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TOO GOOD TO BE TRUE

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Thread replies: 560
Thread images: 125

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DOOM THREAD / RETRO FPS THREAD - Last thread >>4104395

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)

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

SOUNDFONTS
https://pastebin.com/y0Mnk9s4

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

BUILD ENGINE LAUNCHERS
http://buildgamedosboxlaunchers.weebly.com/

== /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
-Two maps still in progress
-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?
-Looking for more unique images to start each thread with

=== NEWS ===

[7-9] New test build of TerminusEst's High Noon Drifter available
https://www.dropbox.com/s/t84eaksqg5au9gx/HighNoonDrifter-prerelease_final.pk3?dl=1

[7-3] Anon makes a joke map while waiting for QUMP
https://mega.nz/#!lQQSSIjC!TtptcHyxmxi0STHHkYm067tbfCm8yBI77CiIsUIC18k

[7-3] ROOTPAIN V2; the sequel nobody wanted
https://www.doomworld.com/forum/topic/94860-rootpain-v2/

[7-2] scalliano's SUPER Shuffle released
https://forum.zdoom.org/viewtopic.php?f=43&t=56220

[7-1] Doom Retro 2.5 released
https://www.doomworld.com/profile/13784-bradharding/?status=1728077&type=status

[6-29] Wildweasel releases No Shotguns For You 2, replacing all shotgun-related entities with automatics
https://forum.zdoom.org/viewtopic.php?f=43&t=57073&p=1006547

[6-26] Russian Overkill 2.5 released
https://forum.zdoom.org/viewtopic.php?f=43&t=29915&start=1365#p1005931

[6-25] BloodGDX updated to 0.769, improves mouse control
http://m210.duke4.net/index.php/files/viewdownload/9-java/50-bloodgdx

[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

[6-20] Anon shares some stuff about ZScript HUDs
https://docs.google.com/document/d/1WmmsefkkMHMz1EN_3F-Y3_NR94uFr-2xxVJ7VvlJyPA/

=== 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.
>>
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Don't you just love finding a secret room full with good stuff to use?
>>
>>4109110
Regarding you wanting to emulate duke3d's shotgun behavior with the pellets not penetrating enemies, i loaded up duke with a hunch and sure enough I found something there. The lack of penetration is a function of the enemy ai and not of the weapon. Duke's baddies stay solid until the last frame of their death animation, throughout which they impede your movement and you can push them at a small cost of speed, but they also retain their shootable property at the same time which is what stops the bullets, and not just the shotgun bullets either.
>>
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Second for Tornado-spewing cranium.
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WHENS BABEL
>>
>>41107951 Are there any notable Doom mods that revolve around driving cars in first person?
>>
>>4110795
never, hopefully
>>
give me your favourite frankensprites
>>
where do people find all the weapon sounds i hear in mods? The only ones i've ever been able to reccognise are serious sam and doom 3 sounds
>>
how should I go about playing Chex Quest? Is there something like Chocolate Doom but it removes all the bugs and stuff?
>>
>>4110837
Chocolate Doom has support for Chex Quest
>>
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>found all secrets
>can't manage to find the mandatory key to exit the level
>>
>esp.wad map30

What even the fuck is this map?
>>
>>4110840

yeah but Chocolate Doom seeks to reproduce all bugs and everything too
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I feel like I should add some sort of warning or signal when he's getting ready to shoot this at you, I tried putting the bone hand in front of the arm cannon before he shoots using A_warp stuff but it looks awkward at other angles.

You guys got any ideas? The other one I was thinking of is some kinda laser sight.
>>
>>4110905

have the grapple pop up and then like, open and close, you know like he's showing it off, and then have it shoot, like have the sprite appear before it shoots
>>
>>4110912
That'd have the same problem as I have right now, it'd look bad at other angles, plus I only have an open hand sprite.
>>
>>4110905
laser sights usually imply something high damage and immediate
snipers/missiles and the like

does the hand sprite only have one rotation?
>>
>>4110914
Full rotations, and to be fair this hookshot is going to be bad news when I'm done with it, it'll hurt you and drain an odd amount of ammunition from you on hit.
>>
>>4110905
How about something like Quadraxis's laser sighting in MP2 before it fires
>>
>>4110913

you might just have to go the way of old arcade games and give him like a flash or color change or something to show that he's going to do it
>>
>>4110905
I would leave it the way you have it in the webm. The pause he does while lining up his aim states pretty well that he isn't going to launch a conventional ranged attack (unless he pauses identically for those) and that competent players should think about evasion. It reminds me of the green enemy guarding the helmet upgrade in mega man x, except I don't remember it ever pulling you back with it's claw.
>>
>>4110905

Some sort of sound cue? Like a click shortly before it fires or something.
>>
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>>4110937
The problem is I'm going to give him a few other projectiles.

Also I got it now, I just deleted the A_warp stuff I attempted and then redid it and apparently I got it good now. Also make sure to give Kins thanks for this nice bone hand sprite, the mad bastard made this for me within an hour.
>>
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>>4110949
I lifted the hand up a little more
>>
>>4110949
>>4110951
What if you made the barrel of the gun and maybe some of the lines on top glow in a color that corresponds to the type of projectile he's going to fire?
>>
>>4110954
I try to avoid doing color based warnings because I'm colorblind, plus having an actualy thing that pops up and fucks with the silhouette of the monster feels like it's more effective in telling the player that something is happening.
>>
>>4110949
>>4110951
just splice it into the sprite itself as an extra frame?
>>
Trying Arcane Dimensions. I only played Quake with the default engine and darkplaces before.

So I installed Quakespasm and put AD 1.5 in it. When I start it seems to be some kind of hub where I choose maps?

What about those new AD maps I heard about? Should I download them into the AD folder and they will show up in this hub? or they are loaded apart on their own (why would they be AD maps if that was the case)?

Also I remember reading somewhere AD needed a custom engine or something, what about that?
>>
>playin doom 2 megawad
>the nazi soldiers are reskinned to be a scientist/alien/soldier/etc

always makes me sqee
>>
>>4110993
Anyone can add and make new maps for AD, the additional maps just won't show up in the hubs and you'd have to load them via the console. And yes, they'd have to be extracted into the AD folder. For more AD maps, go to quaddicted and search for maps with the "arcane dimensions" tag.

The Forgotten Sepulcher is a special case and is an official map which will show up in the 1.5 hub once you add it because it was originally meant to be released with 1.5 but just got delayed. This is also the map that requires the specialized build of Quakespasm because it breaks a lot of limits due to how large it is.

You can find download links to the Sepulcher map and the necessary QS build to run it here:
http://www.celephais.net/board/view_thread.php?id=61462
>>
>>4111004
>play Doom 2 megawad
>the nazi soldiers are occasionally used in regular maps
>>
>>4111005
I think I get most of it now.

Can I use that special version of Quakespasm for everything else so I don't have two engines hanging around, or is it better to use the normal 0.92.1 version for the other maps?
>>
>>4111020
>Can I use that special version of Quakespasm for everything else so I don't have two engines hanging around

That's what I've been doing and I haven't run into any issues with vanilla or any other map sets I've played.
>>
>>4111025
ok thanks
>>
>>4110782
masses of health/armour power ups are my favourite type of secret
so satisfying to clean the room
>>
>>4110772
rly nothing going on in the news or too lazy to check?
>>
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>>4111052
Yes friend, it's just quiet. I check all replies before starting every thread.
>>
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Who's the hottest bitch in any /vr/ FPS?
>>
>>4111068
me when i'm playing diakatana
>>
>>4111072
ayyo bby u wan sum fuk
>>
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/vr/ EARLY RELEASE

https://a.uguu.se/RrYhj3SJ5UOq_SlomoBulletTime_Ultimate.pk3

It is the RC1 of next version of the Slomo Bullettime mod. Its pretty much ready and fully operational with all its new features. All that is left is just doing a good ol' QA playtest before final release. I expect no bugs at all, but you never know.

Have fun, I'm really proud of this one.
>>
>>4110784
any way to do that in gzdoom?

seeing as death can occur without referencing a painstate, and it seems to be hardcoded that as soon as it hits a deathstate it becomes non-shootable even if it is still solid
>>
>>4111091
Is this actual slow motion or just time freeze
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>>4111103
Actual Slomo. The real deal. No choppy sound effects either.

That said, it is super customizable, you can tweak the slomo a LOT. You can make it into a time freeze, slomo, extended slomo, have cooldowns, freeze momentum during slomo, allow sounds and music to play during slomo and many other things.

This shit is fucking lit man.
>>
>>4111108
When considering that Black Warrior was known for implementing actual slow-mo, this sounds promising. Will give it a try.
>>
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is it possible to filter out all MM servers in IDE? I just want to see 1v1/CTF servers but I guess how I have my filters setup now it includes megagame shit too
>>
Ordered copies of doom 1 & 2 on gba lads what can I ex0ect lads, buyers remorse?
>>
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There was a strategy game tc for gzdoom with /m/echa but I didn't download it when I first found it and now I don't remember what it's called and can't seem to find it again.
>>
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>>4111117
Thanks. The whole purpose of this mod is to be a universal addon that can be used with any other mod or vanilla game.

I've played a few campaigns so far with the previous versions and its been a great addition. Its especially great with any gameplay or monster mod that adds 3d sfx, like smoke, fire and gore.
>>
>>4111126
From what I hear they're actually pretty decent.
>>
>>4111101
> though this just gave me an idea for how to give monsters 100% painstate chances without it actually interrupting their attacks

Give them a counter when they start to attack, then remove the counter when they finish the attack. If they go to painstate and they have that counter, it jumps to the end of the painstate and there's a TNT1 with "goto missile+X" reference which resumes the attack. Though at the end of the painstate just before that normally there would be a goto-see reference as usual.
>>
Is there a community like this but with people that do maps instead of just gameplay thingies? Or are mappers too adult for places like 4chan and prefer to work on their own / with their buttbuddies and then release on doomworld?
>>
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>>4111163
>>
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>>4111163
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>>4111163
Ive never made maps for doom in the entire time ive been playing it, since 1994.

Ive always focused on some sort of mod for the things in it - whether it was just graphics or weapons stuff or other gameplay later on as scripting became feasible.

