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File: 1428267993794.png (849KB, 825x589px) Image search: [Google]
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DOOM THREAD / RETRO FPS THREAD - Last thread >>2794875
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)

===WEBSITE/COMMUNITY===

http://doomwiki.org/
The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!

FAQ/Pastebin, updated semi-frequently
http://pastebin.com/vPbiw4NR

IRC (Password is in the FAQ.)
irc.zandronum.com
Channel: #vr

Doom Thread Archives
https://warosu.org/vr/?task=search2&search_op=op&search_text=%22doom+thread%22

Image Database
http://vrdoom.booru.org/?page=post&s=list

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

===WHERE DO I GET WADS?===

So You Want To Play Some Fucking Doom? (v5)
http://vrdoom.booru.org/index.php?page=post&s=view&id=148

Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
/idgames torrent (as of 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

## Our WADs can be found here! ##
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K
>>
===NEWS===

[11-18] Anon mod release: Smooth Doom with remaining Doom64 weapons
>>2803642
https://drive.google.com/open?id=0By8mA3D0CACmeEtvNWpPUXdITDQ

[11-17] Sandy Petersen's "Ask Me Anything" -- summary
https://www.doomworld.com/vb/doomworld-news/84707-sandy-petersen-reddit-ama/

[11-17] Ahoy: history of id, early FPS games, early computer graphics, Wolf 3D
https://youtu.be/BSb87DC-PtA

[11-17] Anon map release: Catacombs
>>2800237
https://drive.google.com/file/d/0B8xWmOI7IYl3R2FNQ2NEMWtJVm8/view?usp=sharing

[11-13] The /newstuff Chronicles #487
https://www.doomworld.com/php/topstory.php?id=4521

[11-07] Hotline 666 progress video
https://youtu.be/KJhPWw5dDXY

[11-04] Games Done Quick speedruns announced:
Doom, Pirate Doom, Strife:VE, Quake, DescentII, [Wrack, Wolf:TOB]
>>2776705
https://gamesdonequick.com/submission/all

[11-04] Anon map release: tree_new.wad
>>2775935
https://drive.google.com/open?id=0B8xWmOI7IYl3aFNXZy1uS1FzNVE

[11-03] Anon map release: Steam Boat Impy
>>2775347
http://rghost.ru/7wDpXMY2X

[11-02] Anon map release: Devoured
>>2773942
http://www.mediafire.com/download/iq8y2bzujofv26d/Devoured.zip

[11-02] Retro Jam 4 - 8 Episode 4 themed maps (Quake)
https://www.quaddicted.com/reviews/retrojam4.html

[11-01] The /newstuff Chronicles #486
https://www.doomworld.com/php/topstory.php?id=4514

[10-31] Angry Anna's Halloween Quest, by the swan fox guy
https://zandronum.com/forum/showthread.php?tid=6536

[10-29] Comfy Doom V2 released
>>2767105
https://www.doomworld.com/vb/post/1517044

[10-28] SUAB v0.4a released
>>2764558
http://forum.zdoom.org/viewtopic.php?p=865999#p865999

[10-27] Quake Live final update is live.
http://steamcommunity.com/games/282440/announcements/detail/101688990770553028

[10-25] Anon map release: bland.wad
>>2758204
http://www.mediafire.com/download/glezdk2k2y5e02n/bland.wad

===

To submit news, please reply to this post.
>>
we dead now
>>
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>>2807050
Skeleton thread?
>>
>>2807050
perhaps i should have just pointed everyone to >>2782714 instead

>>2807083
errr, sorry, copied the wrong link
>>
>>2805419
SHieeeeet. any idea which script they use?

I have everything set up except the actual rotation.

There's bound to be an easy fix
>>
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Who /jumpmaze/ here?
>>
>>2807157
D E F R A G
E
F
R
A
G
>>
>>2807157
is that a hard run to complete? it looks easy, but i'm not the one playing
>>
>>2807157
How do you manage to get so fast at :17 ?
>>
>>2807587
He's probably surfing ; )
>>
I've heard of the Tetris effect where people who play that game start having visions and dreams of Tetris blocks, but I've having visions and dreams of Doom maps.
>>
>>2807712
that's happened to me. the next stage is making the maps you see in your dreams.
>>
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>>2807712
Do me a favor and play this:
http://ianmaclarty.itch.io/doomdream
>>
>>2807752
>No combat or ending
There's no fucking point then
>>
>>2807853
I wanted to see how accurate was the game to anon's doom dreams.
>>
>>2807853
Psssht, it's art
>>
does anyone have a link to download a previous project brutality version the oct 5th update sucks IMO and I can't find the old pk3 file on my hard drive
>>
>>2807901
i'm afraid i don't. you could try searching wad archive
http://www.wad-archive.com/
>>
>>2807904
no problems I found it had to go to reddit though sadly
>>
>>2807157
Still looks like a more fun parkour game than Mirror's Edge
>>
>>2807945
Not really, no.
A more fun racing game, maybe.
>>
>>2807069
what anime is this
>>
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It looks like ID Software is actually actively changing/working on their models.
Maybe if we pester them enough about the Shotgun and the Plasma Rifle we can get them to change it.
>>
>>2807972
>watch the trailer for proto-Doom 4
>watch the trailer for Doom
so they cutpasted the SSG over with close to no changes in its design? huh

also, swap the pics around, PR's old design is the one we saw in the closed alpha, not the other one
>>
>>2807752
>http://ianmaclarty.itch.io/doomdream
this is stupid
>>
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I'm looking for a particular wad, and I honestly think I have it but with some cryptic filename.

It is like HonTE_remastered, which if you don't know, is a remastering of the first 8 levels of Doom II by the Russian Doom community.

The WAD I'm looking for has the same premise, but for the first episode of Doom I.

Unlike Knee-Deep in ZDoom, these mods are faithful to the original level layouts.

Does anyone know what it might be called?
>>
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>>2807972
I'd want the battle rifle to have a conventional layout with the grip and trigger behind the action, instead of a bullpup layout, not because there's anything wrong with bullpups, but I think it would make it look more distinct.

Also, I think they put thumb-hole stocks on a few too many weapons, I think I'd prefer the battle rifle (again) to have a more conventional grip and stock.

I'm fine with futuristic weapon designs, but there's other ways to do that besides making a weapon look chunky and having lots of bits and bobs on them (that aren't clear what they do).

The super shotgun I'd greatly prefer to have a stock, or at least the tail end of a stock for supportive grip (and looks).
>>
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>>
You guys are really organised. Is this the most organised general on 4chan?
>>
>>2808205
Organised how?
>>
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>>
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>>2808205
Well, we don't shitpost too much (though it comes and goes), and because of how accessible modding Doom just is, it's pretty easy for someone to just start a small project and then develop it, showing it to people here and asking them for input.
Many people value the ability of anonymity as well, not just anons here, but people from other places online in the Doom community, Mike12, Sgt.Mark and TerminusEst frequently come here to take part in discussion, show off things and ask people for input.

I think the general idea being that if you're not a face with a name like on conventional forums, you can speak more freely without feeling like you're stepping on someone's toes and they'll take it out on you, or disregard your opinion based on how they know you, as well as forum politics, and that's why people from other places come here sometimes, to get different input, more honest and raw input. I think the mood of 4chan's /vr/ is different from other places as well.

We all pulled together to make 200 Minutes of /vr/, a speedmapping challenge, and I think it turned out pretty alright (even Sgt.Mark contributed a map, and he's surprisingly a pretty good vanilla mapper). I think we ought to do another project together sometime. Not necessarily a speed challenge, but maybe something like a Boom mapset for Doom 1, a couple of episodes maybe.
>>
What's the hardest Doom 1 stage?
>>
>>2808442
E4M2
>>
>>2808442
E4M1
>>
>>2808214

>ahh yeah, that's one FINE looking doom mod.
>... WHY DOESN'T MINE LOOK LIKE THAT!?
>AAAAHHHOOWW WHY MUST EVERYTHING IN LIFE BE SO HARD!?
>WHY MUST I FAIL IN EVERY ATTEMPT AT DOOM MODDING?
>"is anon done trying to make Doom RPG work?"
>girly high pitched shriek, failed attempt at loading smooth doom with it

>"yyyyep. He's done."
>>
>>2808468
I still don't get why people call E4M1 hard. Its medium at most.
>>
>>2808552
probably personal experiece.
>>
>>2808442

Registered - E1M6, E3M6
Ultimate - E4M6
>>
>>2808552
It's a bit stingy with health and ammo.
>>
>>2808501
why is smooth doom compatibility a meme

it's a pretty fucking awesome mod
>>
>>2808638
>it's a pretty fucking awesome mod
>why is smooth doom compatibility a meme

because it is slowly becoming brutal doom 2.0 because of its fanbase.
>>
>>2807972
The first Plasma Rifle looks like a literal shotgun edit down to the exact same upgrade on the side, so i'm glad they changed it.
>>
Chexquest?
>>
>>2808646
either I'm not looking hard enough or people are exaggerating but I have yet to see anyone who openly admits to enjoy SD even remotely approach that level of obnoxiousness myself
>>
So i'm looking for UT2k4 mods, Filefront is dead, ut-zone isn't exactly perfect, and while someone posted to me a reserve site that has most if not all of filefront's downloads, it's just a directory list so I can't even see what i'm downloading besides the name.

Any good mod sites in that regard?
>>
>>2808668
there is this

http://www.best-ever.org/wads

just type up "unreal" and you're good
>>
>>2808668
Maybe modb has some?
What kinda mods are you looking for anyways?
>>
>>2808676
Anything. Characters, voice packs, maps, mutators. I've seen the Moddb addons, so I know of that too.

>>2808675
that's unreal mods for Doom
>>
>>2808660

That's because it never fucking happens.
>>
https://youtu.be/vcgSRumhehg

what the fuck is cyberdemon531 doing
>>
>>2808638

It was that or hard doom. I went with smooth doom because it sounded funnier
>>
>>2808634
But that really only makes it challenging if you're going for 100% kills, or are unaware that you can use the starting area as cover from the early shotgunners.
>>
>>2808701
That's some spooky /x/ shit
>>
Is there a way to sync effects like sector fire flicker or am I going to have to whip out zdoom dummy sectors just for that?
>>
>>2808716
>But that really only makes it challenging if you're going for 100% kills
exactly. it's a hard map when done properly.
>>
>>2808760
not as far as i know. the timings are synced, the light level changes every 4 tics, but the light level is randomly chosen for that sector.
>>
>>2808770
That's a pain, I don't like using ZDoom features for every little thing.
>>
>>2808279
>I think we ought to do another project together sometime.
So says everyone but it never happens. I like the idea of "a Boom mapset for Doom 1" though. Generally /vr/ projects seem to fail due to complexity, which the speedmapping challenge avoided.

How's this, going off your idea:
Make a Boom-compatible map in an E1 theme by the end of the year. If we do it in Doom 2 instead, https://www.doomworld.com/idgames/graphics/d1gfxd2 will help. All maps done by the end of the year will be included (unless they're garbage). How's that?
>>
>>2808683
except for that one time
>>
Anyone know of any Doom 2-style texture resources that address it's woefully restrictive selection of rock textures?
>>
>>2808818
Maps and level sets with textures I could take work as well.
>>
>>2808805
Honestly, I just like how Doom 1 is more bite-sized, with the episodes, and how you have to get more creative with monsters as there's less types.

No arch-bullshit, no skelefaggotry.

But sure, if you want to manage a thing like that, I welcome it warmly.
>>
>>2808805
so the classic episode, but with boom linedefs? i can try that
>>
>>2808764
>playing for 100% is the only way to play
>>
>>2808850
i don't consider a level properly beaten until i've got 3x100% on it at least once.
>>
>>2808854
>3x100%

Some mappers don't cater towards item percentage, though.

