherwise an interesting point
>>
>>3795976
I don't know but I really really wonder where the fuck the janitor is.
>>
>>3795984
I just got warned for mocking cringeposters so...
>>
>>3795984
I don't see any post breaking the rules.

unless you're this guy
>>3795808
>>3795819
in which case, I would advise not to for your own sake.
>>
Help I want to play DRLA with Doom RPG but I don't know how to compile the github stuff from the latter
>>
>>3795984
arguing is not against the ruled, dumbass

>>3795969
enemies are neat, bosses are meh, music is spoopy, weapons are cool, maps are awful, sprites are cool

good for something made in a single month and proof for why you should not make a tc in a single month
>>
>>3795984
oh no, a string of ontopic discussion posts

better delete that 75% influx of current traffic so the thread dies for the next two hours
>>
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>>3795927
All I'm seeing is a mix between pic related and a hammerhead shark.
>>
>>3795984
sperg harder
>>
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>>3795867
Ah, right. Thanks. I'll use this later.
>>
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>>3795761
>tfw stuck in a rock tunnel between two hellknights with only a chainsaw

did i miss something? i used all my bullets on the horde of zombies, then found the saw in a pit in some lava, then i met these hellknights with about 5 bullets and a melee weapon.

>captcha
close call? too fucking close if you ask me
>>
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>>3795929
nice
>>
>>3796109
There's like 150 or 200 bullets in the hell knights' arena so you can kill them.
>>
>>3796116
that must have been past the hellknights, because i didn't see it. i retreated and they followed, i lured one all the way through the tunnel, ran back, found the other one blocking my way, turned round, the first was now back in the tunnel, i was stuck between them, i died. i was frustrated because i had no ammo so i quit and now here we are.
>>
>>3796006
you have to download the doomrpg launcher as well
>>
>>3796123
Yeah you've gotta be more aggressive. Run into the arena with them. There's enough ammo to kill them and enough space to maneuver.
There used to be 3.
>>
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Why is Pirate Doom so fucking dark? I keep messing with the contrast and brightness but I just can't see anything
>>
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>>3796127
>>3796123
Like this
>>
>>3796139
cool, that chaingun in the pillar would have changed things completely i suspect. thanks for the demonstration.
>>
>>3796149
No prob, it is completable even without it though, you just have to grab the CG from the chaingunner firing at you. The rest of the map is also pretty hard too, so quicksave a lot. This was originally an end-of-episode map for the first episode of a semi-megawad.
>>
which is the best way to play shadow warrior? apperantly redux is kinda shit?
>>
>>3796179
There is nothing wrong with Redux except that it costs money on Steam.
>>
>>3796187
i had some issues with savegames with it last time i tried it tho
>>
>>3796187
One of the expansions on Redux crashed to desktop with no error for me.

But it was good overall
>>
>>3796130
You have an eyepatch and you're having issues adjusting to the light
>>
>>3796279
That'd be an annoying mod where you see a giant black circle on the left side of the monito---


>>3796130
>>1024x768
wtf?
>>
>>3796283
Not him, but I don't see the problem with 1024x768
>>
>>3796179
get the original flies, dosbox.
>>
>>3795969
It's okay.
Better than a lot of the other offerings in the contest, pales in comparison to a lot of other TCs.

Not an offensive way to spend an afternoon, but you won't be replaying it ever again.
>>
https://www.youtube.com/watch?v=RqJnl1QIRGA
THE MEME HAS RETURNED
>>
If anyone else is hyped about Starship Troopers, there's a game from 05
>>
>>3796383
Kill all Unreal Engine remakes with fire
>>
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>>3796383
>That pinky ragdoll
>>
>>3796383
THE WAY IT WAS MEANT TO BE PLAYED
>>
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>>3796383
>>
>>3796383
This is a joke right
>>
>>3796383
>Looks like complete shit
>Can't see a damn thing through the unrealistic realism effects
>Nazi doge avatar
>Enemies menacingly float to you
Dude needs to hang himself pronto
>>
>>3796401
Nope.
>>
great timing finding this thread
i want to know the cheapest device that doom can run on
>>
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>>3796383
someone post that french d!zone box cover
>>
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>>3796383
Did he run a photo of his own shit through a normal map filter, what the fuck is his through process here?
>>
>>3796383