I have an idea for a retro style game that incorporates a combination of features between tile based production (similar to rise of the triad) and some vector based effects.

It would be far, far easier and more effective and would achieve most of the same benefits.

In other words I don't give a shit about (learning) doom's map design specifications because it sucks. Tell me when the source ports start enabling quake-style full 3d brush mapping.

> with backwards compatibility for normal doom mapping
>>
>>4111068
Hunter. No questions.
>>
>>4111201
>Tell me when the source ports start enabling quake-style full 3d brush mapping.
Why not just map for Quake? It's fun.
>>
>spend hours editing a sentry gun
>ends up looking like shit
welp
>>
Is the pistol in doom chambered for 308 winchester nato or is the chaingun chambered for 9mm?
>>
>>4111303 (Me)
>winchester nato
I don't think I pressed delete enough.
>>
>>4111303
The chaingun is probably a pistol caliber given how weak it (relatively) is.

Which is why having a subgun in place of the chaingun would make a bit more sense to me.
>>
>>4111269
because it would need to be in doom due to the desired monsters, weapons, and having 3 keys instead of two. Among other things.
>>
>>4111323
You can DIY your own keys through spinning props and delayed creation of triggers, they just won't show up on the HUD.
>>
>>4111303
>>4111321

The pistol and chaingun are probably some pdw caliber for reliable armor penetration (all the soldiers are wearing armor). It may be a beretta but that doesn't mean it has to be the usual kind (or even be a beretta).

Not 5.7mm but you can take 45s and neck them down to 9mm or 10mm for alot of firepower. The magazines in the game are pretty low capacity too (10 rounders it seems).

Then again in the alpha game the pistol was actually a rifle, so originally it was likely planned that they'd both shoot rifle rounds (5.56mm since thats what our military uses).

>>4111329
im not doing a damn bit of modding coding for quake, besides I like the look of doom, stop it with this line of inquiry
>>
>>4111335
>im not doing a damn bit of modding coding for quake,
it works in vanilla
>>
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how can I make a txt file that looks like shit not look like shit without using notepad+ or any other program?
>>
>>4110841
I came up with a term to describe this: a "secret paradox"
Its a sign of really well done level design
>>
>>4111385
use windows like line-endings
on notepad++
edit->EOL Conversion->windows(CR LF)
>>
>>4111385
https://www.doomworld.com/idgames/?textmaker
>>
>>4111403
oh you just want to convert an existing one to have proper line breaks, not make your own. never mind
>>
>func_illusionarys can't be killtargeted
for what purpose, though
>>
>>4111405
yes

>>4111394
works but I still need to use notepad++ for that
guess I'll just make np++ the default program for txt files
>>
>>4111012
Well to be honest the SS hold a neat middle ground between the standard zombiemen and the chaingunners. I'm all for reskinning them into something that will fit the aesthetic of the megawad more.
>>
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Man, that's an ugly-ass couch.
>>
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>>4111469
major agitation
>>
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>>4111469
>>
>>4111390
>can't find your way through
>good level design
>>
>>4111458
>he doesn't like sofas made out of tentacles and flesh
>>
>>4111091
>>4111108

Yoooooooo this is rad as fuck.
How the hell did you get the non-choppy sound effects?
>>
>>4111163
there's plenty of us that do maps, anon. we're just kind of split straight down the middle.
>>
>tfw recurring periods of depressed tiredness grinds my projects to a complete halt for months at a time
I wish I could get into that creative frenzy again right about now.
>>
was romero ultimately not responsible for doom's success? I mean, he did endorse brutal doom and did develop daikatana
>>
>>4111567
Both of those are true, but I think that simply equating Doom's success to one person is misleading. Romero was certainly a big part of it, since he designed 8 out of the 9 levels for Knee Deep in the Dead. Since those parts of the game were the parts that so many people got to see for free, I do think he did a lot.
>>
>>4111567
>was romero ultimately not responsible for doom's success?
Romero was part of a team effort, he is responsible but that responsibility is split across the rest of the team members as well.

>he did endorse brutal doom and did develop daikatana
The first is incorrect and the second has nothing to do with Doom's success.

Romero's a great designer, but he is just one man. And like all great designers, he's just as prone to mis-stepping as everyone else.
>>
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>>4111469
That's weird as fuck, how did you break the sky?
>>
>>4111576
>he designed 8 out of the 9 levels for Knee Deep in the Dead
Well, there it is I guess, I always loved the first episodes maps a little more than the others and now I guess I know why.
>>
>>4111607
The only one he didn't make was E1M8, and E1M4 was co-designed with Tom Hall. Tech Gone Bad and Phobos Mission Control were designed to rectify this and provide a pure Romero episode.
>>
>>4111610
If you're trying to tell me I'm retarded I agree with you.
>>
>>4111596
Changesky and then type in a texture that doesn't exist, I think the sky turns into a HOM
>>
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>>4111486
ZScript man, its a miracle cure.
It creates a copy of the PowerTimeFreezer power actor and goes into its guts with ZScript, disabling the sound/music pausing.
>>
>>4111596

Might have been an earlier version of the map. idk I was looking through old screenshots and don't really remember what was going on at the time.
>>
>>4111620
Hey, do any of the sound playing functions (internal or otherwise) allow for pitch, speed and time offset args yet?
>>
>when you give up detailing the rest of the room because you want to make poop jokes
>>
>>4111698
Nice job.
>>
>>4111698
A class act of gaming
>>
>>4111698

Poop jokes are an important part of gaming history.
>>
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Rate the Doom games, in your personal opinions, from least difficult/annoying to most:

Doom < Doom II < TNT < Ultimate Doom E4 < Plutonia
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I can't make this look good, just fuck it, I'll have to think of something else. If anyone wants to use this or make it not shit, go for it. I think maybe the tripod could be useful.
>>
>>4111750
desu if you made the round lower part be a hexagon it would look fine
>>
>>4111754
Shape is just one issue, but the thing ends up being too fucking clunky and big, you're supposed to be able to carry and deploy two of them, it's already a bit big as it is originally, the tripod somehow looks too small for the gun, turret, yet it makes it too chunky.
>>
>>4111750
what are you doing anon?
>>
what the fuck happened on /vg/, i was in the arena FPS thread and now all the threads are pokeporn spam
>>
>>4111776
A sentry turret for Immoral Conduct
>>
>>4111781
I'm gonna guess some shitter got banned and is now BabyRaging in an attempt to kill the thread. I've seen this happen several times before in other threads.
>>
>>4111785
no, not the one thread, the whole board got flooded instantaneously and slid like eight pages of threads off to 404 hell
>>
>>4111785
>>4111781
Not him, but the whole board has been taken over by furfags. I can't wait to read about the delicious drama that caused this.
>>
>>4111781
/vg/'s currently being raided because of some furry drama in the ffxiv threads
>>
>>4111790
The fuck. That usually happens on /trash/.

bui?
>>
>>4111794
Hahaha oh wow.
>furry drama
>in a final fantasy thread (?)
>leads to coordinated pokemon porn spam
what in the goddamn
>>
>>4111795
He was wrecking /vp/ last week.

People know his address, I don't know why someone hasn't cut off his hands for being a worthless poisonous fuckhead.
>>
>>4111804
>I don't know why someone hasn't cut off his hands for being a worthless poisonous fuckhead

I'd be surprised if any kiwifarmer ever left the house
>>
>>4111808
There's more people than Kiwifarms who have a beef with him.
>>
>>4111815
I know, but mutilating someone over 4chan drama sounds hilarious
>>
>>4111645
No, except for one thing; reverbs.

I've been browsing the zdoom forums trying to find some code or mention of using the underwater reverb outside its level-only thing, but so far I've got nothing.

I'm planning on asking about it as a feature request in the forums if I fail to find anything.
>>
oh fuck, /v/ was just hit as well

apparently it's all because the furfag wants vp to either be deleted or turned into a nsfw board.

Anyhoo, Epic III when?
>>
>>4111848
why doesn't he just go to /trash/?
>>
>>4111853
Bui has been retarded for a long time.
>>
>>4111853
this is autism anon, they don't think logically. Sometimes they win, though - did you know that starting a kerbal space program general on vg is a bannable offense? Long story.
>>
>>4111860
>did you know that starting a kerbal space program general on vg is a bannable offense? Long story.
No, but I remember /ps2g/ getting repeatedly deleted because one of the pastebins in the OP had 'SC2' in the URL.
>>
>>4111861
I never even noticed that general was gone. Good riddance.
>>
>>4111860
>starting a kerbal space program general on vg is a bannable offense
Why?
>>
>>4111894
Idiots kept remaking it long after it had turned into nothing much more than the same handful of people shitposting the same anime girls at each other and seeing how many replies they could samefag to one post until it had more replies than the actual thread had IPs.
>>
WHY ARE THE STONE2 AND STONE3 TEXTURES MISALIGNED VERTICALLY

REEEEEEEEEEE
>>
>>4111957
a supreme autist had a grunge against the Mexican developers. His mild anger evolved to full-on shrill screaming hate, which then evolved to a nice smorgasbord of derailing, spam, and the posting of some awfully strange image selections. The mods got fed up, and thus /kspg/ was nuked. Who knows, maybe now that Take-Two owns it the general might be allowed back.
>>
How many of you have actually completely played through UAC Military Nightmare?
>>
>>4112010
I tried IDCLEVing through the levels

Fucked my .ini because if it IIRC.
>>
>>4112010
haven't cared to
>>
>>4112010

Haven't played it, no interest in it.
>>
don't quit your dayjob, DKG.
>>
>4112038
Stop giving these fuckers attetnion.
>>
report and move on
>>
why don't we have many TCs for Quake and Quake II? and yet the Quake II engine is still used for open source games really commonly, even though it has the least amount of work done it on post-source code release
>>
>>4112053
Do you mean compared to Doom? Difficulty of making assets. Most people will agree it's a lot easier to make graphical assets for a sprite-based game where, while the workload might seem heavy due to the number of frames, people are more willing to stuff it out because they can see what it'll look like in-game as they're working on it, and can tweak things frame by frame. The jump to Quake means you've gotta learn 3D modeling and texturing, which is a big wall to leap- and then to actually make things work the way you want them to, you've gotta delve into QuakeC.
>>
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>try to pirate a 25 year old game
>get a few levels in
>find out it's a demo version
>try again
>mouse movement only
>try again
>can't get it to run
>>
Did Doom really had "intestines" or were those intended to be snakes or tentacles?
>>
>>4112101
it's called snake but the coloring makes it look fleshy, but it looks tentacle-y

it's whatever you want it to be
>>
>>4112098

use Chocolate Doom and use the setup tool
>>
Doom 4 Doom is too much fun
>>
>>4112098
>posts frog picture
>too stupid to run doom properly
like pottery
>>
>>4112101

Methinks it was made from a picture of snakes, but it's supposed to be like giant intestines spawned by the hell's influence. Basically the same stuff you see in Doom 3.
>>
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>>4112180
What about fish pictures?
>>
>>4112243
oh man, what was that one megawatt that had the fishe as the map31/32 boss?
>>
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>>4112243


>>4112246
D2TWID
>>
>>4112053
Its easy to replace everything in doom.