And considering it counts health and armour bonuses, I find it tedious even trying.
>>
>>2808836
Point taken, although I personally don't agree. And strictly speaking E1 style would also rule out cacos, barons and lost souls. I'm just trying to be inclusive to get more participants. But I suppose an episode replacement would only need 9 maps anyway.

Depends what people want really.
>>
>>2808864
>And strictly speaking E1 style would also rule out cacos, barons and lost souls.
Only if you choose to.

We could do it E2 style as well, always digged that shit.
>>
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>>2808668
Wow, so many, SO MANY of the websites are just plain gone or not hosting files any more. It's depressing to go through them.. I was going to recommend L4U, or Beyond Unreal's hosted sites, but yeah... Iniquitious' personal website seems to still be up (http://unreal.shaungoeppinger.com/) as well as Angel Mapper's (http://www.angelmapper.com/gamedev/gamedev.htm). Unreal Playground and Mapraider are still around if you want maps. The official Epic forums has a huge backlog of stuff but almost all of the download links and images are dead by now. A lot of stuff has simply moved to ModDB, but you're already looking there.

http://www.beyondunreal.com/view_story.php?id=10546 Have a TranSpider though, it's directly mirrored by BU.

Also >not retro
>>
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>>2808818
You could use some hexen textures...
>>
>>2808858
>Some mappers don't cater towards item percentage, though.
in those cases i make my own judgement.
>>
>>2808867
one episode can still span the whole doomu style transition. the classic episode, as i mentioned before, did it. dawn of the dead did it, at least for episodes one and two. base ganymede did it three times!
>>
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saving this here, it is bound to come in handy later
>>
>>2808864
>>2808867
>>2808981
Let's sort out the basics.

----STRAWPOLL TIME----
Vote for making a Doom 1 or Doom 2 level (Boom-compatible for both). Like I said before, the idea is to make the deadline the end of the year (or when we get enough levels if that comes earlier by some miracle) and then compile them together.

http://strawpoll.me/6060979
>>
>>2808997
> Make a Boom-compatible Doom 2 level

you meant "make a boom compatible doom2 level in a doom1 theme using a d1-in-d2 texture pack" right?
>>
>>2809001
Yeah. Whoops. I'd like to say in my defense that it's quarter to midnight here and I didn't get much sleep last night.
>>
>>2809008
heh, no problem. i voted for doom1 anyway
>>
>>2808997
Is this happening? I hope it's happening. Oh man I'd love to contribute to a /vr/ mapset. I tried to start one a year ago (I think), contributing a map but, well, you all know the idea just drifted away.
>>
>>2807752
interesting
>>
Hello doomfags.

Today I come to you with a proposition:

You are to create your own warstory in DOOM, making use of applicable wads. Create, then Remain in character as you post your screenshots.

Recommended wads are DRLA and/or DRPG, as that would be the easiest to setup.

Make use of the camera. Third person camera and no hud could also help.
>>
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Hello I have made a modified version of the painkiller mod I have found in the best ever doom site.(http://www.best-ever.org/wads). My modified version made zombies non hit scan as well as the spider demon using the slug bullet mod:
(http://forum.zdoom.org/viewtopic.php?t=48978)

here is the mod that has been modified
http://temp-host.com/download.php?file=ym65le

I'm new at this so far i hope you like it.
>>
>>2809371
nice, thanks
>>
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>>
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>>2808037
BTW, HontE_Remastered got updated with maps up to 17 (31+32 are done too), and 18-20 are in the works. Ive got in touch with the guy and he said that he does not intend to halt the project until all 32 maps are done.

There are 2 versions -

for latest GZDoom https://yadi.sk/d/uPki8Bc3gAR2j

and for 1.8.10 https://yadi.sk/d/NaArCgt-haett
Cheers.
>>
>>2809487
why is it called HontE? "Hell on the Earth"?
>>
>>2809497
Yep. The author of the wad ain't so good with eengleesh
>>
>>2809504
heh i see. wonder if he'll be able to make something good out of map21.
>>
>>2808873
Wish we could "rescue" all the mods that fall by the wayside, a lot of really good work has basically disappeared into the ether.

Shit, if I had the money, experience, drive, intellect, or any of the above, I'd make an old shooter mod repository/host downloads of all the abandoned/free games, etc. Actually fuck shooters just games in general and their mods
>>
>>2809510
DO IT.
I actually had plans for it too, but I live in russia, and the whole Ukraine thing messed with the price of dollar/rub, so now all the hardware, HDDs expecially cost 3 times as much as before so all those plans went down the sink.
>>
>>2809479
why are there two SSGs on top of that shrine
>>
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>>
>>2807157
Looks fun. Can you recommend some to start?
>>
>>2809001
>>2808997
Hey, guys, I'm not good at mapping, like, I don't really know how to make a map fun to play and explore, but something I can do, is that I can detail and work over a map to look really pretty (at least in my opinion), and I can add in secrets and things.

If we do this project, and it gets done, would anyone like for me to touch up maps as a "separate edition" of the project?
>>
>>2809536
Why not? Lots of projects have maps made by two and even three people. More polishing means a better quality in the end, so if the project starts well we'll need help in any area.
>>
DOOM's twitter has remained quiet about the question of it's 64 uncanny-ness.
>>
>>2809606
what
>>
>>2809487
>Most of the sectors are light level 0 and lit by dynamic lights
I like the novelty of Doom 2 having the shit gzdoomed out of it, but this pretty much ruins it. The visibility is too low and any surface that isn't being hit by a dynamic light is light level 0 and looks terrible, especially on the pipes that are everywhere.
>>
>>2809619
I asked the author about raising the amblight levels where there were bright ares in the original maps, but he told me that he's going for D64 dark shit and moody lighting.

I guess Ill ask him or do it myself when the mod hits final - I want to bump up the ambient level in places where it was in the original or in places where there are lots of (at least implied) light sources like lamps and stuff.
>>
Are you less leet for playing on a "lesser" difficulty?
>>
>>2809638
what do you think? do you think you are less "leet" for playing on lower difficulty levels?

difficulty level mostly affects what monsters are spawned, which is under control of the map designer. therefore difficulty level is a function of the map and not comparable in general between different maps.

in other words if you beat Doom on UV doesn't mean you are a failure of a human being if you can't beat Slaughterfest 2012 on UV.

if you find a map too easy, go higher. if you find a map too hard, go lower.
>>
>>2808994
needs a cartoony bite mark in the end of the cane near his mouth
>>
>>2809631
Doom 64 still had light in every sector though. Here's an interesting bit of trivia: every texture in Doom 64 is greyscale. It had to be that way to save space on the cartridge. They appear coloured in game because every sector uses coloured lighting.

>>2809081
I'm prepared to put in the work to organise it if the deadline's the end of the year. As to whether it actually happens, that depends on if other people as well as myself are prepared to map for it.

>>2808997
As for the strawpoll, I'll come back to it at the end of the day (about 12 hours from now) and go with what the result is then.

>>2809536
Sure, so long as it's not Tormentor-style detailing that the player gets hung up on. I hate that shit. Generally though Boom has a lot of nice visual tricks that I don't see used a huge amount and it would be nice to see them used.

For example, you can use deep water with a low depth in all liquids so it looks like your feet are actually in it rather than going full Jesus and walking on top of it. You could also use the ability to make one or both flats a different light level to the rest of the sector to make, for example, fullbright nukage in a dark room.

On the topic of light levels, I skimmed through the E1 maps a while back to get what light levels Romero used. If we all used the same guidelines, I figure we'd get thematic consistency. Here they are from brightest to darkest:
>255: Phobos surface / fullbright for effects
>224: Indoors, very strong artificial lights
>208: Indoors, strong artificial lights
>192: Indoors, lit by windows to outside
>176: Indoors, artificial lights
>160: Indoors, some artificial lights
>144: Indoors, normal
>128: Indoors, dark
>112: Indoors, very dark
>96: Indoors, pitch black
>>
>>2809710
>so long as it's not Tormentor-style detailing that the player gets hung up on. I hate that shit
Oh, no, I wouldn't do a bunch of shit like that.

I'd probably make sure that you couldn't snag on wall-posts and stuff, by setting out blocking linedefs so you could slide off them without issue (though only if it were to become an issue, and detailing with wall-posts is a bad idea for narrow hallways anyway).

Also, I probably wouldn't go to Gothic 99 tiers of detail, I want to be able to run it on my machine.
>>
>>2809606
God damn

Could you hit up Mick Gordon and ask him instead
>>
the fag genius strikes again https://www.doomworld.com/vb/post/1524479
>>
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I found this in a Google search and thought I'd share it.
>>
>>2809810

Thanks, boobie lady.
>>
>>2809810
Are those necessary?
>>
>>2809853

Boobies are always necessary.
>>
Will we ever be able to get this: https://www.youtube.com/watch?v=oYI9LFP0K6U

In ZDoom?
>>
>>2809883
[NO]
>>
>>2809886
Well we technically already do - its a ZDoom branch, but will this ever be implemented in the main rep?
>>
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>>2809810
even has the right color top on
>>
>>2809810
I'd get smashed by her pumpkins.
>>
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Is there any mod that gives monsters a more alien/extraterrestrial look? I want to kill aliens with a necrosuit
>>
>listen to e1m3 and e2m2
>thought they were the same song
>they're different but very similar
>put them together
https://soundcloud.com/djames516/doom-song
this should be a song on some map, but I can't figure out how to mix 2 midi songs.
I even used a program that's supposed to be able to do that, but it doesn't work for some reason.
>>
>>2810237
I'm genuinely impressed, anon. They both go together really well. I have a feeling Bobby might have originally composed a song with both of these put together, but then separated them either out of his own will, or after ID figured that not every level should have "hyped-up" music, so what you posted probably sounded too much like that to them.

I wonder if anyone else ever made this same observation, or if you're the first person who ever did.
>>
Do you prefer to have the HUD with or wtihout the Doomguy's face?
>>
>>2810303
With, but there's times in Zandro where without helps quite a bit.
>>
>>2809710
>every texture in Doom 64 is greyscale.

holy shit, no fucking way.

I knew it used colored lighting, but I didn't know it was this over the top. That's genius.
>>
>>2809883
God I wish. We could finally port marathon's maps to Zdoom and have something interesting to play with samsara.
>>
>>2810237
>but it doesn't work for some reason
Probably because you have a limited number of channels and you can only fit so many notes in at a time.
>>
>>2809886
>will commit to a change that makes gzdoom unplayable for those with older computers but won't commit to a change that would add something cool
So why do people put up with his bullshit again?
>>
>>2810489

Because he's the one running the show. Without him there is no GZDoom. So unless you're willing to find us another turbo autist to make a new doom branch. I suggest bending over and grabbing your ankles.
>>
>>2809886
link to rejection? i'd like to read the reasons
>>
why did none of ya cunts tell me dime was streaming
goddamn
>>
>>2810303
i think on the whole i prefer it, it's a nice way to see roughly how dead you are. also it's the only visual representation of the state of god mode.
>>
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Damn it, I just wanted to keep shooting soldiers. This is like Far Cry/Crysis all over again.
>>
>>2810651
lol the sky is a roof with the stars painted on
>>
>>2810661

This is ECWolf, it doesn't have skyboxes.
>>
>>2810661
it's actually a very sophisticated plywood laser tag arena.
>>
>>2810670
is ecwolf still being worked on? feels like forever since any news or updates
>>
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>>2810651
>This is ECWolf
Neat.
What mod is this?

Speaking of Wolf3D mods, Unsung is pretty good.
>>
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>>2810701

http://forum.zdoom.org/viewtopic.php?f=19&t=49965
>>
>>2810704
>http://forum.zdoom.org/viewtopic.php?f=19&t=49965
Ah, just released today.
Awesome, thanks.