I think I'm blind
>>
>>3796409
iPod Nano 1st gen goes for $40 on Amazon, not including shipping. So that's the computer and a screen and a controller after you install Rockbox which will let you run GBA Doom and maybe a Linux port of Doom, not much info for such an old device.
>>
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>>3796410
>>
>>3796409
I picked up the latest kindle fire when it went on sale for $33, but i had to buy that d touch and a bluetooth keyboard with an actual escape key to make it halfway playable and there's no mouse support. so fuck that
>>
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Anybody got those convenient pulse-strobe lights? I need them for the map.

This should hopefully be one of the last few things I need, the rest is polishing up the middle section and then starting on the end.
>>
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>>3796383
>that fucking pinky ragdoll
MY GOD WHY DOESN'T THIS HAVE A WARNING OF ANY SORT
>>
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>>3796523
made me rewatch, can't believe I almost missed that
>opens door again, still bouncing
>>
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>>3796426
close enough
>>
>>3796409
>i want to know the cheapest device that doom can run on
https://getchip.com/pages/chip
>>
>>3796409
Literally anything that has compareable or more power than ye olde '486

>>3796596
le ebin maymay, lad. Have a (you)
>>
>>3796596
>his wife's son
you mean stepson???
>>
>>3796383
>he still haven't fixed up the shotgun
>>
>>3796690

Psht, what needs to be fixed is that excuse you dare to call a face, junior. Just look at that damn genuine MASTERPIECE!

Eat your butt out, Crysis!
>>
>>3796612
>(you)posts
>thinks it has any ground to call out shit memes
>>
https://www.youtube.com/watch?v=zrcnPOM6vJA

IT'S FINALLY OVER
>>
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>>3796774

>>3790592
>>
>>3796783
okay
>>
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Welp, among other things I managed to improve Cacodemon charge and dodge animations, add the ability for groups of enemies to recover from fear more rapidly (as well as having Hell Knights and Barons cause fear recovery), fixed a lot soul bug thing and got through a few more levels of plutonia. Next should be more graphical stuff, mainly some gore and mabe shell ejections, as well as a proper M_DOOM and name for the mod.

Working name is Egregore, since it's a pretty occult-y term and describes the kind of crude group-ai I've put into the enemies.
>>
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>>3796383
there is literally everything wrong with this
>>
>>3796796
Will the death of bosses cause a mass panic in enemies?
>>
>>3796814
Considering it maxes out the meters of every enemy that can feel fear (barons, cacos, demons, knights, imps, mancubi, pain elementals, revenants, and spectres once I figure out a cool special fear for them) yeah it should have some fun effects. Anything Archvile and above or possessed doesn't feel fear though. The humans are supposed to be basically lobotomized so they're not really capable of it, and archviles/cybers/masterminds are a bit too high-tier for that.
>>
>>3796796
This changes everything
>>
>>3796818
I'd say to exclude the barons from it; they do tend to have the marbfaces like the 'viles do, so they're clearly very important in hell's heirarchy
>>
>>3796825
We'll see. Barons take a lot to scare and recover very quickly. They also have the highest chance to ignore fear (all enemies have some non-zero chance to nor enter fear and recover 25-50% of their... courage I guess? They get their shit 25-50% back together). I may make it so that the cybie and his ugly-ass sister constantly radiate huge anti-fear so nothing can be scared anywhere near them period, and if I do I'll definitely be keeping barons on the fear list.
>>
>>3796796
funnily enough there is another work-in-progress mod with a very similar name.

https://www.doomworld.com/vb/wads-mods/92324-egregor/

just thought you might be interested to know. i'm not the author, i don't care whether you keep the name or change it.
>>
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>>3794119
>Playing Doom 64 late at night.
>Eyes are heavy.
>Need to quit and go to bed but staying awake to finish level.
>Kill enemies in immediate area.
>Busy figuring out a puzzle.
>Only now does the ambiance set in without any monsters distracting me.
>Legit get spooked.
>Keep stopping to look around my room thinking I heard something.
>Contemplate just saving and shutting off the game now but manage to beat the level before doing so.
>Now posting this.
Welp, i'm off to bed now. Can't wait for the nightmares to set in.
>>
>>3796850
Thanks for telling me. I think I'll keep the name (if I decide on it) just because there's no way anyone would mix that up with mine. Plus I hardly ever release outside the chans, so there's that.

