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REALLY ACTIVATES MY BFG

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Thread replies: 608
Thread images: 134

File: thingken.jpg (2KB, 48x67px) Image search: [Google]
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DOOM THREAD / RETRO FPS THREAD - Last thread >>4162441

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
-We're still waiting
-https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk

OP
-2016 torrent of idgames archive is gone
-Looking into replacing or removing outdated resources in the OP, need feedback
-Looking for more unique images to start each thread with

=== NEWS ===

[8-4] Source port for Chasm: The Rift
https://github.com/Panzerschrek/Chasm-Reverse/releases

[8-1] Map Jam 9 released (Quake)
http://www.celephais.net/board/view_thread.php?id=61494
-Anon notes a particular crash issue
-https://warosu.org/vr/thread/4162441#p4162683

[8-1] /newstuff Chronicles #532
https://www.doomworld.com/news/the-newstuff-chronicles-532-r5277/

[7-29] Press F as OBLIGE's 7.666 release will likely be the final version
http://oblige.sourceforge.net/

[7-28] Intermission E2M7, featuring Cage, Wartorn, and Pillowblaster
https://www.youtube.com/watch?v=13IDbeckDUM

[7-27] Lilith.pk3, the latest hot mod
https://forum.zdoom.org/viewtopic.php?t=57364

[7-26] Project Xenome: Interloper, a map set for Unreal
http://www.unrealsp.org/viewtopic.php?f=4&t=4195

[7-21] Anon map release: LEISURE.WAD
https://mega.nz/#!UyhnEYxA!BvZc-FDnp2Z6DqiyB3xD1_AJ04NWw9sPDFKE3NVUkXY

[7-21] 12.5 Quadrillion Shades Of Doom (monster randomizer)
https://forum.zdoom.org/viewtopic.php?t=57310

[7-21] Anon map release: "an arena where you can practise fighting two archviles"
https://my.mixtape.moe/xlahtx.wad

[7-21] High Noon Drifter released
https://forum.zdoom.org/viewtopic.php?t=57098

[7-20] New Insanity's Requiem release
https://forum.zdoom.org/viewtopic.php?t=37130&start=480#p1010044

[7-20] BloodGDX 0.771 released, fixes ROR
http://m210.duke4.net/

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

Would you like to submit any news, personal releases, or other contributions? Just reply/backlink to this post with a link.
>>
Been playing PSX Doom. It's interesting. The 'music' is a little too ambient for my tastes but it still fits Doom pretty well. It's not as different as I thought it would be, though some of the changes are bizarre. It's still Doom, feels good man.
>>
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https://www.youtube.com/watch?v=Ax-8Fvng9ro

Looks like Term has been working more on that experimental quick draw feature for High Noon Drifter
>>
>>4167649
>Looks like Term has been working more on that experimental quick draw feature for High Noon Drifter
why can't he post about it himself, why does he need minions to do it for him?
>>
>>4167649
Looks neat, but what would it replace? Nearly every item is already in.

>>4167651
People other than the author are allowed to post videos they like, dude.
>>
>>4167651
I just thought it looked cool
>>
>>4167649


Neat
>>
>>4167642
Atmospheric Doom is still good Doom.
Would be cool to have more PSX/64/atmospheric mapsets out there.
>>
>>4167667
Can't wait for PSX-fied version of DTWID+D2TWID
>>
>>4167667
They did such cool shit with the lighting, it would be definitely be sweet to have more mapsets like that. Welp, now I want to make spoopy maps.
>>
>>4167642
there seems to be a sizeable number of doom players whose first experience of the game was via the psx version, leading to their considering it the definitive edition.
>>
>>4167682
>tfw first doom was on a rented saturn.
TNT and Plutonia on Windoom became my definitive though. First does not always make definitive.
>>
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For the big cowboy revolver, what'd feel more fitting, standard hammer and grip frame, Bisley hammer and grip frame, or standard grip-frame but with a Bisley hammer? Mostly it's a case of what feels most consistent with the sprite you look at when using it. The pickup sprites are just templates, they'll be sized down a bunch and painted over (more or less).

I'm rather partial to the classic grip, which fits my hand very well, but I feel the Bisley hammer might look closer to the hammer on the sprite (also the trigger seems like it'd be a bit nicer).

>>4166609
.357 Magnum isn't actually all that big of a Magnum cartridge.
The reason it's so popular is that it's a Magnum cartridge that most people can learn to handle, on top of being able to shoot .38 Special in the same gun (and 9mm Luger in some).

Not that .357 Magnum is *weak* or anything, but I wouldn't try to hunt bear with it (short of maybe black bear, but honestly who'd bother doing that short of rooting out known pests). It'd take a few shots to drop a Pinkie demon.
If I was going to go with a .357 caliber, I'd rather want .357 Maximum (an even longer and stronger case loaded hot as shit, giving you basically .44 Magnum muzzle velocity with a .357 caliber bullet), or .357AMP (basically the .44 AMP Automag cartridge necked down to .357 caliber, again to drive a .357 caliber bullet at really insane speeds), the latter somehow even more obscure than the former.

>>4166253
I honestly don't like .45 Long Colt that much, I feel it's dated.

At best, you can handload .45 Long Colt to levels similar to .44 Magnum, if you use modern cases and an appropriate load of smokeless powder. For the same size of gun and ammunition, .44 Magnum would save time and money, if I wanted to drive a .45 calibe projectile to insane speeds, there's way better options.
>>
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>>4167724
For the love of god, keep making guns.
>>
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>>4167743
Like 90% of the stuff I do is like *completely* winging it editing other people's graphics.

The base for that revolver comes from that DRLA thing I think.
In a way it also shows, because that was based on some sort of hand-ejector revolver (as in, the cylinder swings out the side), as the grip and how it sits in your hand is just different.

Gripping an actual single-action revolver in a similar way, you'd see that the cylinder sits a fair bit 'above' your hand from that perspective.
>>
>>4167748
The important thing is it looks good, and as long as you have the frames for it, animates good.
Unless you're wanting /k/ approved authenticity with your weapons
>>
>>4167750
Authenticity matters a fair bit to me, but I'm willing to take creative liberties for visual appeal.

Like how muzzle flashes are vastly exaggerated in vidya games, but they're nice looking and satisfying so that's why they're there. Or how guns actually sound unrealistically distinct, but it sounds nice so why not have it.
>>
>>4167541
TNT is mad underrated tbqh.
>>
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>realize hammers are upside down, or backwards, or inverted or something
>scream
Well at least that actually looks proper now.

I think the next thing I'll have to do is to completely rehand the guns, to make them sit higher in the hand, to get a grip with the gun sitting this low with a single-action, you'd have an unbelievably awkward and weird grip.
>>
>>4167674
Really?
Is that gonna happen?
Will there also be a "the way Id (or Midway) did" version of D64?
>>
>>4167797
Honestly that would be really cool to see someone do that. Like add a bunch of colored sectors, add a bunch of reverb, the sound effects and stuff. Maybe simplify a few of the levels and cut one or two which are less nice.

Especially if someone makes the Arch-Vile as if from the PSX version, Aubrey Hodges released the unfinished arch-vile sound work from before the monster was ultimately cut from the port.
>>
>>4167690
The Japanese Sega Saturn version has less bugs and slightly better framerate, and has more levels than the rushed 32X version. Jaguar port runs smoother than the 32X and 3DO version despite the lack of certain enemies and the lack of music during gameplay.
>>
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SON OF A BITCH MUST PAY
>>
>>4167803
What's his sound?
>>
>>4167807
Nevermind, already heard it
>>
>>4167807
A bit underwhelming as it is, some generic grunts, as the soundsets were never finished, archie was scrapped before they had a lot of opportunity to test him with sound.

You can find it on Aubrey Hodges' website.
He even suggests people put work into it to make it sound better.
>>
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Now I just gotta do the rest of the grip frame and grip.
>>
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Haven't done much with this lately... I'm really not looking forward to all the Warp trigonometry stuff and states and inventory checks to make inhaling work.
Not to mention I need to implement ways to attack mid tier enemies when no ammo/weapon is around (Revenant and above health enemies are immune to spherical vacuums)
>>
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>>4167885
>shotzo minigunners
>>
>>4167885
You could do some crap charge up alt-fire air puff projectile attack thing that does some damage but not nearly enough to be more viable than anything else.
>>
>>4167885
>ways to attack to mid tier enemies when no ammo is present
Add an air puff like this guy said >>4167906, and sliding.
>>
So which of the Quake engines do you guys use and why?

Also I feel the SYWTPS image needs to be updated
>>
>>4167906
>>4167908
That's what I was going to do, yeah. it's just the implementing part. I was assigning altfire to gulping and copy ability dropping, but I guess I can just use crouch and reload buttons for those.
>>
>>4167924
>SYWTPS
Strife?
>>
>>4167730
Nash's example was they were making a 2.5d platformer, and those don't have midair crouching. Still [No]'d anyway
>>
>>4167934
The problem with that would be why you'd even want to play strife.
>>
PROTIP: If you're getting menu/intermission lag and glitchy sound on GZDoom 3.0 and up, disable the fuck out of EFX in the OpenAL sound shit.

Graf doing quality work there.
>>
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http://androidarts.com/kawaiik/kawaiik.htm
i'm not really sure what this is but it's neat
>>
>>4167938
Strife is really neat and cool?

It's like HeMan without the gay overtones.
>>
>>4167948
This guy does this all the time, he draws a bunch of concept art and makes waifus, and then makes longwinded ideasguy posts about stuff, it's weirdly fascinating.
>>
>>4167950
Strife has the worst gameplay out of all the major doom-based commercial releases, a weak story, a dialogue tree so shallow it should event be there and voice acting so terrible you'd likely get better results by taking auditions on /s4s/
>>
>>4167957
>voice acting so terrible you'd likely get better results by taking auditions on /s4s/
Stop right there, motherfucker, if there's anything you can't lambast Strife over, its it's voice acting.
>>
What are .deh files and what do they do?
>>
>>4167964
They are dehacked files, they dehacked things.
>>
>>4167948
The one in the middle leftmost area reminds me of Shub Niggurath from Quake 1
>>
>>4167973
Probably because it is.
>>
>>4167963
on one hand, there's "GET BACK TO WORK, NOW"

on the other hand, there's practically every line from mourel
>>
>>4167986
It's a shame he didn't have a bigger part in the game, his writing and voice acting was fucking great.
>>
Anybody got resources for good modern looking muzzleflashes with transparency ?
>>
Is there a point to pinkies when lost souls exist?
>>
Damn, it's so much easier to draw up a weapon from the first person perspective when you have an actual facsimile in your hand to go off on.
>>
>>4168086
Pinkies don't infight, for one
>>
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This really was easier than I thought.
I might have to make the grip visible at the bottom of the hand though.

I'll probably make the sprites without the hands available for other people to use if they want to use it too some day, put other hands on them.
>>
>>4167924
Quakespasm.
>>
>>4167964
Dehacked takes states and functions from doom and reshuffles them into something else. If a was comes with a deh file it's probably necessary.
>>
>>4168185
Wad, that is. Why would auto correct change something that's already a word?
>>
>>4168086
pinkies are much faster and more of an immediate threat compared to LS I'd say
>>
>>4167964
>>4168185
>If a was comes with a deh file it's probably necessary.
well it depends on the wad -- as source ports can now load dehacked patches out of wads, the wad might have the patch in it already. in that case, the external one is only there as a convenience for vanilla/chocolate users.

and also dehacked patches might not be strictly *necessary* to make the wad play properly, they might do nothing but change a few texts, e.g. level names on the automap.
>>
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>>4168156
There, that's pretty much the base frames done. Compare to the original ones.
The real headache would be the reloading, but I think I could make it not suck.

