DOOM THREAD / RETRO FPS THREAD - Last thread >>4071080
DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE
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 Downloads:
+ IWADs only: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
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/idgames/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.gamers.org/pub/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent (dead)
BUILD ENGINE LAUNCHERS
http://buildgamedosboxlaunchers.weebly.com/
TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0
SOUNDFONTS
https://pastebin.com/y0Mnk9s4
RESOURCES
https://forum.zdoom.org/viewforum.php?f=37
== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/
MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7
IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list
OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K
=== CURRENT EVENTS ===
QUMP
-Still one map left to be finished
-https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk
OP
-2016 torrent of idgames archive is gone; needs replacement?
=== NEWS ===
[6-24] Spaceman333 released a Slo-Mo addon
https://forum.zdoom.org/viewtopic.php?f=43&t=57013
[6-24] Anon release; Lawgiver weapon
https://www.dropbox.com/s/f0mph24m8vglyu8/lawgiver.pk3?dl=0
[6-24] TerminusEst's pre-release of High Noon Drifter, a ZScript-driven mod
https://www.dropbox.com/s/in25xkxxr2wxe6t/HighNoonDrifter.pk3?dl=1
[6-20] Anon shares some stuff about ZScript HUDs
https://docs.google.com/document/d/1WmmsefkkMHMz1EN_3F-Y3_NR94uFr-2xxVJ7VvlJyPA/
[6-19] New Intermission and Evolution of the WAD podcasts
https://www.youtube.com/watch?v=ApNaH3c9Q2c
https://www.youtube.com/watch?v=nTOWTMOa1os
[6-19] Top HP Bars; a small plugin that displays monster health bars
https://forum.zdoom.org/viewtopic.php?f=46&t=56910
[6-17] Build DOSBox launchers added to the OP
http://buildgamedosboxlaunchers.weebly.com/
[6-17] BloodGDX 0.768 released; now supports vanilla voxels and cutscenes, other bugfixes
http://m210.duke4.net/
[6-14] Project MSfiX'd v1.0b released
https://www.mediafire.com/?f4ncdbbd451g5aq
https://warosu.org/vr/thread/4056237#p4057752
[6-14] Anon updates his Port of Adia recreation, wants feedback
https://warosu.org/vr/thread/4056237#p4057517
https://www.dropbox.com/s/7n6asn9yuxgdis3/PortOfAdia.pk3?dl=0
[6-14] Doom: The Golden Souls 1.4 released
https://forum.zdoom.org/viewtopic.php?f=19&t=35135&start=795#p1003410
[6-14] Doom Hand released; a God Hand-inspired mod
https://forum.zdoom.org/viewtopic.php?f=43&t=56881
=== PREVIOUS ===
http://pastebin.com/PZDkqABT
=== PROTIP ===
If you would like to submit any news or your personal map or mod releases here, or want to contribute to the OP, please reply/backlink to the OP or this post.
first for i want to die
>>4076992
YOU DID IT!
>>4076992
Don't do it anon, or you'll become a skellyton.
>>4076996
Bah, I can take him, I'll just use GZDoom and duck when he fires his rockets.
Can we please have more seeders on the Doom Arquive torrent?
>>4076992
I bought a fidget spinner today, can I join you
>>4077061
>>4077061
funnily enough i just got one today too.
>>4077069
I'M NUCLEAR
>>4077082
>>4077061What are they even like anyway
>>4077084
pretty much just a toy that spins. i can kind of see the appeal of it for kids with adhd or whoever they originally intended it for
Guises, is OBS working properly for you with GZDoom?
When used in GL mode (or software with GL canvas) it drops/locks FPS way down to 30-36 for some reason that I'm not able to find out, no matter the game/OBS settings.
For the life of me I can't find where i'm supposed to go after getting the blue key on Ancient Aliens Map 05. I even pelted the Cyberdemon with frag grenades until he died, but I seem to be overlooking something or another in progression here.
>>4077128
Oh wait, somehow I completely overlooked a single pillar/wall over and over and over. I hate it when I do that in a game.
What kusoge Wolfenstein clone featured a stationary giant eyeball enemy that said “Hold still so I kin shoot yuh!” upon activation? Either MS-DOS or early Windows NT.
>>4077061
I kinda want one, or maybe the autismo cube.
Wacky DOom.
Is it possible to play Doom like this
Last one I swear, sorry for the spam.
>>4077168
Good old Deepdream. Everything becomes puppers.
>>4077165
Yes, just enable filters
This is how swords work, right?
I got to the last thread late, but I don't understand why it's controversial to call Plutonia trial-and-error. It's probably easy to forget because it's been out for 21 years and most long time players probably know every level back and forth. But as someone who tried and beat it for the first time a few months ago doing UV pistol start, it's obvious that it's full of ambushes that will certainly wipe you out if you have no idea they're coming.
In the first ten maps alone: MAP02's unmarked elevator lowers you right in the middle of a group of shotgunners and chaingunners with a baron right behind you. MAP04 starts with being lowered right into a mess of enemies with no immediate cover or clear path. MAP05's staircase brings down two archviles and spawns four chaingunners directly behind and above you. MAP06 surrounds you with revenants when you go up the elevator, brings in a teleporting archvile, and drops a hell knight right behind you at the yellow switch. MAP08 gets you DP'd by chaingunners not once, but twice, and the final fight is a sudden rush of two archviles and a mass of revenants. MAP09 teleports you into an ambush of knights, barons, cacos, and imps and has the mancubus/revenant/imp jamboree at the end. MAP10 is just nonstop ambushes. I'm sure I'm forgetting some.
I think the design of Plutonia is excellent because it felt like a series of just-tough-enough challenges that tested my situational awareness, tactical decision making, and even my resolve as I would restart a map over and over because some new shitshow took me by surprise and murked me on the spot. It's the kind of arcade-like "try, die, learn, repeat" that I came to love from Contra, Furi, and Bangai-O Spirits. Trial-and-error, like most mechanics, can be awful in the wrong contexts, but can fit perfectly in the right ones (and with the right mindsets).
>>4077232
Yes.
>>4077245
Its probably because to some, trial-and-error gameplay means its 100% guaranteed to kill you without foreknowledge, no matter what skill level is involved. Plutonia has a lot of mean ambushes, but most of them a blind player can survive if they have the skills and experience accumulated from mastering the other iwads, and perhaps a few pwads.
>>4077232
Can confirm, sword expert here.
>>4077234
Not spotting switches because they look similar to walls, or are in mirrored alcoves that you think you've already investigated.
>>4077259
>most of them a blind player can survive
I suppose this will unwittingly reveal my scrubness (and pedantry), but I'd say "many" or maybe even "some" rather than "most." But I agree that Plut's more than just a coin flip of "you chose wrong, you lose." (Though MAP30 can feel like that)
>get around to playing retrojam 4 as recommended
They're angry at each other but the ledge is just tall enough that neither of their melee attacks hit, so they're both stuck there until I shoot one.
>>4077279
The map is small and open enough that those really shouldn't be a major issue. At worst you'll spend 15-30 seconds wondering what to do.
>>4077142
i can't name an exact title but i'm betting on it being one of those pie in the sky 3d games
probably impossible to find if it's not industrial killers
This still needs some fine tuning and I'm not sure if I'll have it hurt the player or not, but it's still really fucking cool
>>4077281
By blind player, I was specifically referring to people who are in the intended target audience of Plutonia. Which is, people who no longer find Doom 2 on UV challenging, and want something a lot harder. Players who still find challenge in the later half of doom 2 or similar are certainly going to have a bad time in Plutonia.
>>4077068
Damnit I laughed.
>>4077308
I am liking this
>>4077308
anally destructive
>>4077308
Fucking amazing.
>>4077142
https://www.youtube.com/watch?v=4svaEkFXcJI
>>4077364
help me out anon, what the fuck am i looking at?
>>4077308
Neat.
I see the spawning a skeleton before the video ends is a bit of a running gag too.
WEll, I just finished Scourge of Armagon. Are the levels in Dissolution of Eternity cramped, mazy and full of ambushes too? Because I liked the open style of Quake's levels more.
>>4077412
Dissovolutionism of Eternity is also cramped with twice as many bullshit ambushes and much less interesting custom weapons.