Anyhow, 3am, fug.
>>
>>3796796
I suppose it technically works but I can't not think of egregore as always being a separate entity formed from thoughts.

Got Pandemonium, Hysteria, Bedlam, Delirium
>>
>>3796796
>Egregore
I thought that name sounded familiar, there's a wad I have named "egregor1". Close.
http://the-goddamn-doomguy.tumblr.com/post/37997174272/eregor1-by-egregore-eregore-short-and-sweet
>>
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>>3796383
>>3796390
>>3796523
Amazing
>>
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>>3796876
>>
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>>3796876
>>
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>>3796876
https://www.youtube.com/watch?v=0mHqtDycG0E
>>
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>>3796876
Reminds me of that Super Wolfenstein HD game
>>
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>>3796895
Oh my god I am dying
>>
>>3796895
it took three loops of this video to realise the guy thrashing around on the floor had a knife in his face -- at first it appeared he was smoking a pipe
>>
>>3796573
Is there at least dozen decent levels out of the entire thousand of them?
>>
>>3796895
what the fuck is this
it's amazing

QWOPenstein?
>>
>>3796954
Voxelstein. A Wolfenstein-like demo of a few levels, with destructible environment.
>>
>>3796964
Those aren't voxels
>>
>>3796954
Literally just spelled out the name for you. It was something shat out from a game jam of sorts.

>>3796964
Voxelstein is a different game.
>>
>>3796876
Heh.
>>
>>3796383

Ahahaha the Shotgun isn't a proper shotgun at all; it's a burst-fire weapon that quickly fires 7 shots on the pull of a trigger, then "reloads" while the pumping animation plays.
>>
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>>3796383
>mfw "modern realistic game engines"
>>
>>3796573
>>3796426
Has any madman gone through and reviewed all of these, or maximum doom maps?
>>
>>3796919
Bound to be, it's just maps from the internet, often without dehacked patches.
>>
>>3795143
There is, but I'm guessing it would look like shit and to do a not-shit job of it would require a lot of time. Time no one wants to give.
>>
https://www.doomworld.com/vb/wads-mods/92822-the-mine-song-but-its-in-a-playable-doom-wad/
What
>>
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OH BOY
I can't belive for how long i've been waiting for this to work

bonus: performace gains
>>
>>3797208
are those blocky models or actual voxels?
they can pitch rotate now? could they before?
>>
>>3797210
these are models created by converting the voxels

there's no PITCHFROMMOMENTUM in voxeldef
like there is in modeldef

now that voxels can be converted, they can do everything models can! don't quote me on voxel monsters, tho
>>
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I asked this in a previous thread and didn't get a response.
>>
>>3796964
Voxelstein is different, but also neat. Super Wolfenstein HD is a joke game made for some gamejam. It's pretty fun though. Completely stupid.
>>
>>3797224
check that your sound's volume is at the same level as the one you are replacing
>>
>>3797241
Does that mean making the OGG itself louder (it sounds fine outside of the game), or is there something I need to set in Slade for it to play at the same volume as other sounds?
>>
what went so right, bros?
https://www.youtube.com/watch?v=2K5aecf6fU8
>>
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>>3797352
>those detailed 3d-like landscapes
>seeing vanilla 2d sprites against them

not throwing shit ofc, but that's kinda funny to me for some reason
>>
>>3797352
I'm not a huge fan of the gameplay or visuals, but the soundtrack is some sweet shit.
>>
>>3797263
Sounds themselves withing the sound files
>>
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Wasn't there a mod that used this as a weapon?
>>
>>3797374
There's a dog collar in doom rpg
>>
>>3797374
Metadoom?
>>
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Post some good looking retro and wad huds. I need inspiration.
>>
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>>3797523
Look at 80s car interiors imo.