>AMD Phenom II CPU or better required for adequate performance (Intel Core i3 recommended) on the later maps.
Okay, but what the hell?
>my cpu is a Phenom II X4 965 and just realised black friday is coming up so I'm buying parts for a new build
>>
guys can you suggest me some good doom wads/zandroum servers to play ?
>>
>>2810670
I thought it did?

Totenkopf SDL runs on ecWolf and it has skyboxes.
>>
>>2810936

>SDL

Clearly it runs on Wolf4SDL
>>
>>2810237
I can combine both MIDIs if you like. I'm a composer and do this kind of shit for a job. you just need a DAW.

in fact, here are both songs combined into one midi:

http://www.mediafire.com/download/15kpf5jxuk4y6dl/11.23.2015_doom_midi.mid

Having 2 drum channels both wanting to use channel 10 (which general MIDI maps to different drum sounds) makes it kind of dicey, but it has its charm.
>>
>>2810670
ecwolf is based on zdoom though right? so why would it remove a zdoom feature...
>>
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>>
>>2811000

...No, anon, ECWolf is based on Wolfenstein.
It adds lots of ZDoom features, but it's not based on ZDoom because it's not Doom.
>>
>>2811250
sorry. i thought it was zdoom ported to wolfenstein.
>>
doom RPG/RL question, I got a PP7 drop on my scout run (about fucking time) - what would be the recommended mods? I have a backstock of all modpacks, but no idea what I should apply to it
>>
>>2811287
*crickets*... high power mod seems a little shitty, 5 round mag is... eh
>>
>>2811264
you're not wrong

the thing is that zdoom is built off doom as a base, so it's already got a foundation to stack on. rather than something like zdoom's behavior applying to other iwads, it's more like someone is reconstructing and rebuilding zdoom bit by bit around woofen
>>
>>2810237
>>2810301
While the songs are similar concerning the drum beat and the generel temp/mood, the songs have a different root. E2M2 is in C minor and E1M3 in D# minor, I think. That's why they sound off to me in the mix. But it doesn't become so noticeable cause E1M3 cosists of very low notes, while E2M2 is more melodic and takes the lead. If you pay attention to the bass in the mix, you probably notice it, too.

That's also why I think they may stem from the same idea, but are two different songs and not one split up. But I'm not sure, what do you think?
>>
>>2811264
The engine and renderer are still different.
They use Decorate and I think ACS, and it makes sense, those work (and Decorate is very simple and easy to approach) and would be no challenge to implement into an engine which is even simpler than Doom's.

A bonus is that this makes modding approachable for people who already had experience with modding ZDoom, they'll know what to do, and vice versa, if they have experience with this engine they'll know what to do for ZDoom
>>
https://youtu.be/Lwpt_uOh5zE

I'm sorry for working on things not-suab.
>>
>>2811287
nobody wanna weigh in on this?
>>
>>2811506
lots of technical mods so you can fire pretty much constantly, i don't know, i just apply mods at random more or less, i have no idea what i'm doing
>>
>>2811496
You need to rework that reload of the vodka-based firearm a bit, it looks like the magazine snaps into place magically before you are done reloading it.
>>
>some people in the UT forums want to take out the translocator from CTF
fucking idiots
>>
>>2811519
Unfortunately, I can't really fix it unless I get someone to redo the sprites, Because SGTMRK3+1(tm).
>>
>>2808997
>>2809710
Well I'm back (much later than I said I would be) and the strawpoll is tied. So, since Doom 1 was the original suggestion, we'll go with that.

PROJECT ANNOUNCEMENT: KNEE-DEEP IN /VR/
Here's what to do:
>make a Boom-compatible level for Doom 1
>using E1 aesthetics
>beatable from a pistol start
>with difficulty levels
>co-op as an extra difficulty level is optional
>deathmatch compatibility is optional too
>by the end of this year or 9 good levels are submitted, whichever comes first (please don't rush out shit just to get in first)
>if you want to claim a particular level, go ahead, otherwise we'll just order them in difficulty order at the end

FINAL IMPORTANT NOTE:
If you want to be credited as something other than Anonymous, use a name when you submit or include it in a txt file with your level.

Also, we should discuss what difficulty level we're aiming for. I assume Thy Flesh Consumed difficulty but I'm flexible.
>>
>>2811741
>I assume Thy Flesh Consumed difficulty

I don't really like that, personally.
I'm fine with challenge, but Thy Flesh Consumed just puts it on too hard for me, too many barons, too little health and ammo, too little room to maneuver (and then there's few places to take cover), there's never any room to breathe, it very rarely lets up.

I like the average TNT difficulty, where it's harder than Doom 2, but it doesn't go full Thy Flesh Consumed, and it's not a slaughterfest like Plutonia. But we're also going to add actual difficulty levels, so it's possible to do some compromise.

What kind of aesthetic theme are we going for?
Are we going for Knee Deep In The Dead or Shores Of Hell? Or TNT even ? (Personally I prefer the latter two)

In my own opinion, I think the episode would be nice with a theme where it's dark, like it's a moonbase, starlit sky, a bit like in Double Impact, I really liked that, but I'm fine with going with a different design theme.

I'm the detailfag btw.
>>
>>2811741
>by the end of this year or 9 good levels are submitted
What do we do if we get more maps than what fit?
Do we stick those in the Episode 2 slot as extras?
>>
>>2811918
i don't think you'll need to worry about that happening. there are only like 5 people left in /vr/doom and about 2 of them can map.
>>
>>2811924
>there are only like 5 people left in /vr/doom

You're a dumbass.
>>
>>2811942

And this is exactly why they leave.
>>
>>2811741
Let's leave out the "claim" part; the best way to keep things simple is just order them by difficulty.

>>2811918
>>2811924
If by some miracle we get more than 9 good maps, the really should be put in Episode 2 or something, it would be unfair to leave them out.

Also, people can send more than one map right?.
>>
>>2811947
boo fucking hoo, you got called a dumbfuck for talking out your ass. Guys, you all better leave. This isn't the place for you!
>>
>>2811947

Calling someone a dumbass for saying something stupid isn't exactly a rarity on the internet, bro.
>>
>>2811942
you tell me why nobody posts any more then
>>
>>2811953

>someone thought this was smart enough to be posted
>>
>>2811959

Because you are either willfully ignorant about the posting rate, delusional in thinking that the 64 unique IPs in this thread are only five posters constantly changing routers, brain-damaged and cannot process time and think there should be more than almost ten posts in the last hour, or more.
I don't know which. I don't especially care.
You're a dumbass either way.
>>
>>2811959
Because the activity of /vr/ Doom always fluctuates with time. There's been summers where it's been really fast, and summers where it's been really slow.

I think last Christmas I had to occasionally bump the thread by myself because it was actually in danger of dying prematurely.
But that's Christmas, where most everyone is busy with family, it's very rare for /vr/ Doom to be that slow.
>>
>>2811969
you are the one who is wilfully ignorant of the posting rate. an hour is a statistical fluctuation. posting rate must be considered across entire days, or whole threads. i know threads used to last three or four days before filling up. now they last six or seven.

i can't explain the high unique IP count other than several regulars using ISPs that change their IP address on a daily basis. the conversations here do not strike as being produced by a large number of different people.

i will say i am a habitual exaggerator and "like 5" was an exaggeration, i thought the use of "like" would make that clear so i am sorry you took it literally.
>>
>>2811997
>i can't explain the high unique IP count other than several regulars using ISPs that change their IP address on a daily basis
Some people also use separate devices on separate connections to post here.

I frequently go on /vr/ with my phone, even when out and about.
I recall there's roughly 60 people at the least who come here on any kind of regular basis. But even so, there's still quite a bunch in here.

Again, /vr/ Doom has ALWAYS fluctuated in speed.
>>
>>2811997
oh no, threads last a week
this is a fucking travesty RIP 4chan nobody posts on it anymore
>>
>>2809619
It's better when you load GZDoom's brightmaps and lights PK3s alongside it
>>
>>2812009
Also use the legacy sector lighting mode
>>
>>2812005
this is about the decline in population of /vr/doom threads. other threads are irrelevant.
>>
>>2811963
so on top of being a literal retard, you're a genuine aspie.

how shocking.
>>
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>>2811949
Detailfag here, if we end up one map short, I could give it a try and see if I end up making something good, but ultimately I'd want someone else to be the judge, I can't promise it would end up being something fun to play.

Say, how do we do about textures? Can we add in some of the better Alpha and Beta textures as general resources for the project? I always thought there was some cool shit in there that would have been really nice to play with.

There's some really cool hell textures in the unused stuff for Doom 2, and I wouldn't want to go overboard with realism and make a boring map, but I think it'd be cool to put in some small office areas here and there, maybe with a kitchen corner and a toilet, using the office resources and stuff from the cut Doom 1 content.
>>
>>2811997
>you are the one who is wilfully ignorant of the posting rate. an hour is a statistical fluctuation. posting rate must be considered across entire days, or whole threads.
A thread could last an entire fucking half-month, it doesn't matter as long as people continue to post. Which they are. Because they're here.

>i will say i am a habitual exaggerator and "like 5" was an exaggeration, i thought the use of "like" would make that clear so i am sorry you took it literally.
I would be willing to brush it off as just that, yeah, but the fact that you're trying to defend it is staggering.
>>
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>>2812004
>Again, /vr/ Doom has ALWAYS fluctuated in speed.
indeed. but for a few weeks at most. not three months, straight. other than when there's been some new bit of not-retro bethesda marketing come out that's caused a flurry of posts, it's been dead here since september.
>>
>>2812030
Studies and work starts to pick up after summer.
That happens.
>>
>>2812030
you have a very interesting definition of "dead".

tell me, do you actively participate in any other fan communities?
>>
>>2812021
Now that would be really interesting. Most maps I make are vanilla texture only and using these would really add variety.

Considering the style is E1, hell textures would be ruled out but >>2812029 seem like a nice addition.

Of course, it depends on our rules about the project.
>>
>>2812036
again, comparisons with other threads/communities is irrelevant. i'm comparing doom threads now with doom threads previously, which show a clear decline.
>>
>>2812050
hmmmmmmmmmmmmmmmmmmmmmmmmmmmmm

well, then, i hope you don't mind but as long as the doom threads continue to routinely hit their bump limit, receive well over 10 posts before dying out, and have people posting oc, i'm going to consider you fucking retarded.
>>
Is there a way to play deathmatch maps in single player?
>>
>>2812028
i'm not defending a claim that there are only literally 5 people here. i'm claiming there's been a steep decline in posting rate and asking where has everyone gone? i can't believe it's just a fluctuation due to increased work/school/whatever.
>>
>people legitimately believe /doom/ is dead
you wanna see fucking -slow-? go pay a visit to our friends in the SaGa general in this same board when you get the chance, you'll learn to be fucking grateful that this general gets probably 10 posts within two hours at the least. Their last general lasted over a fucking month.

especially when you take into consideration that this general probably takes up more than half the posting traffic in this board, and that it's easily one of the slowest in all of 4chan as is.
>>
>>2812061

>hmmmmmmmmmmmmmmmmmmmmmmmmmmmmm

fucking STOP, you're not helping at all with your posts.
>>
>>2812068
Um excuse me I'll have you know that doesn't matter because I want /doom/ to go at MY pace. I insist that there must be at least five posts every minute or else /doom/ is dead to me.
>>
>>2812079

>falseflagging

I nod my head in disbelief.
>>
>>2812064
You mean, against bots?

