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A SECRET HAS BEEN FOUND

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Thread replies: 578
Thread images: 123

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DOOM THREAD / RETRO FPS THREAD - Last thread >>4195437

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
>>
revealed*

=== CURRENT EVENTS ===

300 MINUTES OF /vr/
-Managed by 300manager !Os4LYDp5eQ
-Speedmapping session allegedly extended to Sunday the 20th
-Rules can be found here
-https://warosu.org/vr/thread/4172380#p4173453

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-Looking into replacing or removing outdated resources in the OP, need feedback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 ===

[8-18] Anon provides Basilisk II quickie
https://drive.google.com/drive/folders/0Bxm8qv3ObDeLY1ZkMVYwdUYxZGs?usp=sharing

[8-18] Quake Champions to have early access release on the 22nd, Doomguy announced as playable
https://bethesda.net/en/article/TjBBCfxxymoAECG06kwaq/quake-champions-early-access

[8-16] Anon release; version 1 of 'Realm of Suffering'
http://s000.tinyupload.com/index.php?file_id=98588592927462321331

[8-16] Lilith RC2 released
https://www.doomworld.com/forum/topic/94302-lilithpk3-release-candidate-2/?do=findComment&comment=1783711

[8-15] Anon uploads a mod that replaces Pain Elementals with Cacodemons
http://s000.tinyupload.com/?file_id=82313852646081260589

[8-14] Juvenile Power Fantasy updated to v0.6
https://forum.zdoom.org/viewtopic.php?f=43&t=57092

[8-14] 'Devil Worms' uploaded to Realm667
http://www.realm667.com/index.php/en/beastiary-mainmenu-136-69621/other-style/1957-devil-worms#preview

[8-12] /arena/ dumps QC comic about Ranger
-https://boards.fireden.net/vg/thread/184989108/#185518108
-https://www.anonfiles.cc/file/a13aeb4261c8448c0e0a1a246d30deec

[8-12] High Noon Drifter 1.1; adds Heretic and Chex Quest support
https://warosu.org/vr/thread/4182198#p4183936

=== 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.
>>
>>
>>4199736

New DOOM 2 world record - 18:48

https://www.youtube.com/watch?v=UOpAhbTv5LU

The Wolf3D skip is not needed anymore, RIP.
>>
>>4199286
Link? Interested in how to make that wall raising up effect.
>>
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Xth for Episode Replacements.
>>
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6th for comfy demon slaying.
>>
>>4199286
Wizardry devs are running out of ideas.
>>
>>4199750
Source ports are allowed for speedruns now?
>>
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>>4199735
JUST MADE THIS WALLPAPER

>Space Shadow
>NES
>1989
>controlled with a light gun
>had automatic fire on the NES, only light gun on the system that was capable of this
>had fucking RUMBLE

http://www.youtube.com/watch?v=SlR_Eqtnys4
http://www.youtube.com/watch?v=GvpiexzG8fA
>>
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>>4199781

Only if you use the demo to output a video of higher quality.

You can still download the demo if you want to double check :^)
>>
>>4199786
this game looks very hard to navigate
>>
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>>4199754
>>
>>4199750
I wonder if this is down to the apparently recently discovered trick to activate switches through just about anything over a much further distance than previously thought possible.
>>
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How important is monster infighting to you as a feature?

Do you make frequent, intentional use of monster infighting, or do you see it as an immersive gimmick?
>>
>>4199807
Almost obligatory on slaughtermaps.
>>
>>4199806

That's exactly what happened.

Looper, Zero-Master and other started discovering other levels that could be shortened using that trick.
>>
Goddamn, stained glass textures are fucking hard to make. Everything keeps ending up too uniform.
>>
>>4199807
It's a minor mechanic that adds a lot of depth and new ways to approach combat.
>>
What are some games you'd like to see gameplay mods based off of? Or even recreated as much as possible within the engine.
>>
>>4199828
I'd like to see more new ideas and less mods "inspired by" shit.
>>
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>These hellkights

But why?
>>
>>4199828
i'd love to see something based off of wolfenstein the new order, or old blood. kriegsland is pretty close to that but i'm not a fan of the enemy roster or a lot of the weapon sprites
>>
>>4199807
I don't use it all the time, but if I see a good opening for it I'll gladly take it, because it's really such a fun feature.

Get some mooks to hit each other so they get into a bitchfit with each other, watch it unfold, or close the door and just listen to it happen.
It never stops being fun for me.
More than once, infighting has saved my bacon, where mooks partially wore down and distracted a Cyberdemon as it was chasing me through a courtyard.
>>
>>4199807
In most cases it's a minor luxury to have while fighting that usually happens by chance as a result of avoiding attacks or just moving around quickly, but it's also very useful if you happen to be low on ammo. I usually don't actively try to start in-fighting unless I'm in an open area (which makes kiting and shot-leading easier) or if there's a high-tier enemy with low-tiers surrounding it (like a mancubus with some imps around it). It's a small detail that can have a lot of impact on gameplay, and it's a fun addition that can lead to some entertaining moments.
>>
>>4199840
Oh yeah, and in some cases it can be very useful like when a group of barons slaughter a cyberdemon, or when you run through a room and close the door behind you while enemies kill each other left and right. I also enjoy watching enemies in-fight after I die, if one of them happened to piss off another. It can go on for quite a while sometimes.
>>
>>4199831
that protip killed me, what is this
>>
>>4199781
yes. requiring people to speedrun in a dosbox window is unnecessarily tedious.
>>
>>4199832
imo i really hope The New Colossus allows mods, the weak weapon variety is fuckin' killing me.
>>
Anyone know of any .wads that increase the difficulty of Chex Quest while keeping it vanilla? Even Nightmare's pretty easy... I mean, it IS a tie-in for kids, but whatever.
>>
>>4199871
It probably won't knowing Bethesda. Its weird because mods are a major selling point of the elder scrolls and fallout games.
>>
>>4199878
It might be because Bethesda's publishing isn't breathing down Bethesda's developing wing - they give their own personnel carte blanche because they know those franchises will sell regardless and I /think/ their big names like Todd Howard are kind of their marketers? They also had that big controversy and lawsuit over Zenimax fucking their founder and they may not want to risk it with their own crew, but a studio under them is easier to can and control.
>>
>>4199860
Juvenile Power Fantasy
>>
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Does anyone have the image of Doom (Doom 2 I think?) on an iMac G3 with "no reason to upgrade" on it?

Here's a hot pocket for your web zone in exchange
>>
>>4199786
Is this a motion sickness simulator?
>>
anyone know how to get zandronum configured to run MM8BDM on linux? i put the iwads and pk3 where all the other wads usually go but zandronum and doomseeker both don't recognize them.
>>
>>4199170
>change viewheight in mod I'm working on so you're face to face with the enemies
>It fucks up if sprite clipping is on in GL mode
>>
>>4199997
I think you need to use command line parameters to load megagame.wad as an IWAD and the mm8bdm pk3 as a PWAD.
>>
What's the last GZDoom SVN that doesn't fuck over the menudef thing? I keep getting fatal crashes with some mods and maybe it;s because i'm using the last official release
>>
Project idea:

>More Perfect Hatred
>Create a map within 6 hours from midnight to 6 AM
>>
>>4200017
or 6PM to midnight.
or combine the both and call it from dusk till dawn or something.
>>
>>4199962
>Doom 1's dull as shit enemies
Please do not use my waifu's likeness to convey such trash opinions.
>>
>>4200017
>elaborate
>time constraints are so old nowand one that fucks with my sleeping schedule = nah man
Instead, why not:
>Heretic/Hexen mapping
>Vanilla/Boom+ compat
>2/3 enemy types in a level
>linedef/sector limits
>area limits
>
>>
>>4200026
Have you ever made a map and hid her in there as a secret?

No?

How can you even claim to love her then you miserable wretch!

>>4200028
>>4200024
It was just a stray idea.
>>
>>4200030
Actually she has been in .wads I have worked on.
>>
>>4200010
i tried that and keep getting a script error on load

google is hinting that i have to download zandronum 3.0 and build from source REEEEEEEEEEEE
>>
>>4200031
Probably the only 90s (even then, not exactly 90s) game with good AI would be Far Cry 1. Otherwise, 90s enemies didn't take cover and only existed to shoot the player when they could or shoot each other if they got damaged - even Half-Life 1's AI consisted of 'run, throw grenades if player is hiding, or plant grenades at feet and die'.

90s throwbacks tend to really highlight this - they upped the platforming bullshit and added checkpoints to compensate for ROTT2013's enemies consisting of 'run at player'.
>>
>>4200035
Link?
>>
>>4200038
Nothing published yet.

I'll hope to make the chainsaw special for her.
>>
>>4200028
What about maps that are meant to be "speed ran", ie playing through them as fast as possible to beat them in under a few minutes. Maybe this could be done by starting each map with a "starting line" that activates a crusher which will kill a voodoo doll at the start? That way you have an actual time limit for each map and a punishment for going slow, and either all maps could share the same time limit or they could be 1, 2, or 3 minute limits.
>>
>>4200017
I've got a better one but it's not speedmapping
>Boom format
>Cannot go over vanilla visplane limit (to limit detailing)
>A pool of 32 themes is made, then everyone who participates gets assigned a different theme
>levels must be completable in under 2 minutes (on PrBoom+ with as much vanilla compat as possible) if being speedran, and each submission has to contain a webm of the creator finishing the level in under that amount of time
>This doesn't mean 100%, and it doesn't mean you can't use really stupid tricks, it just means that at least one route must be sub-2m
>>
>>4200047
>mapping for speedrunning purposes

Dear God no.
>>
>>4200037
>ROTT2013
Fuck me I couldn't even force myself to beat that turd. I just used cheats to skip to the end and see how it plays out.
>>
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>>4199802
>>4199754

And without further ado, that makes E2M2. Onto E2M3, whatever that is...

possible ideas:
>>4197790
>>4199178
>>
>>4200037
In Unreal, less aggressive Skaarj and Krall will run away to break LOS with the player and take pot shots from behind walls when at low health.
Also some tend to not follow the player around corners and instead taunt and wait for the player to show themselves.
>>
>>4200051
Fuck, dude. I literally only made it past the spinny platform tunnel by spamming jump after the 30th time.
>>
>>4200060
holy fuck, why'd I forget about Unreal 1? It asspains me there's no remake or HD version. No other fuckin' game had so much atmosphere or a sense of wide-open spaces.

I still wanna gather a bunch of 90s FPS fans and punch through the custom co-op campaign someone ported to UT2004.
>>
>>4200050
It's not mapping for speedrunning, it's made to ensure that people don't make maps that are insanely long.
>>
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>>4200028
>Heretic mapping
I'm thinking about starting HUMP either this monday or next monday. Will need some time to work out what kind of format is best and what to aim for (and to finish Heretic which I haven't done yet), as well as learn about the things you can do in heretic so I can at least help people out.