>>4077423
s'lotta blood
So I just installed the Quake II engine linked in the pastebin and now I'm trying to get the music to work. I downloaded it from here: https://www.dropbox.com/s/7y2pz54kmxrqdyt/q2music.zip?dl=0 and I can't figure out which tracks are for the base game and which are for the expansion packs. Would it just be easier to download from the Mega link in the pastebin? The only reason I didn't do that is because I already have the games and the addons, but if it's easier I can just delete them and use the music. I'm new to Quake, so sorry if these are stupid questions.
>shoot stained glass
>it spawns a 'secret' spawn
>but managing to airstrafe from the starting platform onto the tiny red armor board doesn't count as a secret
I don't know what I expected from a map with constant sound precache errors in the console.
>>4077423
https://www.youtube.com/watch?v=C1K6W_FkH8Q
>>4077447
>"Kill guards first!"
>'guards' being four or so Shamblers
>/ollies outie
>>4077118
I have no problems with FPS, but it doesn't record my actual window, but the whole screen so I always have to crop and I haven't found out yet how to only record my actual game solution.
>>4077423
Should have a looping fart/raspberry sound.
>>4077501
GZD records fine in OBS when I record it as a game capture source.
Have you realized that the Doom comic is secretly a very accurate adaptation yet?
>at the start the insane rambling is because he's on a berserker pack and when he punches the cyberdemon the berserk pack's power didn't run out like it doesn't in the game but punching cybies is a bad idea
>when Doomguy starts talking about pollution and radiation out of nowhere, that's in character because from his backstory we know he's a goody two shoes
>the chaos in that one room is enemy infighting
>when he shoots the BFG at the cyberdemon, the cyberdemon is punched full of holes, which is the actual way the BFG works in the game
>>4077626
I thought the Bersker Pack ending had to do with him being in the next level, since it only lasts through a single level when used.
>>4077626
Don't forget using ssg as flashlight.
Russian overkill v2.5 is coming out in a few days.
what do you guys expect?
>>4077475
>>4077706
A bunch of really silly but potentially visually impressive weapons that are novel for about 10-15 minutes then just kind of goes into the stockpile of mods that don't really get played that much
Nothing wrong with the mod, just definitely not the kind of thing that keeps my attention for too long
>>4077706
updated sprites that dont look like shit.
>>4077714
isn't that true for every gameplay mod?
>>4077719
Not for me
I enjoy gameplay mods, but I don't really enjoy overpowered gameplay mods.
It can be overhauling like Demonsteele or MSX or Black Warrior, or even slight changes like Weapons of Saturn or Smooth Doom or whatever.
Russian Overkill is the same sort of thing as Pillowblaster stuff for me. Fun for a bit then I just can't go back to it at all
>>4077726
isnt black warrior weeeeeeeird
I'm not sure I like Ancient Aliens. Some of the set pieces are great but the palette burns the eyes and the maps are cluttered and lack good flow.
And too many god damn closets.
>no hdoom inspired mod where you face monster girls so big their breasts have individual hitpoints
>>4077726
>Russian Overkill is the same sort of thing as Pillowblaster stuff for me.
Well it is made by Pillowblaster..
>>4077738
>Shooting and mutilating giant monster breasts
are you okay Anon
>>4077738
Doom has lots of wads with cool levels and much higher difficulty and enemy quantities. Does Quake have any of those? I mean complete campaigns instead of seperate levels. I'm really itching to play Quake singleplayer, but the main game is getting a bit stale for me.
>>4077706
>what do you guys expect?
more explosions than my rig can handle
>>4077792
I think Quake is pretty great, but it's a very different beast from Doom
Hey Kinsie, do you think the chainsaw/axe randomization could do a little bit of tweaks?
Like either getting the chainsaw first, axe later or make it where if you have one, the mod makes you get the other, so you can get both easily?
>>4076987
Why does Doom guy look like Carl in that picture?
>>4074731
What does it do? I downloaded BD just to fucking see and it doesn't load with the latest gzdoom for me.
Also what's the best/most challenging/most varied monster pack to use with this, DRLA monsters?
>>4077792
Time to play Arcane Dimensions?
There are plenty of custom quake maps, even ones made recently. Check out
http://www.celephais.net/board/forum.php
or quaddicrted
>>4076987
What the fuck should I do with this silver part? Part of my C1024 submission. I'm expanding upon the void-trims presented in my first map, and some of the odd FireBlu crystals that were in some 50ShadesOfGrayTall maps; but am unsure as to what to actually input into each structure.
Other than that, it's a matter of plonking down the rest of the things, touching up the visuals, cleaning errant stuff, and polishing it off
Also cacodemons come out of the FIREBLUhowever unfortunately you can fall into the fireblus that contain the cacos at the moment, need to figure out a workaround in BOOM
>>4077841
'Cause it don't matter. None o' this matter.
Might as well post this webm here as well, for those that'll get a giggle out of it.
https://my.mixtape.moe/tuefec.webm
>>4078075
>https://my.mixtape.moe/tuefec.webm
Is that the 1000 point heart and body explosion technique?
>>4078075
wat the fug
I'm not happy with the alium colors yet but it's better than the light gray they used to be.
https://my.mixtape.moe/uklglc.webm
>>4077706
Expecting these:
>Sickest custom made sprite updates man has ever seen
>New updated weapon functions
>New features
>More overkill
>More russian
MY BODY IS VODKA
>>4078093
It's HOKUTO HYAKURETSU KEN, you plebian.
>>4078093
Truthfully I'm not really familiar with Fist of the North Star myself, I mostly added it because I knew it would make Kegan happy, hehe.
>>4078075
Needs a hotkey that plays a certain voice clip as a taunt, if you know what I mean.
Also yes, got a giggle out of that, though I think there needs to some way to counter health loss from projectiles, like life-steal on hits or an automatic blocking off all projectiles as long as the player is facing them when they hit.
>>4077730
I find the palette very aesthetically pleasing and the flow is undeniably great, I can understand how someone can see the dense monster counts as cluttered though
>press a button
>amplified "AAAA"
Love it
>>4078130
>that fucking map
>that map right afterlast two maps were the worst part of AA for me
>>4078130
>>4078134
Doing the next level now.
>closed spaces
>D4T rockets and BFG get sucked into abyss when fired at transparent tiles
Sheeeeeit
>>4078152
Okay, in all fairness they were great for slaughtermap standards, still managed to pull a few basic tricks even though it required extra save-scumming.
Also, I guess a big mapset needs a finale like that, so it's all forgiven.
>>4077706
Explosions.
>>4078158
Keep going, anon. Post reaction to the ending.
>>4077128
gameplay mod?
Is such a thing even possible?
>>4078175
high noon drifter, linked in op
https://www.dropbox.com/s/in25xkxxr2wxe6t/HighNoonDrifter.pk3?dl=1
All in all I really enjoyed it, did get a little bit too much towards the last few levels for D4T, probably due to getting fuck all for upgrades until the last moment.
Liked thecutemusic too.
So, I lost my files in a hard drive failure and need some help
A while back I asked for advice about a door not receiving my use function because a linedef in front of it had a use function, eating the input
I'm wondering if the anon who helped me solve my issue is still here to upload my wad?
The level starts out in a small room with 3 shotgunners with a yellow door behind you. After that there are three pinkies waiting in another room with a chaingun secret
There's a room with a narrow cross walkway with acid on the sides with a red door on the other side and two rooms to the side
I made a rough mockup of the level to help
Green P is the player start
Red S is the shotgun guy
Pink P is the pinky demon
The filename was WIPMAP.WAD if you're still here and still have that file
Guys, what's the name of that random level generator?
>>4078240
Oblige
IT'S THAT TIME AGAIN, ANOTHER WEEK HAS PASSED.
WHAT'VE YOU BEEN WORKING ON? POST YOUR IN-DEV STUFF.
HOW'S THOSE SPRITES DOING? YOU GOT ANY COOL MAPS? MAYBE YOU JUST CODED SOMETHING NEAT? HOW ABOUT A WRITING YOU DID? MAYBE YOU'VE GOT A NEAT WEBM?
C'MON, DON'T BE SHY, WHIP IT OUT. WE'RE NOT JUDGING HERE.
Has anyone here played UNLOVED?Not the .wad, the actual game on Steam.
>>4078263
Neither desu
>>4078248
All sorts of LegenDoom 2.0 stuff.
Here's the Sensing effect, which sends out pulses every second that vaguely identify things on the automap around you.
>>4078263
The Unloved game is not very good
It is nothing like Unloved 1 or 2 and that randomized generation for his maps is just bad.
At least the shotgun isn't shit
guys I can't find one megawad it was pretty old and all maps were city themed
>>4078248
Haven't gotten any screenshots or done much coding but I've been working on making the grenade launcher centered.