If so, you can just start up Zandronum and select Offline Skirmish in Multiplayer.
>>
>>2812068
and again, so what? comparisons with threads on other topics are irrelevant!
>>
>>2812087

Why? Because you say so?
>>
>>2812093
well, this is about the change in speed of doom threads over time. you tell me: what relevance does the speed of saga threads have to that?
>>
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FUCK OVERLORD
U
C
K

O
V
E
R
L
O
R
D
>>
>>2812105

The fact that you are claiming /vr/doom is dead over a miniscule change in population is extremely relevant considering other threads keep on getting by and staying alive despite having barely a fraction of our regulars.
Just because you want it to be true doesn't mean it is. So we lost some people. So fucking what? We're not dead. Trying to say we are is absolutely batshit, and I've seen a LOT of batshit nonsense in all my years here.

The thing to do is to keep on going, making more things to try and make up for their absence, not go "RING THE BELLS /DOOM/ IS DEAD ONLY FIVE PEOPLE HERE"
>>
>>2812113
>So we lost some people. So fucking what? We're not dead.

Dude chill it's not your fault
>>
>>2812113
>The thing to do is to keep on going, making more things to try and make up for their absence
okay, fair enough. point taken. i'll go away and try to make a map or something.
>>
>>2812113
>>2812126

i miss kegan and marty.
i'm going to make a quick gameplay mod to make up for their loss. :(
>>
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>>2812126
I have v6 of the SYWTPSFD image that I've been procrastinating on for literally over a year.
Guess I might as well finish it up tonight.

Posting WIP screenshot here so people can call me a faggot if I don't deliver.
>>
>>2812149

>recommending closed-source software

that's not what Carmack would've wanted, anon
>>
>>2812149
Revenant looks like he's kicking doomguy in the face
>>2812106
get gud
e
t

g
u
d
>>
>>2812154
but zdaemon has more players than odamex
>>
>>2812159

And all of them 3 multiplayer ports use ZDoom as base, so what's the point? Just force vanilla settings in Zandro.
>>
>>2812149
>SO, YOU WANT TO PLAY SOME FUCK
suddenly h-game thread
>>
>>2812149

>including carmack's tweets

This will cause a literal meltdown in Doomworld.

Keep going anon
>>
>>2812164
hey bby u wan 2 play sum fuk
>>
>>2812162
>>2812159

My reigning theory is that there's two kinds of people in the Doom community. The people that like Doom's original gameplay and want more of it, and the people that see the engine as something to expand on and spread the borders of what it can do.

The thing is that Zandronum's playerbase is pretty much 90% on the latter side, playing with lots of mods and total conversions and more that have barely any resemblance to the original Doom. For someone that wants some serious vanilla play, they won't exactly have a lot of options of servers.
ZDaemon, though, there's always someone willing to play on DM. There's always regular DM servers up and vanilla co-op servers that are played on.
Odamex...there's players, yeah, but they're mostly holed away in an IRC where you need to set up matches beforehand. And frankly, this isn't really good for people that are just getting in to the scene, which is exactly who the infographic is aiming for.

>>2812164

HEH.
Dating sim for Doom when?
>>
>>2812142

I'm not dead you fartknocker.

I'm working on combined_arms and been brainstorming some weapons to replace the blur sphere.

How would you guys feel about the addition of the machine gun from cave story? With regenerating ammo, and the ability to fly if you shoot downwards with it?
>>
Has anyone played D2INO: ruskie edition yet?

is it gud?
>>
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Organiserfag here, I go away for a few hours and come back to a pointless argument.

Btw, I don't want to seem imposing here, so if anything I say seems unreasonable or you disagree, definitely speak up.

>>2811827
>>2811918
>>2812021
>>2812049
We're going for E1 aesthetic, so no hell stuff. Just techbase. I don't see any issue with having non-vanilla techbase texturing though, and I don't see any reason to rule out office spaces either. If you want to go full Tom Hall, go full Tom Hall.

If those goes well, we could do it again for E2 & 3, so as to not leave out fans of those aesthetics.

>>2811949
Multiple maps by people are fine. Based on the last failed attempt at a /vr/ project it may be necessary to hit 9 maps. If we get more than 9 maps, for sure we'll chuck them in as extras.

The reason I mentioned claiming levels is because E1M3 needs a secret exit and E1M8 should feel like a boss level. I suppose we could add E1M3's secret exit later if necessary though.
>>
>>2812187
>I'm not dead you fartknocker.
yes you are
RIP here lies kegan, he never scored
>>
>>2812192
Not only did Kegan not score, but Kegan's friend scored with both of them in the same night.
>>
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>>2812190
>We're going for E1 aesthetic, so no hell stuff.
Well, fair enough. Though I wouldn't mind having a little bit of hell stuff here or there, or maybe just a little in E1M8, where the boss is (do we use a Cyberdemon here or just Barons assisted by hordes?). I guess we can save it for later.

>I don't see any issue with having non-vanilla techbase texturing though, and I don't see any reason to rule out office spaces either.
I was thinking that some plain rooms and sections that would have otherwise been featureless or just means to connect one part to the other could be spruced up a bit to make it more lively and immersive.

Say you have a length of metal paneled corridor with little else going for it, I can lay down a carpet, indent the wall and fit a couch there, with a potted plant (maybe) and an end table (of course with as little snag as possible), then on the other side of the hallway the wall can be indented again, and there's a snack machine and/or soda-machine, as well as a trash-can.

>If you want to go full Tom Hall
E2M2 and D2M10 are some of my favorite maps (I'm not sure i E2M7 is his but it's another dear one), but I prefer later Hall maps than his earlier, more realistic approaches.
I'd add in maybe a lockerroom and showers, but, it'd have to feel like there's a point to it, like you go there to find a key, and there'd be actual stuff there, items and monsters.

The idea of putting some effort into attention to detail and thus making maps feel more immersive greatly appeals to me, but not at the expense of gameplay (real world buildings aren't made to play Doom in, so if you're making realistic maps you have to approach it differently), I still like the the abstract feel of Doom, I think we could find a healthy balance.

>If those goes well, we could do it again for E2 & 3, so as to not leave out fans of those aesthetics.
Assuming we make more, but if E1 flies then maybe we'll gather more interest.

What sky do we use? And what about music?
>>
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>>2812330
As for the sky, someone on here made a real neat variant of the alpha E1 sky, I think this can lend the episode a very nice spacey feel.
>>
How do we stage inventory and weapons?
I feel that if we're doing E1, then maybe the BFG9000 shouldn't be available.
And the rocket is only available in later maps, and with only so much ammo.

I guess the plasma could be fit in, but only on E1M9, and in a secret area where you have to battle something or somethings a bit stronger.

Do we throw in a backpack?

Also, I have an idea for E1M8, for the bossfight, there's one Baron, then there's mooks teleporting in gradually, a bit slow (but not excruciatingly slow), and eventually two more Barons come in.
(we're doing Boom, so we can do tricks with conveyors and voodoo dolls and all that neat shit, right?).
>>
>>2812192
>>2812224
>>
>>2812189
From what I've skimmed through. It feels more balanced. Though shame they didn't make a full megawad
>>
>>2812330
Not that guy but I think it could be neat if like, as the episode progresses more and more "hell breaking through" could be seen, degradation of the techbase, building damage, portal tech. Creeping nightmare, if you will
>>
>>2812449
If that's the case, then people should claim levels right away. The idea is good, but it'd be difficult to implement right now, I think.

For now I'll stick to my pure techbase level.
>>
>>2812449
I think that would be better suited for an E2 levelset, abandoned facilities in disrepair, with hell gradually warping and breaking through in some places.

I think we should keep the hell stuff on the down low for our E1 set. Only breaking it out for E1M8
>>
>>2812190
An important question to me is where is the techbase located, is it just Phobos, so there'd be no grass, water or trees outside, just FLOOR7_1 and BROWN walls?
>>
>>2812537
I feel that we should go for an E1 techbase theme, but a bit more space feeling, I brought up Double Impact as a good example, it feels very much like Knee Deep In The Dead in terms of feel, but it makes very effective use of light and shadow and the starry pitch-black sky really drives it home.

As for texturing, I feel we should stick closer to E1 style texturing, but we can look at altering or bringing in some different textures and flats if you think the solid brown surface would be boring.
>>
>>2812537
>>2812568
My answer, which I think would satisfy both of you, is: it's not located on Earth. So no grass or anything living outside of the base. Although, if you wanted to have grass inside - say a hydroponics section, for example - that could be a neat idea.

>>2812372
Boom it up if you want to bro. In for a penny, in for a pound.
>>
>>2812568
If we use custom textures, a specific resource should be decided on. For convenience sake, and so stuff doesn't vary too wildly.
Also, if only 9 maps are expected, I don't think there should be any restrictions on what enemies and weapons can be put in a map. Plasma, BFG and the beefier enemies were put in E2 and onwards to create a sense of progression, and if an E2 isn't being made at all there's no point in sticking to that.
>>
>>2812638
>Also, if only 9 maps are expected, I don't think there should be any restrictions on what enemies and weapons can be put in a map.
I'm fine with using any enemies (except the Cyber and Spider maybe), as long as we don't go hogwild with the stronger ones in the first maps.

>Plasma, BFG and the beefier enemies were put in E2 and onwards to create a sense of progression, and if an E2 isn't being made at all there's no point in sticking to that.
Well, we were talking about the possibility of an E2 and maybe even an E3 at a later time.

What if we include the heavier weapons now, and then if we make an E2, we add E2 onto the E1 .wad, and edit out the bigger weapons to add the progression?
>>
>>2812638
>If we use custom textures, a specific resource should be decided on.

I think that we should get the alpha and beta textures, and maybe Doom 2 or TNT textures (some of the more useful ones maybe).

Something I think would be very nice to have is that Useful Textures Pack (I think it was called that), it basically adds a lot of variations and stuff based on original textures and flats, they can be very handy for specific stuff.
>>
>>2812653
>What if we include the heavier weapons now, and then if we make an E2, we add E2 onto the E1 .wad, and edit out the bigger weapons to add the progression?

That could make it tough to rebalance maps if it's decided that an E2 is going to happen. They could be included in the later levels maybe? IMO, the BFG brings a lot to the table strategically that we're going to miss out on if an E2 never happens.
>>
>>2812668
>That could make it tough to rebalance maps if it's decided that an E2 is going to happen.
Probably, but I think it's worth considering.
>>
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>>2812345
Have more where that came from. I literally mixed the Doom 1 alpha skyboxes with Doom 64's.
>>
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>>2812698
>>
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>>2812701
>>
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also here's some conveniently cropped alpha mountains for editing needs so you can slap your own background in there if you really want to
>>
>>2812657
Something like that would be ideal, or one of the more extensive ones that still sticks to the Doom 1 techbase feel.
>>
Anyone know how the Boom trick to get windows/lines to block monster vision works?
>>
>>2812187
>and the ability to fly if you shoot downwards with it?
something to elevate myself would be good.
i was surprised firing the shotgun altfire at the floor did not propel me into the sky.
>>
>>2812704
>>2812701
>>2812698
Oh yeah, those are cool.
If we make later episodes, we can use those too.
>>
>>2812182
>My reigning theory is ...
i have much the same conclusion except that i think it's a continuous gradient rather than a duotone.

i call it the purism spectrum.
>>
>>2812745
make a wall with its floor height up to the surrounding ceiling height, and with lower texture missing ("-").

then use 242 transfer heights with a control sector whose floor is at the surrounding floor height.
>>
>>2812758
>>2812182
I agree, it's much more a gradient than an absolute.

I like toying with cool new stuff and that, and there's gameplay mods I play on with almost all wads, but then there's times where it's simply just fun to sit down and play some old fashioned Doom.
>>
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>>2812796
SURVEY
>>
>>2812827
I don't care what port features are used as long as the end result still feels like Doom and there's no intrusive storytelling. I can't indicate that on a gradient.
>>
Here we go.