Idea so far:
>4 weeks to make a map
>Heretic standard textures and enemies
>All the stuff you can do in vanilla heretic (supposedly some voodoo doll scripting you can do?)
>Likely UDMF aimed at modern sourceports like zdoom/GZDoom
>No ACS or DECORATE
>New MIDIs fine provided they fit with Heretic's aesthetic

Probably just let people go nuts with weapons rather than try to plan an episode. Should be able to force wand start / full health using ACS (That will be the only usage of ACS)

If anyone has any ideas let me know. In the meantime, those of you interested think about a map idea and play some heretic to get back in the zone.
>>
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>>4200051

>tfw i was one of the few people that liked rott13 enough to 100% it.
>>
apologies, i went to bed.
>>4199485
>>4199638
>This one? It's a secret
yeah that one. and if so, fair enough, it doesn't need another way out. i assumed the whole thing was a pitch black maze full of spectres.
>>
>>4200051
I'll never forgive hulshult for what he did to Oww
>>
>>4200096
Seriously, where the fuck did that guy get metal from when he composed for the game, the original ROTT soundtrack is anything but
>>
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>>4200083
it's cool
>>4200057
As this one states, it's MOSTLY specter-maze. There's a few zombiemen though.

unrelated, anybody got the alpha/beta resource wad hanging around? pic related
>>
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Made a map for 300 minutes of /vr/, mr 300 minutes manager.
Made and tested in 260 minutes, so if anything is dicked up I still have some time.
Was tested in chocolate doom.
Use this Enya midi for the music please: http://www.sysrq.info/~stv/enya/midi/sm/joh_smao.mid According to the site author it should download fine if you use Netscape.
Map link:
http://www.mediafire.com/file/s5heccegqheqafg/Labradoodle.wad
Please name it "Top Secret Labradoodle"
Made by Revae
>>
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>>4200114
Note that there is pinkies -and- specters, but they're essentially the same monster anyway, aside from darkness-camo.

being perma'd from zdoom and doomworld sucks because i'm actually GOT MEDIOCRE now.
>>
>>4200106
>metal
I can't muster the strength to call this trash 'metal'

https://youtu.be/4Ki91f0DFX4
>>
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>>4200030
i bet that's hebredean_isle
>>4200047
>>Boom format
>>Cannot go over vanilla visplane limit
yeah, no.
>>4200057
wow actual interconnection. could it be you're finally improving at layouts?! m-masaka...
>>
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>>4200140
>actual interconnection
cough. it's existed in prior maps, not in good fashion though.
>>
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>>4200146
also im not sure if wheelspinners are allowed but here, have fun with a wheel picking your next map theme. can edit and add a total of 100 possible map themes. might be useful for the >>4200047
theme assignment.

http://wheeldecide.com/index.php?c1=VOID&c2=TEETH&c3=FIREBLU&c4=MARBLE&c5=FLESH+CANYON&c6=BOG%2FSWAMP&c7=ABSTRACT&c8=50+SHADES+OF+GRAYTALL&c9=HELL+FOREST&t=S%27Arais%27+Shitty+Doom+Map+Theme+Wheel%21&time=5

have fun?
>>
>>4200047
>>Boom format
>>Cannot go over vanilla visplane limit (to limit detailing)

How would you even reliably test this?
>>
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>>4200159
>implying some enterprising asshole won't strategically over-detail to work around the visplane limit.
>>
>>4200140
>made by Sarais
>get Flesh Canyon

I am not surprised.

>>4200159
Vanilla and BOOM formats have a Visplane Explorer in GZDoom.

>>4200140
>i bet that's hebredean_isle
Yes
>>
>>4200047
>>Cannot go over vanilla visplane limit (to limit detailing)

A better rule for limiting detailing would be a Lines limit, IMO
>>
Are there any Star Trek Doom mods?
>>
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>>4200168
Is anybody, at this point?
>>
>>4200173
http://www.doomwadstation.net/main/startrek.html

And then there is this:

https://www.youtube.com/watch?v=HDkwtF7beUU

https://www.youtube.com/watch?v=Ds_ZKbQe0Zw

>first video has Nirvana's 'Rape Me' as a midi

I'm reminded of Vinesauce's Vinny now.
>>
>>4200124
looking forward to playing this one!
>>
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>>4200179
Don't get too excited. And maybe don't play on hard. I might add some more health and ammo in tomorrow. Lemme know.

it is beatable though
>>
>>4200168
Interesting that Boom format has visplane explorer. No boom compatible port has the limit.
>>
>>4200182
I was going to wait until the project is released. Nothing wrong with a bit of difficulty. Whatever it is I'm sure we can handle it. As long as it isn't harder than the hardest moments of Plutonia or TNT it will be manageable.
>>
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>>4200124
>According to the site author it should download fine if you use Netscape.
Yeah, sure, why not just use DeHacked while we're at it? Want me to pick you up a can of Jolt?
>>
>>4200186
I'm afraid the difficulty will be all over the place. Specifically I'm afraid my map will be too easy.
>>
>>4200192
just increase enemies and reduce ammo and health on hard. People can usually handle it and its nice to have a challenge. They can save-scum if necessary.
>>
>>4200190
I would rather a bottle of orbitz
>>
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whlhen's hdoom getting an update
>>
>>4200207
i don't know but that's adorable
>>
>>4200207
same time as qump drops
>>
>>4200208
>ywn have a qt3.1415 busty plump baroness gf bawwing over you and checkin you out rockin that hot bod you don't have
>>
>>4200207
which doom enemy is that?
>>
>>4200221
The Weebshitcubus, you've never heard of it?
>>
>>4200225
>The Weebshitcubus
Realm667 has gone too far this time
>>
HUUH
>>
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>>4200236
>>
>>4200247
shuuhsh
>>
>>4200146
>not in good fashion though.
yes, exactly
>>
Did anyone end up playing that map that got released at the end of the last thread? Any feedback on playability?
>>
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1 hour in. I don't know if this will work out or not, but hey.
>>
>>4200271
Nice gladiator helmet.
>>
>>4200275
It's obviously the CHAD MAP.
>has never seen an ingame texture
>only plays in automap
>doesn't use IDDT, kills enemies based on sound alone
>makes sure every wall is mapped out before exiting level
>finish time is measured in years
>>
>>4200264
Which map? Moonlit Harbor or Subterranean Hideout?
>>
>>4200295
neither
>>
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>>4200275
Th-thanks
>>4200289
Are you okay Anon?
>>
>>4200289
>the virgin leak
>THE CHAD COMPILE
>>
>>4200301
right
>>
>>4200304
No. He memed so hard he herniated himself. RIP
>>
>>4200271

>dog map

Kinsie?
>>
>>4200310
>>4200301
>>4200295
Actually I fucked up. The thread before last. I'm retarded.
I need to know if its shit and why before making more maps, so I don't just make a bunch of shitty maps.
>>
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>>
>>4200136
>spoiler
Why don't you just get yourself unbanned?
>>
>>4200324
do not
>>
>>4200319
Linking us to the post with your map, or at least telling us the name or anything to go on might help us work out which one you're talking about.

There have been a lot of maps posted recently
>>
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We purple now.
>>
>>4200354
What the fuck that's a lot of enemies. You better be giving me quad and a pent if I'm gonna be followed by a dozen fucking Voreballs everywhere.

The purple is neat but I really like the neon on the ground around the item pickups.
>>
I keep getting this
Script error, "HighNoonDrifter-v1.1b.pk3:decorate.txt" line 1:
Parent type 'NewTorch' not found in ChexVisorReplacement

Execution could not continue.

Any solutions?
>>
>>4200354
Is this an attempt at a Quake slaughtermap?
>>
>>4200324
>Why don't you just get yourself unbanned?
not him but you make it sound so easy
>>
>>4200354
Better cut down on those "droles" or whatever they're called. Their animations and attacks are really unpolished in Quoth.
>>
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>tfw you come up with a great idea for a mod but you haven't modded a game in your life
HUH
>>
>>4200418
Time to get crackin.
http://gunlabs.blogspot.com/2011/01/welcome-to-new-doom-armory.html

http://forum.zdoom.org/index.php

http://www.realm667.com/index.php/en/repository-18489

Grab shit from Realm667, crack them open, figure out what makes them tick, learn, experiment, ask questions.
>>
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>>4200418
Ideas are plenty, maps aside the hurdle for something like ZDoom modding is probably more about art assets and pilfering sounds if anything.
>>
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>>4200427
Not him but thanks for that first link, that's gold.
>>
>>4200324
Because he has really serious personality flaws that he doesn't seem to work on, which makes him difficult to deal with. Some of his maps aren't bad though.
>>
>>4200354
> stardate 20x6 in quake
>>
>>4200354
UT2004?
>>
i made a map for that 300 thingy

title: did you seriously just copy and paste map01 4 times???

https://www.dropbox.com/s/ijz7vh0w4y9ks6i/mmmmaaaapppp00001111.wad?dl=1
>>
Does there exist a compilation of the Rise Of The Triad tracks converted for Doom?
>>
>>4199786
when was this made? Raycasting engines seem pretty interesting, even if they all look the same
>>
>>4200073
I think we should wait until QUMP and 300 minutes of /vr/ are done lest we overload the community
>>
>>4200518
This is clever and dumb at the same tiem, but I do not think that map edits count.
>>
>>4199736
!!NEWS WORTHY!!
High quality wad I made in about half an hour. All weapon fire sounds are replaced with me saying shoot.
http://s000.tinyupload.com/index.php?file_id=19170807141829390137
>>
>>4199831
What map?
>>
>>4200624

That's Strife
>>
>>4200626
Oh ok
>>
>>4200465
that was my first thought as well, that one deathmatch map with the jump pads (not morpheus)
>>
How do I make a powerup give resistance/immunity to a damagetype for as long as the powerup lasts?
>>
>>4200546
So how do you guys organize your wads?
Pic related, there might be a better way but it works for me.
>>
>>4200683
Also, I'm not sure why I linked that post, but whatever.
>>
>>4200683
My organizing is all outright fucked.
>>
>>4200461
Maybe next he'll move onto green levels, or orange ones.
>>
>>4200683
Pretty much this but I have it a bit tidier, all the mod folders are in a mod folder, I've got a folder for all the source ports, subdivided into types, one for applications like Oblige, Slige and slade and one for iwads.
>>
>>4200712
Also I use ZDL so it's all drag and drop into that, or using .zdl files for shit I've already set up.
>>
>>4200190
>shit talking dehacked
I'll fuckin fight you.

It's a joke, anon. It'll download just fine.
>>
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>>4200554
1994 for classic Amigas and Amiga CD32
>>
>>4200651
Someone pls answer.
Do I need to use ACS?
>>
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>>4200518
this is a terrywad isn't it. i know where this is going
>>
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>>4200757
they are multiplying
>>
>>4200737
You need to use DECORATE.