Its hard to replace anything in quake without some heavy coding knowledge. Some guy was trying to put a new weapon in quake recently in these threads, I think he managed to get a single weapon in after a few weeks, but never saw much after that. Not sure what happened to him or his project.
>>
>>4111335
>The pistol and chaingun are probably some pdw caliber for reliable armor penetration (all the soldiers are wearing armor). It may be a beretta but that doesn't mean it has to be the usual kind (or even be a beretta).
This is my headcanon. I like the idea of both the pistol and the chaingun sharing some futuristic PDW round.
>>
I'm bored. Taking drawing requests.
>Doom or Quake
>probably no backgrounds
>PC broken so drawing with pencil and paper
>>
>>4112351
Crash being cute.

The UAC marine, not the bandicoot.
>>
>>4112351
Doomguy eating a sandwich
>>
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>tfw wanting to use cheats in High Noon Drifter but Term won't stop bullying you
>>
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>>4112360
quit cheatin' then
>>
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>>4112360
>wanting to use cheats
>>
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Voidpoint will launch Ion Maiden in 2017
https://twitter.com/voidpnt/status/884463349278228480
>>
>>4112405
Is it no longer a Bombshell game?
>>
Basilissa is cute! CUTE!
>>
>>4112457
basi a fatty
>>
>>4112405

I can't believe what I'm looking at in that screenshot. That is insane for the Build engine. It's like putting a V8 in a Yaris.
>>
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>>
>>4112487
both
>>
>>4112482
My first thought was "oh boy look at all that geometry i'm going to get caught on".
>>
>>4112487
Quake - Atmosphere, actual 3D level design, dark gritty colors and enemies. Music is much better than doom's MIDI metal covers. An actual lighting system that casts shadows. Better multiplayer.

I assume we're just talking about the game in the box and not any add-ons or mods.

If I had to play either vanilla doom or vanilla quake it would be quake every time.
>>
>>4112467
pls don't bully the queen of phlegethon
>>
>>4112497

I am a little surprised they didn't make those tables in the background out of sprites desu
>>
>>4112503

This. Quake is underrated in these threads
>>
>>4112487
why not both?
>>
>>4112457
She's pretty fuckin fine desu
>>
>>4112487
I like both and think both of them are equally fun to go through
>>
>>4112514
>mexican music plays
>>
>>4112508
I wish people would stop misunderstanding the weapon dynamics in Quake, since "not like muh SSG" tends to be one of the main issues people seem to have with the game.
>>
>>4112487
i like doom a lot more, the only reason why is because even after all these years i still can't get used to how shitty quake's shotgun and double barreled shotgun are
>>
>>4112518

I rather like Quake's dynamic with the shotgun/super shotgun, to be honest.
It's nice to have a weaponset's emphasis on something other than the shotguns, and it makes the RL/lightning gun stand out even more.
>>
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>>4112518
>>4112519
Like fucking pottery.
>>
>>4112518
>>4112519

oh boy, right after you say it.

I don't quite get it? In Quake you fight fewer monsters, therefore, they have more health, it's very simple, the focused encounters are really fun anyway, since it feels more like a series of direct battles with specific creatures than mowing down hordes of undead, which is great too, but ultimately Quake just has a different pace/style
>>
>>4112520
The magic is in the instant weapon swapping. You can go from blasting monsters from afar with the RL to quickly finishing them off with the double barrel, or stunning someone and finishing it off with a good axe smack, and all without losing a second of momentum.
>>
You know, everytime someone complains about the Quake double barrel, I'll complain abut the Doom chaingun, and how crappy it is compared to the super nailgun.

Totally unfair comparison that ignores how the game balance works, but hey, so is comparing the Quake DB shotgun to the SSG.
>>
>>4111698
Which Quake map/mapset is this from?
>>
>>4112524
when you put it like that i can see how i've played it wrong for years, i usually played it like doom and that's probably why i have a lot more trouble with it than doom. i still like quake though, it's not like the shotgun or double barrel made it unplayable or anything since every other weapon makes up for it, i mean they are the first weapons you get after all
>>
>>4112487
If we're judging the vanilla games I would have to go with Quake.
>>
>>4112351
are you me
>>
>>4112351
This >>4112358, but also drinking coffee and and revenant fireball flying around him.
>>
I still need to beat Quake SP. I hate how you die so fast in Quake 1. It's like they had this weird mix of realism and fantasy.
>>
>>4112487
while I admittedly love both, I find quake to be the more fun game overall. that's discussing vanilla exclusively.

vanilla quake aged like fine wine, doom i find myself in need of a facelift mod like smooth doom or something to pull through with, otherwise I get burned out really really quickly. I like quake's general snappiness and grittiness, doom is just far too cartoony and slippery for me. like I somehow have no control at all. never got fully used to it.

it's funny how i still hold this opinion after all this time.
>>
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>>4112357
>>4112358
The internet is so awful, I've been done for an hour but could only post this now
>>
>>4112597
I can't be you, because I'm me
>>4112602
On it
>>
>>4112603
I always thought that Doom was the one that was more tactical (slow start up movement, slow weapon switch) and had quicker and less forgiving deaths than Quake especially because of Doom's shotgun guys, explosions from barrels, cyberdemon rockets and your own rockets, and arch viles. Also, the armor in Doom absorbs only 1/3 damage, whereas Quake has armors that absorb 60% and 80% damage.
>>
>>4112351
Draw Doomguy berserk-punching a demon's face in.
>>
>>4112623
amazing
>>
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>>4112351
auburn bombshell
>>
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Made this for the Unreal thread.
>>
>>4112673
Ahhhhh, I love that fucking intro.
>>
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>>4112673
Naiseu
>>
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>>4112602
>>
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>>4112628
>>
>>4112650
I can't draw boobs man. Sorry
>>
>>4112696
good shit dude
>>
>>4112693
Nice.
>>
>>4112634
>>4112708
Thanks, guys!
>>
https://my.mixtape.moe/ermptm.webm

i made a mod that makes revenants sound like screaming seals. forgive the piss filter i had flux on
>>
>>4112673 The nostalgia is strong with this one!
>>
>>4112725
>nostalgia
where_do_u_think_we_are.jpg
>>
>>4111698
dopefish
>>
>>4112561
It isn't, I cobbled it together to see how convincing breakable environments can be without any animation for the rubble (and as such only using id1, no Quoth/AD codebase).

Answer: not very, but good enough for government work.
>>
>>4112623
OR here, I dig it!

delicious girl-abs
>>
>>4112351
Doomguy encounters the phantom from devil may cry instead of the spider mastermind
>>
Recently, I've decided to record myself playing the original Marathon on a 17 inch CRT, let me know what you think.
>>
>>4112803
really unique look, marathon could use more love
>>
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>>4112803
>that HUD
>>
>>4112823
It's amazing the lengths devs went to with big, ornate HUDs to make the actual render resolution smaller.
>>
>>4112826
Why does it have to be so off-center though
>>
>>4112823
>>4112829
You think that's a bad interface? Check out their previous game, Pathways Into Darkness.
https://www.youtube.com/watch?v=V8Im_uN1eQ0
>>
>>4112803
When I see the original hud for Marathon, it makes me see its lineage with Pathways Into Darkness a lot more clearly. Especially with those old sprites for the guns.
>>
How's tnt 2
>>
>>4112840
like TNT 3 but it explodes one second faster
>>
>>4112673
Why's it so dark? Seems off.
>>
Hey /doom/ why don't we make a wad?playlist?
>>
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>>4112224
It's hand drawn actually, probably by Adrian.
>>
>>4112885
we have

several times
>>
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On one hand, Epic2 can look pretty cool with DarkDoom so long as you get the load order right.
>>
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>>4113014
On the other hand, because Epic2 is already dark at times, that means pitch-black areas that you can't see a goddamn thing in without a handy flashlight mod.
>>
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>>4113016
but it's cool tho
>>
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frustration
>>
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>>4111980
what do you mean?
>>
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Cool decorations.
>>
>>4113191
Those jar-shelves/bookcases be Quake textures, IIRC.
>>
>>4113195
I don't think so, they're based on Doom 2 textures.
>>
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brb space
>>
>>4113030
frustration
HAS TAKEN
IT'S CONTROL
>>
>>4112623 do you have a blog or place to see your stuff?
Looks neat.
>>
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>>4112419
Yes? For what I know, this time they have a official name and somehow a release date.
>>
>>4113264
is that a grenade launcher retooled into a shotgun?
>>
>>4113303
there is 40mm buckshot shells IRL, and IIRC there's alternate ammo types in Bombshell/IM so I imagine it serves as the game's shotgun as well as an explosive weapon.
>>
>I've never been able to get sprites for the Cyber-Caco, or the Armageddon Hell Knight and bosses.
- Yholl, Thu Jun 29, 2017

i wonder if anyone here has ideas for any of that...
>>
>>4113195
The Knave texture set? I think you may be right.

https://www.quaddicted.com/reviews/screenshots/contract.jpg
>>
>>4111047
My favorite secret is one so easy to notice and get that you might miss it because of the ease. I think Scythe has a supercharge on a tall pillar. You can see it and all you do is click one side of the pillar and it comes down. I bet most people would not think something so dumb easy would be the way to get at it.
>>
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>>4113212
If they are, then maybe they were used in Doom 2 first and I didn't realize it 'cause I don't play much doom, but all I know is I'm lookin' at 'em right now in the vanilla id texture wads.
>>
>>4113369
I don't remember seeing those textures at all, were they just unused?
>>
>>4113375
No idea. I don't remember seeing them in any original maps offhand but I know modders use 'em a ton and they're in one of the stock id wads (wizard, I think).
>>
>>4113316
Those 40x46mm buckshot shells were always kind of weaksauce (relative to their size) IRL, though as long as there's explosive grenades that's fine.
>>
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Final map of TNTR sure is something else, the indestructible gun turrets can go and fuck themselves but I like the badass new Icon Of Sin.