And also looking at some kind of plasma or laser weapon to stand in for the BFG9000, as well as be a weapon which you could actually fight the Icon Of Sin with, as the Immoral Conduct explosives actually lack that range, as well as an attack that can be used to hordeclear desperately without killing yourself.
Here's a somewhat related (but not really) image.
>>4078275
>and that randomized generation for his maps is just bad
Randomly generated levels are just a terrible feature for FPS.
>inb4 people who think Oblige is good
>>4078289
Oblige is good for testing mods.
>try to play hl
>the weapons feel like shit
what the heck
>>4078289
Oblige has a lot better generation than Unloved, but more importantly Oblige does it all at once.
I don't know if Unloved does it in sections or whatever, but you have to keep opening doors.
Also to add to this enemies are constantly streaming into the level, rather than having it placed on either generation or for certain events even.
I really don't know what the creator was thinking, Unloved was not exactly loved for the slaughter fights or randomly generated levels. But this is apparently the Unloved he had always wanted to make
>>4076989
BloodGDX 0.769 released. Mouse should be much smoother now.
http://m210.duke4.net/index.php/files/viewdownload/9-java/50-bloodgdx
>>4078295
Put on the HD pack, it makes it a bit better.
>>4078309
i was playing with that
its just that the weapons feel like they have no impact on the enemies
also the soldiers are mega bullet sponges
>>4078303
Unloved has random generated levels? I played through it without knowing.
>>4078312
Unloved for Dooms do not have randomly generated levels, which is one of the reasons why the Unloved game is so confusing
>>4078279
did you mean City of DooM (Part I) BETA 1-11
https://www.doomworld.com/idgames/levels/doom2/a-c/cod1-11
i can't think of an old megawad (15+ maps, most likely 30+) that's entirely city themed
Edgy.
>>4078327
I'm a sucker for edgy stuff, but that's pretty damn tame.
I wished the D4 chaingun worked more like the classic one, or have it sit at a middle point between the HAR and the Q2 chaingun at least in terms of firepower/reliability/accuracy.
I see little to no reason to use the base fire instead of the turret mod, and just leaving the improved spinup time as a perk to unlock.
Someone clogged the toilet
>>4078312
You're mistaking UNLOVED for Unloved! Silly you!
http://store.steampowered.com/app/321270/UNLOVED/
Same guy that made the .wads also made this. It's his current project.
>>4078343
Who is best demon and why is it Caco?
Why is caco cutest demon?
No really. I want to know some scientific shit or why it is that the design of the head ripped off an Astral Dreadnought is so endearing. It's like a "domesticated demon" or something.
That face always creeped me out
>>4078348
what wad
>1 map unit equals 1 pixel of geometry texture
I'm still wrapping my head around the perfect genius of this
>>4078347
Caco is cute!
CUTE!!
>>4078352
and 32 map units is a meter!
>>4078352
>>4078329
Edgy shit in Doom maps is cringe worthy. Doom is edgy enough as it is the last thing it needs is hehe profanity and some emo pictures.
>>4078357
That means Doomguy is real tiny.
>>4078347
Winning happy smile and bright eyes... a bright eye.
>>4078350
No clue, just posting some stuff I found in my folder.
Hi I just am trying this and i'm playing the crossfire mod. the gun recoils and goes upward and won't come back down.. wtf
>>4078352
It's great, innit? Best part is you rarely if ever have any reason to change it.
>>4078357
Unless you're playing Quake in which case everything's all fucked up but you really shouldn't be worrying about exact scale anyway once the Old Ones get involved.
What are the best creepy maps?
>>4078361
>profanity
Oh no.
>emo pictures
I don't even know who that is.
I like grim shit such as Shut Up And Bleed and Unloved.
>>4078369
so edgy shit for teenagers who still listen to Slipknot and watch anime
>>4078362
5' 7"
>>4078371
Oh no, not anime, not trash metal!
>>4078376
>slipknot
>thrash metal
yeah you're retarded
>>4078380
Trash, as in garbage.
>>4078380
Look I don't know anything about Slipknot, I don't really care.
I don't get why you take it so seriously.
I played a megawad where the secret level was a tribute to Insane Clown Posse, a shit band with a shit fanbase in a shit subculture, I hate them and these people.
But it's not something that got to me or had me frothing at the mouth, some people just have shit taste, why get worked up about it, dawg?
Now if you excuse me, I'm going to go listen to Wumpscut and fantasize about my anime waifu.
>>4078380
Why do you try so hard?
What are the comfiest wads? I think Doomcity is a great chill out wad. Pretty small yet open.
>>4078398
To get so far
What wad lets me kill stab pregnant women?
>>4077307
>pie in the sky 3d games
Exact keywords, thanks.
https://www.youtube.com/watch?v=pYZJldlOScQ&feature=youtu.be&t=295&list=PLB1B9397B431E64AC
>>4078414
id's PAK0.pak
>>4078414
Rootpain, technically.
>>4078357
32 units is the smallest distance doomguy can fit through. i think this is less than a metre.
What wads are the most visually impressive?
>>4078432
Crucified Dreams is one.
>>4078432
Sunder.
>>4078432
some dreadful all-style-no-substance gzdoom-features-out-the-ass tormentor-detailing-guide bullshit
>>4078419
>Called a Vore
>There's no Vore
The one time I'm disappointed in the furry community.
>>4078443
DON'T GIVE THEM IDEAS
>>4078447
I don't think they care about Quake.
>>4078432
gravity.wad
>>4078453
Vore Tournament exists as a testament to your wrongness. There's also a couple Sorlag pieces on FA but they keep drawing her as a him.
Anyone know the name of a wad that replaces the HUD, weapons, and enemy sprites and turns Doomguy into a blonde lady?
>>4078462
Can you be a little more specific?
>>4078463
it's cyberpunk themed, it's not a mapset itself so it isn't Hax: Twitch and Kill
>>4078469
Sounds like Psychic with the female character.
>>4078443
It's called a Shalrath you plebe
>>4078472
The manual that came with the disc disagrees.
>>4078472
Next you're gonna tell me you prefer Wizard to Scrag, or Fuzzy-Bitey Zapper Whitey to Shambler.
>>4078483
>fuzzy-bitey zapper whitey
This is great, you don't even know.
What are the most open wads with focus on exploration?
>>4078549
i was expecting something good, not something totally unrelated
ur a faget
I just realized how a good portion of hell in doom is either red, grey or green.
Has there been an aesthic hell map made yet? Something that is spooky and gross like Doom 3? I need a fix of spooky and gross.
Pretty atmospheric looking and big map. Too bad now I have to try every single fucking door and hope I will find a way to progress.
>>4078460
>There's also a couple Sorlag pieces on FA but they keep drawing her as a him.
or giving her tits
for whatever reason
point me towards the cleavage she has ingame
thought so
>>4078565
Far corner along the wall has a building you need to enter
That map is annoying to navigate
The second one is much worse too
Is there any quick way to make Oblige generate an episode's worth of levels that steadily increase in difficulty? Or any other random level generator that can?
Just bought one of these. Will I regret it?
>>4078593
Does it run DOOM?
>Setting AmmoFactor to 0.5 in MAPINFO makes RocketAmmo round down to 0 rockets
Ah... fuck.
I miss this and Doom 64.
>>4078634
miss them how? you do know there's emulators for that
also it sucked
>>4077128
Working on player sprites.
>>4078662
wrong reply?
>>4078662
i'm gonna fuck that demon
>>4078662
>baggy jeans poncho man
>>4078662
EXTRA
>>4078665
Yeah, I'm an idiot.
>>4078662
>twice as tall as a human
>RIPPED AS FUCK
>actually looks like a demon instead of animeface
>>4078662
>>4078662
Oh Term those sprites are really nice since what you have shown me in Discord.
>>4078680
I'd love to jerk off to Doom monsters but they always have generic fucking anime faces and it's so infuriating.
Like, you're gonna sexualize the depths of evil, and you can't even give it a more interesting face than Kawaii Girl Tea Time in Silly Hats II?
so I'm on Illuminati revealed when do the monsters stop spawning in the start zone? because I keep fighting them and they keep spawning back in
>>4078687
>I'd love to jerk off to Doom monsters but they always have generic fucking anime faces and it's so infuriating.
I love you, 4chan. Never change.
>>4078662
I don't know what I'm supposed to be looking at with the guy on the left there, he looks like an alien insect with 4 arms and mandibles.