Basically, create a new power up that inherits everything from the power up you want to edit and then add your changes.

https://zdoom.org/wiki/DECORATE
>>
>>4200781
like them with a stick through the bars
>>
>>4200719
So they looked at Doom and thought it needed more vomiting?
>>
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>>4200518
>>4200757
>>4200781
all right well i won, i skipped most of the final quarter because i hate monsters spawners.

even without that i think 100% kills / secrets is impossible in vanilla, e.g. this needs crouching to access, and there is a sector toilet a bit further back that as far as i could tell you need to jump to reach. as for 100% kills there's simply not enough ammo and a bunch of cacodemon stuck inside the sky wall behind the cyberdemons.
>>
>>4200786
I know that, but I can't find any definition for making an item give resistance or immunity for damage types.
>>
>>4200326
its the second faggot map
>>
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>>4200518
>>4200813
>a bunch of cacodemons stuck inside the sky wall behind the cyberdemons

so yeah, it's a bit buggy, and requires non-vanilla player abilities. i also tend to agree with >>4200601 that it seems against the spirit to spent your 300 minutes editing an existing map. not to mention the problems with getting modified id maps into /idgames.
>>
What wads have ton of eye candy? I know about Bloody Steel.
>>
>>4200786
Also I've already defined the item as an actor already, all I actually need to do is to make it give 100% resistance towards a damagetype for the duration of the powerup (240 seconds).
>>
>>4200838
Crucified Dreams, though it's just a set of deathmatch maps with no single player gameplay.
>>
>>4200820
a faggot map on 4chan? well that certainly narrows it down.

only joking. i've only got as far as downloading it. i want to playtest the whole lot to help 300mgr decide on a map order, plus trying to fit in making a map of my own before the end of sunday. i will do it, but please bear with me.
>>
>>4200839
Perhaps this is what you are looking for?

https://zdoom.org/wiki/Actor_properties#DamageFactor

https://zdoom.org/wiki/Classes:BasicArmorPickup

The latter providing an example of a Fire resistant armor. maybe it can be applied to a power up?
>>
>>4200853
Well it's not gone homo.
>>
what about Combined Arms update?
>>
>>4200854
It didn't work, which is why I'm thinking I might have to somehow use ACS trickery to apply the effect to the timed powerup.

I could make the powerup give me an armor that would negate the damagetype, but then it wouldn't go away when the powerup ends, and it would go away prematurely from other damage, as the armor wears away.
>>
>>4200813
I made this in about an hour, I haven't had enough free time to commit to a original map so rather than nothing I came up with this which is why its a bit wonky in a few areas
I didn't map with jumping or crouching in mind I just never got round to detagging the secret sectors I guess but for the sector toilet you can easily arch jump up there (did this many times accidentally during building which is why I put something there in the first place)

Ah didnt realize this was aiming for idgames that would make things tricky
>>
>>4200853
No rush, especially with that mapping deadline.
>>
>>4200880
Then I'm at my wits end, unfortunately.
>>
>>4200651
>>4200814
>>4200839
>>4200880
https://zdoom.org/wiki/Classes:PowerProtection
Just inherit off this and use the DamageFactor property.
>>
>>4200913
I actually tried that copying from another actor, but it doesn't seem to work.

Can I specify two poweruptypes on one actor?
>>
>>4200919
If you mean on a PowerupGiver, I don't believe so.

>I actually tried that copying from another actor, but it doesn't seem to work.
Not even the example HalfDamage powerup on the page?
>>
>>4200926
No.

What I'm trying to do is to make a special radsuit item that gives protection from a custom damage type (gas).
>>
>>4200838
IMO, Bloody Steel is an example of what not to do with Detailing. Inconsistent texture resolutions, alongside a few nooks n crannies that can impede on gameplay.
>>
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Anyone here play with any enemy AI mods?
>>
>>4200927
On the PowerProtection powerup, did you set DamageFactor to 0? It could be this bug then
https://mantis.zdoom.org/view.php?id=226
>>
>>4200942
Yeah, I did, and the gas does full damage like usual.

If I set it to 0.0, does that change anything?
Can I divide it down to effectively zero?
It'll still make the player do coughing sounds though.
>>
>>4200941
I didn't even know people made those. I'd play the shit out of them though.
Doom has wonderful AI for what it is, as in the enemy all have their own basic movements and attacks that work reall well within the game, but mixing it up or giving them more advanced behaviour would be interesting.
>>
>>4200949
I don't freaking know, good luck
>>
>>4200942
It says it's fixed, so why am I still experiencing this?
>>
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>>4200884
fair enough
nonetheless, have a demo, for your trouble

https://a.uguu.se/IsYeAnl6PRXX_mmmmaaaapppp00001111.lmp
>>
>>4200972
Hah, the archviles.
>Nah, fuck that
>>
>>4200981
i would not have bothered getting the bfg too, but it was useful for swatting the final cacodemon out the way, rather than faff around trying to lure it when there's half a dozen bossbrains spamming the place.
>>
>>4200073
I'd love to join in a mapping project, especially if it's Heretic. I've also just been given an extra week or so off work so a Monday start would work well for me.

I'd kind of like to try a theme to unite the levels, but forced wand vanilla Heretic would be ok for me. I liked the horror idea in the last thread, and thought about a Castlevania-style giant castle theme, a bit like Hecatomb was planned to be
>>
>>4200941
Somebody on /vr/ was making an enemy AI mod that adds fear, morale, and synchronized squad tactics to the monsters.

No clue what happened to it. I think it was finished but I can't remember the name to check if it was.
>>
>>4200304
wow I never knew unreal was a game about roman conquest
>>
>>4201001
That's me, it's Babel, still being worked on my I had some crazy shit go down IRL so I had to take a break.
>>
Would it be bad if the Doomwiki copied or took stuff from the Doom Wikia?
>>
>>4201007
Yes because the wikia is garbage meant to collect ad revenue and the wiki is the proper heir
What is it missing? Just add it in properly.
>>
Well, I managed to get the suit to actually negate gas damage completely by making the damage factor 0.01

Two issues remain, the gas clouds behave like explosions and will toss you up into the air like a balloon (or something), and the powerup doesn't seem to actually do the radsuit thing.
>>
>>4201006
Is there a link to Babel anywhere?
>>
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Any other mods like Nido force? I had so much fun playing it but it just fucking ended after like an hour fuck.
I arleady played Pirate Doom
>>
>>4201042
I'm confused by which one you want
Cute/cartoony wads, or wads where the game plays completely different

If cute/cartoony, i really enjoyed Adventure of Square and Golden Souls
>>
>>4201032
Warosu has a few older versions archived, I think this is the most recent (though not fully up to date at all by a few months) link https://www.dropbox.com/s/vf7jujd8l0fiwbf/ProjectBabelv3.pk3?dl=0. The new one will be released as a feature complete mod.
>>
>>4201042
Jesus Christ my eyes.
>>
>>4200361
Update your GZDoom.
>>
>>4201046
>wads where the game plays completely different
I like that, I like platforming in doom for some reason. I just like when it looks like a completly different game, I liked Action Doom 2 despite it being shit when it comes to gameplay.
>>
>>4200518
how about no
>>
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OC
>>
>>4201061
Doomguy looks a bit rapey in the image.
>>
>>4201051
Does pink offend you, anon?
>>
>>4201057
> Nido force
"Sonic Robo Blast 2" then
>>
>>4201063
Love is difficult man
>>
>>4201064
No, but bright colors in a pattern designed to fuck people's eyes sure as hell does.
>>
>>4201074
i take it you don't do well with crt's?
>>
>>4201085
I used to, but now I'm an old bastard and it just hurts my eyes.
>>
>>4201074
>>4201051
It looks better in motion
>>
>>4201028
What actor are you copying from? What does it inherit from?
>>
>>4201087
Ah, that explains it.
>>
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KNOCK KNOCK! WHO'S THERE? SCREE- SCREE- SCREE- SCREE- SCREE- SCREE- SCREE- SCREENSHOT SATURDAY!

POST YOUR MAPS, POST YOUR SPRITES, POST YOUR CODE, POST YOUR TEXTURES, POST WHAT YOU'VE BEEN WORKING ON.
>>
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As metal as this looks, how in the fuck is that a moon? I know Phobos isn't round like ours, but this is just silly.
>>
>>4201132
It's not, it's a chunk of the moon where the base was.
>>
>>4201137
Huh. Guess I'm retarded.
>>
>>4201132
> people still think the brown stalagmites are wood
>>
>>4201113
Just walked out of the house, no no pics :^(. Working on new titlemap for Babel that works with all iwads. Also maybe changing some stuff with the pulse rifle.
>>
>>4201150
dont worry you can post pics when you get home./
>>
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>>4201095
It inherits nothing.

I've made it spawn an invisible and undetectable actor on itself to act as the second half of it, where you pick them up at the same time, but I'm not 100% sure it's working.
Fiddling around with a bunch of things.

Pic related shows me not being harmed by the gas cloud (ignore the colormap), but immediately after the screenshot, I launched up into the air.
Not sure what I'd do to the gas cloud actor to stop that.
>>
Doom would be better if every enemy was a chaingunner and every map was circular arena without any cover.
>>
>>4201174
You mean if your only attack was the fist, all enemies are lost souls and the map was Vomitorium from ROTT.
>>
>>4201173
Well, it inherits 'PowerupGiver', which I'm under the impression it has to do to function as a powerup.
>>
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>>4201149
They LOOK like wood and have the same visual texture to them as the trees, so they can be both.

>>4201191
>>4201113
As for actual screenshots...
>>
>>4201173
>>4201186
I meant the gas clouds, what they inherit from
>>
>>4201191
>I'm a fucking nut, sure. but I'm trying my damnest to make people enjoy my works and work past those flaws
I think it could frequently help if when a situation feels like it's getting heated, stop and think a bit, consider what you said, consider why someone said what, and consider how you possibly might look to the other person in this situation, and whether or not they would be rational in their perception.

I used to engage in some pretty spergy behavior, I wouldn't say I'm really 'normal', but I think I've improved in some areas by not doing things I used to do. Do you ever talk to a therapist or professional about this?
>>
>>4201173
you're already using +NODAMAGETHRUST, right
>>
>>4201191
>This is necessary for ROTT Gadd Disk styled platforms using Floatingskulls.
What are these?
>>
>>4201191
Never thought I'd say this but that E2M2 map actually looks half decent, glad you've finally kept it simple! However that curvy section in the upper right looks too verbose - although it looks neat on the auto map I can see it being annoying to move around in, I'm not saying to remove it entirely but maybe time it down slightly
>>
>>4200624
>>4200626
DUMP 2 MAP51, actually.
>>
>>4201207
Oh, those? They don't inherit from anything else either.

Oh, hold on, looking at it, the code has +NODAMAGETHRUST commented out, along with +PIERCEARMOR, the latter being commented out because the gas cloud already does absolutely hideous damage as it is (this being built on a port of the Immoral Conduct EDGE mod).

I figure if I re-add +NODAMAGETHRUST, it should stop shoving you around.
>>
>>4201210
Nope, as it turns out, and that was the problem on that end.

The only thing that remains to see if it works is the 'IronFeet' property and the small added armor bonus.
>>
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>>4201113
I suppose I could post my super special speedmap for the compilation. 3 hours in already, jeez.
>>
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>>4201221

Oh my bad ! It's not just the textures the overall layout really looks like strife.
Anon. I have misled you.

>>4201113

Zombie TC'ing all day everyday. Turned that nondescript building into a fancy shmancy travel agency for rich douchebags.
>>
>>4201212
You ever play Rise of the Triad? There's a bunch of floating metal disks that fly around and the player can ride them. It was a superficial means of giving a 3d floor effect to a Wolfenstein Engine game, as well as walkable midtextures.

>>4201217
I kind of agree. There was an intresting effect that albertoni used for "The Ship that Wore a mask"

I am really NOT a fan of how cluttered it looks on the map though.