The amount of tight shit you get forced into though really cements the fact that I need to develop a proper BFG.
>>
>>4112907

Well, holy shit. Do you have more of these?
>>
>>4113051

That's exactly what I mean. Why are the bricks on top and bottom cut in half? None of the other brick textures do that.
>>
>>4113490
Just a second fäm.
>>
I want to use the Demonsteele/token health system, with an addition of enemies/objects hurting you if you walk into them. Closest way to achieve this I can think of is using a dummy actor that warps around the player with +TOUCHY, but then the player can take damage from doors touching them... any ideas? Has GMOTA guy looked at this sort of thing?
>>
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>>4113490
https://www.dropbox.com/s/w0r0l799y6idlhf/doom-textures-png.zip?dl=0

https://www.dropbox.com/s/rpeypxirep3awxq/OHMYGODROMEROFUCKINGDIDIT_walls.zip?dl=0

https://www.dropbox.com/s/k6dyibnd9wfahzq/OHMYGODROMEROFUCKINGDIDIT.zip?dl=0

https://www.dropbox.com/s/xfreb5fiklzk7ml/DOOMART1993.zip?dl=0

Romero released these some years ago, for the 20th anniversary I think.
There's actually a lot of interesting and useful stuff in there.

Pic not related.
>>
>>4112010
what's that?
>>
>>4112053
>>4112059

Yeah I couldnt even figure out how to give weapons random damage in QC. I also followed directions but I couldnt get my .qc files to compile, something to do with the makefile or the command line arguments I was giving. That was like 15 years ago and I havent touched it since.

> but hey look at C&C Red Alert and Tiberian Sun... and Duke3D... they put all that shit in a plain text file for everyone to just edit as they wished.
> then doom source ports came out, particularly Edge, so guess what I started modding
>>
>>4113517

Duuuuude. Thank you so much. What an interesting collection of things that could have been. It's a shame they didn't make those transparent skull wall textures.
>>
>>4113535
Yeah, make something cool with them!
>>
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>>4112341
They sometimes have discussions like this on /k but its worthy to get into here too.

I like the .40 super but fact is you could neck down a .45 to a 9mm and it might pack up to 44 mag levels of firepower. Technically its a .45 winchester magnum cut down and necked, but the case is still the same profile (its got a thicker base internally).

Whatever you put in that could be armor piercing, supercavitating, sabot, etc.

The problem is magazine capacity but if you're not expecting too much problems (on mars) and you only occasionally get an "anomaly" coming through the gate, its much better to have a common ammunition between all your weapons just like they did in Black Mesa.

Why not use 9mm since that kills the man good enough and only incapacitates him if it doesn't? Maybe the project facilitators knew something with abit more push might be necessary coming into it.

Or maybe in case of rogue ops or a mutiny they wanted to make sure body armor wasn't going to be effective (sure the security armor will stop it, but the leg/arm sleeves wont).

The disparity between why the chaingun uses the same magazines as the pistol can be solved that maybe it feeds from several at the same time and just kicks them out when it empties one of them (I can see it having 4 magazines stuck in the bottom and they just drop off and he slams another one in and doesnt even have to charge the weapon).

Or maybe those green ammo boxes have a 50 round drum.

And as for why they'd use a 4 barreled chaingun instead of just a machinegun: fire rate is not the issue. You can make the barrels thinner since they're air cooled now and you have 4 of them to distribute barrel wear between. Also a chain driven mechanism makes loading and extraction very, very reliable (this gun will NOT jam).

> but senpai chaingunners have belts of ammunition, you can see it right on their sprite

Its abit too technical to consider seriously. Doomguy also has an SMG in the splash art.
>>
Is there a command in quake to disable the "angling" of the screen when you strafe? I'm not referring to cl_bob, which I already put to 0.
>>
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>>4113547
>and it might pack up to 44 mag levels of firepower
Not without the same bullet weight, .44 Magnum generally ranges from 240gr to as heavy as 340gr, that's a pretty heavy bullet.

While you could surely get some pretty impressive performance out of .40 Super, the lower weight will make it fall short in terms of penetration (particularly against hard/rigid surfaces and media).

I think comparing it to .41 Magnum loads would be more suitable (which isn't shabby, mind you).
>>
>>4112519
>>4112524
>>4112518
>>4112520
>>4112567

I just reason that those shotguns are some off-caliber like 28 gauge or some shit. Its not that the shotguns are weak, its that they're not 12 gauge, which makes them (actually) weak. How many shotgun shells can he carry anyway? 100?

> why does everyone assume that a shotgun is 12 gauge whenever they see it in a vidya
> IRL even double barreled shotguns are much more likely to be 20 gauge

Story plot I can come up with is that if anybody on the research or security team goes bonkers a lighter load is more likely to incapacitate somebody rather than kill them.

And the double barreled shotgun was sorta a niche thing that veteran security guys would carry around in case of real trouble since they weren't allowed access to the weapons the Enforcers used (ie, all the good shit).

> why didn't Enforcers use Nailguns and Rockets on you? All they used was those blasters with the backpack mounted energy cell.
>>
>>4113521
>wanting random damage
>>
>>4113547
>The disparity between why the chaingun uses the same magazines as the pistol can be solved that maybe it feeds from several at the same time and just kicks them out when it empties one of them (I can see it having 4 magazines stuck in the bottom and they just drop off and he slams another one in and doesnt even have to charge the weapon).
That sounds like it would be many times more complex than the feed/delinker on an actual M134 Minigun

>And as for why they'd use a 4 barreled chaingun instead of just a machinegun: fire rate is not the issue. You can make the barrels thinner since they're air cooled now and you have 4 of them to distribute barrel wear between
It's more that a Gatling system being pretty much built on the idea of not only a high rate of fire, but also less heat build up, which, for the rate of fire that the Doom chaingun fires at, is basically a non-sequitur.

It has a rate of fire of maybe not even 600rpm, divide that by six for each barrel and that's 100rpm, which, sure, makes it so that you could sustain fire for a really long time and the gun wouldn't overheat, but where would that ever be a necessity? It could probably fire thousands of rounds without interruption and not get very warm, but you don't even do that in Doom. Half the barrels would do the same thing effectively, at significantly lower weight, but even then the rate of fire doesn't make sense for such a complex setup.

A recoil or gas operated SMG with a thick and finned barrel would handle quite a lot of heat, and if you needed it to handle heat even further, it could be made to fire from an open bolt, which would improve cooling and entirely avoid heat cook-offs.
Something similar to the H&K MP5 or Sig MPX could easily do the same things you'd realistically want from an SMG, just use them as a starting point, scale them up for .40 Super
>>
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>>4112503
>>4112487

Unfortunately im going to have to go with Quake and the answer is because of the much more gritty "horror movie" like presentation of it. For various reasons people have explained (feels like direct encounters, moody music, the map architecture and more dynamic environment).

However I wish we could've had more music with it. I also wish there was a better superweapon in the game... Quad+Thunder is devastating but it was also quite situational. I would've been okay with a Cluster Mine that popped a bunch of fucking grenades everywhere when it was tripped off, but you only had one of them.

Taking Silent Hill's approach would've been better in terms of music composition... in sum total the music from that game only took up like 30Mb even though it was CD quality. The trick being that it was composed much like MIDI except instead of midi instrumentation each instrument was a short 3-10 second long audio clip. Since the same kinds of tones and trail-offs were often used repeatedly.

Consider that without the cd music Quake 1 is a paltry sum (30mb?) and they could have included many more levels for the game and more music.

For example outside the normal campaign they could have had a Survival Mode that also would've been perfect for co-op or deathmatch play. Some string of like 30 maps that the designers could have poured all of their unrequited creative and devious urges into that didn't make sense for the normal campaign maps.

> just imagine if it had this... in the 4E start room you drop onto the rafters and go in the alcove, but instead of the nightmare difficulty leading back to the start room... it leads to the Survival Mode levels.

Overall as much as I like Quake (despite the goofy way the rocket launcher looks)...

I feel like it was kinda Rushed, like they just did it good enough to get it out the door.
>>
>>4113552
cl_rollangle. Set it to 0, default is 2.0, measured in degrees from center your view tilts while strafing.

I like it so I leave it on. Didn't like how Valve patched it out of later versions of HL1, either.
>>
>>4113565
>if anybody on the research or security team goes bonkers a lighter load is more likely to incapacitate somebody rather than kill them
That seems like a gigantic liability for numerous reasons.

For one there'd be so many wrongful death suits (using a lethal weapon in an attempt to do a non-lethal takedown), for another it'd suck if you needed to kill someone but couldn't, which carries it's own risks.
>>
>>4113576
you bet, I really fucking hate the predictable nature of these games, always have, it seems less immersive as a result
>>
>>4113576
I never really had a problem with it, injury is effectively random IRL, bullet paths, this artery, that organ, those spinal columns, etc.