>>4078698
I like the anime faces.
>>4078716
I'm sorry to tell you that you have shit taste.
>>4078716
I FUCKING HATE ANIMU AND MANGO
>>4077068
My grandfather killed japs for this?
>>4078662
Is booby demon a player character?
>>4078724
FUCK YOU FIGHT ME
>>4078716
I like the anime faces, too. But I also like a little variety. If I eat roast beef every day for a month straight, I'm gonna get really fucking sick of roast beef.
It's like that but with masturbation. I like to mix things up a bit.
>>4078738
Yes. Basilissa is the BFG for High Noon Drifter, and she can be unsealed to wreck things for a short bit of time, during which the player's perspective shifts to her.
Functionality is in but woefully unfinished at the moment.
>>4078752
BFG meaning "Big Fucking Girl"?
>>4078248
12th attempt at starting a mapping project. How does one stay focused and confident in what they're mapping?
>>4078758
Hehhh.
I had Big Fiery Girl in mind, but yes.
>>4078762
Can you fuck her though?
>>4078764
Nah. I'm not making H Poon Drifter.
In Quake 1, is there a way to make a custom message print only to the console/corner of the HUD (like ammo/armor/key messages) instead of to the center of the screen (which the 'message' entity field normally does)?
>>4078770
>>4078770
s'finethough i'm gonna draw her getting fucked
>>4078770
Phaggoette
>>4078770
I'm half grateful you're not putting fetishstuff in your mod and half WHAT A WASTE
>>4078774
She looks like something cacobro would draw, desu
>no buff demon gf 2 give u the succ
>>4078565
"Ah, Nuts."
Does anybody have the test build of redoom? (2016/03/20)
The link on the ZDoom thread is dead
so im finally getting around to playing the official quake mission packs
the music is so much worse. what happened?
>>4078874
buttrock instead of trant raznor
>>4078662
So is the demon an assistant you can call? Or is it an alternate character?
New enemy?
>>4078248
Just finished a map, working on another. Most of what I'll be doing for some time.
>>4078919
is there any particular reason you murdered that screenshot with upscaling
>>4078919
Revae pls release rekkr
>>4078921
It's just a straight screengrab of chocolate doom. This better?
>>4078925
There are still a bunch of maps to do, then testing and a tiny bit of art (level name graphics and an ending image)... also: an ending. Not really sure what to write for it. Not really a writer, so don't be surprised if anything reads like it was written by a 12 year old.
>>4078936
does chocolate doom upscale 320x200 to your default resolution automatically?
>>4078936
yes, now I can actually see the detail in what the fuck I'm looking at
thank you
>>4078912
The former. When you pick up the BFG, you can unseal the demon queen within and let her destroy things. When you do so, the perspective shifts over to her.
>>4078565
oh god I've been looking for urban stuff like this. what map is this one?
>>4078662
any lewds of the demon out yet? just curiosity
>>4078939
Oh. I misread what you were asking. It upscales to whatever size you drag the window to in windowed mode. This is it in fullscreen.
How do you extract music from a wad?
>>4078963
SLADE
Did a few things, a new kaboom for the launched grenades, including 'new' GL Defs for them.
It doesn't really show well in stills, obviously, but it animates pretty smoothly and looks big and beefy, as an exploding grenade should.
Also did the ammo boxes over, the bullet boxes were detailed more and had the printed letters replaced with a yellow label.
Of course, you can't fucking read it because the letters are like 6 or so pixels each and it's as much space as I could work with, but it should read "5.56mm" and "9mm"
The shell boxes were turned blue instead of pale red, which makes them more visually distinct in general. There's a tiny added detail that's probably impossible to see unless you zoom in and study the sprite, but there's supposed to be a little green eco logo of some sort on it, like it suggests the plastic hulls for the shotgun shells are made from like, recycled ocean plastic or something. Environmentally friendly ammo, if you will.
>>4078950
That's pretty fucking cool
what's the difference with the bfg iwad?
doom2.wad
doom2bfg.wad
>>4078983
Some censorship.
>>4078983
Wolfenstein levels no longer have nazi imagery, and replaced the nazis with former humans.
Anything with a red cross is edited, too.
>>4078983
If I had to guess doom2bfg.wad is from the bfg edition. Which would mean health pickups don't have the red cross on them (because the red cross bitched), weird sound effects due to sound licensing issues, no nazi stuff, and a new secret map that is pretty fucking retarded.
>>4078565
what map is this?
>>4078964
t-thanks
>>4079030
>press 7
>>4077423
>KamenRiderAmazon.webm
Hey guys got some warez???
Gib Duke3D pls
>>4077626
>Have you realized that the Doom comic is secretly a very accurate adaptation yet?
what
no
what is wrong with you, anon?
>>4079067
Uh, I think discussing or asking about "warez" is a not so legal thing to do most places
>>4079070
to be fair we have links straight to game files in the OP with carmack's early days of piracy as a justification
>>4079071
But that's Carmack and id games only. As shown many times in the past, not so open source/ free shit people like gearbox have had the iron hand come down on this earth things
>>4079058
WOW WHAT A CHEAP ASS YOU ARE JUST FUCKIN' USE A SSG OR PALSMA RIFFLE TO MAKE IT INTERESTING YOU SCRUNT
>>4079083
>*pwwwwsh phweeggg* ;)
>>4078959
This has to be REKKR right?
I forgot I was hyped! now I remember!
>>4079083
If you see 1 archvile around a corner, there's always 5 more waiting to teleport in behind you. :^)
>>4079084
You done fucked up. You done did it and that was your last 40 cells. Little do you know that around the next corner is a spidermastermind. WHAT NOW!?
>>4079093
run past it, duh
>>4079087
>This has to be REKKR right?
Yeh.
>>4079090
but...but only Shitty map designers put more than two archviles next to each other!
>>4078662
>tfw your sister is paired up with a cowboy and you're stuck with a manlet
What are some recommended Heretic mods?
>not the ending of Twin Peaks S2
I sure so like those toe tapping tunes by that good ol' boy Mojo Nixon
>>4078565
Srsly tho where's this map from?
>>4079095
>biggest monster in the game
>run past
consider the following:
it blocks your path entirely and you are forced to fight it
>>4079151
shoot it until it dies
>>4079153
enjoy slowly grinding away with that not-a-bfg
>>4079160
I enjoyed your mother grinding on my dick last night.
>Game crashes after huge progress in AA and forgot to save
alll those arachnotrons, killed for nothing
>>4079160
eh, it's just a few SSG shots, I'll just get it done and carry on
>>4078248
I'm late but shhhh, I just need some smoke particles for the sword and sound effects. I got a sprite for the projectile now and ripped some explosion sprites, thanks Goemon 3
>>4078662
>>4079178
>no skeleton at the end of the video
you disappoint me. but the ROKETTO SOOODO is neat.
>Have 4-8 years old cousins.
>They play mostly Nintendo and phone games.
>Sometimes we play things such as Metal Slug and Megaman games.
>They ask me to show them more games.
>I show them Wolfenstein 3D because it's the most basic FPS I can think of.
>They actually like it.
>Say I'll show them a similar but better game (talking about Doom) next time we meet.
>One of them asks me if it can be played by two people at the same time. I know about Doom Legacy so I tell him it can.
Do you think they will like it?
>>4079197
>They unironically enjoyed Wolf3D.
Do they not have access to any other games?
>>4079197
It's up to you to indoctrinate them in the ways of
ripping and tearing until they can enjoy no other game and their .wads folder is 140GB or something.
>>4079206
>Do you know how to get Doom Legacy splitscreen running? My brother and I have had some trouble getting it to work with KB+M and gamepad
I don't remember having much trouble, but that was looooong ago. I should check more recent versions of Doom Legacy to see how different it is.
>>4079204
I guess the simplicity of its controls is an advantage. It can be played using just the mouse most of the time.
>>4079206
I got a very hacky and fucky setup if you want to to share it
>>4079221
*if you want me to share
>>4079221
That'd be good!
>>4079178
You were on time on the west coast.
>>4078248
A little QUMP tease...
>>4079263
You see that obelisk in the middle? That's my dick. Right now.
Also when did Trenchbroom get an actual 2.0 release candidate? I was still using one of the alphabet-soup prereleases.