I'm also pretty convinced I'll have to trim/redo it anyway. Possibly too many lines/nodes and might cause a vanilla implosion. We'll see.

>>4201231
>the last sentence isn't spoiled
fuck i specifically put tags around my mopey blog-posting bullshit.
>>
>>4201236
yeah, that map uses exclusively strife textures and is based off the second hub (the one where you can first buy shadow armor)
>>
>>4201241

Yup, man I love strife, I still regularly replay it every couple of years.
>>
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Not exactly sure what I'm doing here. Should I continue?
>>
>>4201231
I'm no professional by any means, but have you considered asking a doctor (another one), to diagnose you and see if you are bipolar or have Borderline? It's just a vague hunch and I don't want to armchair, but based on how you describe it, it seems like it MIGHT be something like that.
>>
Is there something like a doom wad analyzer? I'm organizing my wads by Source Port/IWAD/Level Count and would like to get the info fast.
>>
>>4201191
>I'm a fucking nut, sure. but I'm trying my damnest to make people enjoy my works and work past those flaws. Jimmy and co have no intrest in forgiving me and want to hold onto a lifelong grudge though.

"I-I-I-I-I'm TRYING! HONEST!" is not a valid justification for your actions, especially when you have done this several times before and are more than likely to do it again.
>>
>>4200717
It served us well.
>>
>>4201231
>>4201260
Have you ever tried just not being a huge faggot?
>>
>>4201271
>trying to start shit again
S'arais is fucking blogposting about how fucking SAD :(((( he is and that Jimmy holds a grudge and you're saying HE'S starting shit?
>>
>>4201271
I'm starting shit? After Captain "Blame jimmy because he has a grudge" here?
>>
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>>4201113
I'm currently organizing and renaming textures from Quake's IKBLU and IKWHITE in preparation for a Heretic map.
>>
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>It's the final level and you get all the guns right off the bat, making you immediately shit yourself wondering what could be hiding around the corner
Anyone else here love that feeling?
>>
>>4201132
the intermission art for doom 1 is weirdly really expressionist. you just can't think about it like that
>>
>>4201283
>gives you all the guns
>first challenge is a voodoo doll maze with like two enemies
i see what you mean tho lol
>>
>>4201283
The epic action theme of Last Call alone does that (though it's effect is kind of dampened by how it's used in a few previous maps).
>>
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>>4201283
>>4201286
>Gives you all the guns
>it's just a standard Icon of Sin fight
>>
>Have to reactivate my account for security purposes
It's like they don't want anyone to post there ever
Also
>Have a guy brute force accounts
>Don't change anything to prevent brute forcing of passwords
>Just deactivate all accounts that haven't posted in 3 months
>And take nearly a fucking year to do that after the problem arises
>And YOU CAN STILL BRUTE FORCE PASSWORDS ANYWAY, just need to have your bot know "super shotgun" :^)
Amazing net security
>>
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>>4201275
>in preparation for a Heretic map
Does that mean what I think it means?
>>
>>4201292
they really haven't integrated the "locks you out after a few failed attempts" protocol? that's like web 1.0 shit
>>
>>4201293
I just wanted to do one for myself without time constraints with a texture pack I have never seen in the DOOM engine.
>>
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And there we have it, the suit protects me from damage by the chemical gas cloud (it also no longer shoves me around or launches me in the air), the suit also protects me from damaging floors, and it has four times the duration of a normal radiation suit, and will give small token armor bonus.

It has 25% chance of spawning in place of a normal protection suit.
>>
>>4201296
No, just deactivated a bunch of accounts.
This is good because it solves the security issue and also helps retain old users that are now required to prove they are who they say they are and if they don't have access to their old email they are shit out of luck and even then if the moderation thinks they "sound suspicious" then they're also fucked.
Also no two step authentication with email so the site can piggyback off another site's security measures. And no email notifications for anything. And still not even a fucking captcha for the logins.
>>
>>4201292
>>4201316
found the ex-pat
>>
>>4201328

These threads aren't your haven to whine about the other forums, sorry.
>>
>>4201316
>>4201292
>just need to have your bot know "super shotgun" :^)
I stand corrected, they added more security questions.
>If you could set a skull on fire and make it fly, I would exist. What am I?:
>This question is a means of preventing automated form submissions by spambots.
There is no way a master-level script kiddie hacker could ever add the fucking questions to his bot that already answers the "super shotgun" question. Site 100% secure.
>>
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>>4201309
Also here's the suit itself.

>The AlchiTec T1200A, CBRN Protective Suit (Chemical, Biological, Radiological, Nuclear)
>This is an advanced Hazard Protection suit, it is fully sealed and offers an onboard air supply and fully seals against contaminants [giving a usable effect that is four times the duration of the regular suit]
>The steel reinforced and sealed boots protects against heat, electricty and radiation.
The material making up the suit is multilayered and very tough, and will self-seal (to a point) [acting as 25pts of added armor], it is treated against various agents and acids, the material being very dense and resistant.
>The T1200 is the only thing that will protect a person against the [REDACTED] agents used in the 37mm Gas Grenades
>Once the air supply is expended [the powerup wears off], the helmet piece must be removed to allow for breathing [though it no longer quite protects against gases, radiation, biological, or radiological threats, the material of the suit still acts as armor].
>The T1200A is intended to be connected to a larger air supply for special sustained hazardous work, but it has the oxygen tube for emergencies [you have no central oxygen supply available, so you're stuck with the onboard reserve]

Compare to the normal radsuit pickup which is just a covering body suit and boots, no gasmask or anything, which, while surprisingly effective against liquid exposure and electricity, isn't long lasting (you can even see residue and wear from corrosives on the boots from workers having used them).
>>
Would you guys consider playing the original Doom I and II with a mouse cheating if the player was a first timer? Or in other words should players new to Doom beat the game for the first time using only their keyboards ?
>>
>>4201326
>video game forum nationalism
>>
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Can we get back to talking about vidya now?

this is a stair builder now
>>
>>4201326
What you mean? Is there an issue with not posting for a while?
>>4201328
>>4201330
Not me
>>
>>4201340
>cheating

Only if you look up and down.
It's ultimately a bit of a moot issue, though. Jumping through maps breaks things far more than freelook does.
>>
>>4201340
doom was made to be played with mice

mouse-only's a way more interesting challenge anyway
>>
>>4201340
Christ fucking no. I have no idea how I managed without a mouse as a child. Mouselook and actually having to aim up and down has spoiled me.
>>
>>4201340
Doom and Doom 2 had native support for the mouse, but only or turning horizontally, auto-aim is there in place of vertical aiming (so basically back up until whatever is up or down is visible and let auto-aim do it's work).
>>
>>4201340
Doom was designed with a mouse in mind, dude.
>>
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>>4201113
trying to see if I can get a speedmap finished by sunday but I've been slacking. Hopefully i can get off my ass on my day off and take a few more hours to get this map that people will probably finish in three minutes done, but I still gotta think about how I want the map to flow first.
>>
>>4201352
CUTE
>>
Are there any good Wad's based on Friday the 13th?
>>
>>4201113
>>4200057
>>
>>4201343

Not him, but because this is the general /doom/ thread and because anyone can post here, we have a wide variety of different people from the different communities.
Some people take advantage of this anonymity in order to try to complain about issues they have with other forums/people (S'arais is especially fucking bad about this), or to take advantage of this anonymity to shitpost (Linguica was caught doing this), or to try and start a fight on another forum (Decay/OneTwo).

It's not relevant to /vr/ or to Doom. The "Oh my god can you BELIEVE he said this?!?!" machine is already cancerous enough as it is.
>>
>>4201352
ganbatte
>>
>>4201350
and it sucked, it also sucked even more on Hexen.
>>
>>4201364
>It's not relevant to /vr/ or to Doom. The "Oh my god can you BELIEVE he said this?!?!" machine is already cancerous enough as it is.
thanks for being the literal definition of a hypocrite
>>
>>4201375
Well auto-aim sucks, but honestly, most of Doom and Doom 2 just don't really have enough verticality or situations where there's aiming up and down would be really important.

It's a pretty easy game as it is.
>>
>>4201378
you have no clue what that word means
>>
>>4201385
"a person who acts in contradiction to his or her stated beliefs or feelings"
>shitsmears 3 people then immediately complains about shitsmearing people.
Looks pretty accurate enough to me
>>
>>4201392
Not what happened, but ok.
>>
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>>4201392
>>
Ok, I'll just go and play some Doom now until this situation goes away.
>>
I was the zdoom article about creating weapons and I get the frames and all that but how am I supposed to make the weapon actually available and usable?
If I use "replace" it turns anything I replace it with an empty texture so am I supposed to make another decorate file with the object or in what way do I change this one with the weapon's properties?
>>
>>4201406
Define it's spawn state.
>>
>>4201364
>Linguica was caught doing this
That is fucking amazing.
The deactivation is dumb and solves nothing. I would post about how dumb it is on the forums themselves but I'd have to ask to have my account reactivated and I'm not going to because that's dumb so I have to complain here.
>>
>>4201406

Your weapon needs a Spawn state, which spawns it in the world.
>>
>>4201394
Not him, but how is you naming names and behaviours of other people in other forums not exactly what you were just bitching about?

Like what the fuck would you call it?
>>
>>4201406
texture offsets?
>>
>looking down on using freelook
Without it you're relying on autoaim anyway, I don't get the big deal.
I still beat the original two iwads with the classic setup for my first time, meaning no freelook either, but it's not like it's gamebreaking
>>
>>4201404
Don't worry. It'll be around forever, unfortunately.

What are some good mapsets you've played recently, not too crazy long or slog-like that only takes a leisurely stroll to complete, even on UV. Like Echelon, mayhaps?
>>
>>4201417
>in other forums
I was saying what they did here, in this forum.
>>
>>4201416
>>4201409
Oh alright, I got it wrong and intended it like the state in which it would be when I picked it up somehow, thanks and will report later if there's something I'm not getting right.
>>
>>4201423
Not on UV, but Mutiny was a pretty good and fun mapset.

It's designed to be challenging (but in a fair way), I would recommend playing on HNTR at the highest, unless you're very skilled.

Another is Double Impact, a E1 replacement with very good design and atmosphere.
>>
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>>4201424
This isn't a forum you dunkass it's an image board.
>>
>>4201420
To me freelook makes things substantially easier, your range isn't defined by the auto aims limitations and you can also selectively choose which monster dies first when there's a layered setup
still usually have more fun with freelook though, probably because it makes you feel invincible
>>
>>4201424
>Some people take advantage of this anonymity in order to try to complain about issues they have with other forums/people

Says anon complaining about issues with other people.