RIP gradient in logo, you were too filesize for this world.
>>
>>2812848
isn't it duel40 now?
>>
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>>2812854

Wow you're right, this chart is fucking awful, whoever made this is a real bonehead.
>>
>>2812854

UM

FUCK
>>
>>2812848
suggest mentioning epic2 in paragraph about epic
>>
>>2812848
put push instead of burtl dumb
that mod is crap
>>
>>2812848
>OMG Weapons
Well, that takes me back. Didn't expect to see that on there.
>>
>>2812876
you missed the 10th anniversary re-release then i guess
>>
Just finished a sick new WAD. http://www.gamers.org/pub/idgames/newstuff/azumanga.zip
>>
>>2812875
i think he feels putting too many of his own mods on the graphic leaves him open to accusations of self-promotion
>>
>>2812887
actual /idgames location deliberately obfuscated.
likely a terrywad.
>>
>>2812889
i know
i honestly couldn't give less of a shit and anyone who does is most likely a shitposter
>>
>>2812891
It's because the /idgames mirror hasn't refreshed yet.
>>
>>2812891

% zgrep azumanga fullsort.gz
2015/11/23 3779496 newstuff/azumanga.zip
2015/11/23 3779496 levels/doom2/Ports/a-c/azumanga.zip
2015/11/23 2379 newstuff/azumanga.txt
2015/11/23 2379 levels/doom2/Ports/a-c/azumanga.txt
2015/11/23 590 newstuff/azumanga.trapwarning.txt
2015/11/23 590 levels/doom2/Ports/a-c/azumanga.trapwarning.txt

confirmed troll wad.
>>
>>2812894
Doesn't have to be a Troll WAD to have a trap warning on it.
>>
>>2812894
>>2812891
Why don't you just give it a go, it might be the best WAD you've ever played in your life. Ignore the trapwarning.txt, just go in blind.
>>
>>2812894
>trapwarning.txt
Where can I read this file?
>>
>>2812902
that's exactly what a terryfag would say.
fuck off and die, terryfag.
your kind are not welcome here.
>>
>>2812904
http://www.gamers.org/pub/idgames/newstuff/azumanga.trapwarning.txt

>NOTICE:
>
>The .txt and .zip files with the same name as this file have a trap at the
>end that is intended to lock up your game with loud continuous sounds and
>graphic corruption of the visual walls, floors, etc. Although not intended
>to actually damage your PC, you may end up having to power down to get out
>of the level.
>
>Because this is such a shocking transition from the rest of the level,
>this message is here to warn people, as the effects could cause seizures in
>those sensitive to that sort of stimulus. Please do not play the level
>unless you accept this.
>
>Play at your own risk.
>>
>>2812906
Erm, a WAD just like the 2nd map was made by Nom.exe, he isn't a "terryfag". You don't have to be a "terryfag" to make ear rape.
>>
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>>2812907
>>2812906
>>2812894
>>2812891
>>2812904
samefag

also pic related, found a real pic of these posters
>>
>>2812854
>>2812858
>>2812864

Fixed, thank you.

>>2812889

Some people would likely complain anyway. Oh well!
But yeah, I'm not too comfortable putting too much of my own stuff on there, sorry. There's far too many other good wads out there.

>>2806989

Linking to newspost.
>>
>>2812908
terryfags are as terryfags do.
"ear rape" is never acceptable.
go to hell forever.
>>
>>2812913
>There's far too many other good wads out there.
then put a good one instead of burtl dumb
>>
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>>2812902
>>2812912
Nah m8 you got caught
>>
>>2812912
i won't deny four of those posts are mine.
you are not welcome here, terryfag.
>>
>>2812920
It's canon, because Kimura's a pedo.
>>
>>2812921
>>2812920
>>2812916
Awwwwwwwwww, what's that? You're gonna cry to your mommy about how someone made you upset on the internet? Oh boo hoo!
>>
>>2812875
>>2812917
>burtl dumb
isn't on there, are you confusing it with the superior BURL TUMD?
>>
>>2812925
you continue to believe you are welcome?
how do you maintain this hysterical delusion?
go to hell, nobody wants you and your turds here.
>>
>>2812926
whatever mate
it's a shit mod, not funny, not creative, not good gameplay-wise
>>
>>2812928
I never said I was welcome. I'm just saying that you're acting like crybabies.
>>
>>2812930
>I never said I was welcome.
then leave.
>>
>>2812885
http://forum.zdoom.org/viewtopic.php?t=48463
Well, I'll be.
>>
>>2812931
Nah. :)
>>
>>2812913
NHB you could put combined_arms in there instead, even though it's not finished yet
>>
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>>2812928
And the reason I make these works of art?
>>
Does anyone remember the jokewad where it was just a bedroom and you were stuck with a gun that you shoot yourself with
>>
>>2812937
>even though it's not finished yet
that's a pretty big caveat, mind
>>
>>2812939
do_it.wad

edit: now with silly video link
https://www.youtube.com/watch?v=-IYDmZRNyzE
>>
https://www.doomworld.com/vb/post-hell/84704-addressing-some-of-the-hypocrisy-on-the-idgames-archives/

>"I am done with terrywads, guise, I swear!"
>>
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>>2812943
holy shit there it is thanks mate
>>
>>2812945
Hello [GE]
>>
>>2812945
lol
>>
>>2812912
>>2812925
>this anal ruptured over people not falling for his bottom of the barrel, overused and uncreative prank
Dude, this is some shit I would expect from Zygo, ask yourself, do you want to be on the same level as Zygo?

That's pitiful. Not that terrytraps aren't the most forced meme in the world, thus already being pitiful by default.
>>
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Is there a gore mod that makes use of Doom's decorative gore sprites? Like when the bits and blood land they use the pools of blood, bones, brain stem, etc. sprites, like how you find them in maps. I think it could be neat.
>>
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>>2812930
>fuck, they didn't fall for my lame trick
>i'll lash out at them and call them crybabies when I'm actually the only one in the thread crying and having a tantrum
>>
>>2812981
I guess it could be kind of cool, but you'd have to animate most of them, or it'd look really weird and awkward when they fly out.
>>
>>2812981
I think Doom Legacy had an option that made the original bullet impact gore from enemies fall to the floor and make a blood pool.
>>
>>2812981
yes.
https://www.doomworld.com/idgames/utils/exe_edit/patches/cobgore
it's pretty much a joke wad though.
>>
>>2813002
actually i think you can do that in dehacked by changing the next frame of S_BLOOD3 from S_NULL to S_SMALLPOOL.
>>
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>>2813017
it works!

http://temp-host.com/download.php?file=ab88lj
>>
>>2813028
the entire code is

Frame 92
Next Frame = 957

if you can't be arsed to download a 54 byte file
>>
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Input wanted. Boom format, Doom 1 IWAD. Roughly 2 hours of work. Going for something that sort of makes sense as a real world place but still feels like an E1 map.

https://dl.dropboxusercontent.com/u/73550170/butte1map.wad
>>
>>2812913
thanks, i'll leave it some time to settle (in case there are any further updates suggested/made as more people see it) then i will put it on the booru and link in the first post
>>
>>2813038
Got me just as I was about to go to sleep. I'll check it out tomorrow.
>>
>>2813038
Oh and it's super not finished, in case that wasn't obvious.
>>
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>>2813038
first attempt, boom complevel

http://temp-host.com/download.php?file=td74ql

goes slightly beyond E1 textures, reminiscent of great old wads like RETURN01, but with more fancy detailing.

please pay attention to door track pegging.

it seemed low on ammunition except i completely missed the chaingun until the end.

a surprisingly large number of barons.

looking forward to seeing how to get up to sector 58 and open the big doors. i assume somehow you're going to loop back on yourself.
>>
after playing a shitload of Fallout 4 I've realized something important:

energy weapons sound infinitely better if you add a bit of a gunpowder SNAP to them, and then I realized how fucking awful the Buster Rifle sounded.

I also disliked the awkward charge system.

LET ME FIX THAT

http://webm.host/5b11f/
>>
>>2812985
Yeah, it's what I implied. the pools flying through the air would just look bad.
>>2813006
That's.. not what I meant.
>>2813028
Wow, surprising how effective that is.
>>
>>2813061
>I also disliked the awkward charge system.
so did i. a manual mode switch such as you appear to have there would be much more usable i think.
>>
>>2813064

Not to mention now you get a satisfying CLICKCLACK between rail shots and plasma rockets, amazing how such a simple tweak made this gun so much better.
>>
>>2813065
You might want to lower the volume of the "clickclack"s though, they're currently louder than the gun itself, and a lot louder than the sound when you switch back to rapid-fire.
>>
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Any clue why this particular texture is being a prick?
>>
>>2813138
It's the way Doom renders middle textures when both sectors either side of it have the same flats/height/lighting, and the texture is too large for the space it's in. Change the lighting on one side of the window by one point, and the renderer will stop merging the sectors together and making that effect.
>>
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Ho do I make it rotate, /vr/?

There has to be some script you can use, or do they just alternate between the two valve textures to create an illusion of turning?

I might just try a string of SetLineTexture's and see what happens
>>
>>2813059
Looks pretty great actually.
>>
>>2813163
>or do they just alternate between the two valve textures to create an illusion of turning
Yes, you were told exactly this the last time you asked.
>>
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>>2813183
I tried SetLineTexture but I seem to be having trouble getting it to work.

This seems to allow you to rotate a texture, and even includes a script for rotation, but the ACS doesn't seem to register "TEXFLAG_MIDDLE"

http://zdoom.org/wiki/Line_SetTextureOffset
>>
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So there was an anon that offered a fair amount of pretty good feedback for Combined_Arms in the last thread, he had mentioned how slow it is to gain cells from the Nailgun's altfire attack

I've sped the fire rate up for it a tad and that feels better, but now I'm not sure what I wanna do for the actual act of getting the cells, I could just make it so you instantly gain cells on hit, if you guys would be cool with that.

I should have another WIP for you guys soon, lots of tweaks and shit.

Feels good to be back into a routine of this, feels really good. I've missed you fuckers
>>
Terry wadders are scum of the earth.

Really tired of getting a promising looking wad only to get my eyes and ears raped.
>>
>>2812514

I think it should be more gradual. Have hints of "something's not quite right here" closer to e1m8, and have e1m8 be absolute confirmation that it is infact hell, as, fitting to the music's name, it's the first "sign of evil", and where we first see the Icon of Sin.
>>
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Is it wrong that I like Wolfenstein more than doom?

Maybe it's just because i'm a huge fag for WWII themes.
>>
>>2813486
it's likely not a majority opinion but it's not wrong, don't be daft.
>>
>>2813485
>and where we first see the Icon of Sin.
i assume by that you mean marbface not an actual spawner
>>
>>2812913
Take fractal doom off there, it hasn't been updated in 5ever and is pretty primitive compared to newer stuff.

IMO fractal doom is deprecated by Colorful Hell
>>
>>2813497
>Mad terryfag is still here after everyone told him to fuck off.

Fucking kek, you're really desperate aren't you?
>>
>>2812945

>"Thanks nambona890 - I guess you forgot you were banned from here?"

>not only getting banned, but also getting BTFO for evasion.
>>
>>2813448
>tfw never downloaded a terrywad before

How do people stumble upon them?
>>
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>>2813038
>>2813059

Doom Builder just crashed so it seemed like a good time to upload a last update and go to bed. Still looking for feedback.

https://dl.dropboxusercontent.com/u/73550170/butte1map.wad

Notes:
Opening area less of a slaughter on UV.
Some Barons replaced with more intermediate enemies because the amount of health they have slows down the flow too much. RIP being able to use Hell Knights.
Loop to main building finished.
Some things may be broken.
>>
Hey silly question but where can I get a Doom 64 ROM to play D64 EX with? Thanks.
>>
>>2813607
Emuparadise.me has a copy.
>>
>>2813607
http://www.emuparadise.me/Nintendo_64_ROMs/Doom_64_(USA)/39715
>>
>>2811741
>Boom-compatible level for Doom 1

No thanks. I'll stick to making my own wads.
>>
>>2813593
>Some Barons replaced with more intermediate enemies because the amount of health they have slows down the flow too much. RIP being able to use Hell Knights.