>>4079249
Alright so, besides Legacy being a true nightmare to work with, I ended up getting it to work (relative to my expectations)
Here's what I did:
I downloaded JoyToKey, a program where you hook your controller/gamepad up to your computer, (360 for me) and map out the buttons to correspond to keyboard keys. However, Legacy has no support for controllers and I was using the keyboard, so I went to the Player 2 options and remapped every needed control to numpad/any spare key, then went to JoyToKey and did something like DPAD DOWN is bound to numpad 4, which is the remapped Legacy command for automap or something.
I resolved some weird sound issue where the main menu music would loop constantly, and then an issue where after a level's MIDI music finished, it would stay silent for a minute before restarting, not sure how I fixed these though, I think I started up the game through a different included launcher or menu.
Finally, I hooked up the computer to my TV, and was rewarded with playing split screen for the first time in a long time, and going through one of the most surreal doom experiences I've ever had with or without someone.
>>4079263
QUMP is literally edging right now.
>>4079263
Dope.
>>4079272
So, any Joy2Key type of program would work? I'm using Xpadder since it has a more user-friendly interface
>>4079272
Also I completely flew by the fact you simply asked to get splitscreen running, I think there's a menu option for it, can't remember
>>4079278
Probably yeah, I just used it because it was the first search engine result
>>4079279
No worries, I know how to get the splitscreen game running, I just had issues with the controls since gamepads wouldn't work
Looking for a survival WAD I played a long time ago, has a roulette system and loads of different enemies/maps/weapons. I remember one of the maps was a cartoon village a bit like Legend of Zelda, another was a boat I think?
>>4079284
reelism
>>4079284
Reelism, perhaps?
>>4078248
Enemy Rockets mode is what the adults play while they drink wine and discuss the works of James Joyce. https://www.youtube.com/watch?v=z0wnkN8_MGA
>>4079083
>TO MAKE IT INTERESTING
Yeah, naw. I'd rather just blast that cheap bastard away. Give him a taste of his own medicine.
>>4079336
>HAHAWHHHHYYY
>>4079316
What wad
>>4079316
>imps make raptor sounds
>Superhot style modifier
>them rockets
THE FUCK ARE YOU DOING KINSIE
>>4079316
You wanna show off those co-op buddies? Also raptor imps what
>>4079491
>>>/vg/
https://my.mixtape.moe/zzlnty.webm
I'm having fun making sounds for the rocket sword and you can't stop me
>>4079491
wew
>>4079496
>https://my.mixtape.moe/zzlnty.webm
not bad.
Are there any mods that make that Megaman floor hit sound, when Doomguy hits the ground?
>>4079508
moonman.wad
>>4079381
One I haven't properly announced yet for dumb, superstitious reasons. Soon, my love.
>>4079389
Beautiful things.
>>4079469
I had a "bug" with the engine's insistence on autosave saving the RNG seed that caused the same death message to pop up every time. Fixed now, though!
Also here's an old video of co-op puppers. Soon there will be more options, like co-op soldiers. https://my.mixtape.moe/ttgzyf.webm
There are dumber monster sounds in the mod. Pinkies are Blanka!
What do you guys think of JCP?
>>4079550
you're probably more likely to get flagged just for coming on 4chan
Playing through Unaligned. So far liked E1M1 to E1M7 but I'm kind of lost on what's supposed to happen on E1M8.
The lift raises and I'm surrounded by pinkies and cacos without a clue on what to do.
>>4079572
Ah I think I got it, on a certain angle you can walk over the pinkies and access the exit teleport.
>>4079574
Isn't it supposed to be a vanilla compatible wad? If it is, then you aren't supposed to do that because actors are infinitely tall in vanilla.
>>4079219
Eternity and 3DGE also have split screen support so you might want to check those out as well, to see what works best with you.
Wow, so how would I go about making a ripper projectile that will not rip through a thousand enemies if they are lined up?
I really don't want to make an acs for just an armor piercing round.
I would like to have it lose momentum each time it passes an enemy and when it's too slow it loses its ripper flag. I know how to remove the ripper flag on the go and how to make it slower, but how will it know when it has hit something?
>>4079606
Damn, you're right.
After looking through the changelog turns out you have to protect a Baron sitting in the middle of the map, the massive swarm of pinkies only appears if the Baron dies. Not very clear while playing as you don't see the swarm of pinkies until a while after killing the Baron, I would've never realized it by my own.
>>4079634
Make the ripper projectile constantly spawn an extra projectile that doesn't rip and do damage, as that projectile hits its xdeath state from hitting a monster, give the projectile a dummy item, once the projectile hits a certain count for a dummy item, have it jump to a new state where it loses velocity and eventually a_changeflag ("RIPPER",0)
>>4079642
Hm, I also read about that already, but that will just let me specify through how many enemies I can go. I would rather have it go through them differently. Like, ripping damage is proportional to the actor's radius, so depending on how long it took to pass through an actor, it would lose more.
That made me consider going time-based, but then again I couldn't hit stuff from far away.
Is this even doable with decorate or should I just consider going full zscript?
Is there any wad that is tight on resources? I want a kinda survival like feeling of having to make every bullet count and scavenge for ammo and health.
Aliens Colonial Marines wad did it well.
>>4079676
Looks nice.
>>4079676
Do you use 3d models as a base for these?
Update to Ruski Mod came out.
download it here
https://www.mediafire.com/?0j9d88096oaw0dq
>>4079676
What mods is this for, anyway?
For D4D/D4T, it would be nice.
>>4079676
while the design may be utter shit I got to admit, at least it's easily recognizable.
If only the armor pieces were disposable, because from what little I see, he's pretty ripped.
>>4079686
You're utter shit. The new Cybie is metal as fuck. Beats the bare-assed roidrage with a flat head we got in original Doom.
>>4079691
calm your shit
>>4079691
it really doesn't.
>>4079691
you'd have a point if it were colored the same as the actual game or behaved close to it. from the looks of it, it's trying to emulate the look and feel of the old cyberdemon, so your point here is moot.
and no, all that volcanic shit strapped on top doesn't even begin to look "good" or else the design wouldn't be criticized as much as it is. there is no sense of muscle weight to it, not enough cybernetics for something they call 'cyberdemon', no sense of threat emanates from it. it's a genuine concern that this was the one model they chose to work into the game when tons more interesting ones were sitting right there in front of them. same for the hell guards.
Anyone here actually like Sandy Petersen's maps? He was always my favorite mapper, because while he wasn't exactly the best when it came to texturing, the gameplay was usually varied and creative. John Romero's and American McGee's maps were nicer to look at, but they often followed a predictable formula.
>>4079676
>no exposed red wiring on stomach area
Just feels wrong without it
>>4079750
How's this
Alright /vr/oom, give me some good map/gameplay wad combination.
>>4078760
Here's what I do.
-Don't texture until the very end. Don't even assign tags! Just make the shapes.
-Don't be afraid to take one chunk of a level and put it in a different level if it's getting too big or something
-Before starting a new level, write down a paragraph or two about what you want the level to contain/resemble/whatever and the theme/encounters/secrets/etc. Then highlight the stuff that you complete in said level. The whole thing should be highlighted by the end.
-Screenshot the map overview and drawn on it the shortest possible path a player could take. Then add more or less keys/progression elements as needed. because sometimes maps that look like spaghetti don't play like spaghetti
well, this works for me at least
>>4079794
Blade of Agony + Russian Overkill
>>4079769
way better.
>>4079794
BTSX + Accessories To Murder
Final Doomer when?
Is it me or are Trites the rarest enemy in MetaDoom?
They seem to only appear at a beginning of a wad and even in small darker areas of later levels, they don't show up.
>>4079676
What the fuck is that the Cyberdemon? The fuck did you do to it?
>>4079923
I think it's a mix of both the classic and NuDoom one.
Maybe this is DySpy, since he's the one who did MetaDoom's Spidermastermind.
>>4079682
new flak cannon is tasty
guess i'll finally beat anxious ayys
>>4079837
Not sure, sorry.
I've gotten the sprites for the JPCP Shotgun, Rocket Launcher and Plasma Rifle now, but there's still much more to do. Shivers has to balance his uni work as well as this and other projects, that's why it's taken so long.
>>4079836
it's already out
has been for a good while
what are you talking about
>>4079093
tell the map designer hes a fag
>>4077147
cube is much better
>>4079794
Epic 2 + Metroid Dreadnought
DOOM The Way id Did + Space Pirate
>>4078565
Where is this from? Looks nice.
Question for oldfags. Wikipedia states that id released the Doom's "game source on December 23, 1997, placed under GPL on October 3, 1999.".
But what was the deal at the time from a user/wannabe modder point of view? So you could download and read the entire source code, and then? Have you some kind of SDK/editor to create maps or these came separately?