>it's not hypocrisy when I do it
>>
>>4201417
>Like what the fuck would you call it?
examples of behavior here.
in your own words, the issue was "in other forums"

i can call s'arais a faggot here because he's a giant fucking faggot here
when someone makes stupid posts about doom on twitter, it's not /vr/ because it's about a no-name trying to stir drama with other people
>>
>>4201442
there's that misused word again
>>
>>4201283

> gives me all the guns

> it's just Spider Mastermind that dies from four BFG hits

What did id mean by this?
>>
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>>4201423
confinement 256
>>
>>4201448
>>4201446
samefag pls go
>>
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>>4200124
Alrighty.
Fixed a few minor things. Tested a tad more. All done.
http://www.mediafire.com/file/s5heccegqheqafg/Labradoodle.wad
>>4201113
this, and started another map
one after another
>>
>>4201453
shhhh, it's ok
>>
>>4201441
>probably because it makes you feel invincible
Average to shit pkayer here, no it does not.
It can make the sprites all weird though, since you were never meant to look up or down at them. It's pretty funny seeing how enemies are literally 2D as you shoot down at them.
>>
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>>4201450
>four
>>
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>>4201404
Best way to escape the autism.
>>
>>4201442
Honest question, does the phrase "other forums" just keep bouncing off of you, or are you just momentarily blacking out every time you read it?
>>
>>4201459
Trailblazer is so much fun, especially with Ketchup and the synthwave jukebox that anon kindly posted a few months back.
>the latest GZDoom build breaks half of the powerups
Annoying, but at least the guns are fine.
>>
>>4201451
Ah, I remember submitting to that. They called my map "inner demons" for whatever reason but it was a really bad map and abysmal to navigate, not to mention it's poor general quality.
>>
>>4201471
>and i love it
i don't
imported drama is aids
>>
>>4201471
>this absolutely is the place to Whine About Other Forums

This should be the place to Play Doom And Mod Doom.
>>
>>4201464
I just run Trailblazer on GZDoom 2.5, there's no reason not to right now.

Also I'm hoping this dude eventually finishes his stuff because it's 80s as fuck https://www.doomworld.com/forum/topic/93974-synthwave-doom-mega-wad-update/
>>
>>4201474
also Whine About Not Enough People Playing/Modding Quake
>>
>>4201471
and yet you call others ex-pats...
>>
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>>4201474
This.

This isn't the place to beat a dead horse.
>>
>>4201478
Holy shit that looks good
>>
>>4201473
how many times have you shitposted about graf zahl? please answer truthfully.
>>
>>4201485
none, whatever graf does to his engine is entirely irrelevant to me. whether i like it or not, it's his engine and he's within his rights to do what he wants to it.

i play boom.
>>
>>4201352
nice
>>
>>4201471
Currently, /rhg/ gets occasional nonsense about romhacking.net and a supposed "war" going on between web owners.
It's just as irrelevant there and gets purged pretty frequently. Why should forum drama be enabled here?
>>
>>4201479
don't do it, you're gonna attract the ">doom shitters" guy
>>
>>4201484
Yes, yes it does.

The only thing I've found that comes close right now is the Underglow level from the 20 monsters community challenge pack. https://www.youtube.com/watch?v=JHbFlfl127s
>>
>>4201485
It's not shitposting if it's about Graf.
>>
>>4201492
>i play boom.

same.

i still think it's funny though. in fact because i am not personally affected by gzdoom shenanigans, i am able to laugh at it.
>>
>>4201479
I think Quake is fun to play but I have no interest in modding it but have respect for everyone that does.
>>
>>4200262
>4200262
Exactly. This map is fucking cluttered to shit and I'm not going to do it again.
>>
/vr/ should have a weekly multiplayer game or something. Most of the servers on Doomseeker are either empty or modded to shit.
>>
>>4201524
I'd be cool with that.
>>
>>4201524
>>4201527
Same.
>>
>>4201527
>>4201530
how do we set this up
>>
>>4201524
our only room setup man & janny is fucking lazy
>>
>>4200862
I'm late to this, but not until GMOTA gets updated.
>>
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>>4200057

Before I go back to my improvisational mapping-as-i-go again, any specific ones presented/proposed that people want for E2M3? Take a look at some of the possible map theme ideas and tell me what you'd like for each. Or pitch in your own.

now where are those ideaguys when you need them?
>>4197790
>>4199178
>>
>>4201534
>>4201532
Setting up a server through TSPG is entirely automated and straightforward, just go to the irc channel

well thats what best-ever was like before it got nuked, I assume it's the same
>>
>>4201498
trigger warning: conspiracy theory

personally i think half the posters banging on endlessly about Quake are only here to keep the franchise prominent, in the hope that it translates into more sales of Quake Champions.

consider: Bethesda's Social Media Brand Management contract operatives know QC can't be discussed directly on the Retro Games board, as they found out during the DOOM 2016 prerelease marketing drive, by having all their posts purged constantly, and eventually all discussion of the new game blanket banned. "but maybe," the thinking goes, "maybe if we still keep the quake franchise itself front and center, and discussed constantly" (note that even Quake II is getting praise!) "it will translate into more sales."

it's clever and subtle, and worse there's no way to prove it one way or the other, except to see what happens after the game is released.

in before alexjonesinatinfoilhat.jpg.
>>
Huh, Russian Overkill was completed a month or so ago.
>>
>>4201560
You're an idiot.
>>
>>4201562
that's a rarity
>>
>>4201560
Quake 2 really wasn't bad. I'd say it's better than Quake.
>>
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>>4201560
sounds p stupid, really
>>4201565
that's just what a shill would say
>>
>>4201556
alright, seems simple enough. what time/day of the week should we do this though? I'm thinking either Friday or Saturday nights
>>
>>4201587

Damn, both of those nights are out for me.
>>
>>4201593
I mean idk, I figure these would probably be the most available for most people. Sunday might work too; what nights are you free?
>>
>>4201560
>half the posters banging on endlessly about Quake are only here to keep the franchise prominent
or maybe they like a game with lighting throwing yetis, weapons with shit damage & rocket jumping
>>
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>>4201545
Alternatively I can punt out my current revision of the wad, which has E2M1, E2M2, and E2M8

if any of you motherfuckers wanna add your own maps, feel free. i'm just doing episode 2, so i'll regulate it to E1, E3, or E4. Don't need to stick to a specific theme for each, I'm just doing a couple that I feel would work for Episode 2, but many of them have a very E3 aesthetic.

This way, you can chew out my E2M2 for being too dark. I agree with you however I feel that making it much brighter will make the specters/pinkies too visible early on. The player is given minimal health pickups and a light amp, alongside a chainsaw and scarce pistol ammo, to help give a possible sense of urgency. Damaging floor should also hopefully be clearly indicated from non-damaging (only lava this time)

course this is all a real pain when you don't have your glasses proper and need to be less than a foot from the screen to see jack shit of it, so i'll worry about other refinements once i can actually see worth a damn.
>>
>>4201565
thanks
>>4201582
>sounds p stupid, really
yeah it does, it's based on my observation that the amount of quakeposting has risen markedly since the announcement of the game, and it's been getting more aggressive with people trying to start fights saying quake is better than doom, not realising that we don't do that sort of shit here, which makes me think they're outsiders who are more used to other boards' culture.
>>4201602
i'm not saying all of the quake fans here are not genuine, just some of them. enough of them to notice. anyway i won't post about this any more since it's clearly controversial.
>>
>>4201534
>room setup man & janny
?
>>
>>4201416
>>4201409
Alright I got the pickup right it's visible and you can use it however the weapon itself isn't (visible) and I was wondering which offsets you're supposed to use since HUD/weapon don't change a thing.
Also on how many different directory am I supposed to paste the textures? I noticed for some objects I need to spam the texture everywhere in the normal directories before it shows up.
>>
>>4201616
>and I was wondering which offsets you're supposed to use since HUD/weapon don't change a thing
Slade should show you the outline of the screen in the window if you select HUD

Then you align the offset in the ways you want.
>>
>>4201615
>?
eric is mod & room setup man right?
>>
>>4201607
if there really was a correlation here, 4chan wouldn't be so hostile about it

or idk maybe that proves it
>>
>>4201562
>>4201573
Knowing PB, he'll keep updating them on the side.
>>
>>4201614
>it's been getting more aggressive with people trying to start fights saying quake is better than doom, not realising that we don't do that sort of shit here

Most of that shit is by a specific troll, and if there are people constantly clamoring that Quake is better than Doom, I've not seen it.

>which makes me think they're outsiders who are more used to other boards' culture.

Oh the irony.
>>
>>4201524
Speaking of, I've been considering hosting a UT2004 coop server for the original campaign (someone ported it) or perhaps invading one of the Invasion servers for a night. Anyone down for that?
>>
>>4200074
H-how do you like awful platforming and checkpoint systems?
>>
so it seems i have a pending ban request. shortly i may find i cannot post for 24 or 72 hours. since my IP address is difficult to change, i may need to ask 300manager for an extension to submission deadline. i do apologize.
>>
>>4201640
If you spent your time mapping instead of shitposting, you'd have your 300 submission finished by now and could happily wait out your ban instead of asking for an extension.
>>
>>4201632
are you suggesting my belief that the retro fps thread does not, in general, fight over which game is the best, is incorrect? aside from the machinations of one particularly obsessive troll (whose posting you even alluded to)
>>
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Zdoom DECORATE question:

I want to do a simple thing in Deathmatch where each weapon spawn is replaced by a random weapon. I haven't used Decorate in a while, and it sounded easy in my head, but now I can't figure out how to do it. I want the spawns to spit out a different weapon every time they're picked up. Any ideas?

Pic sorta related.
>>
>>4201656
>making a dm map
Just don't make it a predominantly SSG map. Shit's gay yo.
>>
>>4201275
can you make a truecolor png set too?
>>
Well it looks like I can't trick a moving camera into going through a portal :^|

Fucking thing just shits out the second it hits the node that's supposed to take 0 seconds.
>>
>>4201647
Most of us love Quake and Doom equally, or at least, we don't hate either enough to shit talk in this thread about it. See also: the general excitement for QUMP in a predominantly Doom thread and HUH memes.

I've always felt that the Quake v Doom shit was one obsessive troll, glad other people are saying it too.
>>
>>4201664
It absolutely is one obsessive troll. That's been going at it for five fucking years. And constantly tries to start shitfits with sarais
>>
>>4201668
let's not go full imx and say all shitposting is one single person
>>
>>4201668
>And constantly tries to start shitfits with sarais

Let's not paint him as the victim here.
>>
>>4201659
I'm thinking of making a DM mod, the maps are separate.
>>
>>4201614
or maybe
> QC announced
> "oh yeah, quake had a single player game"
> "oh yeah, machinegames made an entire episode for it"
> arcanae dimensions

the horrible state that the QC was in the early weeks of beta had me clamoring for some singleplayer quake
thanks to guide in OP, i finally played through all episodes + expansions + arcane dimensions

your consipracy theory is dumb
even if the correlation is there
>>
>>4201682
>your consipracy theory is dumb
>even if the correlation is there
i agree it's dumb but thank you for at least understanding how i arrived at the conclusion instead of just calling me a retard.
>>
>>4201662
Why do you need it to go through a portal?
>>
>>4201692
Because it would look cool.
>>
>>4201674
Nobody said I was.
>>
>>4201006
Oh man, of course, Babel. I miss your updates and I hope you're able to resolve your crazy shit.

>>4201275
Holy shit I need this in my life. Heretic maps & textures.