Muzzleflashes come later, but this thing is gonna breathe fire like a dragon.
>>
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>>4168245
dammit
>>
>>4167896
>>4167885
>shotzo minigunners

Jesus christ, save that evil for 0/2.
>>
>>4168086
Yes. Lost souls are fucking retarded and can't even hit their targets, let alone careen off into the stratosphere
>>
>>4168086
let me ask you the reverse question: why do you think they overlap?
>>
>>4168260
>>4168245
original three look better
>>
>>4168285
not the same guy, but they're both low level melee dudes, only threatening in swarms.
>>
>>4168295
if you post stuff like this people will stop wanting to work with you
>>
>>4168306
Good thing I work alone.
>>
>>4168316
Cue theme song.
>>
>>4168302
i'm not seeing it.

- one is relatively fast but stops moving when it attacks, the other is very slow but fast when it attacks

- one chases you relentlessly, always trying to close the distance between, the other floats aimlessly around, except when it charges straight towards you (but then doesn't change course if you move - effectively it turns into a missile/fireball until it hits something, then turns back into a monster)

- one is stuck to the ground and can't cross gaps, the other can float up through windows or over chasms

they seem completely different to me.
>>
>>4168329
You forgot the "one is an idiot and will probably miss everything it targets, flying into a group of barons, and triggering a massive infight"
>>
>>4168295
No thanks. That's not my fetish
>>
>>4168341
i did mention its inability to change course. discussion of consequences thereof was i felt too much of a digression for an already long post.
>>
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If only there was a working Doom WAD where nearly all the oirginal doom enemies are replaced with Xenomorphs and maybe also genetically engineered animal mutants with the last batch of levels taking place on LV-426 where you fight a new form of Xenomorph Queen for the final boss inside the old Derelict bone ship. It could start off after Aliens but shortly before Alien, or 15 years after Alien.
Maybe play as a rouge Space Marine whos full name is never revealed, or possibly base parts of it on the "stasis interrupted" DLC from Aliens: Colonial Marines(only without the need to get external patches for the many bugs and glitches).
>>
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This is so massively gimped compared to the old charge shot.
Which is good because the old charge shot was busted as all hell.
>>
>>4168417
It's best at making a lot of other developers get pissy.
>>
>>4168417
Best is really subjective dude, that all comes down to personal tastes and preferences.
Like I personally think Samsara is still one of the best gameplay mods
>>
>>4167973
The Shalrath, Fiend, and Shambler didn't tip you off it was related to Quake?
>>
>>4168274
DESU that map is already pretty bullshit.
>>
>it's brutal doom best doom mod
>it's brutal doom best
kill yourself sanchez
>>
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that would be grezzo
>>
>4168417
If it's the only mod you know of, maybe
>>
>>4168415
Do you still need to rapidly mash the fire button for the Blazter?
>>
>>4168446
The Blazter bullets, yes, I was thinking about making one of the gun part upgrades allow for some sort of autofire, but really the Blazter's primary fire is so weak and the ammo cap is so low that you really shouldn't be using it to gun monsters down, it works better to fire it once or twice to stun some monsters, then use a different weapon
>>
>>4167623
Brutal DOOM but it has more enemy animations, 1 -2 added weapons, and its made with Unity.
>>
>>4168086
berserker targets
>>
>>4168221
Fair point. Will a deh lump be properly ignored in vanilla?
>>
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>>4168491
If by vanilla you mean the original DOS binaries, then yes, you'd have to patch the binary using Dehacked and a .deh file manually to get the desired results.
>>
>>4168491
Vanilla doesn't even know what dehacked is, it was a fan-made tool to hack the executable. Patches were applied in a much more permanent manner. Where you just need to run Doom without any PWADs to play the original maps, you'd have to first restore a backed up .exe to remove dehacked modifications from vanilla.
>>
>>4168464
>brutal doom
Stopped reading.

>>4168394
Once again; this was a slight plot-point of my maps-to-be
>>
Would really appreciate if someone could recommend some wads similar to going down. Lots of action , compact, impossible to get lost arena fights with fun gimmicks
>>
>>4168512
hmm in order to modify zdoom standard ammo capacities without making new ammo (hint, which would not show up on the statusbar) you'd have to use DEH

Can you use DeHacked without a vanilla executable? And/or can DEH patches be made without such?

> Quake 2 game dlls

And again I repeat my request from last thread for any quake 2 game dlls that alter single player gameplay (without a mod attached to them, stuff that tweaks weapons and monsters)
>>
>>4168549
>Can you use DeHacked without a vanilla executable? And/or can DEH patches be made without such?
the questions you are asking are hard to answer because they make no sense. you seem to have fundamentally misunderstood what dehacked is. perhaps read this for background and maybe then we would be speaking the same language. no offense intended.

https://doomwiki.org/wiki/DeHackEd
>>
>>4168556
I do not have any vanilla game executables. So the dehacked program may not be usable.

I want to make a dehacked patch (.deh or .bex) for slade3/wad which will modify the maximum ammo capacities. I do not know the text format to write this and I have no examples to work from.

what do?
>>
>>4168569
All right fair enough.

Here's a "modern" program for editing dehacked patches:

https://doomwiki.org/wiki/WhackEd
http://www.teamhellspawn.com/exl/whacked4/

I can't vouch for it having never used it but it seems widely used.

Or in a minute I'll post an example how to change the ammo capacities
>>
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Something i'm playing with for that Doom engine Keen fangame thing i'm working on with Yholl (and prolly a couple other folks)
>>
>>4168569
>>4168590 me
okay here is an example of how to change the max ammo capacity

https://pastebin.com/H3vDNKf6
>>
>>4168601
thanks thats all I needed I think, I can take another .deh for the base and then add this instead

> mfw whacked is not a portable util and actually requires installation
>>
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>>4168598
The BwB never used a Gravis Gamepad.

/autism
>>
>>4168609
There's a tiny standalone folder download link right below the big download button.
>>
>>4168598
well what if it was keen in later years, finding things to be somewhat duller than before?

ultimately though he has to make a deal with a (cyber)demon at some point.

how come he can jump like a motherfucker but his grandson can't?
>>
>>4168601
>>4168609

Does this override the backpack extra ammo values listed in the zdoom file... like does the game just assume if the .deh is modifying ammo it goes to the assumed 2x?

I forget if dehacked had an option for backpack ammo values or if it was just hardcoded to double whatever the base inputs were.

Im not planning on keeping around the backpack per-se... but its worth asking (im making the backpack item wink out after dropping another item that just gives you a combo of ammo, you get more than usual, but ammo capacities will be fixed basically)
>>
>>4168616
it probably would if we ever saw it in first-person/ detailed cockpit view though, all the hot games shilled for the thing back in those days.

granted, wouldn't be hard to change either way if it becomes neccessarry
>>
>>4168628
>how come he can jump like a motherfucker but his grandson can't?
>Keen
>Grandson
what?
>>
>>4168634
family line is supposedly:

Blazkowitz - ???? - Keen's Dad - Keen - ???? - Doomguy
>>
>>4168543
Anyone?

Is going down the only one of its kind?
>>
>>4168634
[ancient aliens professor]
(((clones)))
>>
>>4168638
Doomguy being related is noncanon. The one canon link is Keen is BJ's grandson and was named after him, with Billy Blazes being an obvious pseudonym of William Blazcowicz.
>>
>>4168638
Keen is BJ's grandson. There's quite a few more generations between Keen and Doomguy, seeing as the Keen games take place in current day while Doom is fairly distant future.
>>
>>4168641
There's nothing contradicting the Doom 2 RPG, anon.
>>
>>4168641
>noncanon

In the core canon, maybe.
In the extended canon, no, it is.
>>
>>4168648
nothing contradicting it doesn't mean it's canon. It's alright to think that's the case since there's nothing contradicting it, but as for actual canon his identity is up in the air
>>
>>4168629
the original game hardcodes the doubling, and dehacked doesn't let you change this. i have no idea how this interacts with the "zdoom file", sorry.
>>
>>4168651
>extended canon
fucking ster wers nerds
>>
>>4168654
I'm kinda disappointed that id Software skipped over the opportunity to put a descendant of McMire as a bad guy into Doom 3 or 4.
>>
>>4168657
what does star wars have to do with this?
"extended canon" is an actual term
>>
>>4168651
>>4168648
I'll never consider the phone games canon desu.
>>
>>4168654
that said, i do personally think Doomguy is related to Keen and BJ just because it's neat + it seems like something ID would do. The Doom RPG name is still silly though and i don't like it - not cool enough.
>>
>lore in id games
everything that moves is to be shot
>>
>>4168670
You're confusing lore with law.
>>
>>4168674
id games in practice have weak lore at best, dismissible in practice
>>
>>4168654
>as for actual canon his identity is up in the air
i believe for actual canon his identity is you, the player. in romeros words "There was never a name for the DOOM marine because it's supposed to be YOU"
>>
>>4168678
Keen and Wolf have pretty good universes built around them.
>>
>>4168302

Funny thing, I've never thought Pinkies were a threat. Their pathfinding is so path that they just become erratically moving meat shields for the real enemies. Lost Souls can launch themselves directly towards you without any pathfinding weirdness, making them much more dangerous than Pinkies. I'd honestly like to see a sourceport that rewrote the pathfinding so the enemies won't just blindly run into walls all the time.

I like how Doom 2016's Pinkies felt sorta similar because they hit their heads against everything and fell over constantly.
>>
>>4168692
You're joking, right?
>>
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>>4168684
>>4168654
even back in the 90s doomguy was known as

Flynn
Taggart
>>
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>>4168654
>nothing contradicting it doesn't mean it's canon
Technically, yes it does.

In fandom terms, there's three layers of canon.
"Core canon" is the immediate base stuff only made by the original creators and associates they've directly given their blessing. This is stuff you'd get in the base games.
"Extended canon" are things in the franchise related to the original that are not directly made by the original creators or associated with them but adds to the lore. This is the stuff you'd get in the animated tie-ins, like the origin of Violent Ken.
And "common fanon", stuff which is not canon but is commonly accepted among the fans and sometimes gets acknowledged by the devs themselves. This is the stuff like your rival in Pokémon Gold/Silver is related to Giovanni which did eventually become canon.

People tend to flux back and forth about how adherent to canon you are and what level of canon you go to, even in the Doom community. You'll have the people who refuse to consider anything more than the base original id games canon and everything else (even Doom 3/4) is irrelevant. And then you have the people trying to figure out how to work in Tony Hawk's Pro Skater in the Doom timeline.
It's really a part of fandom I've long been fascinated by.
>>
>>4168662

McMire's alias is The Grand Intellect. Who knows, maybe Hayden or Pierce are his descendants? Both are geniuses of almost fantastical level.
>>
>>4168695
Wolfenstein has.

>>4168696
I like calling him Fly, but most people didn't, the books weren't *that* popular.
>>
>>4168695

New Wolf has a pretty well designed world with shit tons of lore.
>>
>>4168704
>Wolfenstein has.
A subversion of an aryan archetype killing nazis that time and again prove either inept or have stolen technology from others?
>>
>>4168706
Even RTCW had a lot of interesting things going for it.
>>
>>4168694
one thing I did at least is, after a short while if the monsters arent seeing you they go into Wander states until they do - allowing them to randomly jumble themselves into other areas and get around fish traps designed to catch enemies against walls
>>
>>4168712
im thinking of expanding this since I can check line of sight and distance, and then just give a random chance for the monster to go to their attack state - thereby bypassing A_Chase altogether

leaving only A_Chase for short distance engagements where they can see the player (likewise I could probably increase their speed temporarily too while chasing)
>>
>>4168696
on the contrary, a good way to tell that a discussion participant's opinion is not worth your attention is that he insists doomguy's name is "flynn taggart".
>>
>>4168757
That brings to mind, why has there never been a game in the vein of Wolfenstein, but where the enemies are Communists instead?