Also genuilely curious to know if Id were truly the first to have released their work under free license.
>>4079769
would it be possible for you to center him a bit more?
>>4079979
There were no official tools released, since all of Id's own tools were on NextSTEP, an OS that basically nobody used.. Everything primarily kicked off through reverse-engineering efforts that Id, well, tolerated.
https://doomwiki.org/wiki/Unofficial_Doom_Specs
>>4079979
I was a kid/teen when that happened and I can only speak from a user standpoint.
Up until then Doom95 was the tits for me because using a dirty old DOS exe was kinda weird on win95/98, I don't think I can properly describe my excitement when the first batch of "native" sourceports came out, specially those using TRUE-3D™ modes with WOW 3D MODELS and everything, and you can play over TCP/IP now too! yeah badly, but still better than nothing, or having to use one of those weird ass IPX "emulators" and Dwango was out of the question for yurop.
My hype level was such that I remember exchanging emails with the JDoom (Doomsday Engine now) devs for some reason, maybe I collaborated with something, but I could never C/C++ for shit so I'm not sure what that was all about.
It truly felt like a renaissance, enjoying the same game you enjoyed a couple years back, but now "better".
>>4078662
>ripped demon girl
Yes
Come to anon
I don't get why id or bethesda don't make some ez profit with the doom engine by partnering with people from the scene.
>release commercially megawad that had good reception, something that looks slightly different than doom with its own personality but that it's still doom, like ancient aliens or sunlust, hell even things like adventures of square
>it comes with a modern engine like gzdoom
>it has built in a few gameplay mods and the player can choose to enable one of them or play vanilla
>release it on every platform from PC to mobile with little effort
>sell for a cheap price like 4.99 or something like that
>1/3 for store
>from the rest, 1/3 to id/bethesda and 1/3 to the mapper
>from the rest, 1/3 to the sourceport community and 2/3 divided among the authors of the gameplay mods
the mapper gets more because gameplay mods and sourceport could be used on multiple released while a megawad would be used only on a single release.
>>4080038
>charging for mods
Don't you remembered what happened with Skyrim?
>>4080038
>paid mods
>>4080038
they would much rather make the money themselves
users are fickle.
employees they can control.
it's simple business.
You're not even making it subtle.
>>4079769
I was worried the colors would be a miss match but damn it works, if you're the meta doom guy though, I'd maybe integrate the backpack and tail from the D3 cyberdemon and restore the dgitigrad leg stance if possible
>>4080050
>Do you consider Kaiser's work "paid mods"?
No.
>>4080050
Here's the thing: what is the most popular Doom mod?
If you know the answer, like all of us, the best modders/mappers would earn at least 5 cents.
>>4080050
Well he sure must be paid to port Blood in the most useless way.
>>4080058
>gameplay mod
If you read the first thing I posted you would realize it would pour a ton of money on the mappers pockets actually.
>>4080063
Not really. I got a game on Steam that sells pretty decently and it doesn't bring all that much money to the table at the end of the day. Definitely not a thing to work "full time" into.
>>4080067
Does it have cute girls?
>>4080063
What about maps that base around gimmicks?
The reason why people like this sort of user made content is because they like the idea of making a game more bizarre and whacky.
I don't anyone would love to pay even 1 dollar for Nuts.wad
speaking of legality, where do mods stand on it?
Because of freedoom, you can boot up a gameplay mod and still see some sprites from OG doom despite never having bought doom.
Where does this type of thing stand, legally? cause you could easily load up perkistan's sound mod along with smooth doom and freedoom and get yourself all those assets without having purchased them.
am i dumb and overthinking something ?
>>4080070
>I don't anyone would love to pay even 1 dollar for Nuts.wad
People paid a dollar for I Made A Game With Zombies In It.
>>4080074
That's because they're fucking retarded.
>>4080078
Exactly. Nuts could easily earn a dollar.
>>4080070
>What about maps that base around gimmicks?
I don't think anyone would release nuts.wad commercially, whatever that is
>megawad that had good reception, something that looks slightly different than doom with its own personality but that it's still doom, like ancient aliens or sunlust
The point is only a few selected megawads would be released like this.
>>4080083
>whatever that is
Get out.
This discussion is retarded.
Sorry if this gets asked a lot. I managed to never play DOOM growing up and I was wondering if there's a "better" way to play between oldschool and newschool. I thought about starting with oldschool because that's how the game was released, but I didn't know if newschool was considered just flat out better.
>>4080083
>Doesn't know about nuts.wad
>Spouting off about selling doom wads like he knows anything about the community
Fuck off.
Is Kinsie gonna change the Cyberdemon's sprites?
Because i think using the 64 sprites makes it stand out to how other revamped enemies are mostly based on NuDoom.
>>4080096
well that cyberdemon that was posted is by the same guy who made that new mastermind
>>4080090
Just get ChocolateDoom port to play on newer systems. For your first playthrough you really don't need mods, they're only useful when you're bored of vanilla.
>>4080090
>get GZDoom
>tone up eyecandy but TEXTURE FILTERS OFF
>disable autoaim, turn on mlook
>load up either Beautiful Doom or Smooth Doom mods, ONE OR THE OTHER
Best of Both Worlds.
Or just get Chocolate Doom and live the experience as it once was.
>>4080071
What I want to know is how often MIDI covers of songs can get a .wad taken down
>>4080108
>MIDI covers of songs can get a .wad taken down
>when half the original tunes are """""covers""""" themselves
does that even happen?
>>4080108
I don't think they ever have. Having an actual rip of a song isn't allowed on /idgames though. Which still makes me wonder how Pirates! stays up despite having a 30 second something part of Highway to Hell.
>>4080113
Wasn't Bobby Prince a lawyer?
>>4080105
Beautiful Doom does gameplay tweaks
>>4080117
Sabbat Martyr has an MP3 instrumental of I Stand Alone by Godsmack and that's still in the archives
>>4080127
Optional, and they're very minor as far as I can remember.
>>4080117
Nearly everything released by Tormentor has been stolen from somewhere and he gets away with it.
>>4080118
I don't know if that's true or a myth/legend people came up with to laugh it up.
>>4080117
DUMP 2 has Smooth by Santana in the beach map and it's still allowed.
Legal stuff is weird, man.
>ad_metmon
>the GL pickup from the original is replaced with the triple shotgun
>the GL instead replaces the green armor pickup near the end of the level, you basically never get to use it outside of the final arena
>the green armor is available as an easy to find secret in the intro hub
>AND it's also available as an easy to find secret right at the start in the map proper, the heart-stopping leap required to take its equivalent in the original is removed
>flamethrower enforcer trap near the beginning is no longer brick-shitting because the wall that impedes your way of retreat conveniently retracts
Why, sock, why
>>4078662
brehs.....
>>4079769
What's your lighting setup for these?
Lawgiver guy here.
The old model really triggered me because it had only five mode indicators and no lens in the back.
I found another 3d model on the internet and did some reshooting.
On the left is the new one, on the right is the old one. I really can't decide which one I like more. The left one looks much more cartoon-y, while the right one looks fat as a fatass and only has five indicator fields. Also, it seems titled towards the background.
On the other hand, the grip on the left one looks kinda off.
What do you think? I plan on redoing the weapon sprites and add another fire mode.
>>4080105
>turn on mlook
>>4080241
Yeah, I also said turn off auto-aim.
>>4080265
>Expecting frog posters to care
>Doomzone
>several weapons split across several classes
>same weapons take up different slots depending on class
>no indicator in the HUD what type of ammo what weapons use, the mod's readme is also useless in this regard
>each weapon has its own ammo pool but shares ammo pickups with other weapons
Oh lord.
https://www.youtube.com/watch?v=5WRVXN0A56U
Perfect jokewad fodder right here
>>4079996
>Matt Fell
I see. Thank you very much for the link, I can see there's plenty of ressources available to better understand what was going on back then.
Did not you have to pay the shareware to add WAD to the base game at the time?
Also,
>Id's own tools were on NextSTEP
I wonder if they moved to Windows after Bill Gates did this famous Microsoft presentation from "within" a level of Doom probably on green screen. Jokes aside, I guess moving a work environment from one platform to another wasn't fun at the time.
>>4080019
>exchanging emails with the JDoom (Doomsday Engine now)
That's crazy. How do you think you have collaborated with him? I'm too young to remember JDoom but the Doomsday Engine is pure joy.
>>4080038
>I don't get why id or bethesda don't make some ez profit
because they already are?