What's the DeHacked capabilities of Boom in context to Doom 1? Is it possible to add a new enemy without removing an existing one? Like, you'd replace the "dead lost soul" or how it was.

Like, it doesn't have to be advanced at all, just some enemy that's way stronger than a pinky, but doesn't stand a chance against a baron, melee only maybe
>>
>>2813794
if you're going to start down this line it'd be easier to just make the thing for doom2 with a doom1 texture pack
>>
>>2813593
just use sergeants. unlike barons sergeants with hitscan weapons actually have a chance of damaging you
>>
>>2813846
Was just an idea.

I just really like how Doom 1 is divided up into neat little episodes and have maps between the levels
>>
>>2813851
>shotcunts
>in a fucking open arena
o-okay
>>
In your opinion what is the best weapon in any gameplay mod for Doom or even unmodded Doom?

Like if you had to judge a gameplay mod by any sort of standard with how weapons are handled, what would you pick as the shining example of getting it right?
>>
>>2814239

Accessories to Murder's shotgun is pretty god-tier.
>>
>>2814271
That pump action is so good.
The Minigun in AtM is also very well done.

Shame about the rockets though.
>>
>>2814239
singular weapons? i suspect you'll get a lot of shotgun answers, anon

psychic's mephisto shotgun is great, especially when fully upgraded
same with demonsteele's testament shotgun

i love those one-handed actions
>>
>>2813593
Here's a blind demo. Recorded in PrBoom Plus, complevel 9, UV.
https://drive.google.com/file/d/0B8xWmOI7IYl3QW9EenBNNFBDWW8/view?usp=sharing

I didn't notice any visual errors, except for one door that seemed to be a bit too tall when it was raising (it's after the elevator back up from the nukage section). But, given the pace of the level, I didn't have time to hang around and look closely all the time!

Difficulty-wise it reminds me of parts of TFC in the emphasis on keeping moving and not getting bogged down.

It's a good level and I like the aesthetic. Two things though. Firstly, I had a bit of trouble seeing some of the switches initially. Not too much for it to be a big deal but maybe you could draw some more attention to them with brighter sectors or something.

Secondly the bulletproof window confused me a little until I remembered you guys discussing it in the thread before. Not sure what to do about it though.
>>
>>2814310
Well it doesn't have to just be shotguns.

Could even break it down a bit further if someone wanted to.

Like favorite pistol or favorite rocket launcher.

Example: One of my favorite pistols in Doom mods is the one from Brutal Pack because it feels pretty great to use, even if burst fire makes no sense
>>
>>2814239
Pretty much everything in SMWG, but especially the two shotguns. They're seriously top tier.

Winchester
>awesome flipcocking
>incredible sounds
>more accurate than anything else besides tapfired RPK
>can be dualwielded with almost any other gun in the mod

Warhammer
>interesting two-shot mechanic
>great ammo efficiency
>can pull out your pistol to pick off survivors or enemies outside the gun's effective range
>trigger discipline

The melee is pretty rad too.
>>
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>>2814239
I just love the pistols, shotguns and rifles in XWeapon. Those weapons feel really good; the plasma shotgun is perfect for me.

Also the variety of pistols is great; there are one for any occasion. The sound for each weapon fits great.
>>
>>2814239

I keep talking about it and I don't plan on stopping anytime soon: zero tolerance's flare gun.

>hits hard even at level one
>really unique feeling with having to manually reload
>can be upgraded to be even stronger
>infinite ammo
>overall a starting weapon that has its place even after getting all of the weapons
>>
>>2814469
The friendly fire makes it a 0/10 in my books. :^)
>>
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>>2814513
>>
>>2814447

SMWG is a mod that could benefit from some updated technology.
It practically begs for synthfire.
>>
Are there any gloomy wads? Something that takes place at night, uses gothic-type textures and uses that one storm sky from doom 64 or no?
>>
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Opinions on Doom 64?

I actually find it quite spooky especially late at night.
And i'm pretty sure that fucking music has already been discussed extensively.

I really appreciate the darker atmosphere too, all in all I'd say it's more worthy of the title Doom 3 than the real Doom 3 is.
>>
>>2814615
Let it penetrate your asshole- I mean earhole

https://www.youtube.com/watch?v=o6gwzyqUc3k
>>
>>2814239
This might give me some strange looks, but I really like the Freezer from Zharkov goes to the store. With better sounds and graphics it would be an excellent standalone weapon.
>>
>>2814590
I'm making a gloomy hexen WAD:
http://www.mediafire.com/download/3wc5c6gbc82l6zx/Scerebi_Forest_7.rar

>>2814634
NICE! this is what you can do when the console lets you use mp3 files instead of MIDI
Its just a whole lot of pitch shifted and stretched out samples, but you'd struggle to make something this creepy with MIDI only
>>
>>2814634
>>2814685
Creepiest track in the whole game IMO: https://www.youtube.com/watch?v=6fi7rAhaIbA
>>
>>2814634
nigger, that's not even remotely close to being one of the scariest ones in the OST

dark echo and rotten foul would bicker for that place
>>
>>2814685
Doom 64's soundtrack was done with MIDI, just with an entirely different soundfont. All N64 music was done that way. There's no way a full MP3 soundtrack would fit on an N64 cart.
>>
>>2814748
https://youtu.be/n7o9wp4NHpE?t=24
>>
>>2814752
Yeah, by butchering the songs into small loops that the game could stitch together, still having to cut out about half of each song, and only having six songs total.
>>
Alright brahs, I just beat Doom for the first time. Just vanilla, not Ultimate. I thought it was pretty hard. How hard is Doom 2 in comparison?
>>
>>2814780
Doom 2 is not terribly difficult but the new enemies it adds are a lot more interesting than the Doom 1 enemies on their own.

Episode 4 is harder than anything Doom 2 has
>>
>>2814784
Yeah I tried episode 4 on the easiest difficulty and got raped repeatedly on map 2. I played the rest of the game on Hurt Me Plenty I think, or whatever the default was.
>>
>>2814784
Its only really John Romero's maps (e4m2, e4m6), and e4m1 that is harder than Doom 2.

e4m4 is really easy, and the rest of E4's maps aren't that much harder than E3.
>>
>>2814792
E4M1 and E4M2 are the problem maps and the rest is smoother sailing.
Regardless Doom 2 is a lot easier than E4 across the board.

Some of the later maps are not very good though but the new monsters and SSG more than make up for everything
After Doom 2 you should take on Thy Flesh Consumed, then you'd be ready for Plutonia/TNT hopefully
>>
>>2814824
I still feel it's all tougher than what Doom 2 has to offer.
>>
>>2814761
>having only six songs total
lmao literally what
>>
So hey yeah Term showed me how to add recoil forces that react where you aim

Thanks Term
>>
>>2814748
mp3s can be pretty tiny. Later N64 games like Conker's Bad Fur day were completely mp3, allowing for voice acting etc.
>>
>>2814829
E4M4, E4M5, and most of E4M7 are easier than Doom 2. E4M3, E4M8 and E4M9 are at most on-par.
>>
>>2814841
How strong is the shotgun? Is it worth the 6 shell investment to shoot like that? Is each shell the strength of the vanilla shotgun or is it 10 pellets worth?

Put on X/Y Sprite billboard if you are going to look up and down
>>
>>2814854
It launches him pretty high from the looks of it, so I'd say it's pretty damn powerful.
>>
>>2814847
Conker's music wasn't mp3. In one of the devs play Beanland talked about it and how he could do things with midi (like syncing two tracks together and syncing the band's movements with the music) that he couldn't do with cd-audio in the xbox remake.
>>
>MAP12 of BTSXE1
>End up finding all three keys after looking for like 2 fucking hours
>Get to last part
>That fucking ambush
>Get destroyed by cyberdemon after 3-4 point blank BFG shots
>have to start the whole level over
Fuck my life
>>
idiot who knows nothing about doom .wads here
would it be possible to change midi tracks mid-level? like when the player crosses a sector or hits a button, the track stops and a different one plays.
>>
>>2814969
You can do this with MUSINFO, iirc.
>>
>>2812982
Because having a tantrum is giving reasons to your arguments.
>>
>>2815002
uh
okay?
>>
So for those who are too afraid to play azumanga.wad, I made a webm of the first map. The second map was too large for the webm, but it does contain earrape. Also, yes, I am the guy you see in the obituary. >>/wsg/839838
>>
terryfag damagecontrol up in this motherfucker
>>
>>2815026

Can't wait for the monthly idgames spam attack tomorrow morning.
>>
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>>2814969
Not sure if it can be done with Vanilla or Boom compatible WADs, but ZDoom UDMF maps can.
Set the linedef with the trigger that changes the music to Special #80 (ACS_Execute) and give it a script number xx.
Then write an ACS script like this:

Script xx (void)
{
SetMusic("MIDINAME", 0);
// the 0 only needs to be changed for multitrack tracker modules
}

Here is an example WAD I whipped up for you real quick in SLADE:
http://www.tempsend.com/087A347346
>>
>>2815023

This is dumb. Exactly what you were going for, I suppose.

Terrywads are nearly universally boring. "Surprise, you were expecting something good but it was shit!" isn't an interesting punchline to a joke, and it's been done to death even outside of Terrywads. Mock 2 drove it into the ground enough by itself. Hell, it isn't even a joke unique to Doom mods.

Ironically, UACMN is the only one that's actually interesting for more than ten seconds since it has jokes beyond loud noises and bumfucking, which makes the "minions" even more funny since they're just parroting stale punchlines like a 12-year-old screaming about his favorite YouTube video.

>>2815003

Good, maybe we'll have something fucking interesting for once. Nambona had some legitimately cool-looking maps that I was looking forward to, it's a shame he decided to go back to being a dumbass.
>>
>>2815051
>Nambona had some legitimately cool-looking maps that I was looking forward to, it's a shame he decided to go back to being a dumbass.
Well excuse me for getting bored with the project.
>>
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>>2815059

>excuse me

Of fucking course you were here all this time.
Now that the cat's out of the bag...

>the city-state of you
>>
>>2815002
M8 my post about the subject was all of >>2812920 to which you assuming it is you respond by calling it crying and going in full meltdown throwing against some other nerd
I ain't even give a shit about the wad, I just checked to see what was in it
Yeah I thought it was legit, checked the decorate and saw it wasn't, you got me
Though I never even played the file so whatever the hell does that count for

You got caught and threw a temper tantrum that your joke was spoiled
If you have reasons to your argument (and what the fuck would you even argue) then tell me
I am really fucking curious
>>
>>2815059

A shame that you'd get bored with the thing that actually looked interesting, but whatever floats your boat I guess.
>>
>>2815059

>exposing yourself

And that's why you fail at life.
>>
>>2814398
The solid windows are to block sight from the monsters in the computer area and to stop people from cheesing the Barons at the end of the loop. Not sure how else to stop it aside from just not having windows there.
The door near the nukage was something I fixed right before Doom Builder crashed and I didn't realize it wasn't in the last save, I'll fix it now.
>>
>>2814239
Some of the older chainguns from Brutal Doom were nice (back before it was made more accurate).
The whole cacophony of the whirring gun motor, the bullets firing and having to concentrate on keeping the gun on target is a really meditative process.