Some early work from Kenneth Scott.
https://www.doomworld.com/idgames/graphics/newface
>>
is there any way to make quake stop autoswapping when you run out of ammo?

as in if you hit 0 shotgun shells, itll remain on the shotgun model, and you can freely swap between other weapons that dont have ammo either
>>
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>>3797523
And then his work in HacX. I think it's the same character from NEWFACE.
>>
What's the best way to play through each of the Marathons?

Is there any way/plugin to make mouse controls in Aleph One not suck?
>>
>>3797523
>>
>>3797553
>What's the best way to play through each of the Marathons
pewpewpew at everything with both the normal firing mode and the alternate mode of a gun at the same time for optimal results, play them in sequence
>Is there any way/plugin to make mouse controls in Aleph One not suck?
if you came in fresh from a doom sourceport, well, you're shit out of luck
>>
>>3797553
>>3797558

The problem with A1 mouse is that it always moves at the same speed, no matter how fast/slow you move the mouse itself. Mouse acceleration only makes it wonkier.
>>
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So due to reasons with my pc the only game I can play right now is zdoom. Any recs on megawads to play until I fix my PC?
>>
>>3797563
Grab GZDoomBuilder and start mapping.
>>
>>3797563
https://www.doomworld.com/idgames/index.php?search=1&field=author&word=Ribbiks&sort=time&order=desc&page=1

Maybe skip the first three, this will last you.
>>
>>3797563
It's not quite a megawad, but Chainworm Kommando is good and something you probably haven't already played.
>>
>>3797563
All the Chex, HacX, Freedoom, Adventures of Square.
>>
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>>3797523
>>
>>3797596
>Hud all over the screen

Ugh... No.
>>
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>>3797523
Neil is the enemy health.
>>
Has there ever been a playable, competent, Nintendo franchise-themed mod other than Metroid Dreadnought?
>>
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>>3797523
Shop

>>3797602
There was a Zelda one with Moogles year ago, it was alright from what I remember.
>>
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>>3797523
>>
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>>3797523
The ideal hud to be honest with you, apart from the faded opacity. 3 numbers, and they're big.
>>
>>3797612
>no face
>>
>>3797615
Hell Yeah, more room for Gun.
>>
>>3797617
you're a lame person i dont want to see you in these threads ever again
>>
>>3797523
>>
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>>3797523
The health and armor meters only appear when you take damage, maybe not a great feature for Doom.
>>
>>3797582
Not a big fan of Chex but Adventures of Square is the shit.
>>
Going to try and play Doom with a touchpad mouse. Wish me luck
>>
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>tfw trying to play Doom Foretold with Doom 2 Reloaded
Holy shit this thing is kicking my ass, not even in vanilla Doom/Doom 2 Nightmare runs I got fucked this hard.
>>
>>3797624
>tfw no Timesplitters.wad
>>
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Testing a palette.

Perhaps this sort of blue is bit overused...
>>
>>3797649
looks good tho.
>>
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>>3797649
I think it might work. All I did was alter hue of blue and saturate palette in general.
>>
>>3797636
>Doom Foretold
kek
>>
>>3796383
>Like bar hidden, comments disabled

HE MAD
>>
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Making dumb shapes when you don't have the focus to work on a specific project is pretty fun.

Check out this hammer head thing.

I could probably remake it and focus on the front bit octagon and the recessed area and make the recessed area really long and put a spring in it for visual interest.

Could make some rockets and ammo and stuff, those are pretty simple shapes that don't need much focused thinking.
>>
>>3797657
yeah, meant death foretold
>>
>mop is finally starting to overtake complex

About damned time. It's me, Doomguy, Buddy, from Phobos Anomaly!
>>
>>3796876
Guess I found out what to make those fuckers do for Oom.
>>
What is the prettiest/best looking/most aesthetically pleasing wad with vanilla textures?
>>
Who else giggles like an idiot when they see sliding doom corpses?
>>
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How would one go on to make a Doom tabletop game

Not necessarily an RPG, anything /tg/, card game, chess, Monopoly, Risk, anything.
>>
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>>3797785
rip off mario party
>>
>>3797785
There was a board game released around the time Doom 3 came out, and there's apparently another coming "soon".