That'd be pretty cool.
>>
>>4168512
Yeah. I just never tried running a wad with strange lumps in vanilla before. I assume it ignores these things, but figured I'd ask.
>>
>>4168789
>strange lumps in your wads
You should probably see a doctor instead of playing Doom.
>>
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>>4168819
>>4168789
>>
Are there any maps similar to going down? Looking for more difficult wads.
>>
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Hey can you guys guess what SHMUP series I really like?

https://my.mixtape.moe/kvbjyn.webm
>>
>>4168639
have you played The Eye, the author's previous map?
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/eye
>>
>>4168938
fuckin' got em
>>
>>4168938
Would you rather I keep absolutely silent about my progress instead? Getting your tits in a bind because I'm not ready to release this yet isn't gonna make it come out any faster.
>>
>>4168938
>>4168927
who pissed in your cheerios today
>>
>>4168954
I'm gonna release it, and update combined_arms just to spite you.
>>
>>4168927
Really? Becaues I just played through the 2016 cacowards and aside from AA, it's all "moody, atmospheric exploration maps" which are boring.
>>
>>4168960
Sorry, can't do that, I still have one more upgrade, and some monster progress to show before I get into the last few touches along with playtesting.
Maybe you should try working on your stuff and have fun with it, maybe then you wouldn't be so upset over trivial things.
>>
>>4168960
>>4168954
>>4168938
people will get angry about anything, even if they have to literally make up a reason to do so
>>
>>4168943
not him but if you keep posting things that people see which caus them to get excited about because they want to play it, but they won't get to play it for a long time, it can get kind of frustrating.

especially when you post these things frequently, like every day or more, you keep your viewers and fans in a state of permament excitement/hype that cannot be sustained, and that can turn sour, as seen here in some of the replies you're getting.

does that make sense?
>>
>>4168938
>>4168954
>>4168938
Stop menstruating all over the thread.
>>
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>>4168980
>>
>>4168976
it makes sense except for the whole "it can turn sour" aspect
if someone is interested in something, it makes 0 sense to get upset over the fact that he's visibly making progress on it

the only explanation is that he is intentionally looking for a reason to get upset and is latching onto something, no matter how flimsy, which is a frequent occurrence with our more prolific users
>>
>>4168972
>five years
>cranked out two seperate upgrades and projectiles with sounds within a day's work tops

>>4168976
It does, but I also hate perpetual silence from devs. Mainly I'm posting this shit because it excites -me- as well, and helps me keep myself motivated. I haven't made this much progress on GMOTA since the early days.
But like I said before, once I get the big stuff done, I'm gonna go into a radio silence because it'll be nothing but playesting, font crap, and balance tweaks.
>>
>>4168935
neat video

>>4168938
sick burn

unneeded autistic fistfight after that
>>
Kegan, what if you make a public dev build, like Kinsie did with MetaDoom?
Just wondering and not the pissy anon.
>>
>>4169001
i am assuming he plans on doing a pre-release down the line when it's actually stable
>>
>>4169001
I would, but this isn't even in a "fully" playable state, not quite yet at least, ammo gems are missing, and the plasma gun replacement ain't in.

>>4169006
I actually didn't have any plans, but I'll see what I can do later on.
>>
thanks for the replies.

>>4168986
>it makes sense except for the whole "it can turn sour" aspect

i think it can turn sour, though, i don't think it's just complaining for the sake of it, i think there is a thing called "hype fatigue" for want of a better term.

>>4168992
>It does, but I also hate perpetual silence from devs

fair enough, but perhaps the issue is you're going too far in the opposite direction. while i appreciate the progress videos i think they appear too often, which leads to the aforementioned hype fatigue.

as a suggestion, consider saving up all your progress videos for the weekend call for screenshots. what do you think?
>>
>>4169013
>what do you think?
I guess one problem with this is he wants feedback faster than once a week
>>
>>4169015
Well that and I don't know how the hell I could condense a week's worth of progress into a single post.
>>
>>4168394
there is an aliens gameplay wad for zdoom that replaces all the demons with xenos

it's not that great tho imo
>>
>>4169032
"you will never finish this" isn't even critical, it's just useless shitflinging. you deserved the warn, don't make it worse
>>
>>4169032
Maybe if you didn't act like this you wouldn't be getting such measures taken against you.
>>
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>>4169032
>>
>>4169021
i think it's okay to make more than one post. it's is what i would do anyway. you make your progress videos over the week then post them all as a series of posts on one day. i often post a series of several videos one after the other. anything up to half a dozen is pretty normal. i think the most was once when i had to split a playtest video into ten or eleven pieces to post it, that felt like pushing it a bit.
>>
>>4169035
>>4169036
>>4169037
Oh boy, deleted comments. What'd I miss?

Is it that guy who got his level rejected and seems to think that the whole community hates him?
>>
>>4169046
Some retard babyraging at GMOTA anon.
>>
>>4169032
i agree, only compliments and sucking must be allowed, like >>4168976 which isn't that at all and is the exact same criticism you were doing without the whinebaby temper

>>4169050
because he explicitly said it was put on probation, i.e. a warning
>>
>>4169050
>against the site rules.
it isn't, where to you think that "monitoring this thread" meme come from

>>4169048
>displaying autism for a mod that' won't come out till new years
>>
>>4169062
>because he explicitly said it was put on probation, i.e. a warning
yeah sorry, i realised afterwards and deleted the post.
>>
>>4169050
..he quoted the rule you have to read before posting again when you get warned
>>
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Whatever happened to

Space Pirate
Lydia(?)
Samsara
Hexen Souls

Doom Vercetti
>>
>>4169084

Pretty much dead
not sure
got updated by kinsie once, which is fine because it should run on newer source ports
dead and I miss that guy
not sure, not sure if I wanna know.
>>
>>4169084
Brutal Vercetti when?

>BULLY YOURSELF
>>
>>4169046
They do hate me, though.

But no, not my post. It's funny tho.
>>
>>4169084
dead
mia
supposedly kinsie's still working on it but hasn't really done anything
mia
dude's still making art but hasn't done anything with the mod itself
>>
>>4169046
funnily enough he recently managed to make a couple of decently playable maps by switching to vanilla format.
>>
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>we'll never have a Hotline Miami Doom
>>
>>4169108
>implying a modding community as large as Doom's will never have one person with the coding ability and desire to make a mashup of two highly popular games
>>
>>4169108
hotline miami wouldn't really work in first-person
>>
>>4169108
someone was working on this but they died
>>
>>4169108
There's been, like, three, dude.
>>
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>>4169116
Then where is my Eversor Assassin Doom

>>4169120
This sounds like they died IRL which I'll take
>>
>>4169104

Makes sense.
Probably the biggest and most repeated complaints I had with his maps were the rampant misuse of ZDoom features.
>>
>>4169116
The doom community seems to be mostly fond of producing gameplay mods which are only interesting for doing idfa and checking all the guns or making levels. A combination of both levels and gameplay adjustments comes a few times a few times in several years.
>>
>>4169132

The problem isn't that you were doing things "differently", you were doing them "badly", a word I'm sure you've taken a huge hatred to.
But I expect you'll simply ignore this and continue blaming other people.
>>
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>>4169131
>which are only interesting for doing idfa and checking all the guns or making levels
>>
>>4169108
isnt the man behind swan fox making one?
>>
Don't enable or validate. We've been through this song and dance way too many times.

Sadly, this is also the rational route.
>>
I want to learn how to make mods, did anything from the pastebin change since the new GZDoom with the whole ZScript thing or whatever?
>>
>>4169108
EZ, just reskin everything in Demonsteele to be like Hotline miami related, and make everything take 1 or 2 hits to die, including the player.
>>
>>4169141
Define "badly".
Because it really just seems like you just dodge the question every time and just repeat the same old scripted copypaste.
>>
>>4169156
>deleted
I'll repost it then with some changes:
On the contrary, do enable and validate his huge guts
>>
>>4169157

Nope, ZScript is still very much a new and fledgling beast.
>>
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>>4169186
So do I need to get something specific that isn't mentioned there? If so what should I get exactly?
>>
>>4169190

Slade can handle ZScript, you just need to make a ZScript lump like Decorate, and then from there, godspeed.
>>
>>4169128
>>4169104
I am exceptionally unfond of these limitations as it does not allow factoring into better level design. My next map is therefore going to be immediately reverting.
>>
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Boy, I love DOOM.
>>
>>4169203
>as it does not allow factoring into better level design

You do you, mate.
>>
>>4169203
>as it does not allow factoring into better level design

have you tried not being a big baddie
>>
>>4167623
So I've had an idea rattling around my brain for a while.
I was thinking of creating a full-blown 3D remake of Doom 1/2, that would upgrade the graphics to somewhere around 1998-2000 era (but in full HD et cetera), while keeping the gameplay exactly the same.

Basically the thing goes - actual game would run on a different engine, probably Doom 3 engine because it's open source.
Alone, it wouldn't be able to play anything because I don't want to get DMCABTFO by Bethesda, so it'd require a WAD to play. The game would basically work in 'layers'. The actual 'under the hood' game logic regarding gameplay would be exactly 1:1 original Doom source code, the only thing that would be different is audiovisuals.
So what would happen is that everytime you load a map, the game would load a completely new 3D model from it's files that would completely replace original look of the level with new environments, designed to look more coherent, more modern and perhaps even tell a bit of an enviromental story (because why not). That's the part I would provide - I definitely want to remake Doom 1 and 2 like that, perhaps Freedoom so game would be playable without piracy/buying.
Levels wouldn't have collision data etc - that'd be all taken from original files. That also means that geometry and collision and strictly gameplay of original would remain absolutely and completely exact.
None of that would affect gameplay, so it'd be technically a game with 3D graphics and 2.5D gameplay.

Entire point is creating a full-3D remake of Doom so people who might be turned off by originals' dated appearance would give it a shot - and probably get hooked on the amazing gameplay, basically a "Doom gateway drug", especially for newbs who played D44m.

Here's my question - would it be worth it? Do you guys think there'd be an audience for something like that? Would people play it?
>>
>>4169178
>define "badly"
i haven't played your zdoom maps. but as i said before regarding your vanilla map, botanical.wad was visually and physically cluttered. the former leading to actually important stuff like keys being overlooked/missed, and the latter causing bumping into things while trying to fight monsters.

when you have all the facilities of gzdoom and udmf available to you, i expect you fell into the trap of trying to use them all at once, making the clutter-harming-gameplay effect all the worse.
>>
>>4169190
i'd like to be able to point you to some documentation but there isn't any
>>
>>4169210
coincidentally enough, this is exactly what happened
>>
>>4169209
>would it be worth it?

My first reaction is "No", because the people who might be turned off by the originals' "dated" appearance are people who probably wouldn't have gotten in anyway.
Likewise, this project has been done before on Doom 3, with Doom 3 Classic, and it didn't really get off the ground in any conceivable manner.
>>
>>4169210
There's a handful of them floating about, and whilst they're shit and I have achnoledged such from the start (except when I sperg the fuck out- but then again, a nut nutting-out is like water being wet. I guess people busted a nut?), the primary point was conceptualization and seeing if the horrible sketchy mannerism couldn't inspire others to making something better with the proposed components.

I did what I could generally do with those maps, however it did not feel "proper". Most of this was also abysmal attempts at actually making it play well.