>see the user-based microtransactions market set around all MP Valve games
>see the recent Bethesda's CreationClub
>>4080234
The one on the right is a lot more compact and looks better, I think.
It could be touched up with a little editing, hopefully not much.
>>4080292
Re: Moving to Windows - let's ask Carmack!
https://www.quora.com/Why-was-Doom-developed-on-a-NeXT?srid=uBz7H
>This was all in the context of DOS or Windows 3.x; it was revelatory to have a computer system that didn’t crash all the time. By the time Quake 2 came around, Windows NT was in a similar didn’t-crash-all-the-time state, it had hardware accelerated OpenGL, and Visual Studio was getting really good, so I didn’t feel too bad moving over to it. At that transition point I did evaluate most of the other Unix workstations, and didn’t find a strong enough reason not to go with Microsoft for our desktop systems.
>>4080292
>Did not you have to pay the shareware to add WAD to the base game at the time?
the shareware didn't allow you to load custom WADs, no.
>>4079745
Arguably the best map of the id iwads, E2M2 was created by Sandy as well as my personal favourite from Doom 2, map 10 Refuelling Base
Although both were started/worked on by Tom Hall aswell so for all I know you could attribute them both to him
>>4078248
Hi, NotS developer here (that obscure wanna-be Castlevania game mod, you know...)
I'm in the middle of a total conversion in ZScript...long, tedious and frustrating to understand, but I admit it has its own merits too. For example, as I'm in the middle of converting powerups right now, I can make the Clock Powerup (AKA Time freeze, see pic) handle its lights and translucency cycles without ACSes, present in earlier versions of NotS. Don't worry,the hidden effectwill still be there.
AS this process will take a while, I'm sad to say that there won't be "new and exciting pics" to show you for quite sometime, but it will be worth it.
Also, seems that no one noticed that ifthe last monster in an area was a Boss, it will spawn a sphere. Also,if said Boss were to be the last monster on the map, you'll get additional effects. What a shame.
>>4079652
The easiest way is to ZScript, by storing a variable into a projectile and overriding the "SpecialMissileHit" function. From there, you should be able to use the Actor victim pointer to retrieve its radius and finally, use that to determine wheter the missile should continue killing or not. The MageStaffFX2's example (Zdoom Wiki -> Zscript -> Virtual Fucntions) should give you an headstart.
>>4080357
>>4080371
ZScript is a rough one, but it's also been a fun one. There's a certain pleasure to be had in diving head-first into uncharted territories and making your own paths.
Good ruck, mate.
>>4077757
>hdoom-inspired mod
It obviously wouldn't have lethal (or probably even damaging) weapons, dumbass.
>>4076987
tell me about doomguy, why does the wear the suit?
>>4080450
You gotta have protection when fighting against Hell.
>>4080452
oh. that makes sense.
>>4080452
>protection
how would demon STDs work?
>>4080463
Maybe everything clears up for a while.
>>4080430
Didn't say how inspired beyond monster girls, d-d-dumbass.
https://www.youtube.com/watch?v=f8ipFUMNuKE&ab_channel=OwenEgan
accidentally found this guys channel browsing youtubes.
>>4080494
That looks sick even though 3d models replacements in Doom tend to look out of place.
>>4080489
Oh, shut up. Who in their right mind would be wanting to hurt monstergirls? Unless we're talking about actual monster females, not cute anime monstergirls, but that's not the case here.
>>4080498
looks a little wonky to me. modeled sprite replacements should probably look more like quake to match the style a bit better.
not like doomsdays shit-tier low res models though... i mean good.
>>4077069
>Doom: Son, if i die, take VEGA and give him to your Virtual Waifu, atleast she may have someone to fuck with it instead of dominating the universe.
>Master Chief: Yes dad
>Doom: And tell your mother that i broke her promisee, and i wont bring back her Chozo suit.
>>4080371
>>4080401
Hey Anons its been awhile since I upgraded my GZdoom (2.4) and I dont have hardware rendering.
I was wondering what kinda changes/updates have been done now that its up to 3.1... im a little skeeered to upgrade if its gonna brake.
>>4080551
3.x has a software renderer.
who would win durandal or shodan
>>4080038
>>4080043
>>4080045
>>4080046
>>4080307
> imblying Final Doom isnt a paid mod
> it may have iwads, but its definitely a mod
>>4080558
durandal, easy
>>4080558
1: Shodan spent two games trying to be Queen Bitch and failed each time. Durandal succeeded on the first and the only thing that threatened him was the consumer of the universe.
2: Who Would Win debates are dumb.
>>4079543
It looks like crushing is about to happen on these skeletons, making them agitated.
>>4080558
irrelevant because "who would win in a fight" discussions are dumb
>>4080563
It was standalone.
>>4080572
Who would win the icon of sin or shub niggurath?
If you want your fav modders to spend more time on their work, send them a donation. Why do you need a middle man?
>>4080582
I'll show you a "donation" ;)
*unzips dick*
>Durandal runs on mac
>Shodan runs on win
gee I wonder who would win
also if that wasn't enough Shodan is a hottie
>>4080584
*imp pain sounds*
>>4080578
>>4080579
Shub would because a bunch of Shalraths would be coming in and there would be alot of firepods going up in that hole (where romero's head is)
It'd take quite a few but those projectiles can go around corners so it doesnt take a direct shot like doomguy has to do.
Meanwhile there would be a few Shamblers and a bunch of Fiends and Ogres running interference.
Teleporting is Shub's game so they'd be popping in much like doomguy did.
>>4080582
Pretty much. The doom community is hardly large enough to make modding profitable as it is.
Durandal wins because I don't see every awful dev out there wanting to make spiritual sequels to Marathon in the hope that Bungie-senpai will notice them.
>>4080578
two separate hackers have defeated shodan, one not even military-tier
durandal has survived hacking, like, five times, even from other supercomputers
>>4079816
>filename
>geibuchanBUT CLYDE
>>4078963
Open up an audio program that allows you to record from your current audio output. Close/silence all the other shit playing. Open the game and set the music type to OPL Emulation.
Start a game, press pause, now type the IDMUS cheat code for the level that has the music you want.
Dont do anything until you record a couple loops of music, then trim it down precisely and save it (Mp3 or Ogg or whatever).
> OPL is how its supposed to sound for all doom mus format tracks
>>4078662
You vs the her that she told you not to worry about
>>4080579
Complete, utter, and incredibly boring stalemate.
The two don't move and survive by summoning monsters and need to be defeated by an atypical method (fire missiles at Icon's skull, telefrag Shub).
In terms of monster-to-monster, the Doom bestiary pound for pound out-damages and out-beefs the entire Quake bestiary, but getting them to coordinate a teleport into Shub-Niggurath is not happening, ever.
Likewise, none of getting the Quake monsters have the accuracy of getting into the Icon's skull. The Vore aren't gonna see Romero's head so can't lock onto him, and good fucking luck getting a dumbass Ogre to aim his grenades up there.
>>4080595
Hold my beer.
>>4078593
> suplex
>>4077713
>>4077475
The proper counter to this would be to have a crushing bar come out from the wall or cieling and kill you if you try to jump over the barrier. Not sure that could be turned off necessarily (so even if you kill the guards, and accidentally RJ up there, you'd also die). If it came out of the cieling without the barrier being there I think it would just knock you to the floor.
It could be a big platform hidden under the floor that comes up and smashes you into the cieling too.
>>4080337
I meant to pay a copy of the game in order to load WADs.
>>4080595
desu i'd really like some kind of remastering of marathon. I love the setting, the plot, the atmosphere, but the gameplay just didnt age well desu.
>>4080292
>How do you think you have collaborated with him?
Maybe collaborate wasn't the proper term, but I loosely recall a few shallow questions regarding networking (client/server, etc) and sprite "modding" of sorts: I wanted weapons to show in player sprites on multiplayer matches, and kind of started researching how to go about that without "adding" any new player sprites.
As a kid/teenager I usually tried to bite more than my teeth could handle, and half of the time that meant dropping stuff before accomplishing shit.
Zdaemon is fantastic for multiplayer vanilla Doom, because of how limited it is. It's a breath of fresh air coming off from Zandronum where only two mod, both of which alter gameplay significantly are played. But I'm finding it a bit unpopulated. Does anyone else here even play ZDaemon?