Beautiful Doom's SSG is perfect IMO.

ww-nazi's gewehr 43 is fun as fuck to play.
>>
>>2815131
I still think Brutal Doom has a very solid set of shotguns and rocket launcher and with the violence you can do on the monsters it feels a lot like Soldier of Fortune
>>
>>2815207
I'm glad I'm not the only one who really like Soldier of Fortune - I wish they'd reboot that series and keep the positives and not the shittier aspects of it.

Of course, along with pretty graphics and new levels and shit.
>>
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>>2813326

By soon I meant nearly a day later.

https://dl.dropboxusercontent.com/u/8380892/Combined_ArmsWIP3.pk3
>>
>>2815102
Something I saw done in Entryway on Console Doom (in the unofficial PC version anyway, haven't played the real version) was bulletproof glass. Not sure if that could be done with Boom's transparency effects or if you'd need GZDoom like Console Doom did.
>>
>>2815252
I wasn't aware Boom had transparency, it's a lot more obvious that they can't be shot through now.
>>
>>2815267
Just tried it out for myself and it's hard to see much through it at least with the textures I've tried. Best one I found was SHAWN2 but even that didn't let that much vision through. What results did you get?
>>
>>2815290
I used SHAWN2, visibility is fine in software renderer but it mutes the colors on the other side of the window to the point where it's almost greyscale.
>>
>>2815290
the limitation of boom translucency is that it uses the same lookup table for textures and bright sprites. you really want a lower transparency for translucent walls than for bright sprites, so you can actually see through a translucent wall, but not have fireballs look dull and washed out.
>>
>>2815298
Yeah that's actually what I meant. I just described it terribly for some reason. Well it's your map so up to you if you think it's worth the tradeoff.
>>
>>2815298
i also think shawn2 is about the best texture for translucent walls in the standard set.

you can build a custom translucency lump, it will bloat your wad by 64k and some engines will ignore it completely (especially anything that does 32bpp truecolor)
>>
>>2815248

Been getting some more feedback on Combined_Arms, there's a definite issue with shells being mainly used to replenish cells, and the particle smasher being batshit crazy good.

So how about this:

I change the Nailgun's altfire to a short range harpoon that doesn't use shells, but instead just snaps out, and then retracts, successful hits give cells but it has pretty crap range.

and the particle smasher's altfire uses a rocket and 30 cells per shot, also direct hits take longer before exploding, AND can hurt you in the process
>>
>>2814239
AtM's shotgun
The 'Slasher Shotgun' from Cory Whittle's Immoral Conduct
Flamethrower from Mutiny
Hand grenades from wwhc-diaz.wad (if they were hotkeyed instead of individual weapons they'd be 100% perfect)
>>
>>2815248
I love how the axe alt-fire lets you just cheese most maps. Its enemy detection range and ability to move around the map is amazing, and it's *free*. The axe in general feels like a more fun version of the rocket launcher, the RL just feels meh in primary fire (Even if the damage might be good), and its altfire is a massive ammo hog. Heck, I wouldn't mind the axe in slot 5, similar to the Fighter's hammer in Hexen.
>>
>>2815472

I might tone back the altfire a little so it's less retarded so it doesn't consume so many rockets.

And yeah, the rocket launcher was an idea from Pillowblaster, and you know how that guy has a raging hardon for absurd rapid fire explosive weapons, and I've tried my best to keep it within reason, but it feels like it's not clicking. I could work on making the primary fire -feel- better to use
>>
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I never understood the religious parents prejudices on doom, as a christian myself I fucking love it. I see it as it should be, a big middle finger to satan.

hell even my own parents were like "Anon you shouldn't play that!" when I was younger.

Looking back now though they admit it wasn't the demonic depictions, they didn't want me to play because of the violence. which is kinda silly looking back.

They let me play wolfenstein though, kek then again it isn't nearly as gory except for hitler's death.
>>
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Man, Unloved was fucking amazing. Are there any other wads that have surreal themes and/or exploration mechanics similiar to that?
>>
What's a good map for Hideous Destructor?
>>
>>2815552
nuts.wad
>>
>>2815552
None. If you haven't caught on yet, HD is a jokewad that's supposed to be balls hard in every situation. You can't even make a map balanced around it and not have it be 50/50 up to both luck and skill.
>>
>>2814905
Pretty sure it does use mp3. They even had to use a 64MB cartridge for all the voice acting.

>>2814969
you can make the line do a "Script Execute" action, and then have the script be a "Music_Change"
>>
>>2814969
this can be done with mbf/-cl 11 at least. check out valiant map27 for an example
>>
>>2815603
Voices and sound effects in Conker do use MP3, that's about it.
>>
>>2814239
The Egosmasher
>>
>>2815650
this is probably because prb+ supports musinfo. ttbomk music changing is not an mbf feature
>>
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How do we bring Adrian Carmack out of retirement and self imposed exile.
>>
>>2815742
>retirement

he owns a kekking hotel at Ireland
>>
>>2814748
Soundfonts rule. Can anyone recommend a good one?

I'm currently using an SC-55 soundfont.
>>
>>2815818
Timbres of Heaven has some incredible samples.
Full GM, GS, and partial XG support. Large file size, though, ~380MB .sf2, but at least thats not as bad as Crisis GM, which is over a gigabyte.

https://www.dropbox.com/s/4i1kuyfurk22vwf/Timbres%20Of%20Heaven%20GM_GS_XG_SFX%20V%203.3%20Beta.7z?dl=0
>>
>>2815575
>HD is a jokewad
Uhhhhhhhhhhhhhhhhhhhhhhhhhh
>>
>>2815945
>2015
>responding to that nonsense
C'MON
>>
>>2815692
ah, that'd explain it. fair ken.
>>
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Alright people, take a look at this :
http://forum.zdoom.org/viewtopic.php?f=19&t=49971
I dunno whether it is a conversion of Doom 64 EX maps to GZDoomm or Doom 64: Absolution, but it works.

I remember that Absolution bypassed room-over room by altering map design, while Doom64EX implemented it same way original Doom 64 did (by changing floor/ceiling height and textures dynamicaly depending on where player was looking).

If anybody can tell me the instances Doom 64 had room-over room (I remember 2 instances but dont remember which maps they were on), so I could warp in and confirm it.

Anyway, what do you think of it?
>>
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>>2816260
>Someone please give me a rational explanation why Kaiser can launch Doom 64 Absolution and others can post Doom PSX Total Conversion and I can not throw a converted version of the Kaiser Wad to Gzdoom
>this is like me it's bias because I am Brazilian
the fuck?
>>
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>>2813593
fda for release 2

http://temp-host.com/download.php?file=jy30cw

i think you could reasonably restore the symmetry of the two barons coming from the two pods by the rocket launcher. there is more ammo on the map now. it was the third (released by the lift access switch) that i felt was a bit much, so it's better now as a cacodemon.

the secrets were both good - not exactly hidden but not too obscure. but they were pretty close together.

i liked the sinking floor trap but felt the map became pretty linear past the red door. not sure what you could do there though.

sector 573 doesn't match its surrounding floor so the door is too long and the tracks sink into the floor.
>>
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>>2813593
>>2816349
>>
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>>2813593
>>2816351
>>
>>2816332
Comeon its obvious the guy does not know english and uses a shitty translator.

He was wrongly accuesd of illegal distribution of D64 ROM, but misinterpreted it as if any D64 content is borhibited, so he outraged and asked why his mod is not okay while D64ex and Absolution are. People piled up on him asking him and mods to delete the links/thread, and he ended up accusing everyone of racism.

tl;dr its Doomwolrd being Doomworld, and one guy jumping the trigger.
>>
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>>
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>>2816561
>>
>CC2 maps 24-27
jesus shitting christ, I'd be lying if I were to say I wasn't boiling with rage at this exact moment in time.

if the 'CC megawads all have their own fair share of garbage' meme is actual unspoken truth, those four maps would be the most valuable solid, living proof of it in CC2's case. Sweet fucking Mary.

I want to know who in the fuck came up with the concept for MAP24 so I can personally tell him to go fucking himself slowly.
>>
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>>2816728
>> "I played Magikal maps from CC1, I doubt it could be worse"

Holy shit. This shit has some pretty design but holy fuck this level is a drag. Scarce ammo and have to return every time to the start just to get a new weapon is distasteful, imo. Also, almost no health/armor except in the start, again.

This guy knows how to make a pretty map (or has the basis for it) but couldn't make it fun.

>>"...and is also impossible to complete in Boom as the result of a design flaw"

Well that fucking explains it.
>>
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>Mfw playing the alien's colonial marines mod.

damnit this is what we should have got instead of that real colonial marines trash...

Atleast alien isolation wasn't too bad, if it was just a little shorter it'd be a fucking 10/10 for me.

why are alien games almost always shit?
>>
>>2816827

FOX has always been very touchy when it goes to lending out their Aliens IP.

When they do, it usually results in failiure.
>>
>>2816827
It's a hard concept to pull off. Feeling scared is fundamentally feeling like you have no control over a situation, but when you have a big gun you are in control, and when you're playing a video game you're in control since it's not real. It takes a lot to overcome those two points. Alien Isolation did it with an alien that is faster than you, sneakier than you, and will kill you dead super quick. With Colonial Marines, you can kill aliens, so they're not anywhere near as scary.
>>
>>2816827
I saw a thread on /v/ complaining about games being too short today.

i think alien isolation is a good example of why you shouldn't forcibly extend a game for no reason.
>>
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>>2814615
i have weird memories with doom 64

the first time i played it i had a cold.
it was late at night on a friday too so i was up late.

it is literally one of the few games that truly scare me these days thanks to it.

i think the tiredness, the cold my slight frustration it all just caused me to snap and the game got to me. it started to scare me, so i just shut it off and went to bed.

i had a slight aversion to it for awhile but i still played it and i still accidently re-awaken that fear even today...

i actually have a cold right now.
annnd i'm gonna play it, wish me fucking luck that i don't die of a panic attack.

i'm gonna have some fucking flashbacks
>>
who wants to see some sad faggot play the ultimate doom in risen 3d with some stupid lookin 3d Models?
....
...
No one?
well too bad i'm gonna stream it anyway
http://steamcommunity.com/broadcast/watch/76561198068209077/
Prepare for some shit.
>>
>>2816893

Have you considered going on Twitch or Hitbox or something?
I like watching your stuff, but Steam Broadcast is fucking stupid.
>>
>>2816893
i'm only doing episode one and MAYBE episode 2 just to see the cyberdemon.

>>2816894
well steam stream is completely non-profit if I link a twitch or hitbox i might get banned for advertising or some bullshit.
>>
>>2816889
do give us your insight on it once you reach hell.

no seriously, get ready for a pretty fucking foreboding atmosphere to wash you over as soon as you step into the fucking underworld, as well as what is arguably the best audiovisual representation of hell ever in Doom's franchise
>>
>>2816915
>>2816894
fuck it i'll give it a try.

the real problem is i have no money so unless it has a built in streaming capability or something i dunno what to do otherwise.

i could try youtube streaming but i don't know how to make it record the fucking game and not just a blank screen.
>>
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>>2814615
Doom 64 was actually the first Doom I ever played, and I still love it. Gameplay-wise it feels like something between Doom 1 and 2, since it has larger levels and more enemies than 1 but not as much as 2. I agree that the game is very creepy, the oppressive atmosphere and music make it scarier than even most horror games.
>>
>>2816925
K trying hitbox. I already got Xsplit but I gotta update it. Stand by should have something to work with shortly...