The former seemed like it required way more setup than it needed when you could just go play the actual game instead.
>>
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>DoomRL pen and paper RPG
>>
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>TNT
>level design
I can't fucking believe that this was a level pack sold for money.
>>
>>3797818
Most of it ranges from adequate to pretty decent, with a few pretty good maps.

Habitat is one of the really bad maps.
>>
>>3797818
>a level pack sold for money
It wasn't, it came with Plutonia.

And neither of them were originally intended to be commercially released.
>>
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>KelTec KSG-25
>has two really long magazine tubes allowing it to hold 20+20+1 12-Gauge shotgun shells

Bennellus have mercy!
>>
>>3797839
I really don't know how that map made it into the final version, I mean damn my first maps were only marginally worse than Habitat.
>>
>>3797847
:^)
>>
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>>3797847
TNT was initially designed to just be released for free.
Plutonia was cobbled together by basically two guys (brothers Milo and Dario Casali) as part of the deal with iD, because they wanted another 32 level map pack to go with TNT

They used their shared mapping knowledge and aimed to make a mapset which would really challenge players who felt that the original games were too easy. While it's been surpassed when it comes to challenge, I still think it's a pretty good benchmark for how to make a challenging FPS campaign.
>>
>>3797858
I think I misremembered "the authors also did things for Evilution" as "both WADs weren't intended to be officially released". My mistake.
>>
>>3793882

Thanks. I've already begun stamping this problem out. Thankfully, the system I put in that lets you select what monster variants you can spawn also has a side benefit; bugtesting monsters is a lot less headache-inducing.
>>
>>3796796
Make it like Halo where killing the big enemies makes smaller enemies cower.
>>
>>3797767
is mop another fucked up nickname for marrub

>>3797848
seen a vid of some dude trying one, apparently they jam and are clunky
>>
>>3797880
Say, can you also release a version that is not tied to Trailblazer and can be used with other (few) Heretic weapon mods?
>>
>>3797910
I guess just a pump-action with a detachable 5 or 6 round magazine would be a lot more practical and utilitarian.

Same speed as a regular pump but really fast reloads.
>>
>>3797910
>is mop another fucked up nickname for marrub
Master Of Puppets.
>>
Anyone else find it kinda awkward to switch weapons in classic fps's? Am i just retarded for using the keypad, and there's a better way?
I like the way serious sam did it desu
>>
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>>3797785
You could just play D&D with guns and lots of demons.

Or you could start from the ground up, use the original damage values and hit points.
I imagine a hero-quest like co-op board game would be pretty cool. casual 1 shot with a dungeon master running the layout and encounters.
>>
>>3797927
>can you also release a version that is not tied to Trailblazer
>and can be used with other (few) Heretic weapon mods?

You mean just the item behavior stuff and the new monsters? I'll think about it. Keep in mind some of the other Heretic mods change monsters too, though, which can cause problems if those mods expect specific monsters to have special pain states.

How many Heretic mods are there, though? You hardly ever hear about them. I made one; War of the Sidhe. There's WildWeasel's Heretic StyleMod. Problem is, that mod is actually broken in modern ZDoom; the roguelike-esque potion randomization doesn't work correctly.

Then there's FastHeretic, Descent into Heresy, Brutal Heretic RPG, and... nothing else comes to mind.
>>
>>3796383
And yet this shitty port has better gameplay than NuShit. Imagine that
>>
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Decided to borrow my suitemate's toy gun and take some pix for potential mods. Do what you want with them.

http://imgur.com/a/qz6ze

also idk why the fuck imgur didnt upload them in order but w/e
>>
New thread, and I forgot Valentine's Day is a thing.

>>3798096
>>3798096
>>3798096
Thread posts: 573
Thread images: 149


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