Will you upload your re-organized textures after you're done?
>>
>>4201682
>"oh yeah, machinegames made an entire episode for it"
They seem like a couple of cool dudes desu.
>>
>>4201694
No I mean what's the context, the purpose of going through, is it a one time thing or is it following an actor or what.
Unless you already got it covered.
>>
>>4201705
>I hope you're able to resolve your crazy shit
It was more like tragic shit, and yeah it's fine. I've got to do some road-trip stuff next weekend but other than that my life has settled down significantly.
>>4201708
It's for a new titlemap, I was planning on having the camera do a sweep over an area, then zoom through a portal into a new area and look around there before warping back in a loop. The problem is that I can't just set the camera to spend 0 octics on a piece of the path, so I have to either accept the janky-looking "speed through some walls real fast" look or not do it.
>>
>>4201714
Couldn't you hypothetically just switch to a new camera really damned quick with a bit of a fadeout/in?

-s
>>
>>4201717
I'd rather avoid the ACS fuckery to be honest.
>>
>>4201718
Can you do it with On-Death Thing actions in GZDB?

I wouldn't know. I know jack and shit about cameras yet.
>>
>>4201718
>>4201714
Was going to suggest either
>>4201717
Or just plain setting the camera to have a different position via ACS.
>I'd rather avoid the ACS fuckery to be honest.
It's like 20 lines of code, if that.
>>
alright. Got a server up for you fags to enjoy
search "/vr/" on doomseeker
password and ingame password are both /vr/age
>>
Anyone want to play some CTF on Funcrusher?
>>
>>4201748
Might play when I get home from gym
>>
>>4201732
No idea.
>>4201746
>Or just plain setting the camera to have a different position via ACS
Considering it snaps to a path I doubt that would work. I'm trying a thing with interpolation specials right now, maybe that'll work.
>>
>>4201748
Forgot to mention, requires dwango12 and the latest dev version of zandronum. Server will go down monday morning probably, and go back up on friday night.
>>
>>4201757
>interpolation specials right now, maybe that'll work.
Why can't you just set velocity via ACS and make path with a little bit of math, then you wouldn't even have to do two things, just the one
>>
>>4201764
Because, as I mentioned, it snaps to a given path as far as I know. That wouldn't do anything.
>>
>>4201764
Some people, myself included, are literally incapable of complex math.

>>4201761
fucker
>>
>>4201757
>>4201768
>>4201764
If either of you can figure out the mystery of the GADDs for Doom, let me know.
>>
>>4201681
Use an actor inheriting from RandomSpawner:
https://zdoom.org/wiki/Classes:RandomSpawner
You can set a probability for each weapon you add into the list, too. It's probably what mods like Guncaster use.
>>
>>4201773
I've got no idea what you're talking about man.
>>
>>4201768
Seems like just changing cameras is the easiest thing then, right? It's like 3 lines of code.
Failing that what about the camera type that follows an actor, and have it follow an actor?
>>4201773
Wtf is a GADD?
>>
>>4201748
>spawn protection
>weapons don't stay when picked up
why
>>
>>4201776
Cool, thanks man.
>>
Is there a list of Inventory.PickupSound and other general things to use after normal programming syntax?
zdoom.org always just sends back to the property explanation rather than give an extensive list of commands
>>
>>4201785
You don't even need code, I got it working but it still jerks around a bit. Not totally sure why.
>>
If I need to do 7 state jumps, what odds should I give each of them to get an even chance for each?
>>
>>4201656
>>4201776
That's not gonna work in multiplayer, its gonna keep spawning random weapons since it disappears after it spawns them. Also won't respect sv_weaponstay (or whatever the flag is), he gotta do other. Will post what in a sec.
>>
>>4201614
>i'm not saying all of the quake fans here are not genuine, just some of them.
there's like
four of us
total
>>
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Alright, I've got another map for the 300 minutes compilation. The map's name is Thy Flesh on a Silver Platter. Tested it on Cioccolato Doom.

https://www.dropbox.com/s/zgncx1a1eza80o5/TFOASP_300.wad?dl=1
>>
So, as to actually playing 300 minutes once it's completed and out:

It's going to play like a total clusterfuck isn't it?
>>
>>4201803
Yeah, I had a feeling it wouldn't be so easy. You understand what I'm trying to do though, right?
>>
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>>4201785
>>4201779

These damn things. Moving floating platforms made out of Things. GAD stands for something but I forget what.
>>
>>4201748
this is too easy
>>
>>4201820
As the person who's submitted two maps, neither of quality:

you're goddamn right.
>>
>>4201803
It should also work with players being able to drop their weapons. The idea is to make it so players have to scrounge weapons and can only carry a limited amount, so weapons will be discarded when something better is found, or they disappear completely when they're out of ammo I guess.
>>
>>4201820
community projects in a nutshell, really
>>
>>4201753
>CTF
join a server and i shall arrive unceremoniously.

>>4201748
thanks for that
>>
>>4201803
>>4201656
>>4201776
Basically you gotta have a custom actor that spawns from a list of things, either decorate or ACS, then sits around and checks if that thing is still there (ACS and uniquetid) and if its not and the weaponstay flag is set then it immediately spawns another thing, and if flag is not set then waits according to the item respawn timer, which it also needs to check, then spawns something. Will have to spawn or even spoof the item respawn teleport fog.
You have to spawn the weapons and can't give them directly with custom inventory (like with spoofing item pickups) because then it wont be compatible with mods because "replaces" only works on things spawned in the map.
You also can't place your weapon spawners with "replaces" because that will loop forever, you'll have to use spawn ids.
>>
>>4201845
Mod compatibility isn't a problem, I'm planning to use a custom weapon set for this particular thing.
>>
>>4201674
you talkin bout lil ol me?

>>4201706
you're obviously trying to shill the new colossus omg out of my board
>>
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>>4201862
but anon you're not me, I'M me.
unless you're my own clone
now neither of us will be virgins

ALSO
Now* hosting 10-lives ZDCMP2 survival on Zanzabar

*as soon as the file uploads
>>
>>4201560
most posts about nudoom took place around the time the alpha was taking place, and even then there weren't that many since we knew they'd get pruned anyways. however people were openly discussing UT4 at the same time no problem.

some folks from the board which shall not be named took note of this and began actively engaging any and all nudoom related posts with snarkiness and generally being more of an annoyance than anyone could ever hope to be. I vividly recall posting some hidden screenshots I found on the official website sometime around 2016, and got four to five posts in rapid succession taking the piss over a revenant joke.

people were really getting their cashews engaged about it back then. which is funny considering how it all reached full stop once the game turned out to be a commercial success.
>>
>>4201853
Are you making your own maps or using existing?
>>
>>4201876
>host this three fucking times SPECIFICALLY with no password
>TSPG fucking autoassigns one anyway
SIXTY NIGGERS
>>
>>4201890
I'm shooting for using existing maps. My plan was to just replace weapon spawns with a random weapon spawner or something. I'm not sure how that would work with dropping weapons though... maybe just make a custom Drop command that spawns the actual weapon dropped instead of a spawner.
>>
>>4201906
>>4199735
>>4199736

Anyway. It's up.

Forced-Password is AAAA
>>
>>4200073

Heretic and Hexen needs some Daggerfall and Arena levels of Custom maps
>>
>>4201934
Randomly generated messes of winding corridors and dead ends full of bats and skellies?
>>
>>4201826
Gravitational Anomaly Disks if my memory serves me well.
>>
>>4201923
In this case then you can use replaces to spawn the spawners, no issue with loops since you're spawning your replacement actors directly instead of vanilla. You'll still need to use your own custom spawner but it's not hard.
>I'm not sure how that would work with dropping weapons though... maybe just make a custom Drop command that spawns the actual weapon dropped instead of a spawner.
I don't see how dropping weapons affects this at all.
>>
>>4201826
Oh. Whenever someone actually finishes their version of actor-based moving platforms (there are like a dozen versions by different people) you can just swap the sprite and away you go.
>>
>>4201939

Something on the Vein of the already Fixed ones, like the Mantella part, where you need to do some crazy shit to reach the end level at the top of the map, like being thrown into a FUCKHUEG crossbow into the air
>>
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>>4201817
sadly the title is too long for one line in the usual font
>>
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>>
>>4201957
Well, is there anything stopping you from just using a larger graphic with appropriate alignments?
>>
>openbsd branch for gzdoom
fuck yes
>>
>>4201945
I'm a little confused still. For the weapon pickups, I replace them with a random weapon spawner. So for example:

Actor WeaponSpawner : WeaponSpawner replaces Shotgun

Aren't the pickups the same Actor as the weapon itself? Or would I need to make the spawner spit out a separate pickup item for each gun?
>>
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>>
>>4201972
>i'm going to sneak past the demons!
>>
>>4201820
have you played the previous /vr/ community project? what did you think?
>>
>>4201970
>I replace them with a random weapon spawner.
Yes.
>So for example:
>Actor WeaponSpawner : WeaponSpawner replaces Shotgun
You'd need to have them inherit from something that doesn't have the same name, like
Actor WeaponSpawner1 : WeaponSpawner replaces Shotgun
but yeah. And you'd want the WeaponSpawner## actors to probably just be dummy actors to allow you to replace everything, since it sounds like the all the weapons will be randomly spawned with nothing to do with what weapon they were replacing.
>Aren't the pickups the same Actor as the weapon itself?
No.
>Or would I need to make the spawner spit out a separate pickup item for each gun?
Yes.
>>
>>4201981
Honestly, I haven't. But I will give this one a go, even if it's shaping up to be an insane mess and have a guy named FAGGOT behind one of the maps.
>>
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>>
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>>4201991
captcha: CALIFORNIA Only.
>>
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>>4201640
Sorry, but I'm not extending the deadline any further than tomorrow. Hopefully you can make something before you get banned.

>>4201820
I hope not.

>>4201957
Oh shit, someone's already making map title graphics? I was going to do this, but thanks, it saves me a bit of trouble! Do you mind posting a download link to the graphics once the deadline is reached tomorrow?

Also, I made a shitty intermission picture.
>>
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>>4201996
>>
>>4201236
I like that 92. What mod is that? I'm falling in love.
>>
>>4201962
nothing really other than i can't be arsed to rewrite the title graphic generator to handle line breaks. it doesn't matter though as i'm not the one who has to compile the final wad. i just thought i'd mention it as a heads up for the guy who does.
>>
>>4201972
is that an environment map?
>>
>>4200559
300 minutes will be over by the time this starts, and QUMP I wouldn't want to be waiting for. I'm sure they will finish in their own time...

>>4200991
I did some fooling around with Heretic yesterday and I think the Heretic : Heretic (Doom format) will be best as its simple and doesn't have all the unnecessary GZDoom fuckery.
I definitely want to finish the original game though and maybe put together a resource on what weapon uses what ammo and any other useful things mappers should know.
>>
>>4199785

Pretty sure that's Shadow Warrior, not Doom. Different engine.
>>
>>4202018

> Reads thread title.

Never mind, I'm a dumbass.
>>
>>4201251
Looks pretty cool. continue
>>
>>4202000
>Oh shit, someone's already making map title graphics?
yeah remember i said i found the 200minvr build scripts still worked, so i've been putting all the 300minvr maps into it? i'll happily post all the title graphics when you're ready for them.
>>
>>4201989
>a guy named FAGGOT behind one of the maps
two of the maps

actually iirc he might be doing a third named THY FAGGOT CONSUMED or something
>>
>>4199806
>apparently recently discovered trick to activate switches through just about anything over a much further distance than previously thought possible.
the what now?