You realistically couldn't accurately predict terminal ballistics in a gunfight in real life, so slightly randomizing the damage effectively adds a small measure of realism.
Some would argue it doesn't seem as fair, but mind also that you have the chance to take less damage and cause more damage by this mechanic, so it swings both ways.
>>
>>4112842
If I didn't play with it it ended up readjusting the colors every few seconds which bothered me. There's another version in the unreal thread that's more normal, but the quality looks worse imo
>>
>>4113592
Thanks a lot, I just find it a bit annoying and a slight bit disorienting
>>
>>4113562
basic estimate of cartridge firepower is as follows from references ive seen:

* .22 cal: 180J
* 9mm or .45acp: 500J
* .357 magnum: 900J
* .44 magnum: 1350J
* 5.56mm: 1750 joules
* .308: 3200 joules

One pick of ammunition I found for .40 super is a 135gr projectile with a muzzle velocity of 1750fps... which comes out to 1250J.

That is a pretty light bullet for 10mm diameter but these are the conclusions I draw.

Put a finer powder in it or a mix of fine/coarse along with a lighter bullet (like a sabot 5.56mm) and you'll probably get 2000-2300 fps out of it. Which spits fire about as strong as a .30 carbine. Maybe more if you want to push it (ie, make sure the guns are overbuilt)
>>
>>4113596
> black ops facility
> liability
> you cant even fucking talk about it or they'll throw you in Ft. Levinworth for 20 years and seal the court records.

And...

> needed to kill someone but couldnt
> how about blowing their head off, it still works good for that
>>
>>4113597
Actually ive been playing since 1994 so im not a babby by any standards. I was 11 when I found out doom had been released, it took another year before my dad upgraded to a computer capable of playing it.
>>
>>4113598
reminder that randomized damage always makes enemies feel tankier and quake supposedly has too many bullet sponges as it is
>>
>>4113606

I don't like how games individualize shotgun pellet damage either. You need to count up the number of pellets that hit, then treat that as a single attack that does a certain amount of (randomized) damage.
>>
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>>4113493
oh, i see what you mean now. that has never occurred to me before. i wonder if i will now notice it everywhere.
>>
>>4113591
>I feel like it was kinda Rushed, like they just did it good enough to get it out the door.
That's because it was.

They originally had a sort of fantasy RPG kind of game planned, "Quake: The Fight For Justice", but Romero was designated as a project lead this time around, and this was a problem because he was high of his tits on the success of Doom, more often than not he'd be chatting up the press or be out deathmatching with fans somewhere.
He was really not good at doing his job here, and was consumed with hubris (which would later catch up with him as Dai-Katana started to fall apart on him, teaching him a bitter but important lesson).

People had been churning out resources and done some sporadic mapping, but little of substance had been done because Romero hadn't been there to direct as he was supposed to, and as the deadline drew ever closer, Carmack decided "Fuck it! This will never get done in time, let's just make another shooter. Mmm"
Romero objected to this but everyone was in favor of Carmack's idea, leading to butthurt and Romero resigning after Quake was done.

So about 6 months before release they just took all the stuff they had and started patching it all together and retrofitting the game into a vaguely Doom-like shooter, which is why the game has a very unique quality, as it was both in a sort of quasi-production limbo, yet was rushed out the door to be something entirely different from what was originally planned. It's got a very rough edge in that sense, there's bosses missing (an unfinished skeletal dragon for episode 4 is in the game files), and an entire Aztec texture set was unused, then deleted, being finally used for one of the expansions.

I both like and dislike that quality of Quake, it's very nice in this sense, but it's also pretty clearly an unfinished game.
>>
>>4113630
>but Romero was designated as a project lead this time around
who was project lead for Doom then?
>>
>>4113621

The point of random damage isnt so much the effect it has on the enemies... as much as how much it does to YOU.

This was especially evident in doom with the revenants... the revenant rocket could do anywhere from 10 to 80 damage to you. If it always just did 45 then you knew what you was in for. But because it could do up to 80 you really didnt want to get hit with it.

You should NOT be getting shot in a video game. Regardless of how much health or armor you've got. Its tactically unsound and foolish to say the least. Truly unrealistic to a fault is more accurate to say.

So you should not be getting rewarded for being hit by knowing exactly how worse off you'll be for it.

> compounded by both quake games having rather low damage from its enemies, the player was definitely a bullet sponge... in quake 2 being machinegunned by strogg troopers literally meant taking a string of 2 or 3 hit point bullet whacks... and the best their rockets and grenades could do to you was 40 or 50 damage.

I mean it doesn't need to be as accurate as a simulator, but it does need to carry some consequences. Over time games developed hit locations and started veering away from bullet sponge player characters (in most multiplayers these days it seems everybody is a 2HP wonder)
>>
>>4113591
>I feel like it was kinda Rushed, like they just did it good enough to get it out the door.

That's exactly what happened. A fantasy RPG was planned but they didn't have the time. Honestly surprised it came out the way it did.
>>
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>>4113638
most enemy damage in quake is randomized, though, and it isn't reliant on difficulty
a shambler's two-arm swipe can graze you or can outright kill you with 100+damage in one go (assuming you don't have armor), while only its electricity attack is fixed (30 damage, 10x3)
>>
>>4113642

> the emergence of the cancerous computer aftermarket
>>
>>4113614
Yeah but you're going way beyond a subgun at that point, might as well just go for an assault rifle and have more power, better control and further range.

>>4113636
I don't really think they had really designated someone as an outright project leader before, things just sort of vaguely went by consensus/vote, with Carmack having a final word on the engine side.

For instance, Romero and Tom really wanted the secret pushwalls for Wolfenstein 3D, but Carmack refused because he thought it would look like an ugly hack, and they'd continue to pester him about it on occasion.
Then one day when Romero went to bug him about it again he just said "Oh, I already implemented it.", as he apparently put weight in their nagging and figured out a way he thought worked.

Then back when Carmack first developed the engine, they had already done a bunch of Commander Keen games (which Tom loved), and though he had initially assumed they were going to make a first person Commander Keen, Adrian had objected because he's wonderfully edgy and was sick of drawing cutesy kid's stuff, and suggested they'd do something dark this time, like revisit all the grotesque violence they were forced to cut out of Dangerous Dave, which they all ended up agreeing on.
>>
>>4113620
Don't give it attention, it's not worth your time.

>>4113642
Wew.

I'd rather have just plugged in a joystick and used that for movement, along with a mouse.
Vaguely like I do today, kind of.

>>4113647
Aftermarkets can be really fun and interesting though.
>>
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>>4113642
You raise a gas pedal for Doom and I raise a light gun for Doom.
These PC gaming accessories make no sense.
>>
>>4113662
I fucking REMEMBER that thing! Wasn't it just a shitty fucking mouse with a little shitty joystick where the hammer would be?

Like it wasn't even remotely a lightgun or anything like that.
>>
>>4113638
>pistol zombie in the distance snipes you for 15 damage
Nothing personnel
>>
The PS1 port of Doom and MetaDoom fit so well, yet i can't describe why.
>>
>>4113653
The point is to be able to put your assault rifle bullets in your handgun. So that way none of the ammo cabinets all have the same bullets in them and you're not feeding two different calibers.
> Logistics and simplicity

You cant do that if the case is 45mm long. The russians tried that trick with the 5.45mm by having the magazine in the grip and it was too unwieldy.

So you use a shorter case, which is also fatter, likewise necked down.

If you get down to it this is one of the reasons that having laser weapons is such a boon even if they end up only doing about the same damage as firearms. Because they all use the same ammunition (unless you're a capitalist douchebag who decides each gun has to use proprietary energy cells that absolutely will not fit or convert to anything else).

>>4113672
yeah but those guys are nothing pretty much, and they have no aim either (well at least they do in my mod, and when you're up close they start rapid firing and can kill imps that get in the way)
>>
>>4113672
I spent the last few sessions on TNTR where shotguys literally teleported behind me and put lead in my back in the last few maps, getting plinked at with sporadic and sloppy zombieman fire I think is nothing, even if RNG gave them a favor of higher damage.
>>
>>4113662
how was that meant to work? you wave it side to side for turning?
>>
>>4113680
yeah and in my mod the shotgunners use double barreled shotguns since thats what I replaced the normal shotgun with

They do less damage than the player's but the fact is their aiming mechanic has them rotate to a random angle and then shoot. So if you're right up next to them they will not miss.

Then again I wanted the zombies to be a little more on Imp/Pinky level of difficulty. However when modern wads spam them like this it really puts you on the edge of your seat.

(in terms of what the player actually ends up taking ive counted up 28 damage from the 14 smaller pellets, and 32 damage from the accurate center stack of 4 pellets... so up close the player will take at least 60)
>>
>>4113653
not sure what you mean, since i don't think pushwalls ever ended up in the final game. or do you mean the sliding door code that was never finished? https://doomwiki.org/wiki/Door#Sliding_doors
>>
>>4113672
more like
> focus on chaingunners/shotgunners
> the lone zombie starts nailing you with 12-15 damage shots one round after the other
>>
>>4113674
Needs a soundtrack replacement though.

>>4113683
No, and it's not even a mouse, it's a joystick, the hammer is a little stick you're supposed to use with your thumb, and it's super uncomfortable to actually hold it by the grip and control that way.
>>
>>4113675
There's literally nothing wrong with Capitalism.

>>4113685
>but the fact is their aiming mechanic has them rotate to a random angle and then shoot
Huh, how do you do that?
>>
>>4113691
Reread the sentence senpai.
>>
>>4113706
oh i misread "for" as "from", sorry to waste your time.
>>
>>4113696

Make zombie facetarget (tnt1 @ 0 tics).
Make zombie set angle to (current angle + frandom shit).
Now fire at will.

> though since he's using an SSG I give him a counter saying he still has to reload before he can actually shoot again, and it diverts to a reloading delay where you hear him loading up the shotgun

> but trust me this isnt enough time to really count on it saving your ass, and thats even with randomizing whether the shotgunner with a fresh spawn actually has his gun loaded already

So the zombie aims, but then diverts aim, then fires. I need to set the angle larger though because I accounted for 12 degrees maximum spread in the blast as being part of the 22 degree spread they would normally have, so he will only (frandom) aim up to 10 degrees in either direction.