The point therein being, my use of the effects made perfect sense to me. Floating rocks in a void? Line horizons to give the appearance of an endless expanse (Though that one visual effect for the walls would also be EXTREMELY useful), 3d floors to help better illustrate and put out the concept and depiction of the map? What I did, I did because I believed it to be the most proper and natural route of going about it, not necessarily the most "realistic" way of going about it, as I have a bit of a vehement revulsion to the term "realistic/realism". what with it usually being hand in hand with "brown and bloom"
>>
>>4169119
It would if you could see enemies through walls, either through some sort of "detective vision" or if you could see noises enemies make when walking through walls as in a comicbook, like in old game XIII.
(if timestamp doesn't work, skip to 5:30 to see that mechanic)
https://youtu.be/uaDxUU4xI10?t=5m29s
>>
>open slade
>haha time to make a comfy doom level
>remember BTSX and immidiately lose motivation
why do i even bother
>>
>>4169236
Because you're trying to apply to given fomulae.

Don't even look at base doom. Do as you like what you like when you like, otherwise you'll get burned out for having so strictly applied to this.
>>
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>there hasn't been a scarface doom with tony doomguy shooting demons with m16s all coked out while spewing out insults after killing them (with lines just waiting to be plucked from the scarface game and payday 2)
>>
>>4169243
>the scarface game
God, what a fucking piece of shit.

I don't think I've ever seen a tie in adaption ever critically miss the point of it's base material so badly in my entire life.
>>
>>4169248
it totally shat on the film's main message sure but aside from that it was an okay ps2 gta clone imo
>>
>>4169256
It certainly was a GTA clone, that game wanted to be Vice City so bad.
>>
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>>4169236
>>
>>4168464
>Made in Unity
So SgtMark stopped even pretending that Brutal has anything to do with Doom? At this point he can just add custom enemy models and sell it as a generic aim-down-the-sight CoD clone shooter.
>>
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>>4167623
WARNING

THIS IS THE MOST FUCKED UP THING I'VE EVER SEEN
>>
>>4169293
Epic, simply epic.
>>
>>4168696
>>4168704
That's the novels, and they're DEFINITELY non-canon. There's no Mormons in Doom 2 that I remember.
>>
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>>4169289
Savage
>>
>>4169298
that doesn't look like a sweater
>>
>>4169302
thats the joke
>>
>>4169297
>There's no Mormons in Doom 2 that I remember.
Except for Sandy Petersen.
>>
>>4169303
what is it
>>
>>4169306
thicc
>>
>>4169308
nvm i found it
it's good
>>
>>4169308
Just give us the sauce
>>
>>4169315
is this giger alien inflation porn
>>
>>4169318
this is fat, anon.
barring the porn part and that though, yes.
to be perfectly fair though, they -are- extremely parasitic, matched only by hostility.
>>
>>4169318
>>4169321
also specifically, they're called "xenomorphs".
>>
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>>4169293
You haven't really seen many joke wads then.
webm unrelated
>>
>>4169327
Also 80 damage revenant balls are bullshit.
>>
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>>4169315
>>
>>4169337
I told you what would happen!
>>
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>>4169297
Isn't it canon that it's in Utah? Or at least the downtown levels.

I know the starting building in Suburbs is supposed to be based on Sandy's own house.
Which explains the FIREBLU and the imps in the garage.
>>
>>4169349
>you will never have FIREBLU in your garage
[stock donkey noise]
>>
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Another look at that Keen spaceship cockpit after a tiny bit more work
>>
>>4169321
i'm into bbw myself and this is beyond fat anon.
>>4169326
i was just joking. can't believe i was actually right

also WHY
>>
>>4169361
LOL I DUNNO

It gave me a short giggle. That was sufficient enough to save.
>>
>>4169361
>also WHY
Because fatties are hot and fat aliens are hotter.
>>
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>>4169359
This is pretty dope, mike. You do good
>>
>>4169367
That's *incredibly* subjective but fair enough.
>>
>>4169371
Opinions make the world go 'round. If everyone jerked it to the same porn half the site would be pretty boring.
>>
>>4169367
>You are no longer the only dude with an intrest in thicc monsters.

DESPAIR.
BUT ALSO FEAR

>>4169359
>>4169368
I feel it could have a much more "improvisional" feel to it, as if it had more household objects composing the cockpit, but simplified so a (genius) child can understand it.

>>4169371
Even to me it's extremely subjective.

>>4169375
If everybody jerked it to the same porn, art in general would be very boring.
>>
>>4169359
the gravis gamepad is a nice touch
>>
>>4169381
>DESPAIR.
>BUT ALSO FEAR
MY VERY OWN CLONE
NOW NEITHER OF US WILL BE VIRGINS.
no but really extra-thicc ayys are the fucking best, or faceless things in general

>I feel it could have a much more "improvisional" feel to it, as if it had more household objects composing the cockpit, but simplified so a (genius) child can understand it.
Or go full Megas XLR with gamepads and Radio Shack flip-switches and hula girls stuck everywhere.
>>
>>4169381
here again

>>4169382
This too. The gamepad is spot-on and needs to stay. What's there is already good. It just needs a bit more to really make that "professionally master-crafted improvisational construction" shine.

Keen's ship is clearly very improvised, but it's also exceedingly well made considering WHAT it's made of.
>>
Well I'm glad you two can find common ground.
>>
>>4169367
>>4169381
>fat
>thicc
can you guys stop with the euphemisms? that shit was extreme even by immobile standards
>>
>>4169384
>fat faceless monsters
Literally top tier.
Also exceptionally adorable.
>>
>>4169389
>Was extreme even by immobile standards

SON
DO I NEED TO GIT MY ASS BANNED TO PROVE A POINT?
Because I -will- post a Starivore if I have to.

>>4169384
which nigga is this?
>>
>>4169391
js stop calling it thicc
>>
>>4169394
Thicc is less jargon/euphemism and more a reference to Aku, who's a pretty intimidating, yet still extremely funny villan.

He's basically what I would presume some of the demons to act like.
>>
>>4169389
There's nothing euphemistic about the word fat, you fool. Any of the other fun words and you start veering into intentional fetish territory.

>>4169390
A third!

>>4169391
>which nigga is this?
don't you call me that, boy, I don't want no part of this but my dick dictates otherwise
>>
>>4169404
I know about the Dick, brother. That's what got me into this mess to begin with.
>>
>>4169368
Thanks! We also got a lot of people helping out with maps, graphics, and textures - so expect to see more (and maybe play some) in the near future.

>>4169381
>>4169386

Yeah, there's going to be more improvised elements - just working out the basics right now.

>>4169382
Haha yeah, i'm fairly proud of that touch, which is partially why it's kinda the 'centerpiece' of the cockpit.
>>
great, we get the refuges banned off other forums
>>
>>4169407
Coooool.

If you ever need another hand, please don't hesitate to ask. but i'm sarais though. no hard feelings comrade

keen was part of childhood; and what founded my hatred for most platformers

I have the majority of the games collected/installed at the moment, so I can pop those suckers open. I think the latter trilogy is where i'd put my efforts though, if I mapped. easier for me to comprehend and properly execute/convey.

Do you lot remember the keen secret maps of the-way-id-did?
>>
>>4169270
>>4169236
Never saw BTSX before. It feel it's... pointless. Why make absolutely everything original except gameplay?
>>
>>4169414
Why not? It's a cool mapset.
>>
>>4169414
That's also part of my dichotomy. And I'm probably annihilating the meaning of the word.

I try to make something fresh and original each time I map.
>>
>>4169327
whatthefuckishappening.wad
>>
>>4169415
I won't deny that it's great, but a different athmosphere, rather unfitting music (for the few vid's I've seen) and just doom monsters?

You might as well take the final step and do a full TC.

Mind that I absolutely detest repeating things and feel like the official vanilla doom releases are more than enought for "normal" doom gameplay
>>
>>4167651
He has actually posted about it here even before that video.
>>
>>4169423
why?

mapsets are cool a fun.
mapsets with actual effort and original resources put into them, so they can be enjoyed in different ways, are even better.
>>
>>4169423
So play it with a gameplay mod.

I suggest Accessories To Murder
>>
>>4169426
I dunno, it's my quirk. If I stop playing and think about what I just did, "I just did the same thing over again with a new shade of paint" is the fist thought that would happen. Hell it happens whenever I try to 100% games and 100%ing them is 80% grinding. I get it going but 1/3rd I start to question why the hell i'm doing it

>>4169429
yes, I plan to do this for a lot of wads
>>
>>4169436
fair enough, different strokes for different folks and all that.
>>
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Who was in the wrong here?
>>
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>>4167948
Quu-chan is cute! CUTE!
>>
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So how's the muzzleflashes? They'll animate at 1 tic each at fullbright.
>>
>>4169445
the codex astartes does not support this action
>>
>>4169452
Why are they coming out of the drum, too?
It's realistic, I suppose, but very jarring.
>>
>>4169445
That's metal as fuck and makes me think of ETQW

Why don't we get a Planetside 1-themed ETQuakeWars game? Three-way, with the Strogg, "Slipgate Sortie" and Abstract Horrors? This way we could tie "quake 3 arena" "quake 2" and "quake 1" together.
>>
>>4169458
Because Quake 2 triggers tryhards.
>>
>>4169442
this is just like ID fanfiction
>>
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>>4169454
Because there's a gap between the cylinder and barrel on basically all revolvers, and I think the flash from there is never really represented in fiction, despite being cool as fuck.

On a big Magnum I don't feel I could leave it out.
>>
>>4169442
More importantly, who's the bottom?
>>
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I started looking through level credits on the wiki and was surprised by how many Sandy had a hand in, and it lead me to look up more of Doom's map authors and ponder a few things about the general opinions people have on them. So here's some questions that I'd appreciate feedback on:

In terms of overall map quality, how would you rank the map makers of Doom 1/2? (ie Romero, Hall, McGee, Sandy; Green can be ignored due to only making three maps.)
Since people often criticize Sandy for making some of the worst maps in the games; do you think of him as a bad map maker overall, or do you think of him as a good or average map maker that just happened to have made some pretty bad maps?
Considering the number of maps Sandy's made for Doom 1/2, what ratio of his maps do you consider to be good/average/bad? (ie "mostly average, some good, some bad", or more specific)
Do you think Doom 1/2's map quality could have been improved if Romero had worked on more maps for both games?
And what are a few levels that you consider to be the best and worst of Doom 1/2? Do you think these maps are inherently good or bad because of the person who made the maps?