>>4080629
The easiest counter would just making the horizontal bars extend upwards to the ceiling- or lower the roof there instead- so the player simply can't jump over them anyway. You could also easily put a crusher above or below in that area to smash the player if they get there too early, or bypass brushes entirely and just set up a trigger_hurt field, either of which could simply be killed with a killtarget field/relay at the same time as the last guard's death.
It's probably intentional, though- if the player's smart enough to grenade jump out of trouble then let 'em, especially if they've already played through the whole rest of the map.
>>4080751
you do realize no single multiplayer port is true vanilla these days, right
all of them are based on zdoom in one way or another, even odamex
>>4080757
Yeah. I meant to say it's "closer" to vanilla, since there's not much room in the engine for modification.
I don't know what encompassed me to do this but I did it anyway. for you, /doom/.
>>4080765
Cute.
Nicely done, anon.
>>4080765
cute stuff
>>4080765
And we're all glad you did it.
>>4080765
This is perfect on so many levels
>>4080546
>dad
>>4080765
>cacodemon's plane
that fucker's gonna win, we all know how diddy kong racing went
>>4080509
>Who in their right mind would be wanting to hurt monstergirls?
Me
>>4080765
This is a really good question, why isn't there a DOOM Kart, or is there?
>>4080818
There was an attempt made relatively early in /doom/'s life. Long story short it didn't go so well.
>>4080829
>tfw no id Kart where Keen is the innocent cover protagonist where he must fend off invading racers from other angry macho id universes
>>4080832
I wonder if modern id even remembers who Commander Keen is
>>4078248
Its monday, but fuck it posting this anyway.
Made some upgrades to the slomo mod, now including a cooldown feature and a feature to delay the speed of regenerating slomo points.
https://a.uguu.se/TtFFWd2tYgdp_SlomoBulletTime.pk3
With the added cooldown, I'm wondering if I should add a hudmessage that pops in the middle of the screen (below the cross hair), when the cooldown is over. Let me know what ya think.
I also set the default settings to the more pleasant freeze-mode until someone helps me figure out how to mute music and sounds with acs temporarily.
>>4080835
No reason why they wouldn't
What's the name of the wad based loosely on all mainline Doom games put together? It didn't look very good, but even bullet enemies shot projectiles, which looked cool.
I think the tagline was
>a thesis on mobility as defense
but that didn't help me find it
>>4080860
>What's the name of the wad based loosely on all mainline Doom games put together?
MetaDoom?
is there a good soundfont that emulates the genesis a la https://www.youtube.com/watch?v=HDpWMyZnaCM ?
>>4080901
I think I saw one in that pastebin in the OP, got it but never actually tried so can't comment on it.
>>4080901
Closest you get is this, but it's not gonna automatically turn Doom into Thunder Force-style music.
https://www.youtube.com/watch?v=KWEMmTUZtLs
If I ever get around to working on that megawad I want to make, then I just found MAP01's music.
https://www.youtube.com/watch?v=RXM9jEZlg1k
>>4080901
The Genesis is FM synthesis, not sampled instruments so no, a Soundfont wouldn't work.
I need a mancubus replacement for GMOTA, something big and burly, like either bigass robot golem thing or a big dude in armor. He's gonna shoot cannoballs and generall just big a big fat pain in the ass.
and I can't find anything, the closest thing I've got is this but he's still human sized
>>4080989
have you considered taking photographs
>>4081001
I don't have anything on hand that could be of use.
>>4080989
use an ettin that throws the cannon balls out of the mace?
shutup, the firemace from heretic did it, so can this
>>4081005
sure you do :^)
>>4080989
Probably not what you're looking for, but lemme go through my collection and dump shit I've got for you.
>>4081010
I'm actually a skinny shit though, like I'm usually called stringbean and tallman
>>4081007
Maybe, I want to give this dude a cannon of some kind though, I could try sticking a massive fuck off arm cannon on an Ettin, if I go with a human shaped monster, I would at least scale him up a little
>>4081015
Keep dumping, if I can't use something, I'm sure someone else can.
>>4080989
>>4081015
>>4080989
>>4081018
>>4080989
>>4081020
>>4080989
>>4081021
>>4081025
>the fucking darius fishes
>>4080989
>>4081025
>>4080989
>>4081036
Finally, Captain J's Cyberbrute, which could use with a touch of editing but slap some armor on this guy and he's cool.
https://www.dropbox.com/s/s565d1308245ogr/Captain%20J%20-%20Cyber%20Brute.rar?dl=0
You know I COULD just use this guy, he kinda fits what I'm looking for: A burly sack of shit with armor and arm cannons
>>4081095
Probably could ask someone to edit it to be less futuristic maybe.
>>4081106
I mean it's not bad if there's a little scifi mixed in, some of my favorite fantasy games have scifi elements out of nowhere where you start fighting robots with laser guns and shit.
>>4081112
To be fair, if you just remove the red visor it gets completely de-scifi-ed.
>>4081131
I might turn the visor into a knight's helm instead
What version of GZDoom Builder should I use? Really wanting to get started with this mapping business.
>>4081158
Either the last version of GZDoombuilder or GZDB Bugfix.
>>4081161
Do I need to add the Bugfix to the regular version, or is it standalone?
>>4081171
Standalone.
>>4081175
Thanks. Can't wait to get started.
What's up with all the links to best-ever just being some ransomphishingspam garbage?
>>4081181
BE was kill following the admin's meltdown.
>>4080873
That's the one. Thanks anon
>>4081182
Are there any other places to grab all those mods then? Torrent in the OP is dead.
>>4081209
Spot on, my man.
>>4081209
Take out the red light on his chest, then maybe color his skin similar to say, the hellknight.
>>4081216
Optionally, color his skin midnight blue.
>After messing around with Timidity++ and FluidSynth and soundfont files, Sound System and Microsoft GS Wavetable Synth won't play certain midis anymore (TITLEMAP and MAP01, MAP03, MAP04, etc of disjunct.wad), even using the unrelated folder of GZDoom that was never fiddled with
What the fuck is happening?
>>4081257
Restarting computer didn't fix it either, the sound is just fucked and I don't know why.
The IWADs are fine.
>>4081281
ZDoom's running it fine as well, just suddenly all my previous and future GZDooms can't play the music.
>>4081257
same shit happened to me and i still don't know what happened. i fixed it by setting up the timidity for zdoom here: https://zdoom.org/wiki/TiMidity%2B%2B
there was also a soundfont that sounds like the default windows midi soundfont that i found on doomworld somewhere. i'll upload it here since i can't seem to find the thread:
https://mega.nz/#!580UGaBA!TeosAuAB8MRTiCa1BLInO81kg3cJL87lmcDdZfmWagI
>>4081316
>i fixed it by setting up the timidity for zdoom here
Do you mean it fixed itself or that you had to use a windows midi soundfont with Timidity?
>>4081334
i had to use the the soundfont with timidity
>>4081342
Well, fuck. Because there's something wrong with either the drums or timidity++ itself.
I wish I knew what happened so I could actually fix it, it seems it'll be stuck like this forever otherwise.
>>4081350(me again)
Seems the music works fine with FMOD Ex but setting it to OpenAL (which is required in GZDoom 3.0) makes it screw up and stop working. I could have sworn OpenAL was working with these MIDIs before.
>>4079985
I'm working on a new firing animation and it's pretty decently centered, although the arm cannon isn't entirely centered so it looks really odd so I'll need to work on that
>>4080232
1 sun light as the main light source with shadows enabled, with 0.05 environment lighting and ambient occlusion. The colors are done with color ramps to create the paletted look with one of the drawbacks being that colored lights don't work
>>4081383
> the sprites are actually straight up model rips and look that good
you fucking wizard
>>4081391
I mean that's basically what doom originally did but with clay models right? love that look it produces.
>>4081383
How'd you get textures on him? I fiddled with the lost soul model in blender and couldn't find anything in Wraith to put on it.
>>4081430
I dont like how the Cyber Mancubus turned out in meta doom myself, feels out of place, the summoner worked really nicely though
>>4076989
https://forum.zdoom.org/viewtopic.php?f=43&t=29915&start=1365#p1005931
RO 2.5 is out
>>4079794
trailblazer+DRLA monsters on the Hell on earth starter pack
https://www.youtube.com/watch?v=RXM9jEZlg1k
Hey Kins if you're still here, could you mind making the 100% message in MetaDoom toggleable?
I've got the other angles for walking done too but I can't be assed to make a gif of him walking in every angle.
>>4080751
I know what you mean. I simply don't play Zandronum multiplayer anymore. ZDaemon DM is good enough.
>>4080765
I would play doomcart hell team racing