(the center stack of higher damage pellets has a spread of 4 degrees, the smaller pellets actually only cause 3 bullet dice worth each but the player takes 33% damage from this damage type - so for a monster the shotgunner's damage is 116 points)

> I have seen shotgunners take down a hell knight who wasnt paying attention to them with a couple blasts after I had already blasted it

> this is what I wanted - more gruesome monster infighting so that it finishes itself faster and doesn't buy the player as much time

By the way the chaingunners are more accurate too, which should make you cringe. I at least give them a spraying attack for their first loop though (so they will start shooting at 15 degrees on one side, and increment each shot by 3 degrees until they've fanned all the way across - then they start shooting directly at you with a 12 degree spread). They dont have as high a painchance either. Its actually worth lobbing a rocket at them just to instakill.
>>
>>4113735
there's also alot More monster infighting too since a variety of monsters have fireballs with a splash radius (which by the way can also kill you if you're low on health and you're pinned down):

Caco fireballs: 3 splash to 48 radius
Noble fireballs: 6 splash to 56 radius
Revenant missile: half of its damage is splash out to 64 radius (dodging is not good enough)
Fatso fireballs: alot of fucking splash (and it can even hit you around corners)

So even if they're hitting the same species with their own fireballs it can damage something else in the crowd and itll start a fight.

> Monsters take 2x damage from monster fireballs too, so they really hurt each other. Revenants are doing somewhere on the order of 90-120 damage to other creatures. And noble fireballs actually splatter zombies and imps almost every time since the gib threshold is only 1.5x
>>
>>4111615
wtf is a hom
>>
Is the LS producing limit by pain elementals something which I should design for in a map? Or do most source ports remove it?
>>
>>4113792
https://doomwiki.org/wiki/HOM
>>
>>4113792
it is oddly doom-specific terminology for a general problem in games: missing/unknown textures, and what is drawn (or not drawn) in the space left behind.
>>
>>4113795
>https://doomwiki.org/wiki/HOM
thanks
>>
>>4113797
yeah I remember that thing happening sometimes when I made maps in unreal
>>
>>4113498
Alternatively, you could do a constant A_Explode on the enemy with a slightly larger radius than the enemy's hitbox.
>>
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C U T E!
>>
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>>4113809
>>
>>4113809
HFFFF
>>
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>>4113809
>>
is there any dinosaur here who still doesn't play with the vertical axis on?
>>
>>4113815
me

>>4113809
c u t e
>>
>>4113815

I do.
>>
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>>4113809
damn, nips really know how to draw nice hips
>>
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If your penis was a doom wad how would you describe its features in the txt?

No need to lie, this is an anonymous site.
>>
>>4113826
small map for single player
>>
>>4113826

A meaty in-your-face style megawad.
>>
>>4113809
bare chest when

>>4113826
A large slaughtermap.
>>
>>4113815
what exactly does "not playing with the vertical axis on" mean? vertical axis in doom i assume means moving the mouse forwards and backwards, which either makes you walk forwards and backwards, does nothing (so-called "novert") or looks up and down. of these, i use the first.
>>
>>4113832 >>4113839 >>4113842
let's not reply to /b/ garbage.
>>
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>>4113809
>>
>>4113826
>!!!!!!!!!!!!!
>reached occupant at: ( 0, 0, 0)
>no filling performed
>leak file written to anon.pts
>!!!!!!!!!!!!
>>
>>4113858
newfag detected
>>
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>>4113853
What, ashamed of your 'palsma rifle'?
>>
>>4113809
Is that a bruiser sister?
>>
>>4113826
makes me wonder how no one ever came up with some crazy idea like a gigawad, something like 3 episodes or so and each episode being a 32 level megawad
>>
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>>4113809
I want to see her dominate him.
>>
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>>4113809

good
shit
>>
>>4113826

aboveAverage(uncut edition).wad
>>
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>locked grate/fence in the way of progress
>map gives you a grenade launcher
>>
>>4113938
> it leads to a switch and then you need to backtrack
> you have no health/ammo left
>>
>afraid of playing through 20 years of quaddicted maps for fear of discovering someone else already made my map idea(s) better years ago
>give in and start playing
>halfway through the first func_ map jam
>see this
Are you, uh, sure that's the texture you meant to use, dude?
>>
>>4113962
Everything's coming up cocks.
>>
>>4113967
it's no secret that cocks make everything better, just like how futas are a straight upgrade to women

author knew what he was doing
>>
>>4112281
Hey guys how do you get a Projectile to cause an impact like a Bullet would?

It just causes a puff on the wall or a blood splat on the enemy... (but not a puff on the enemy)
>>
>>4114027
also a couple other things on my bucket list is being able to rotate sprites such as explosions so that they look different each time (similar to Q3)

And how to retrieve the current skill difficulty so that I can make monsters do different things depending on whether its UV, nightmare, and so on (im not satisfied with normal nightmare, I want to give them additional action routines). Looking for something I can give them a token for, so that I can activate JUMPIFINVENTORYs
>>
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>fall into death pit
>centerprint: LOL REKT
>>
>>4113826
This is intented to be played with Brutal Doom! The way doom is mean to be played! Sgt Mark king
>>
>>4113809
Would drink tea with.
>>
id you lazy fucks, why doesn't every monster have a gibbing animation
>>
>>4113797
I wouldn't say hom is a doom specific term. Its just that modern game engines don't really have the effect anymore.
>>
>>4114250
older racing games sometimes had it
>>
>>4114250
>>4114256
Also, every Valve game has it as they're all based off the original Quake engine. Most Quake sourceports have changed it to constantly update even out of bounds areas from the player's viewpoint (thus preventing the mirror effect, where frames aren't removed before being drawn over again); Valve didn't.

However it's a hell of a lot bigger problem in Quake because in that case, missing textures show up as the ol' pink checkerboard- an actual gap the void means you've got a leak and your map is probably running slow as shit because vis couldn't work properly.
>>
>>4113498
I've thought about doing a token health system, but really with as much overhauling as I'm doing to GMOTA right now I think it's best if I keep a traditional health system.
Also bumping into enemies that aren't attacking you but still taking damage sucks.
>>
>>4113826
For single player only.
;_;
>>
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>>4113962
>>4113967
Yes and no. A few hours before the deadline the map was still completely unfinished so I just closed it off with the penis texture as a fuck you to everybody who said "submit it anyway".

My next one is 100% penis free so far
>>
>>4114326
give into the cock

it demands sustenance
>>
>>4114326
Well, it got a good laugh out of me, so I'd say it turned out alright.
>>
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>>4114334
go to bed skacky
>>
>>4114342
gg
>>
>>4114342
gg
>>
>>4113875
BTSX might aswell be this, only the episodes being separate wads due to vanilla compatibility.
>>
Yo ther'es a new sanic DOOM and it has slopes?

how?
>>
>>4113809
UNF
UNF UNF UNF
>>
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What's a good place to upload a ~1GB mp3? Asking for a friend.
>>
>>4114375
>~1GB mp3
What the fuck, anon
>>
>>4114375
>mp3
>1GB
?????
>>
>>4114375
you need to have a good long talk with your friend
>>
>>4114342
HUHG
>>
>>4113809
>anime hair

eh
>>
>>4113809
>>4114407
>anime face

eh

Still nice drawing, though.
>>
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>>4114382
>>4114395
>>4114397
Well how else am I gonna get this to you guys?
>>
>>4114407
>>4114409
>pic is drawn by japanese artist
>surprised at Japanese art traits

This really supered my shotguns.
>>
>>4114409
honestly i'd be all behind hdoom if it weren't so stupidly cliche anime
>>
>>4114413
How long is it?
>>
>>4114419
dunno, still downloading it.
>>
>playan a wad
>all of a sudden some cool mapping trick is used
>trying to think of how they did it takes me out of the action

grrr
>>
>>4114423
I'm hoping its not a virus you're downloading. 1GB for a single MP3 just does not sound right at all.
>>
>>4114429
>it's dolphin porn
>>
>>4114429
Turns out it's a bunch of MP3s instead.
Guess I'll have to divvy them up and upload em tomorrow.
>>
>>4114247
I don't think you can even meet the needed damage requirement to gib them in vanilla
>>
>>4114437
really it would only be the demon that's missing
and even that would take a direct bfg hit that rolls above average damage
>>
>>4114441
If you wanted to, I think there's a decent amount of new xdeath frames you could use in zdoom forums or doomworld, quality varies of course
>>
>>4114417

> pic is drawn by a japanese artist
> they are physically unable to not draw anime stuff

lul just triggering your niggers
>>
>>4111091

Link is dead on Uguu and you haven't updated your zDoom topic yet :(
>>
>>4114413
>dolphin porn in audio format
you won't trick me again
>>
>>4114247
IMO, gibbing on bigger monsters only looks good if its Quake or Duke 3D styled gibbing.
>>
>>4114430
https://www.youtube.com/watch?v=mdLpjaqx5-4
>>
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testing new weather effect: spooky ground level mist
looks a little jank, but the concept works
or i could make it super subtle and smoothly uniform and destroy my framerate
will look extra spooky once global outdoor wind gets in and it'll all nicely drift in the same direction

also how do i go about making looping ambient sounds that i can dynamically alter the volume of?
>>
>>4111735
Mostly the same, but I would switch Plutonia with Thy Flesh just because of the second level of Thy Flesh. [spoiler\]AGITATE
>>
>99% health
>see a healthpack
>try to walk around it
>100% health
>24% of healing power is destroyed
niggers
>>
>wad kills you so you start with a pistol halfway through
>play the wad again years later
>forget about that part
>once again forget to use up all of my cells in the fight before I loose it all'

reee
>>
>>4114602
There's mods for that.
>>
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>>4114596
that's spooky
>>
>>4114342
GG
HUEURGGHUH
>>
>>4113014
What's with the future-luger?
>>
>>4114602
Yeah, that's always a pain in the ass.
>>
>>4114618

Gameplay mod, Kriegsland.
Used to be really kind of shit, then the author updated it and now it's not shit.
>>
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>>4112701
What are you, a fag?
>>
whats a good mod to play along Plutonia?
>>
>>4113591
Well, Thunderbolt IS the superweapon in the game, the plasma rifle equivalent would be the super nailgun here. In any case, the thunderbolt fits the style of Quake much better, as you won't be fighting big crowds but instead a smaller number of highly deadly enemies that can tear you apart in seconds. A hitscan weapon of extreme DPS and instant action seems like a better idea here.