Thanks in advance to those that answer, because I'm genuinely interested to see what people think.
>>
>>4169452
>when_theres_a_gap.png
Looks great.
>>
>>4169478
It's almost as good as a thigh-gap on a girl.
>>
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>>4169462
>fiction
>>
Nearly a month since the last Zandronum test release, wonder if we're getting 3.0 stable soon?
>>
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>>4169452
Looks awesome, but the pattern on the hammer is distracting. It somehow looks like a hole in the sprite

pic is a suggestion. it should also change based on how far back the hammer is pulled (changing the angle of the surface)
>>
>>4169458
Uh, anon, that is literally the entire idea behind that "Kawaiik" concept you just responded to.
>>
>>4169469
I'd put American McGee last, if only because of the seething hatred I have for mediocrity of Underhalls.
>>
>>4169490
Hmm, I guess I'll try to remember that.
But as I said before, I'm 100% winging it.
>>
>>4169469
Sandy's Doom 1 maps are good for sure, I'd say e2m2 being his best map
He has some really bad entries in 2, namely Nirvana and the Chasm. Tricks and Traps and Barrels o Fun are pretty divisive too. Not sure what happened there.
>>
>>4169508
You're doing well for winging it.
>>
>>4169482
aishiteru, r-romero-kun!
>>
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>>4169108
>we'll never have a Zelda mod that's not utter trash
>>
>>4167924
Probably Quake 1 since it has its own dedicated language built right in.
>>
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>>4168415
How did the author of this wad die?
>>
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>>4169778
How did you get Blood looking so crisp?
>>
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What are some map design choices/trends you hate?
>Some brown water hurts you
>Some brown water doesn't
>The map is inconsistent with when it does or doesn't hurt you
>>
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>>
>>4169817
Pits with skybox.
>>
Probably a really weird question to ask but would anyone happen to have .img files of the original DOOM floppies?
>>
>>4169782
the one thing I can say I miss from the N64 port was visual recoil on most weapons. the new sprites are cool but they're easily extractable and easy to put into dn3d, and some of them don't look that good compared to their original counterparts.

still, a solid port.
>>
>>4169817
Hitscanners behind fake walls
>>
>>4169817
platforming segments
>>
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>>4169906
>Chaingunners in a narrow indentation raised a few feet off the ground and hidden behind a false wall
Or in other words;
>Where the fuck am I being shot from
>I'm shooting the walls and nothing is dying
>WHERE THE FUCK ARE YOU
>>
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decided to stick my hand in something other than maps, bullshitted my way into doing some rock caco, might continue
>>
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>>4169948
>and it's for ants
>>
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Just tried grezzo 2 and holy heck this shit is amazing, are there any other doom mods as nut hilarious as this?
>>
>>4169948
>rock caco
So it belches out boulders?
>>
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>>4169519
E2M2 is mostly a tom hall layout.
>>
>>4169952
Could be, maybe it will be a crystal shard, or the standard projectile with more purple, I've got no idea where I'll go with this besides "vanilla monsters but black"
>>
>>4169994
What about a purple projectile that explodes into several smaller ones after a distance
>>
>>4170002
I would have no clue how to do that, most of my modding experience comes from skimming the occasional zdoomwiki page and opening up something in SLADE and exclaiming "oh"
>>
>>4169817
secrets behind a different textured wall
>>
>>4169519
>Sandy's Doom 1 maps are good for sure, I'd say e2m2 being his best map
tom hall made 99% of e2m2.
>>
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>>4170019
what's the matter with those?
>>
>>4169469
Honestly, in terms of gameplay, I actually reckon Sandy Petersen made some of the strongest and least linear maps. I really liked that he wasn't afraid to experiment, which helped make a lot of his maps stick out as unique to me. Main reasons he's divisive, is that his maps aren't as visually pleasing as Romero's, and that the progression isn't always obvious, especially in his doom 2 maps.

I like the overall nonlinearity of Tom Hall's levels. And considering Petersen has to finish up most of them, I'd imagine it influenced his mapping style.

John Romero also made pretty strong maps. He's the favorite for a lot of people, and I can understand why. His maps look really good, the gameplay is pretty solid, and the progression is very intuitive. His maps can be a little formulaic, though, especially in E1 (which I guess was the point).

I was never much of a fan of American McGee's maps. With the exception of Dead Simple (which was based on Sandy's idea) and Inmost Dens (Which honestly was done better in Memento Mori and Plutonia), they're all kinda boring to me. Maps 02-06 are just so damn yawn-inducing compared to Romero's E1.

I don't much like Bloodfalls, but I quite like Shawn Green's E4 maps. Not much else to really say since he contributed so little.
>>
>>4169293
>Gone Doom
Dude it's called Gone Homo.
>>
>>4170019
Would you prefer they look the same as every other wall, turning it into a game of complete guesswork?
>>
>>4170061
Not him but there are a bunch of other ways to do it.
>switch can only be seen from a certain angle
>shootable button can only be seen from a certain angle (a la Quake E1M1)
>door opens when you walk past a certain area - the sound being the only cue
>secret behind false wall, with something out of place to indicate something going on (like first map of contract revoked - 2 stairs leading seemingly nowhere, until you stumble through the wall into the secret)
>secret can only be jumped to or found by exploring
>secret area can only be seen from a certain angle in an area you usually run right past.
>>
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>>4169817
>map has groups of Lost Souls bundled here and there
>>
>>4170046
They're almost unmissable and feel lazy on behalf of the mapper. I suppose on older ports and lower resolutions they can be a bit more hidden but still, I feel they lack originality

>>4170061
There's a lot of leeway for creativity with secrets as that other anon has shown
>>
Anyone follow the doomworld ironman? Bloodite is definitely cheating right?
>>
>>4169817
This is why I tend not to think "its blue, therefore it shouldn't hurt" and "its green, therefore it should hurt" etc. anymore. Better to look for visual cues like caution signs, decorative corpses, and nearby radiation suits instead.
>>
>>4170109
He's a speedrunner.
>>
>>4170116
So are Dime, Anima Zero, Analcalgon and probably a few more. I'm not denying he's a great player but surely someone can't go this long (blind runs too!) without dying?
>>
i was thinking that a Blame! doom could be nice but it would be pretty fucking hard to make all the damn safeguards and machinery shit
>>
>>4168086
They're ground based and trap you more effectively
>>
>>4169442
David DeCoteau's Masters of Doom
>>
>>4170137
>building the megastructure in Doom Engine
prepare for the 10TB WAD file
>>
>>4170110
>Plutonia MAP16
>Green liquid throughout the level, doesn't hurt you at all except for a death pit next to the plasma gun
>MAP17
>Map immediately forces you to walk on green liquid that without warning hurts you, and you have to tank damage waiting for it to raise before you can leave
>>
>>4170120
He specializes on tough maxes as a speedrunner, so he has good ironman prerequisites. Check the threads for Thursday Night Survival, they do their own stats and Krypto is dominating those as well. No cheating there. Also I don't think he played many of the races blind, he knows his wads well.

Ancalagon is a better maxrunner than anyone else, but he treats the ironman as a comedy sideshow and goes in suicidally. Anima is famously reckless, he's the equivalent of the token black guy in a slasher horror. Dime is a speedrunner, so his runs are results of grinding, not holes-in-one.

If Krypto does cheat I'd be disappointed, I like believing in Doom superheroes.
>>
>>4170218
At least theres plenty of health and a radsuit after that small moment of having forced damage.
>>
>>4170014
You could look at Heretic. The powered up dragon claw shoots out projectiles that split upon impact, and the iron lich enemy also shoots similar projectiles.
>>
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>>4167626
Juvenile Power Fantasy v0: Skeleton
https://forum.zdoom.org/viewtopic.php?f=43&t=57092
>>
Why does everyone pretend Cyberden from Plutonia is one of the hardest maps in the WAD when it's in fact easier than majority of its second half and even some of the preceding maps?
>>
>>4170295
Its more Plutonia itself that pretends, considering the story intermissions for both secret levels hype them up as super hard.

I do agree though. I always felt MAP15 was harder than the secret levels.
>>
>>4170315
15 isn't that bad if you know the optimal route. It's mostly shit like 08 or 16 where you get zero armor and a few dozen revenants out for your ass in cramped environments. An absolute hell to pistol start.
>>
>>4170120
>(blind runs too!)
i don't think anyone taking the contest seriously is doing a blind run. the contest organizer himself admit he is not -- indeed, he can't, even if he wanted to, as he has to test the wads to make sure they're suitable for the contest. and if he isn't following a rule, anyone else who is, is just hurting their chances for no reason.
>>
You know what'd solve an unbelievable amount of problems for spriting? If someone made a pair of suitable 3D models for Doomguy's hands to pose and all to make sprites out of.

>>4169548
Thanks.

Should I try to apply that effect to the hammer as seen from all positions?
>>
>>4170279
shit son spoiler that
>>
>>4170321
>08
>16
>hard

I found those levels pretty easy, myself.
>>
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>>4169186
>>4169190
>>4169193

Hey I got a burning question - how do I reference what the current game skill is inside of Decorate?

I definitely want to give monsters an added edge in nightmare, beyond or in place of what they typically get. But I dont know how to reference whether its Nightmare mode (or easy modes) to pass a token to my monsters.
>>
>>4169327
> shrooms mode from rise/triad

>>4169337
Why does this guy from metalocalypse always remind me of john romero?
>>
>>4170381
use CallACS for a script that does SetResultValue(GameSkill())
>>
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>>4169270
>>4169414
People rag on btsx for being samey for all its levels but the point of btsx is sorta like the original doom game, except instead of 8 levels per episode you get over 20. Each episode of doom 1 was samey on purpose.

I haven't really played episode 2 yet, kept getting my ass kicked hard in the first couple levels (because of the mod I use).

BTSX isnt pointless, its designed for vanilla gameplay like many maps are these days.

Its also designed to be an acceptable challenge when coupled with any of the various mods people make.

> inb4 the palette is wrong, but beautiful.
> here I made an altered one which works really well in zdoom, adjusted with some inspiration and colors from the quake palette
> if you've turned all of your game assets into .png then you dont have a problem
>>
>>4170394
>People rag on btsx for being samey for all its levels
I don't, I like how it sticks to a consistent theme for 20 levels at a time.
>>
>>4169948
>>4169950
>>4169952
>>4169994
> EGS blackpill detected
>>
>>4169817
>>4170218
Death Pits

The inability to climb in doom is one of the inescapable problems of the engine, the one that makes the least amount of sense too (inb4 climbing is taught in basic training).

If its designed to kill then you need to put a voodoo doll crusher somewhere and activate it once the player moves far enough into the lava sector that he would be falling in it.

Itll still piss me off, but its better than falling in a death pit with over 100% health and armor and have to sit there waiting to die.

99% of the time I will say fuck you, put "noclip" in the console and gtfo.
>>
>>4170387
> I dont know how to acs script
>>
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I'm reading Masters of Doom and holy shit what went wrong with Daikatana.
>>
>>4170415
https://gist.github.com/anonymous/67ad7d84606bd815ce8d657220db3a39
>>
>>4170412
>and have to sit there waiting to die
There's this quickload button right there on your keyboard.
>>
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>>4170429
>saving
why tho
>>
>>4169906
>>4170295
>Those two fake wall archviles
Only real reason I dislike the map.
>>
>>4170432
If you never quicksave it just opens the load menu where the autosaves are.
>>
>>4170424
Hubris.
>>
>>4170463
I cant believe people can be in a position like him, with the capability to make something real, and then just go and absentmindedly fuck the opportunity like that.

> I woulda made something awesome in that position
>>
>>4170462
I just tend to forget saving even exists

then I die halfway through a long-ass slaughtermap and I just close the game
>>
>>4170469
Yeah, but that can happen, he was talented, probably still is, but he let the hubris of Doom's and Quake's fame get to his head, he wasn't really seeing clearly at that time, and I think that he knew and understood that once the ordeal was over.

It was a bitter, but real lesson for him.
>>
>>4170469
>>4170481
Massive fucking egos usually lead to things going to shit in spectacular ways that everybody but the dude in charge could see coming a mile away.
>>
>my post about a Doom WAD thats is mostly a reverse Wolfenstein got deleted

WHY
>>
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>>4170019
>secrets behind misaligned walls
>the map is full of actual alignment errors
>>
>>4170498
*that is
>>
>>4169950
So amethyst caco? Mineral!
>>
>>4170068
>little italy.webm
>>
>>4170394
>except instead of 8 levels per episode you get over 20.

way too much desu.
>>
>>4169414
Some people just want to play maps
>>
>>4170591
BTSX was originally going to be one 32 level megawad, following the usual "E1 = 1-11, E2 = 12-20, E3 = 21-30" structure. They decided to turn each of the three episodes into their own megawads, because there were a lot more high quality contributions than anticipated.
>>
>>4170424
Essentially, the same thing that hamstrung Duke Nukem Forever- insistence on being on the razor's edge of what's technically possible crippled the project via mid-development engine changes, and the hype train ended up making the players feel blue-balled by constant delays.