Also: Why is Doom 2 the one I typically see speedrun'd. Why not Doom 1 or Final?
>>
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post your face when you do some really hacky shit in your map and you run it and it works flawlessly first try
>>
>>4202042
Now post your face when Graf breaks it in the next update.
>>
>>4201451
WHat mod? Looks so sexy.
>>
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>>4201981
It was a gift from God Himself, anon.

pic unrelated
>>
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>>4202048
>>
>>4202048
>>
>>4202029
>he might be doing a third
I was gonna make another for 300min but I probably don't have time cause I gotta do stuff cause school start monday.
>named THY FAGGOT CONSUMED or something
That was if I do a full episode.
>>
>>4201957
>>4201817
Oh bloody hell, I fucked that up. In that case it can have Juicy Gib Shishkebab as its name.
>>
>>4201932
>>4201876


Whoever Agrippa was, cheers lad, was fun.
>>
>>4199735
There is an actual working WAD of Doom where LITERALLY EVERYTHING from the backgrounds to the enemies to the Menus to the weapons are replaced with Timothy Allen, and the sound effects are voice samples of him grunting in Home Improvement. Only a matter of time until a working WAD of Doom where not only are level designs, backgrounds, and stage names are altered to be memetic and a tad more cyber in nature, but so will the enemies and music. The titles Doom Meme edition or Doom Memeverse would be appropriate.

Meme-based enemies likely to be in the place of regular doom enemies in said WAD: several different emlojis, The pointed nose smile emote, Robbie Rotten saying lines from "you are a pirate" and "we are number one", Big Smoke, Ronald Mcdonald, Homer Simpson, Jack, Tito Dickman and Horat from the flash-animated show "The Nutshack", Snoop Dogg, MLG glasses, floating Mac Tonight heads(these will directly replace Cacaodemons) Shrek, Giant Doom pauls that scream "ITS HAPPENING!" Pedobear, Wilford Brimely, Stingy, 1000°F knives, Trollfaces, Pink Guy, Filthy Frank, Le Happy Merchant and Forever Alone guy.

Oh my word...
>>
>>4202071
Like this?
https://www.youtube.com/watch?v=NF-XMtNEudQ
>>
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>>
>>4202071
replace the demons with angry gondolas
>>
>>4199736
Here's my 300 minutes of /vr/map. Also babby's first map, pls don't bully too much. Hope you enjoy Berserk punching.

Name: The Punch Dimension
Author: Dogman

Made for Doom 2 format, tastes nice with chocolate. Included is also a song from the Age of Empires 2 OST (I Will Beat on Your Behind) for the organizer to add to the map, if possible.

Link: https://www.dropbox.com/s/wvuuk143mni7dg1/ThePunchDimension.rar?dl=0
Song link: http://www.vgmpf.com/Wiki/index.php/Age_of_Empires_II:_The_Age_of_Kings_(W32)
>>
>>4202101
>ThePunchDimension
I like it already.
>>
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>>4202071
>>
>>4201983
So something like this?

actor WeaponSpawner1 : RandomSpawner 1111
{
DropItem "BFG9000"
DropItem "Chaingun"
}

actor WeaponSpawner : WeaponSpawner1 replaces BFG9000
actor WeaponSpawner : WeaponSpawner1 replaces Chaingun
>>
>>4199868
Not to mention they run like shit.
>>
what doom demon needs cute art?
>>
>>4202117
Caco.
>>
>>4202116
What kind of toaster do you need to have to make Dosbox run like shit?
>>
>>4202101
>Hope you enjoy Berserk punching
Like half my maps are made to be completable with it.
>>
>>4202120
Speaking of cute cacos
https://www.youtube.com/watch?v=-FUP8O8KIlE
>>
>>4202127
Salty.
>>
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>>4202127
>>
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>>4202127
>>
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>>4202127
Somebody's fucking angry
>>
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>>4202127
Damn son u mad af
>>
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>>4202120
I wonder who could be behind this post
>>
>>4202117
Mancubus.
>>
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>>4202120
i'm bad at drawing but you got me to do this
>>
>>4202109
Are you new to decorate and ACS?
>>
http://www.moddb.com/mods/omg-weapons-and-monsters/downloads/omg-weapons-and-monsters-v11

So this has random weapon spawning, but I'm not seeing how it works. There's a new spawning actor, but it doesn't seem to replace any existing actors. I would assume all of the weapons would be replaced by one of these things.
>>
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>>4202169
>>
>>4202185
It's been about a year since I've touched it, so let's just say Yes.
>>
>>4202193
you know acs though?
>>
>>4202165
cute work anon.
>>
>>4202123
Exactly what I thought.
>>
>>4202194
I don't think I've ever used it, but I've done other code so it shouldn't be an issue to learn. Is that what I want to use?
>>
>>4202078
cute!
>>
>>4202109
Actor BFGSWAPPER : RandomSpawner replaces BFG9000
{
DropItem "BFG9000", 255, 80
DropItem "Unmaker", 255, 20
}

The wiki is your friend.
>>
Is there a mod that adds just a little bit more to the game? Not a total overhaul, not a full-fledged gameplay mod, but a mod that just adds more stuff that fits into the classic style?
>>
>>4202209
Plenty depending on what you mean, try Faspons maybe if you want a kind of fast-doom.
>>
>>4202206
Holy shit, that's all it was. Thanks dude. Will I have an issue trying to replace multiple things with the same actor?
>>
>>4202202
It's going to be a lot less hassle to make with that than decorate, mostly because you have to fuck around with states in decorate and everything will end up being 10x as long. All you really need the actor for at this point is it's position and to be able to run acs from the actor, so you just need a spawn state where it calls the acs and then a loop state where the actor spawned does nothing forever. Or, hell you can just have the actor go away once you get it's position, really.
I am going to bed pretty soon but lemme see what I can do, either write it or just give you a post with the tools you need.

>>4202109
>RandomSpawner
>>4202206
I missed that you were inheriting from RandomSpawner and it was just some random actor so I thought you had code that made no sense. Whoops.
You don't actually want a RandomSpawner though, because of the problems listed >>4201803
>>
>>4202213
https://zdoom.org/wiki/Classes:RandomSpawner

If you want to replace more stuff, duplicate the definition and change what it replaces.
>>
>>4202187
>There's a new spawning actor, but it doesn't seem to replace any existing actors
The number after the actor's names are the DoomEd number they're replacing.
>>
RANDOM BOSS MONSTER CONCEPTS:

Brawlator

"Daemonicon entry" of the UAC:
"Fucker. The rocks. The goddamn rocks. They're alive joson. Shit hasn't been getting easier since the Hell Generator. Crafty bastards keep throwing more and more at us. This is no different. You'd think the DOOM marine would of dealt with them- but it just wipes us CyberCore out like goddamn nothing. Killed em all in one fell swoop.

Thing is huge, and very commonly attacks other demons to feed upon them- to cause a major shift in biomass and cocoon. This thing has a wide variety of abilities at it's disposal- damn thing is a living volcano.

Gotta use the rockets. Break up the armor on the bitch. Then you can move in with your other weapons. They're resilient. As if it's many-stages wasn't enough, the damned thing will sometimes try to split when near-death, depositing an egg out of it's torso cavity. This fortunately makes it much easier to kill- exposing internal organs.

UNfortunately, the eggs grow fast.

Oh. And they like to roll over our troops and beat us with what are essentially minivan-sized fists. I don't care WHAT you assholes put through my head or how many mindwipes you give me to deal with all this horseshit. That sticks.
>>
>>4202212
Doom, but with more weapons, powerups and/or monster variants. Everything else stays practically the same though.
>>
Noob question here, but in Slade are you supposed to make a zip archive or a WAD if you want to make your stuff?
Also I can't see the directories, how do I enter weapons/mosters etc.?
>>
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so cool
>>
>>4202229
mod?
>>
>>4202230
https://www.doomworld.com/files/file/17362-zone-300/ map 27 with High Noon Drifter
>>
>>4202165
>>4202192
>>4202078
are you the same guy who did the doomkart pic?
>>
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Let's talk demons.
>Favorite and least favorite enemy design
>Favorite and least favorite enemy to fight
>Favorite and least favorite enemy to use in mapping
>>
>>4202231
Thanks
>>
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I think I'm gay for the Cyberdemon's ass.
>>
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>>4202249
>>
>>4202245
>Favorite and least favorite enemy design
Slow
Fast
>Favorite and least favorite enemy to fight
Mancubus
Cacodemon or pinkys
>Favorite and least favorite enemy to use in mapping
Shotgun guy
Spider mastermind
>>
>>4202104
What was that GIF file for!?
>>
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>>4202258
>>
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>>
http://khreathor.xyz/site/prototype/
if anyone maps for quake, these dev textures were released recently
>>
>>4202245
>Barons / arachnotrons
>Hell knights / pain elementals
>Hell knights / arachnotrons, because they're so awkwardly big and require a lot of space to be practical
>>
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What's everyone's opinion on BloodCM?
>>
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>>4202192
>those tiny fuckin hands
>>
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>>4202268
Neat!
>>
>>4202178
why did everyone ignore this
>>
>>4202291
they ignored everybody, dude.
>>
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>>4202268
That's pretty neat. I couldn't find some good devtextures when I started mapping so I wound up just cobbling together a couple of my own; that set has various sizes and colors but from what fiddling I've done, having something written in it (even if it's just 'test' or the texture size) is ridiculously useful for manually lining up textures on finicky or oddly-angled brushes. It's not like you need a huge swathe of colors for dev textures anyway; I'm used to Valve's "orange walls, grey floors" setup and it's not like you don't find yourself tweaking bits and bobs as you apply final textures anyway because this brick texture doesn't line up nicely, or this ground texture's tiling is too obvious, etc.
>>
>Want to play through megawads I haven't touched yet
>Also want to try out other gameplay mods at the same time
>Think it might ruin the intended experience
>Don't end up playing anything at all
>>
>>4199736
https://www.youtube.com/watch?v=J0hh-6eGHOs&ab_channel=ZeroMaster
replying to news post in case anyone cares

hows he do it tho?
>>
>>4202245
>demon in medium while lost soul is in easy
>>
>>4202310
I also disagree with it, but the person who made it probably easily figured out that whacking a lost soul in mid-charge makes it useless, and probably never learned to look like goku with demons
>>
>>4202312
i'm really not sure how you DON'T figure out how to do that trick. the pinky's melee has so much obvious starting lag
>>
>>4202309
All that stuff in the description and he doesn't actually explain what the trick is
okay.
>>
>>4202291
I just figured no one cared about it

which is fair, it's mspaint doodling, but I think gondolas are cute
>>
ZDCMP1 has been added to the ZDCMP survival server.
>>
>>4202178
>No Chaingun Gondola in the background
>>
>>4202309
switches ignore z height, and if you're in exactly the right spot, you're just barely in range on the XY plane to use the switch (exactly 64 units away, starting from the center of your hitbox)

not feasible outside of TAS's, but neat regardless
>>
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>compile
>ELEVEN THOUSAND VISPORTALS
so that's what func_detail is for
>>
>>4202329
>ELEVEN THOUSAND VISPORTALS
WHAT