Really, people often underestimate how well balanced these guns are, being clearly designed after the lessons learned in Doom.
>>
>>4114632
Final Doomer
>>
>>4113809
Yes. My prayers were answered.
>>
>>4111101
I just found an idea, there is a flag "dontcorpse" that when given to an actor, doesn't mark it as dead immediately when it dies, so the "corpse" flag that turns dead actors nonsolid can be set manually somewhere in the death state. Try this and let me know what happens.
>>
>>4114620
But in overall, would you recommend it?
>>
>>4114663

The new version, yes. It's still working out a lot of kinks, but it's fun to play through and I had a good romp with Epic.
>>
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>>4113809
>>
>>4114596
that's really fucking cool
>>
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ride the lightning: opm edition
>>
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Does anyone else change their FOV in the GZDoom console? I almost have to change it to 130 now, Im not used to normal Doom FOV at all.
>>
Post Doom cutes
Quake cutes also allowed, specially Crash or
Sorlag
>>
>>4114768
I honestly think doom's default fov on widescreen is already pushing it. I play in 4:3 resolution with default fov.
>>
>>4114752
Wait what? Is that in the current version? Term is that you???
>>
>>4114780
nah, not term. it's my custom build of demonsteele
>>
>>4114596
https://www.youtube.com/watch?v=YnvbNfhju-g
>>
>>4114596
Reminds me of the River of Souls.
>>
>>4114768
I have it set to 74 to match up with vanilla 4:3 FOV.
>>
pixiv is chock-full of shit sometimes but sometimes it manages to deliver.
>>
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>>4114934
of course I forget to upload the thing. damn it.
>>
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>>4114936
is that supposed to be chthon?
>>
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Reminder to drink your milk every day or you will get rocket fisted by skeletons.

https://my.mixtape.moe/akrmyl.webm
>>
>>4110772
BloodGDX 0.770 released, adds widescreen support, new HUD, additional voxels, fix vertical aim, other fixes.

http://m210.duke4.net/
>>
How long has GZDoom had software mode no longer distort view?
>>
>>4115047
When QZDoom got integrated.
>>
>>4115047
Too bad polyrender hates fake 3D bridges. Noticable in BTSX E1M01.
>>
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>>4114772
>Sorlag
I spent too long staring at her intro in Q:C and noticed how well they modeled her throat undulating as she talks and it makes me uncomfortable.
>>
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>>4114772
This is cute, right?
>>
I don't care what anyone says, that fucking pony mod has gone too far to be a simple ebin joke at this point.
>>
>>4115134
it's not a joke
>>
>>4115142
Well yes, I did see his deviantart and wasn't surprised in the slightest, but there were people trying to say that "It's just a joke, haha"
>>
>>4115147
these people are either in denial or can't see the forest for the trees
>>
Do you think the Doom engine modding scene will ever catch up to the levels of the Build engine scene?

https://forums.duke4.net/topic/8217-shaws-nightmare-general-discussion/
>>
>>4114785
Do want
>>
File: centerpump_icd.png (21KB, 362x135px) Image search: [Google]
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So I'll be redoing the shottygun, but the placeholder I had (the original ICD Sawed-Off but with a rapid, centered pump), has grown a bit on me, it's really satisfying to use with the loud BANG and actually fairly smooth animation.

I just want to post it in case anyone would want it, because I don't want it to just disappear in a bin somewhere, the frames are there and the offsets should apply if you cut their squares out properly as .pngs and make the background transparent, the modified Fire and Hold states are in this pastebin:

https://pastebin.com/vmke5vER

The graphics was some centered pump animation someone made of the classic shotgun, which I doodled a little over to make them fit the 'sawed-off' look of the Immoral Conduct gun.
Something I did personally was to alter the magazine capacity to 7rds, since it was replacing the Combat Shotgun, but if you want to do that it's up to you.
>>
>>4115259
I'm thinking I'll keep the sawed off sounds for the zombies, as the loud bang very fittingly conveys just how much their shotgun hurts you.
>>
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Manlet tracker v1.0.webm
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This was hard to pull off because I'm an idiot and never worked with an attack of this nature. Thanks to Yholl though I figured it out.
>>
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>>4115315
nice
>>
>https://www.technologyreview.com/s/608252/first-object-teleported-from-earth-to-orbit/

So it begins. Time to put that shotgun on a handy place.
>>
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>>4111134
Right, I got around to giving your addon a try. Also an opportunity to try out more recording options but it's not easy to get a small file size without much comprise.

>https://my.mixtape.moe/ufhyzr.webm

This is probably pushing it beyond the intended scope, but door speeds are still the same. Otherwise it's an impressive piece of work.
>>
>>4115378
Also noticed the UNF from the relatively low fall at 0:22 - 0:24, which I guess is a byproduct of how Doom recognizes falling.

https://doomwiki.org/wiki/Falling_damage
>>
Are there any good music mods with NuDoom's sountrack in it?
>>
Quake's expansion packs are so much more fun than the base game, even if they're somehow even easier
>>
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>>4114432
Right, so I'm uploading the audio Doom dolphin porn book. It's gonna take a while. Lots a data, and a small pipe.
>>
>>4113258
I don't have an art blog, but I do have a blog blog for shitposting and politics.
>>
>>4115440
>nowadays
something something half life
>>
>>4115449
haven't played in ages but pretty sure half-life allows you to jump around, look at alyx's ass and be an idiot at all times instead of locking you out of the game completely even disabling the escape button to quit the game because lol muh ebin plot-jokes xDD and forcing you to alt-F4 to rage quit before uninstalling the game
>>
>E1M1 in the PS1 port of Doom
>The secret corridor next to the bridge between the toxic liquid has a fucking PE in it
Who thought of this?
>>
>>4115452
Easy friend, this isn't /v/, you don't have to lay on the bile so thick. I do agree that taking control from the player to show some dumb cutscenes while pretending you're making a clever story and not giving them an option to skip it is really dumb. Which is a shame because the core gameplay of Superhot is pretty fucking cool.
>>
>>4115429
> find some meat!
>>
>>4113018
>>4113016
>>4113014
That time of day looks genuinely cozy in Epic 2

Will check out this Kriegsland too
>>
>>4115464
I think its funny when people try to use "doom 2 monsters in doom 1 levels" as a positive thing about PSX Doom. Most of of the placements are random and unbalanced.
>>
>>4114752
how did you do those tracer bullets?
>>
>>4115534
you mean inker bullets
>>
>>4115536
I mean blaster bolts. How did you do those?
>>
>>4115517
Pain elemental would have been great in E1M1 out in the courtyard
> what thaaaa...
> gets shot by a sergeant in the hallway and dies
>>
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Getting these blocks to behave and warp correctly is a pain in the ass. How do you get spawned solid actors to sit on each other instead of passing though?
>>
>since pain elementals never deal any damage directly, they will never be targeted by monsters
>>
>>4115617
I was watching a video of somebody playing AOW 2 yesterday, they have a weapon in there that spawns stuff and one of the things they could make was stairs and walking platforms, they could spawn turrets in and the turrets would sit on the platforms.
>>
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>>4110771
If anyone wants this sprite I just ripped ill host it on mega. Its not polished yet and its suffering from being put through some kind of web palette. But its rather big (about 150px) and looks like a classic stock explosion. Its not a perfect rip, had to get it off of some flash player by doing screenshots but I got most of the frames.

After I get it polished up (it'll be in a later doom general) ill have it in a pk3 all aligned and stuff.
>>
>>4115409
Just DL Synthdoom, get NuDoom soundtrack and edit Synthdoom yourself to only play the NuDoom soundtrack.
>>
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>>4115629
and here's another goodie, a sprite I mined from zdoom spriting carnival (I think its for some kind of devastator) however I noticed just how good it would probably work as a Super Nailgun too, so thats what im going to use it for

(the large barrel shrouds just go well with that gutty SNG sound)

No muzzle flash yet though.
>>
>>4115645
ok
>>
>>4115629

I'm fairly sure this was one of the available explosions in "the games factory"
>>
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What's the current stable setup of getting D4D working? I just get cvar and animdefs errors. I tried with the newest version of GZDoom and the recommended 2.2.0
>>
How faithful is Doom 64 Retribution to the original? The early levels really bored me with the repetitive grimdark quake-like design, but most levels past 10 were interesting enough. The lack of actual music and the goofy late-sprite-era non-stylized sprites were very tiresome though.
>>
>>4115710
I'm interested in knowing this too.
>>
>>4115534
>>4115539
I changed nothing from term's code. it's just when you turn bloom on that it gives the bolts a neat looking corona.
>>
>>4115849
im asking in general how this works, because I know its not a fastprojectile
>>
>>4115869
why don't you open demonsteele with slade and find out?
>>
>>4115872
yeahhh... I didnt know what you was even playing, just figured this was a personal mod or something
>>
https://twitter.com/deadmau5/status/884858569891475456

Here is deadmau5 running doom on a cube
>>
>>4115898
who?
>>
>>4115898
pretty good, he also has made transitions between his songs using a windows error, you can look it up in youtube
https://www.youtube.com/watch?v=z4Yq83vIfqE
>>
>>4115917
an electronic music artist.
>>
>>4115259
Are you replacing any of the sound effects in ICD with higher quality ones? If you are, I can (hopefully) provide some sound effects for the weapons if you need them.
>>
File: Screenshot_Doom_20170712_204627.png (204KB, 1280x960px) Image search: [Google]
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so I'm making next CH update have some more satisfying gibbing for enemies when overkilled

is exploding to pile of bones too excessive for revenants?
or just right?
>>
>>4115964
It's Juuuuuuust right
>>
>>4115898
>deadmau5 still exists in the year of our lord 2017
>>
>>4113875
Theres been a couple of joke wads with something like 1000 levels. Most of them are copypastes of the same level, but its been done.
>>
>>4116014
Didn't mock 2 do this?
>>
>>4115964
I thought this was a horrible case of colorblind modding again until I figured out CH meant Colorful Hell.
>>
>>4116018
I like the one with all the cacodemons. Load specifically that level with a weapon wad with miniguns with tracers and play defend the city.
>>
How do I beat Doom 2?
Every time I play it, I always get fucking burned out and hate it by the time I get to The Pit or Refueling Base
>>
>>4116050
you get over your commitment issues
>>
>>4116050
use the save function and the next time you play it continue from there instead of starting over
>>
>>4116050
literally takes less than 4-5h to finish it, consider just taking your daily pills prior to your "attempt"
>>
How do I beat Doom 1? Every time I get to Refinery or Hell Keep I get burned out and I hate it.
>>
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>>4116085
> take your medication
>>
How do I beat Wolfenstein 3D? Every time I get to Episode One, Floor One I get bored and switch back to Doom or maybe Quake.
>>
>>4116095
Get one of the rehashed doom versions (you get more weapons or so ive seen)
>>
>>4115949
I am, yes, and have replaced a lot.