Of course, if you're gonna ask how or why it turned into that kind of development, the answer just sorta boils down to >>4170463
>>
>>4170137
i think a quake mod might be more fitting as it does vertical spaces far better than doom
>>
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>>4170540
ohhh I get itttt
its meatballs isnt it!
>>
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>>4170540
>>4170664
I don't get it
>>
>>4170664
source
>>
>>4170641
>insistence on being on the razor's edge of what's technically possible

which I find incredibly funny in reference to DNF, considering when the game finally came out it still was on Unreal Engine 1.
>>
>>4170729
>Unreal Engine 1
Really?
>>
>>4170708
watch the PRO DOOM STRATS video.
>>
>>4169084
2nd for Lydia.
That guy was doing good work.
>>
>>4170732
No. It moved to ue2, and then essentially rewrote that engine to keep up with ue3 iirc.
DNF ... Had a hard life.
>>
>>4170329
>If someone made a pair of suitable 3D models for Doomguy's hands to pose and all to make sprites out of.
Might be fun. I think most usable poses have already been done in 2d at some point though.
>>
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>>4169091
>>4169098
I admittedly haven't worked on Samsara in a while because frankly, there's not a lot I can do to improve things further without dropping Zandro support. Parts of the codebase are nightmarish tombs where the hacks of the past lie, and the only way to really deal with them is to burn them down and rewrite them... which is honestly a bit beyond me, because I don't think anyone responsible for that code understands it anymore.

I was able to remove the need for separate ZDoom and Zandro versions and add a few extra things here and there, so if I never work on it again I'll still be relatively happy with its current state.

Sorry for the serious post. Lemme fix it real quick: Pee poop fart balls. There, better.
>>
>>4170729
DNF engine history

December 1996: 3D Realms, started the DNF project with id Software's "QUAKE 1" engine instead thier own PREY engine.
April 1997: upgraded to id Software's "QUAKE 2" engine.
May 1998: Released on QUAKE 2 engine based DNF at E3.
June 1998: changed to Epic Games's "UNREAL" engine.
Decembner 1999: upgraded to the Epic Games's "UNREAL TOURNAMENT" engine.
January 2001: switched editor to "UnrealEd 2.0" instead "UnrealEd 1.0"
June 2001: Released on "UNREAL ENGINE 1 build 613" based DNF at E3.
August 2001: they taken some "Unreal Warfare" engine stuff such as "STATIC MESHES(HARDWARE BRUSH)" and they have written a tremendous amount of their "own rendering" system.
August 2002: included MathEngine's "KARMA" physics engine.
September 2004: changed physics engine to Meqon Research AB's "MEQON" physics engine instead KARMA Physics Engine.

Finally DNF engine Spec

based on heavily modified Unreal Engine 1 core system framework
uses a Unreal Engine 1 based UnrealScript Programming Language
Unreal Engine 1 based Network Engine
heavily modified UnrealEd 2.0 called the DukeEd (Duke Enormous Tool)
included some Unreal Engine 2 stuff such as Static Meshes
3D Realms own Rendering engine such as Fully Real-Time Lighting, Shaders, Post-Processing Efeects.
Meqon Physics Engine
>>
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HUH
>>
>>4170795
is that nichijou
>>
>>4170783
>Sorry for the serious post. Lemme fix it real quick: Pee poop fart balls. There, better.
what did she mean by this
>>
>>4170712
poppy o possum
>>
>>4170664
>>4170708
1) Meatball demon
2) Lost Souls starting shit show like Italians do
>>
>>4170789
Shoulda just renamed it the "clusterfuck" engine.
>>
>>4170279
linking to
>>4167626
>>
>>4170469

That's what arrogance does, it's the thought that everything will somehow be daijoubu because you're working on it and people will accept it because you worked on it.
Combine that with how nobody questioned or second-guessed Romero. He was essentially a god in those corridors, and everyone followed him because hey, whatever he did would turn out great.
It's a shame.
>>
>>4170805
so it is
>>
>>4170779
>I think most usable poses have already been done in 2d at some point though.
Nyeeeh, not really, I mean there are lots of different poses, but a lot of them are ugly and inconsistent as shit.
>>
>>4170783
isn't the duke shoot n' boot code just overly complicated-at-the-time synthfire
>>
>>4170841
It's like backwards synthfire where the weapon is the flash state and the boot is the normal weapon states. This was apparently so that the boot would always draw under the weapon, and (so I'm told) was allegedly programmed by somebody under the influence.

I have no idea how to wrap my head around it, and I don't think the original developers did, either. It's frustrating because there's a bug in the pistol reload code in pistol-uses-ammo mode and I have absolutely no idea how to fix it.
>>
>>4170846
well look on the bright side; zandronum 4 will come out in 8 years and you'll be able to shift it all to A_Overlay
>>
>>4170841
where did the synthfire name come from anyway?
>>
Didn't knew Samsara had such weird coding.
Hope that doesn't stop it from working on later versions of GZDoom, since the mod in itself feels like an essential one.
>>
>>4170862
I get the impression that the two mods most likely to break on later source port releases are Brutal Doom, and Samsara.
>>
>>4170886
Damn, would that mean someone would have to start things from scratch by "rebooting" Samsara?
>>
>>4170886
i'm pretty sure doomrla breakage has already happened
>>
>>4170895
Thanks Graf "fug da backward compatibility :DDD" Zahl
>>
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There has been an update to Map Jam 9 with heaps of bugfixes. Same download links.
http://www.celephais.net/board/view_thread.php?id=61494
>>
>>4170912
Dude's like the biggest threat to Doom modding, even in a scenario where Zenimax would have wanted to implement their paid mod bullshittery into it.
>>
>Claustrophobia 1024
>with Combined Arms
>and Colorful Hell
>on UV
>Dead Simple replacement

help
>>
>>4170886
Samsara broke for a little bit during the ZScriptification of the engine. There was an oversight in how they translated weapon state stuff that basically broke Sec Officer akimbo. It was reported and fixed pretty promptly. The system... works?
>>
>>4170929
the energy laser ssg replacement's altfire is your friend
>>
>>4169817
chaingunners really far away
>>
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>>4170945
>>
>>4170946
Fucking TNT
>>
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>>4170949
TNT gets undeserved hate desu.
>>
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SUP NERDS GUESS WHAT IT'S THAT TIME OF WEEK AGAIN

YOU'VE GOT STUFF TO SHOW? TIME TO SHOW IT.
WHAT'VE YOU BEEN WORKING ON? SHOW ME WHAT YOU'VE GOT.
GOT A MAP IN PROGRESS? YEAH, POST IT.
GOT A GAMEPLAY MOD? YEAH, POST IT TOO. HELL, DOUBLE POST IT, SINCE IT MAKES SOME PEOPLE WEIRDLY ANGRY.
GOT SOME SPRITES YOU'VE BEEN WORKING ON? HELL YEAH, SHOW 'EM OFF.
HOW ABOUT SOME TEXTURES? LAY IT ON.
MAYBE EVEN A BLOCK OF CODE? WELL HOW THE FUCK CAN YOU TAKE A SCREENSHOT OF CODE? A WEBM WILL WORK FINE, WEBMS ARE COOL.
>>
>>4170954
Honestly, if chaingunners didn't exit, TNT might easily be one of the best official doom releases.
>>
>>4170954
It deserves all the hate for that secret map. No other official iwad has reached that level of dogshit.
>>
>>4170969
why?
>>
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>>4170957
I did a dirty edit of Ketchup so it doesn't fuck the menu up of some mods, it fucks the menus up of others instead now but the unedited one works fine for those.
>>
>>4170978
yeah, hopefully the main menudef thing gets expanded so that people can have multiple menu additions

that's the only thing good that's come out of the option menu kerfuffle
>>
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>>4170957
Enjoy some clumsy recording.
Getting various overflows all over the fucking place on this map. Good clean fun.
>>
>>4170962
Chaingunners never particularly bothered me, I just took cover.

Shotgunners are actually worse because they can deal out a hot punch in an instant, while a chaingunner is more like slower draining.
>>
>>4170975
I think he means that Map 31, Pharao, has a flag error meaning one of the keys wont spawn.

They released a fix for that, but I think most official releases came with the map broken like that (except the more recent Classic Complete, I think)
>>
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>try to leave visual mode
>GZDB shits itself but manages to restore
>but now can't find some of the player angle sprites
>>
>>4170412
that brings up a thing i don't like with voodoo doll cliffs where mappers place the teleport trigger literally right on the edge of the platform. makes it way too easy to trigger it and die without even actually falling off the platform and i see it all too often
>>
>>4170498
haha we should make a doom mod where you kill liberals jews and blacks haha this isn't /pol/ shitposting because i'm mentioning doom haha
>>
>>4171023
Moonman Doom already exists, anyway.
>>
>>4170994
shotgunners are literally the most dangerous enemy on nightmare

also is it just me or is captcha being a shit lately? it keeps crashing
>>
>>4171027
and it's shit, even barring the politics. why would anyone want a sequel
>>
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>>4170498
>>
>>4171031
i thought it was kinda funny. pretty fucking stupid, but having high expectations for a /pol/ themed joke wad is pretty stupid too.
>>
Not sure whether to be grateful or disappointed that hitscanners have nerfed weapons compared to the player. A lot of current maps would be impossible to beat and map designers would have to place them way more intelligently to avoid unwinnable situations, but players would have to actually take them seriously instead of just running past them.
>>
>>4171047
you should be taking all of the hitscanners but zombiemen seriously and they're so easy to shoot down, you might as well take them seriously too
>>
jesus h christ

>>4170962
TNT didn't overdo chaingunner traps as much as Plutonia overdid getting ambush-surrounded desu. Much more enjoyable.
>>
>>4171051
I have no mouth and I must scream.
>>
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>>4170957
I am captain doom picard
>>
>>4171085
of the bfg enterprise
>>
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>>4170946
i am sorry i am a meme loving fuck
>>
>>4171105
LOL
>>
>>4170994
>Chaingunners never particularly bothered me, I just took cover.
>implying there's anywhere to take cover in TNT's central processing map
>>
>>4171105
Incredible.
>>
>>4171112
Lots of places, actually.
>>
>>4171112
that's actually a thing i noticed in general with tnt. it feels like there's never any "safe zones" in the encounters. pretty much every place you can be leaves you exposed somehow. it's clever and dirty at the same time
>>
>>4170994
my experience is the opposite. shotgunners never bothered me much, because they die quickly, usually before they can fire.

chaingunners often don't die to the first shot, thus i take damage while my shotgun reloads. especially as i tend to run up to the monster in order to maximise damage - standing right next to an angry chaingunner with your weapon stuck in reloading animation is not healthy.
>>
>>4171124
>standing right next to an angry chaingunner with your weapon stuck in reloading animation is not healthy
So don't?

I usually plan for popping in and out of cover
>out of cover bang
>into cover pump
Repeat as necessary.