What
What?
>>
>>4202109
>>4202206
>>4202214
>>4201970
This might be broken or have errors and is completely untested in any capacity, but here:
https://pastebin.com/AVd6Bkb5
I gotta go to bed now
>>
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>>4202325
>>
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>>4202343
Perfect.
>>
>>4202336
>>4202109
>>4202206
>>4202214
>>4201970
Actually, I lied. Here:
https://pastebin.com/ZiSpy0F9
This one should recreate instead of approximate the respawn timer. Now I go to bed.
>>
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>>4202335
As it turns out adding brush-built chains is a fantastic way to make vis completely shit itself and take several minutes to compile what's otherwise a square box with a hallway on a system with an i5 4670K, then fuck up and have gaps to the void visible on the sides of the chain anyway.
>>
>>4202361
>make chain a func_detail
>am using a compiler that supports func_detail
>doesn't make much of a difference at all, chain still has parts with faces cut in half or missing
>make it a standard func_wall instead
>map compiles instantly with vis -fast, has one tenth the visleafs and portals, no graphical errors or visible void
>run full vis
>the holes are back
I'm screaming and I'm screaming and the void is screaming back.
>>
How come enemy animations are so choppy and low fps in the GOG version of Quake 1?
>>
>>4202430
That's the way they always were?
>>
>>4202430
They've always been that way, Quake's model animations are animated at- and run at- ten frames per second maximum. Sourceports add animation and movement interpolation, to varying degrees of quality depending on port.
>>
>>4202431
Are you sure?
>>
>>4202434
Okay, I guess that explains why I've seen better animation in videos. Cheers, guys
>>
>>4202436
I hope you're not playing the original glquake or through dosbox.
>>
bring down the console

r_lerpmodels 0
r_lerpmove 0
>>
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>>4202078
>wagging tail
>>
>>4202232
what?
>>
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>>4202178
>>4202291
I fucking love gondola. I'm saving this. You beautiful bastard
>>
>tfw playing eviltech map14
https://www.youtube.com/watch?v=mh0K6ZMbovI
>>
>>4202430
use quakespasm.

>>4202435
they weren't. they should move smoothly
>>
Thanks for the game, Adol!
>>
>>4202512
np
>>
>>4199807
I think it's the kind of thing you only really notice when it's not there. I prefer having it in since it's a fun way to save ammo and approach fights from a different angle. It's weird when I play a mod that doesn't have it.
>>
>>4200941
Sneaky Doom or whatever it's called was pretty cool. It had basic stealth mechanics where the amount of light plus noise you made would influence monsters finding you. If they knew you were around they'd patrol and hunt and could be avoided by staying in the shadows. You had a few silenced weapons as well.
>>
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>>
additional doom monsters:

yeti: baby shambler
shambler: quake rip and resprite
greater shambler: shambler but it's a teleporting douchebag.
giga-shambler: remember when the BFG had an additional beam that fired at enemies? NOW IT FIRES AT YOU. Mixed in with traditional shambler electricity, ground shock-waves and teleporting douchebag.
>>
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>>4202561
>baby shambler
>>
>>4202573
A Shambling?

>>4202561
>shambler but it's a teleporting douchebag.
fuck no
>>
Are there any realistic weapons mods for Doom? I actually really like Real Guns Hardcore or whatever it's called, but the sprites are horrible looking. I wouldn't mind ripping the Brutal Doom guns into a separate mod, but I'm way too lazy.
>>
>>4201047
What does Project Babel do at the moment?
>>
>>4202573
>It tries to shock you from a distance so it cant
>IIt does pitiful melee damage
>But you drop your inhand weapon if it hits you with it's tiny sparks
>>
>>4202595
hideous destructor, but it turns the rest of the game into hardcore realism
>>
>>4202561
>Archviles can't revive archviles but can revive shamblers
>shamblers can't revive anything EXCEPT arch-viles
>shambler actively tries to flank you and force you into the vile's sight
>one has no melee
>The shambler can't fit into many places the archvile can
>The shambler sambles neatly into a spot between archile and baron, but is arguably easier than either due to it's MASSIVE TELLS
>>
File: hooh.jpg (29KB, 512x800px) Image search: [Google]
hooh.jpg
29KB, 512x800px
huuh
>>
>>4202165
>>4202192
lol nice
>>4202178
>>4202343
very cute also lol at chaingunner
>>4202229
looks like a sarais map heh
>>4202291
i only just woke up mate
>>4202309
>>4202318
>>4202328
i don't think it's precisely known yet. only that you can press switches from ridiculous long ranges but the conditions under which it works were not fully understood last time i read the thread about it.
>>4202541
cool, now make the waterfall outside! i only ever played that game once for 15 minutes at a friends house but that bit really stuck in the memory.
>>
>>4202604
I forgot about HD, and then I downloaded it and remembered why: it never runs on anything. Using GZdoom 3.2xxxx and the thing comes as a loose folder full of files. Tried putting it into a pk3 and nothing still.
>>
>>4202008

The mod I'm making is the Zombie TC remake, the gun is from one of them "super shooter" online games. Found the rip on zdoom forums.
>>
>>4202614
why is he so smug
>>
>>4202614
>really makes you huh
>>
>>4202628
>>4202637
because you thought it was ranger, didn't you?
>>
>>4202653
nah i knew it was bitterman
>>
>>4202595
Special weapons by SidDoyle
https://forum.zdoom.org/viewtopic.php?f=19&t=54460
The dls broken, so here
https://my.mixtape.moe/ydltig.pk3
Also get Good Ol' HUD
>>
File: punchdimension-1.webm (3MB, 320x240px) Image search: [Google]
punchdimension-1.webm
3MB, 320x240px
>>4202101
you said you weren't going to put any archviles or cyberdemons in this!

no this is okay though. i worried a bit about the monster count but you don't have to punch absolutely everything it turns out. it's still quite a long, slow map, at least on first attempt, probably can go a lot faster when you know what you can skip and come back for (or omit entirely).

there are quite a lot of lines with missing textures. the most noticable ones were lines 249 570 575, the rest less noticable, on the inside doors of monster closets.

unfortunately one monster appears to be unkillable (it's also stuck in a wall and unable to attack, but this looks intentional). well i suppose you could stand there and empty all of your weapons into it but i blundered into the exit before that occurred to me.

it's a dubious ask to punch the fatter monsters in vanilla. i guess if you're a new mapper you may not know about zdoom's intercept/blockmap fixes that make punching fat monsters a lot easier. i was just about able to punch a mancubus but an arachnotron i'm just not going to bother. fortunately i was able to leave it and later you get other ways to dispose of it, but at the point i met the arachnotron (thing 100) i thought oh boy i bet he's only playtested this properly in zdoom.

i think that's about it. good job. it's a very simple layout and won't win any design awards but i enjoyed playing it in the end and that's the main thing.

first attempt demo:
https://a.uguu.se/GEPZZl88K1c5_punchdimension-1401.lmp
>>
File: punchdimension-2.webm (2MB, 320x240px) Image search: [Google]
punchdimension-2.webm
2MB, 320x240px
>>4202715
(sorry the video is really sped up, but i don't feel like splitting it into so many pieces)
>>
I ate a sub sandwich and got the chain to render right! Think it might just be something relating to weird angles- dead on or at 45 degree cants it works fine, it's when you start getting into weird 15 degree angles on three axes that I guess the engine just shits itself over that many tiny brushes at weird angles.
>>
File: sm179.png (3MB, 1920x1200px) Image search: [Google]
sm179.png
3MB, 1920x1200px
>>4199736
SM179 for Quake was Released. 5 Wizard themed speedmaps.
>>
File: heart of manliness.gif (482KB, 321x237px) Image search: [Google]
heart of manliness.gif
482KB, 321x237px
>>4202715
>>4202718
>>
File: HOLY SHITTING SHAMBLER.png (139KB, 383x364px) Image search: [Google]
HOLY SHITTING SHAMBLER.png
139KB, 383x364px
>>4199736
>>4202730
Forgot the link Dammit.

http://www.celephais.net/board/view_thread.php?id=61502
>>
File: NLvfalls.png (761KB, 640x960px) Image search: [Google]
NLvfalls.png
761KB, 640x960px
>>4202618
>cool, now make the waterfall outside!
Perfect
>>
>>4202715
>the rest less noticable, on the inside doors of monster closets.
Intentional, wanted to save time there. But on the other hand...

>the most noticable ones were lines 249 570 575
Yikes, completely missed those.

>unfortunately one monster appears to be unkillable (it's also stuck in a wall and unable to attack, but this looks intentional). well i suppose you could stand there and empty all of your weapons into it but i blundered into the exit before that occurred to me.
I was trying to go for a sort of "oh shit" ending where Doomguy walks into a dark room, a Cyberdemon roars, and then the map suddenly ends. Not sure if I pulled it off too well.

>it's a dubious ask to punch the fatter monsters in vanilla. i guess if you're a new mapper you may not know about zdoom's intercept/blockmap fixes that make punching fat monsters a lot easier. i was just about able to punch a mancubus but an arachnotron i'm just not going to bother. fortunately i was able to leave it and later you get other ways to dispose of it, but at the point i met the arachnotron (thing 100) i thought oh boy i bet he's only playtested this properly in zdoom.
Yeah I remember being pretty puzzled when I saw the fatasses absorbing my punches as if they were nothing, but at that point I was running out of gimmicks for the punch out challenges. Though thankfully they can be left alone for later, indeed.

>i think that's about it. good job. it's a very simple layout and won't win any design awards but i enjoyed playing it in the end and that's the main thing.
Thanks! I'll probably try my hand later on at a more elaborate punching map. Mapping turned out being a lot of fun once I got the hang of the building tools, and I particularly loved the Berserk-only challenge style.
>>
File: 1503221396.png (50KB, 1918x1182px) Image search: [Google]
1503221396.png
50KB, 1918x1182px
>>4202759
>Intentional, wanted to save time there
for future reference, your editor most likely has a button that will fix all missing textures quickly. at least eureka does and so i'd be very surprised if *doombuilder doesn't have similar.

> Not sure if I pulled it off too well.
hard to say, it might work well on a less experienced player. unfortunately i was expecting one last monster, both because of lots of maps' tendency to put a final nasty behind the exit door (especially in trap- and closet-heavy maps like yours) but also because of the source port's live monsters counter.
>>
File: ranger and his humanity.jpg (1MB, 1144x1961px) Image search: [Google]
ranger and his humanity.jpg
1MB, 1144x1961px
New thread.

>>4202793
>>4202793
>>4202793
>>
>>4202360
>>4202336
>>4202109
>>4202206
>>4202214
>>4201970
So, it was late, and I was on my lunesta, and looking at it again there were some errors, so here:
https://pastebin.com/ERBMrp7j
This is the version with the tic counter, which is probably what you want since its not really a hassle to recreate the tic counter.
>>
>>4202623
Post the contents of the .pk3 when you open it immediately, you might have it as a folder in a .pk3 which doesn't work. Otherwise I will upload my compiled copy for you.
Thread posts: 578
Thread images: 123


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