What I could need actually is something for the subguns, the sound effect from Shadow Warrior I like, but it's kind of gritty and low sampled. If you could get something similar, a soft, a pseudo burst-like sound such as that.

I think Red Faction had some pretty good machinegun sounds, but I don't think anyone has ripped them.
>>
How do I beat tennis for two? every time I play against William Higinbotham he wipes the floor with me.
>>
File: Y O U.jpg (234KB, 1309x1600px) Image search: [Google]
Y O U.jpg
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>>4116127
> slumps back in his chair
> here's a (you)
>>
>>4115429
Right, here's the Masters of Doom audiobook, now with x2 the dolphin porn. These are all mega.nz links, so slap that in front of the URLs.

>#!VWhCGR7Y!Hu5-ZQMgmdOhaZcv8qeCnhcW4YWlt_5MkkJckHTpOWw
>#!EHxFFI5a!hGSjr3fytI8h9EhEuExtsTQYLwXAivP15fhdk3t26Y8
>#!kOQU1LhC!vb2fPkRcpmFGXhxjPE6WPznQ_t50D3jZbXmcZEFg73U
>>
>>4116264
I.
Dolphin porn?
>>
>>4116264
good shit, thanks
>>
File: Screenshot_Doom_20140728_202125.png (3MB, 1920x1080px) Image search: [Google]
Screenshot_Doom_20140728_202125.png
3MB, 1920x1080px
Why do some WADs only work on Zandronum rather than GZDoom?
>>
>>4116264
what wad should I play while listening to it?
>>
>>4116269
Google, my friend.
>>
>>4116290
Pretty sure that Zandybam has some functions that are exclusive to it.
>>
>>4116290
>>4116293

Some functions and actors, yeah.
>>
>>4116264
Is this the Will Wheaton one?
Tell me it isn't.
>>
Has anyone made a dating sim in Doom?
And i mean like a TC, where you have characters that you can interact and the menus are styled like Strife, while also having detailed city levels you can walk in and interact, like it was a DN3D level, except that instead of shooting folks, you'd interact with NPC's and shit, because it's a dating sim.
>>
>>4116352
I remember that one guy was working on a gay furry dating sim. The closest would have to be the dialogue in HDoom. I would love to see more strife style WADs where you do walk around town, interact with NPCs, buy things, and do other RPG trappings.
>>
>>4116352
>>4116357
One idea i had for it is that all the levels were kinda hub-like and comfy looking, while the NPC's are mostly, if not, all female characters originating from different games, so you could interact with characters like Shantae, Peach, Chun-li, Bayonetta, Kat etc, where they say lines that represent their usual personalities and shit.
I'm that lonely.
>>
>>4116364
At least you're honest.
>>
>>4111068
The MC from the original Unreal
>>
>>4116369
A crossover dating sim in Doom could be the most autistic thing ever, but at the same time a successful idea.
If i could do it, i'd then allow some sort of addon support or have a dev build available, in case someone wants their waifu to be in it.

I'm not a modder, just an "ideas guy".
>>
>>4111258
>>4116387

Good tastes.
>>
>>4116313
Yeah, it's Wil. What the fuck does that faggot have to do with Doom anyway?
>>
>>4110905
Just replace arch vile fire for a lock on with an appropriate sound and you're good.
>>
>>4113667
Yeah basically, LGR has a video going more in depth with it
>>
>>4116050
IMO, Doom 2 doesnt even start for real until map08. Maps 2-6 are so boring. Maps 1 and 7 are alright, but not among the best.
>>
>>4116403
I dislike him as a person and actor, but his adult reading voice is ok.
>>
>>4116593
As much as I hate the bazinga show, I thought it was funny that they made him a recurring enemy of Sheldon.
>>
>>4116593
Has he done anything of note besides coasting off of Star Trek and being a massive douche?
>>
File: tumblr_orh3jkRd7A1r1gyewo2_500.jpg (53KB, 500x540px) Image search: [Google]
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1. Are master levels for doom 2 any good?

2. Where can I find a download where all the levels are in a single WAD?
>>
>>4116629
I know that my favorite map was Bloodsea Keep, but that was it.
>>
>>4116629
>Are master levels for doom 2 any good?

The maps by John Anderson, Jim Flynn, Sverre Kvernmo, and Tom Mustaine are good. Some of them can be a bit puzzly at times, though.

Never been a fan of the maps by Tim Willits and Chris Klie, myself.
>>
>>4116629
all the levels as in the 1000+ crap ones as well? I don't have those, but here are the 20 official ones

http://www16.zippyshare.com/v/Tyl0zbw6/file.html
>>
>>4116653
The 1000+ levels is Maximum Doom, which while it was included with physical releases of Master Levels, was not officially counted as Master Levels.
>>
Are there any mods that make Doom playable top-down?
>>
>>4116690
hm... I suppose you could modify the 3rd person camera angle in gzdoom or whatever. Shouldn't be too difficult.

Not that I would know how to do it
>>
>>4116697
Would you also need sprites for a top down view?
>>
>>4116739
No, but if you want it to look nice then yes
>>
>>4116739
yeah. everything would be completely flat.
>>
>>4116690
with (g)zdoom you can already display the front sprites of actors and the floor textures in the minimap

that's not 100% playable, but if the ground is flat, that can work
>>
>>4116690
tab
>>
>>4116896
I remember playing doom as a young kid and being annoyed that the map didn't update as you moved around while looking at it
>>
File: 1465804284977.png (293KB, 554x665px) Image search: [Google]
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>load up the next map in a map jam
>you've already played the Arcane Dimensions version of it
>>
so I've been playing doom 4 and I'm thoroughly enjoying it. got to advanced research facility.

I see a fuckland of potential for this game, I really don't know what ID were thinking by not making idtech 6 modular or user modifiable.

at least the areas are pretty.
>>
>>4116982
>what ID were thinking
There's your problem, it's not id anymore, it's all Bethesda
>>
>>4114936

If that's Chthon, they fucked up the face big time. His/her split vagina dentata face is one of its most defining elements.
>>
>>4114959
>>4117078
Looks like it's meant to be.
>>
>>4116690
There is that one mechwarrior commander type mod. It was top down-ish 3rd person
>>
>>4116407
That would have been a pretty good idea actually, though I solved my problem now >>4114975
>>
>>4117143
>>4117160
i don't know what you're angry about but i take great amusement in the fact that you're not finding the Doom or Quake porn you want
>>
>>4117169
no, please continue on how much your whacking material of choice is so much superior
>>
>>4117170
The Quake audience is really fucking competitive.
There's probably masturbation challenges.
>>
>>4117179

Quakefag here, can confirm
Every year we get together at a convention and head to the back room
We supply the secret code and enter the Wank III Arena tournament

Competitors have to stare each other firm in the eye and start jerking it, while simultaneously going through GIS results for Ranger one after the other
Whoever climaxes first is the winner and continues on to the next bracket
>>
>>4117179
>you must be able to jerk off and have it land on someone else's back at least two feet away before you can be part of the quake masturbatory appreciation committee
>they call it the b2r, or butt to rail
>>
>>4117183

can verify
got second place last year
i'm pretty sure the opponent fucking cheated by bringing up hunter, but i never got to see the footage
>>
>>4117183
Godspeed, you crazy bastards.
This is a level of e-sports normies can't reach.
>>
SO HOW ABOUT THEM DOOM MODS/MAPS EH
>>
>>4117260
you're the being angry, friend
it's okay

sometimes penises respond to different things
sometimes our penises act funny around doom monsters or quake monsters
sometimes our penises act funny around anime girls

and that's all right
>>
SO HOW ABOUT THIS 'DOOM' VIDEO GAME EH
>>
I'm sure what we have here is an actual anime monster girl itt and you're all poking fun at him.

japanese folk are sensitive, you guys.
>>
post purge when
>>
HAMMER DOWN
>>
>>4117276
IT'S FULL OF SATAN WORSHIPING AND WILL CORRUPT OUR CHILDREN
>>
hit f5 and stop talking to your imaginary friends
>>
>>4117287
my father worked in the video game industry in the early 80s. When asked what he did, he would say: "I corrupt the youth of America, one quarter at a time"
>>
>>4117263
OR QUAKE MAPS
>this thread.png
>>
>>4117164
isn't there literal shittons of doom and quake porn out there? hard not to find what you want.
>>
>>4117323
yes
>>
>>4117323

Yes.
>>
>>4117323

yes
>>
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1492253200903.gif
536KB, 381x512px
>>4111091

aaaand, I'm late...
>>
>>4113792

"hall of mirrors"
>>
>>4113519

a terry wad, DO NOT
>>
>>4113519
A shitstain on the ass of the universe.
>>
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>>4117263
Yeah, about them. I need a fresh image to start a new thread.
>>
>>4116982
threw me waaaay back to when I first did this, at least a couple days after the 2015 e3 reveal. the hype was so fucking strong I literally lost a good couple hours of sleep because of it.
>>
>>4116982
>I really don't know what ID were thinking by not making idtech 6 modular or user modifiable
"ha ha time for dlc"
>>
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ded.jpg
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>>4117362
>>
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beyond salvation.png
219KB, 714x549px
>>4117362
>>
>>4117362
>>4113642
>>
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>>4117362
>>
New thread.

>>4117396
>>4117396
>>4117396

Also, the ccd0 fork of 4chanX might be getting an option to copy a post's clean text, which will make creating new threads a lot more simpler.
Thread posts: 560
Thread images: 125


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