Or just keep moving all around and goad monsters to attack each other.
>>
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>>4170957

Still working on map 03 on Zombies TC remake
>>
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uhhh...
>>
>>4171112
Central Processing isn't even that bad
>>
>>4171132
>So don't?
obviously i am actually frantically running backwards, but the point is i started right next to a chaingunner who has the MF_JUSTATTACKED flag set, so my chances of getting into cover quickly enough are low.
>>
>>4171149
imagine if doom had the mighty foot

oh, that chaingunner survived my shotgun? bet he won't survive my SIZE 13
>>
>>4171132
i want the guy dead in one shot so he has no chance to shoot back. the best way to achieve that is to charge him and fire up close - keeping him at range will mean your shotguns just tickle him, thanks to the weapon spread, and make him shoot back more often, and the longer this goes on the more likely you'll get hit.
>>
>>4171039
Anyone got a link to the latest version?
>>
>>4171157
Shotgun is a very bad weapon vs chaingunners for that, they'll only die from one shot 50% of the time even if all pellets connect. Either use Super Shotgun from short-medium range for safety (it's a guaranteed kill for price of 2 shells) or just use Chaingun in the open to keep them in pain state (can even do this vs a group if you can keep them more or less in a line straight from you so they keep hitting each other). Shotgun is a good option if you have a lot of them in a horizontal line and cover at medium distance, making the two options listed above inferior. If there's no cover in above situation then rocket launcher (if they're tightly packed) or plasma rifle (if they're not) become the best options.
tl;dr git gud
>>
>>4171152
>imagine if doom had the mighty foot
I think zanieon has got us mighty covered on that regard.
>>
>>4171152
There's a few mods that add just that.
>>
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southern tamandua vs. cyberdemon
>>
>>4170978
what mod is that anyways? has a sick font
>>
>>4171314
Combined Arms.
>>
>>4171124
the chaingun can reliably stunlock chaingunners
>>
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Help.
Am tiniest tiny.
>>
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>>4171380
>>
>>4171380
Low Noon Drifter?
>>
>>4171397
>>4171380
kek

if it possible too change sizes in gzdoom, we should totally build a map around being different sizes like in medievil

>itty bitty doomguy gets into a room with a single imp that he cannot kill because itty bitty bullets
>he must fund the size potion hidden somenwhere to leave the room while fighting tiny enemies
>if the big imp catches him he's squashed

>normal map with small sections where you walk on walls and furniture sneaking around like a ratto get the powerups first
>get into a wall and unlock a door by olving an a small puzzle slash mechanism

yes, I can picture this being fun
>>
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>>4171380
greetings, fellow tiny cowboy

are you also plagued by bullshit instant death platforming? because it sucks over here.
>>
>>4171140
tell me more?
>>
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>>4169084
>Lydia(?)
What a coincidence I happened to be lurking. I haven't worked on it in a while because I just couldn't come up with any solid gameplay ideas. How has that code expansion been working out for gzdoom? I keep trying to learn C so I can maybe attempt something substantial for my wad.
>>
>>4171465

ZScript's come out. You can do a whole lot with it. It's also still kind of a mystery as to what it can or can't actually do.
>>
>>4171469
i thought u werent supposed to use it yet
>>
>>4171474

It's generally not advised to build around stuff in the devbuilds, since they're always prone to changing.
But ZScript is out and ready to be used.
>>
>>4169084
>>4169091
>Hexen Souls

I'm here, just not actively working on Hexen Souls

been going through some shit with depression, so little to no motivation to work on anything modding related feelsbadman
>>
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>>4171490
You do you dude, it'll all be fine.
>>
>>4171490
Hey bud, I know that feel. Lost of people are looking forward to it so just remember that there's a bunch of people all over the world who just want you to do the same thing you want to do.
>>
>>4171496
>>4171494
thanks guys! makes me feel better hearing that
>>
Where are all the cool mapsets? Feels like it's been a while since anything significant came out. We're getting some good gameplay mods after a bit of a drought, but where did the maps go?
>>
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>>4170957
NOVA3 wip
>>
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>>4170957
capped a few of these off just now
>>
i still don't kno-
>unmaker
i'm down
https://www.youtube.com/watch?v=qi1iMAP4xuI
>>
>>4171616
Not clicking the video, but what's the map enhancement script?
>>
>>4171618
Please, explain.
It's sounds like Mark is trying to be the Sean Murray of Doom mods, like what the fuck.
>>
>>4171616
At 4:25, did he SERIOUSLY use phrase 'lore friendly' to describe a gun in Doom?
Lore friendly? Who gives a fuck about lore? Jesus, Brutal Doom is pure autism.
>>
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>>4171616
Why does this chaingunner seem familiar?
>>
>>4171618
>>4171634
It's a script that can add objects, models and textures on the fly without modifying the map.
He wants to use it to make vanilla maps "more immersive" and "realistic" when played with BD, so windows in E1M1 will have actual breakable glass panes in them, Doom 2 city levels will look like ruined city with fires and shit, and jungle levels of Plutonia will look like a jungle with rains and palms and shit.

In other words, he's butthurt that people can play his perfect mod on these 'imperfect' vanilla maps, so he's gonna change them when played with BD. Fucking idiotic if you ask me, if I wanted to play a remake of E1M1 I'd just play a remake mapset, I wouldn't be fucking playing vanilla.
>>
>>4171660
So, he's pushing for features, that no other modders try to push for, because they know about the negative consequences.
It's like he wants to spark more "mods break games" arguements.
>>
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>>4171648
Just to be sure, were these sprites intended for MetaDoom only?
>>
>>4171660
>Doom 2 city levels will look like ruined city with fires and shit
DESU i love that
>>
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>>4171616

so you don't have to watch the video:
- new test map
- new water effects, 3d models to simulate water ripples, looks unbelievably awful
- goes more in-depth about his map enhancement script which is the hackiest goddamn shit. he does an ACS check for where specific items on specific maps are located, so as to get what map they're on (in the video he demonstrates light fixtures in E1M1), then spawns an actor that uses ACS to change textures, spawn actors, put dynamic lights, and etc as needed to make a map more "realistic". he uses plutonia as a demonstration to where he puts a whole fuckton of blocking foliage in the way. it's the hackiest of all hacks for a complete useless result. unbelievable.
- added machinegun (an m60 thing that's slower than chaingun but has an added grenade launcher as an alt-fire). looks redundant as hell.
- added unmaker. actually looks ok, i like the firing sound effect, but it's functionally just a cutting laser.
- plans on having it out by the end of the year, along with an updated hell on earth mapset, now known as extermination day. it's been this long and now we can finally have the 0.l bug fixed.

3/10
>>
>>4171674
I like it too. You know what it'd be better for?

A mapset instead of breaking the fucking game.
>>
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>>4171675
>he does an ACS check for where specific items on specific maps are located, so as to get what map they're on (in the video he demonstrates light fixtures in E1M1), then spawns an actor that uses ACS to change textures, spawn actors, put dynamic lights, and etc as needed to make a map more "realistic".
>>
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>>4171675
>he does an ACS check for where specific items on specific maps are located, so as to get what map they're on (in the video he demonstrates light fixtures in E1M1), then spawns an actor that uses ACS to change textures, spawn actors, put dynamic lights, and etc as needed to make a map more "realistic".
>>
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>>4171675
Mark is a fucking retard.
>>
>>4171675
>he does an ACS check for where specific items on specific maps are located, so as to get what map they're on (in the video he demonstrates light fixtures in E1M1), then spawns an actor that uses ACS to change textures, spawn actors, put dynamic lights, and etc as needed
This is begging to break in so fucking many ways.
>>
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>>4171675
>goes more in-depth about his map enhancement script which is the hackiest goddamn shit. he does an ACS check for where specific items on specific maps are located, so as to get what map they're on (in the video he demonstrates light fixtures in E1M1), then spawns an actor that uses ACS to change textures, spawn actors, put dynamic lights, and etc as needed to make a map more "realistic". he uses plutonia as a demonstration to where he puts a whole fuckton of blocking foliage in the way. it's the hackiest of all hacks for a complete useless result. unbelievable.
>>
>>4171582

>Using the floor texture on the walls of that indented gouge in the ground

Ugly, use a similar texture for that color wise but not the exact same one, and shade it differently.
>>
>>4171675
>play it with memorial
>watch gzdoom have a fucking seizure
>>
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>>4171675
JUST MAKE A FUCKING MAPSET, MARK
I LIKE BRUTAL DOOM BUT THIS IS SPINNING YOUR WHEELS OVER A POINTLESS FEATURE

How long did it take him to do?
How long did it take him to memorize actor placements on the official maps?
How long did it take him to make an array checking for each one? Is it even an array? Or is it just Yanderedev if-else-if-else-if-else-if-else for every single map?
How long did it take him to get coordinates to spawn every single actor that "improves" the maps?
How many ways can this possibly break?
How many news sites and unaware fans are going to latch onto this and consider it the next best feature in modding and start asking for it in other mods?
>>
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>>4171675
So what you're saying is Mark made some horribly ACS spaghetti squash code that modifies vanilla maps on the fly?

Oh boy. I'm sure this will go well with literally every set of levels and megawads ever.
>>
I hope to god that shit's optional but this is the fucking Fred Durst of Doom modding we're talking about.
>>
>>4171616
I can't believe he thinks those liquid effects actually look good.
>>
>>4171616
Unmaker looks cool. Machinegun looks stupid. Level "enhancement" is the stupidest fucking thing. Those liquid ripple effects is the second stupidest fucking thing. Will probably play for like five minutes and then get tired of it again.
>>
>>4171695
>How many news sites and unaware fans are going to latch onto this and consider it the next best feature in modding and start asking for it in other mods?

God dammit, this is going to happen, isn't it?
>>
>>4171616
DESU I like the water effects
>>
>>4171685
>>4171682
>>4171681
>>4171678

You can disable it
>>
>>4171729
for which i am extremely grateful
but that really doesn't change that this version's biggest selling point that he's been gushing about for the last several videos is a gigantic hacky pile of extremely questionable usefulness
>>
>>4171675
Is it me, or does the gore in Brutal Doom look even worse every new version?
>>
>>4171724
and then even mappers will start implementing anti BD features into their maps
>>
>>4171673
>>4171648

They're been around since before MetaDoom were made, I believe.
>>
>>4171616
>play old mapset which uses the water or blood flats to make an animated flat for something that isn't a liquied
>walk on glowing coals, lamps or a teleporter pad or something that now splashes blue water and deforms like a liquid
wahey
>>
>>4171739
I kind of hope so.
>>
>>4171741

Equinox is a wonderful mapset for this, since it retextures a whole bunch of liquids into solid floors.
>>
How long until Mark tries to remake the RPG games?
>>
>>4171616
I'll say the rain effects actually wouldn't be bad for the first cour of Plutonia, would be a neat little effect.

Is there a way to add that for just the first 11 maps? Without BD.
>>
>>4171698
What is this picture from?
>>
>Want to make maps
> Open editor
> Brain stops working, can't think of anything cool
How do cartographers make a single good map, yet alone dozens? i can't even think of a single interesting room
>>
Speaking of MetaDoom, 13th of this month seems to be where it got its first public release last year.
>>
>>4171592
What are these from?
>>
>>4171616
>another machinegun
>shouldn't be redundant
There's like what, four hitscan machineguns now? A few which you can dual wield even.
Also there already is a grenade launcher, AND a rocket launcher.

There's absolutely some redundancy going on.
The only way I see this not being awkward is if you play each level at pistol start, or if you have a slot for each weapon type and you have to drop a weapon of one kind to pick up another.
>>
>>4171761
spritenoob's perpetually-in-dev mod
looks neat
he's a good artist
lydia's someone i'd hold hands with
>>
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So, hypothetical Final Doomer except it's Final Quaker. What mapsets would you like to see included? What kinds of arsenals could they have?
>>
>>4171759
Just fucking make something. Don't think about how much it might suck, just make it.
>>
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>>4171761
A mod I've been shambling together from what basically started as a "What do you think of this sprite I made" thread. I still haven't thought of a good name and someone here named her Lydia and I ended up liking that. I wanted something like Metal Gear meets Perfect Dark, but that's so friggen far beyond my coding skills that this whole thing is really more of a doom art project. That's why it's always indev, I'm still trying to figure out coding.

>>4171763
Hehe lewd
>>
>>4171767

Arcane dimensions and Dimensions of the Past seem like obvious clue-in.
>>
>>4171616
What's up with people wanting to make fucking Doom of all things look realistic? It always ends up looking awkward.
>>
>>4171726
Yeah, I thought they were okay. They're not great, but they're kinda neat.
>>
>>4171780
Also dedicated weaponsets for both Scourge of Armagon and Dissolution of Eternity. Would particularly love to see a mythology-heavy arsenal for the latter.
>>
Does anyone know of that Heretic mod that added a fuckton of new enemies?
>>
>>4171463

Well there's this old TC for doom that was released in 95, I'm trying to update it with remade UDMF levels, decorate enemies and weapons.

http://www.moddb.com/mods/zombies2

I cant code for shit and It's the first time I do mapping, but I'm having fun and learning mapping as I go. It's very much a labor of love I've always been a fan of that old tc. So many summers back in the day playing and replaying the old TC. Was pretty much the only legit Romero style zombie experience you could get back in the 90's.
>>
>>4171729

There's plenty of disability in BD already, so why would I disable BD even further?
>>
>>4171814
I loved the shit out of that mod, i hope you can do it justice. I'd like to especially see weapon like/in the same vein as the original (revolver, 70's-appropriate rifle, etc) except without the fucky dehacked
>>
>>4170989
>Fire on the horizon
>upside-down fire in the sky
Huh?

Also is the tree effect a bunch of really high offset sprites? looks neat.
>>
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>>4171870
Grandpa
>>
>>4171887
you've been doing this for years now

reconsider your life
>>
>>4171809
Would have to be more specific than that.

>>4171897
Don't acknowledge his existence.
>>
since I'll know you'll read this: thanks for bumping the thread, my dude.

sadly, half the thread is asleep early since they probably have stuff to do early tomorrow, myself included.

how long have you been unemployed for? seems you aren't very efficient at anything since you keep disappearing for months at a time, and come back at irregular intervals.
>>
>>4171895
Almost misread that was Trigun

now i want a trigun wad
>>
>>4171741
Doesn't BD replace those flats anyway?
>>
>>4171912
Double-wahey, floors which shouldn't be liquid now warp and sputter acid when they shouldn't.
>>
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Hi FPSthread, I have a project that I want to work on and I want your advice.
I want to make a mini arcade cabinet, similar to the Picade, but only having old school ID games
but I seem to have encountered a problem with the controls, im not sure what I should do for them, I was originally thinking about having K&M but I feel like it might be out of place with the arcade cabinate
do you have any suggestions for controls?
thanks!
>>
>>4171919
A gamepad can work for old Id shooters pretty well.

Wolfenstein 3D has no verticality, and Doom is pretty easy, so that'd work decently.
Plutonia and Thy Flesh Consumed are harder though so they might not cut it for most players, and Quake might be playable with a gamepad, in single player, but any multiplayer would make it completely crippled.
>>
>>4171919
>CaveStory
fuckin ace
>>
>>4171901
I think the creator mainly posted it around /vr/ for some short time a few years ago, but I can't find it in the pastebin or archives
>>
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>>4171490
Hey I'm just glad to know you're still amongst us, you take care of yourself, and come back to making stuff when you're ready
>>
>>4171673
>>4171739
They were taken from Brutal Doom. It took a bit of running around to figure out who ACTUALLY did the sprites so I could give credit where it's due, because of Mork's famous crediting abilities. (They're by "Das M" apparently)
>>
>>4171940
Fuck, i found it, it's an addon for Trailblazer called Nevermore. I was so confused as to why my memories of a heretic mod involved a goddamn jetpack
>>
>>4171960
you didn't answer. when was your last job appliance?
>>
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>>4171863
It's hell (or "the otherworld" - whatever). Fire in the sky is completely normal there. You should see the smoke on the water.

Yah. Sprite foliage.
>>
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>>4171872
I'm not grandpa!
>>
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>>4171973
Grandpa.
>>
>>4171963
Please dont respond to him. he'll disappear, unlike that machinegunner on a mountain
>>
>>4171985
I really wish more people today followed this advice.

For my sake.
For 4chan's sake.
>>
>>4171998
>I have literally never done this in my life
precisely what I wanted to hear. I don't even have to bother with the rest of what you wrote since I'm used to your ramblings by now.

tomorrow being sunday has nothing to do with my question, but I understand you have to make the most of my post to put me in a viable position for you to strike and pretend you enjoy your anger.
>>
>>4171998
>that first paragraph
oh my god I don't think your aware of how utterly hilarious you can be

that's fucking rich
>>
>>4172007
>that's fucking rich
No, he's obviously just saying that.
>>
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What did I miss?
>>
>>4172013
The usual suspects throwing diarrhea water baloons.
>>
>>4172013
I genuinely thought there might have been some substance to his words considering how insistent he is on this, instead got confirmation that he's very bad at personal attacks and genuinely has no idea what to follow up with when someone confronts him with a simple question. all slander, not a gallant.
>>
>>4172029
Well the whole "My daddy is rich, yo!" sounds pretty gradeschool, which makes you wonder about his actual age, optionally his mental age.
>>
>>4172029
It's as if all his posts are in bad faith and he wants these threads gone!

Thank god /vr/ actually has mods.
>>
>>4172031
I haven't been to the rest of /vr/ in like 8 months but that's not how I remember it.
>>
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>>4172029
W h a t?
>>
>>4172038
He's saying what's already been obvious to everyone since day 1; the guy is full of desperate, hot air, and that's pretty much all that he is.
>>
>>4172046
I'll pretend that I know what you mean and are talking about.
Doom racecar person?
>>
>>4172057
nope

contrary to what a couple people keep on insisting, not every shitposter is DKG
>>
>>4172063
Then WHO?
>>
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>>4172057
>>
>>4172068
why does it matter

do not enable or validate
have fun with doom
giving him attention only validates his sad existence and gives him more reason to continue
you are just doing exactly what he wants
>>
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>>4172071
please let this be the timeline where this happens
>>
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jobanon here. went to a cyber cafe. managed to sneak in doom on the last 2 mins I had available. wanted to get btsx and smooth doom weapons but time was short on my hands. shot exactly 5 bullets at the two zombies in entryway, got none, then quit and left.

I'll be coming back tomorrow. today was a good day.
>>
Jesus christ the Saturn version of Doom is fucking poor.
>>
>>4172102
Yeah, I think it was rushed over there.

Consider that Duke Nukem 3D and Quake had playable ports on the Saturn.
Consider that Doom had a consistent framerate with little to no slowdowns on the fucking 32X.
>>
>>4172080
You know it isn't!
Thought with zscript many of the things that made it difficult may be remedied...
>>
>>4172080
>WAAAAAAAAAAAAA
gets me every time
>>
>>4172102
Were the bonus levels ever remade?
>>
>>4172117
Did the Saturn have exclusive bonus content?
>>
>>4172121
Turns out it's the same content the PlayStation received. Whoops. My bad. Only ever played the Saturn version when it comes to console ports.
>>
>>4172102
Its not bad if you ignore the poor framerate. Being a kid and only having a saturn you tend to not give a shit about framerate (or even notice it)
It was my first doom and I didn't even notice the framerate at the time.

The sound is great and the music is much better than the original Dooms metal covers (imo). The fact you get doom1 and 2 bundled together is also pretty boss.
>>
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Just finished TNT with a gameplay mod, holy shit were those last levels a slog. Shame too, because up until ~MAP21 or so it was really good, but then they seem to have just run out of ideas almost entirely. Mount Pain in particular was just a pile of garbage, as was Habitat. At least it had higher overall quality than Doom 2 IMO.
>>
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>>4170946
Im laughing way too hard at this
>>
>>4172175
I'm playing it with Final Doomer and it really does lose it around Administration Center/Central Processing.
Still better than Plutonia though.
>>
>>4171582
Looks decent. I'd probably get rid of the bordering on the rocky ground, though. Looks unnatural.
>>
Should I make a sandwich, or should I map?
>>
>>4172224
both, but do the former first: the extra glucose from the food will make your brain work better to then take on the latter.
>>
>>4172224
both
>>
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>>4172225
>>4172226
Good idea.

>>4172227
But I'm a Quakekiddo.
>>
>>4172224
Make a map sandiwch, or a sandwich map.
>>
What's some good Megawads without Death Exits? Asking for mods that rely heavily on progression, like D4T.
>>
>>4172242
>HOW ARE YOU ALL SO FUCKING GAYYYYYYYYYY????????
well it starts with traps, usually
>>
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>>4172247
>well it starts with traps, usually

10/10
>>
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>>4170957
I guess I'll give you all a look at this.
>>
>>4171432
Void does this but I think that's just clever use of teleports. https://www.youtube.com/watch?v=4RpkbOdpXRI#t=7m49s
>>
>>4172273
can you at least tell us what it does?
>>
>>4172280
A rocket-launcher stand-in, this will be a magnetically accelerated projectile, a coil gun or rail gun. This is because on most maps, the grenade launcher lacks the range and practicality to be usable against the Icon Of Sin, and for hand grenades, forget it, you'll never manage to slamdunk that into his forehead even with a running start and a jump (though it would absolutely decimate him if you could).
It's ammo will replace the loose rocket pickups because I never find any good time to use the satchel bombs, hand grenades do everything they do better.
I might have to futz with ammo usage though, to keep it balanced. You won't get to carry nearly as much ordnance with it as with the normal rocket launcher.

The secondary function will be some manner of BFG stand-in, because slaughter will generally be unbeatable in Immoral Conduct, as it lacks a solid substitute (the Flak Shotgun, while not a bad weapon, is atrocious as a BFG replacement). The gas grenades only gets you so far, and in a slaughter encounter it's far too easy to get surrounded and trip on your own gas canister, which'll kill you even faster.
I haven't really thought of a great function for it yet. Ammo will probably be limited, but each discharge would have a tremendous prospect for mass destruction.

I'm figuring this will all make Doom and Doom 2 too easy, but if we're gonna be real, the original games already are too easy anyway.
>>
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I never realized how easy it was to make other wall textures blend with the pale concrete ones, I'll have to remember this.
>>
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>>
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>>4172102
>>4172106
From Saturn Doom programmer Jim Bagley:
> When I started the project, I had to do a demo for Id Software to approve … I started by extracting all the levels and audio and textures from the WAD files, and made my own Saturn version of this, then got an early version of the renderer working using the 3D hardware. The demo got sent off, and a couple of days later I got a call from John Carmack, who stipulated that under no circumstances could I use the 3D hardware to draw the screen. I had to use the processors like the PC. Thankfully I enjoy challenges, so it turned out to be a really enjoyable project, using both SH2s to render the display like the PC did it, using the 68000 to orchestrate them both.
>>
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>>4170957
paaanch the caaaant https://my.mixtape.moe/ejdgeq.webm
>>
>>4172338
Ok, but does he talk about why it runs like shit?
>>
>>4172339
> middle finger uppercut
> Q3 gauntlet
excellent
>>
>>4172339
battletoads vibes
>>
>>4172339
not gonna lie, this melee system looks a lot better than the previous wimpy flailfest
>>
>>4172339
Sauce on the pistol sound?
>>
New thread.

>>4172380
>>4172380
>>4172380
>>
>>4170957
I'm late to this but I wound up sleeping all day in an attempt to sleep off this bug I've caught.
>>
>>4172338
anyone know why carmack wouldn't let him use the 3d hardware?
>>
>>4171616
zscript can do some crazy shit

also what up with the high def explosions. everything it looks ugly as fuck compared to the rest
>>
>>4173208
this ain't zscript
if it was zscript, it'd actually be sensible to do
this is zandronum
Thread posts: 608
Thread images: 134


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