Maybe I'll have more viewers too since I hear steam is pretty stingy when it comes to what types of PCs can watch it.
>>
>>2816915
>if I link a twitch or hitbox i might get banned for advertising or some bullshit.
nnnnnope
portalfreak has advertised his stuff here before

>>2816925
money doesn't enter into the equation
>>
>>2816934
i have no idea what i'm doing but i got xsplit working. What can i do so you can see it/ I'm going through hitbox.
>>
>>2815852
>link not found
>>
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>>2806987
How do I handle situation?
>>
>>2816950
post the link to the hitbox

i.e. hitbox.tv/yourusername

not familiar with xsplit, only use obs, sorry
>>
>>2816961
Try checking your privilege.
>>
>>2816893
FUCK THIS POST

Go here instead.

http://www.hitbox.tv/SheogorathDaedricPrince
Not sure if I did it right though, you
ll have to see for yourselves.
>>
>>2816976
you did it right, seeing your stream right now. Looks like you're alt tabbed tho.
>>
>>2816976
>>2816980
Right welp i'll just start playing now.

Won't bother to set up the mic or anything not a big talker anyway especially with this cold.


Just come marvel with me at this fucking models.
>>
>>2816976
much better
thank you very much
>>
>>2816961
reblog on tumblr and notify /co/
>>
>>2816961

AAAAAAAAAAANYWAY
>>
>>2816981
I'm about to download that just to see what the archvile or pain elemental look like. Rip my eyes
>>
>>2816993
I don't get that.
>>
>>2816998

This: https://www.youtube.com/watch?v=XxY-5ISEHPg&list=LLm-y1uEtiGo7UFos8zXJ_0w&index=63
>>
>>2816961
shoot
>>
>>2816981
>>2816976
Welp gonna check out the fucking majesty that is DN3D HD now.

Get fucking ready for some more uncanny valley.
>>
>>2817013
Nevermind gonnna stream somethin else now.

WAYY too laggy on my PC I got pissed and deded
>>
Are there any good DOOM wads where you play as the third reich
>>
>>2817018
>>2817013
Fuck it.

Anyone got any requests?

I mean besides a live stream of me committing suicide.
>>
>>2817019
Moon Man Doom has Hitler as a character option
>>
>>2817034
Here's the linKKK
http://www.mediafire.com/download/47bsdg96m9xju8i/Moon_Man_v1_1.pk3
>>
>>2817028
I fucking got it. I'll stream star wars chibi rebellion.
>>
>>2817049
nevermind i'm done for tonight. I'll stop shitposting now and get to bed
>>
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>>2817045
>>
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>>2817061
>>
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>>2817064
>>
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>>2817065
>>
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Maybe I should lower how much damage this thing does.

Also thanks again Murb for making a nice looking attached chain code

I'm gonna use this in GMOTA too, limit it to one hook at any given time, normally I'd consider it making it a hookshot for mobility purposes, but Blaz is gonna get slightly altered for mobility stuff in the near future anyway, gonna give him the ability to use the recoil from a charged shot to get extra air time, and lower his jump height a little.

If I ever make a sidescrolling game with him in it, he'll be able to use the hook for swinging, but here, it'll stay as something to just yank enemies
>>
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Totally late, but does anyone know if the Quakecon 2014 and E3 2015 Doom 4 demos were the same ones?
>>
>>2817149
Reading old tweets (compiled in a pair of pastas posted a couple threads ago) it seems like they were.
They didn't show Snapmap at Quakecon. Not sure about MP.
>>
>>2816961
put explosive between the right two enemies, switch to fast hitscan kill lefty
>>
>>2817149

Everything before the snapmap and multiplayer parts was shown at Quakecon 2014. Though I don't remember the heavy assault rifle being in it, so that was slightly different.
>>
>>2817158
>kill lefty
hehehe
>>
>>2816961
i don't know, i don't recognise the mod. what will happen if you just shoot them? will you die?
>>
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Is there a way to make Vertical alignment not take a gorillion years to do?
>>
>>2817260
most of the time all you need for vertical alignment is to set the unpegging flags correctly.

so the problem becomes: does your editor have a way to toggle linedef flags fast and easily.
>>
http://zdoom.org/wiki/Door_Open

in what units is the speed field specified?
>>
>>2817283 (me)
http://zdoom.org/wiki/Generic_Door

this suggests eighths of a unit per tic
>>
>>2817278
I already use unpegging for most stuff, it's when it applies to stairs that it really bothers me.
>>
>>2817318
oh, right. i assume you are mapping for vanilla, trying to use lower unpegging on textures not 128 tall, and getting tutti fruitti.
>>
>Doom 4
>Bethesda

Oh boy I can picture the ending already.

>you never see doom guy's face the entire game.

>end up going past a mirror before stopping and walking back.
>See 2 glowing dots from within.
>Life helmet
>NO FLYNN U WERE DEMUN THE WHOLE TIEM!
>NOOOOOOOOOOOOOOOOOOOOOOOOOO
>Y Rip and Tear!
>B Hate Demons
>A Join Demons
>B Nuke Phobos
>Right Trigger Hate Son
>>
>>2817419
Somehow I'd be okay with this. Just don't fuck up the core game experience, fuck the ending/story/whatever, I really don't give a shit.
>>
>>2817419
As long as you're never forced to stand around while all the people dialogue around you, I might give this game a fighting chance.
>>
>>2817419
don't worry, doom was never a RPG, beth can't fuck up that aspect

hahaha who am i kidding, they'll find other things to break
>>
my gzdoom is having a problem, its showing none of the sprites ingame, is this a probably with my ATI drivers?
>>
>>2817497
problem*
>>
>>2817419
Beth is a publisher of Doom 4, not a developer
>>
>>2816827
I wanna say bad luck.
>Rebellion makes great AvP game
>Sega let's them make another long time after
>Rebellion makes crappy AvP game
>>
>>2817085
Is there a download for combined arms yet?

>>2816961
Anybody know where the sprite for this gun and >>2817064 this gun are originally from?
>>
>>2817149
The first demo was apparently the same, but with the assault rifle and some updated graphics.
The Hell demo was not shown at QC 2014, people reported that they showed one set on the surface of Mars was shown instead, with a beeping Geiger counter.
The multiplater and snapmap stuff was all new.
>>
>>2817594

here, >>2815248

No harpoon altfire yet, but hey, give it a go
>>
NOT SURE if this is the right place to ask but it seems most frequented with people who might just be able to help!

I'm looking for Quake II Monster models (unedited preferably).. Everywhere I've looked, can't seem to find anything, or I find shit from 2004 with broken links everywhere.

If I'm blind and there's popular open source places I've missed, feel free to chew me out.
>>
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How can one man be so BASED
>>
Thinking about doing a Thankstearing stream tonight actually.

But I may do doom 64 or something since brutal doom is pretty hated around here. Unless someone has a specific mod for me to stream that'd be pretty neat.


still at 11PM btw.
>>
Can GZDoom do collisions on 3D models other than just box collision?
>>
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any cyberpunk/sci fi wads? i played dark forces and blake stone, old sci fi games but still im lookin for some wads, suggestions?
>>
Tempted to buy the Quake Bundle from bundlestars
Anyone knows if the steam versions of Quake are fucked up in anyways like how the Doom games were in BFG?
>>
>>2817823
iirc one of the quake2 mission packs has some crashing issue that's never been fixed
didn't notice anything wrong with quake1 though
>>
>>2817823
Quake doesn't have the soundtrack.
>>
>>2817834
>Quake's music is on the CD, so it requires the CD to be in the disctray
Holy shit that's lazy
>>
>>2817841
an artefact of its time period
>>
>>2817841
>>2817859
i guess back then computers weren't necessarily fast enough to play mp3s and run quake at the same time, but CD-ROMs were at their peak, and midis were old hat compared with CD quality audio
>>
>>2817859
By lazy, I mean the steamport.
Back then, I totally understand having the music on the CD. But they should've taken the effort to add a work-around when they try selling it digitally.

I see there's plenty of fixes for it though.
>>
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http://temp-host.com/download.php?file=tz89zl

A Boom conversion of CQC.wad by Sgt.Shivers, for the /vr/ 2015 E1 project.

originally downloaded from:
http://sgt-shivers.tumblr.com/post/133714322825/httpsdldropboxusercontentcomu141866421level

--

CQC.wad -> cqc_boom01.wad

- backport from UDMF with appropriate flags, line/sector special conversions, etc.

- replace doom2 monsters with doom monsters. revenants -> cacodemons, chaingunners -> sergeants

- replace doom2 textures with doom textures. metal2 -> metal, silver1 -> shawn2, spacew3 -> compute2

- fix a few texture alignment problems

- move entire map slightly to fix flat alignment

- make the exit inaccessible without the red key. you can either use the door or the lift, but you can't use the lift without pressing the red key pillar button.

- note: only reason this map still needs boom complevel is for the exit bridge, since there's no S1 raise by SRT in vanilla.
>>
>>2818113 (me)
>- note: only reason this map still needs boom complevel is for the exit bridge, since there's no S1 raise by SRT in vanilla.

incidentally this can be fixed by using control sectors instead of abusing raise by SRT to get the right destination height, but i didn't bother.

not sure if i intend to work on it further. i guess if the detailing guy wants a go at this it might be good, since it's quite a plain map.
>>
>>2817924
The obvious fix would be to mount an ISO of the CD but at that point you've already pirated the game.
>>
>>2818113
Are you Sgt. Shivers? Cos if not I'm not ok with the ethics of using it in the /vr/ project.
>>
>>2818219
>Are you Sgt. Shivers?
nope
>Cos if not I'm not ok with the ethics of using it in the /vr/ project.
fair enough. as far as i know he doesn't post here, but he seems to have close links to all /vr/'s well known modmakers, artists etc. so i figured he'd be all right with having his map in a /vr/ project. up to you really.
>>
baron is best husbando
>>
>>2818270
HDoom Hellknight is best waifu 2bh
>>
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>>2818270
I agree 100%
>>
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>>2806987
>>
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>>2818357
>>
>>2818362
>>2818365
kek
>>
>>2818357
Tell 'em we said hi.
>>
>>2818357
>>2818360
what was even the goddamn purpose behind this mod for having such sexy feeling weapons.

dat glock.
>>
>>2818402
What do you mean "what is the purpose behind this mod"?
>>
What are some good large/open area WADS that feel chaotic, but aren't slaughtermaps?
>>
>>2818434
Eternal Doom
>>
>>2818425
I said 'for having good feeling guns'.
>>
>>2818445
You don't want a half assed mod with just reskins now do you?
>>
>>2818457
I just didn't expect such effort invested on a mod about killing SJWs and black people of all things

I certainly welcome it though.
>>
>>2818470
i like the part where you shoot the SJW and she goes AAAAAAAAAAANYWAAY
>>
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Who else /invited/ here
>>
>>2818532
Has another closed alpha test been scheduled? Supposedly I was invited to the first one since I got the email, but I never got a game simply called "CLOSED ALPHA" in my Steam library. Contacted Bethesda support but obviously I didn't get an answer.
>>
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>>2818532
I'M READY
>>
>>2818536
Not him but yeah
https://twitter.com/DOOM/status/669563309767696384
>>
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>>2818536
My email says it's scheduled to start December 3rd and will end on the 6th
Pic related is Steam
>>
>>2818539
>>2818540
Still don't have it in my library. Why the fuck did they even send me that email in the first place?

Oh well, I don't really have a reason to be surprised. This IS Bethesda, after all.
>>
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so guys, planet philip has announced another mapping challenge, this time its called "CrossoverVille" goal is to make a hl2:ep2 map that references another game through gameplay mechanic or visual style or level or something else. now there are restrictions, no content from these games is allowed etc.

now since this is /vroom/ you may have guessed that I am doing a doom crossover

my plan is to put entire knee deep in the dead on a single map BUT with half life 2 twist on it. architecture is obviously going to be combine based and enemies will be the closest hl2 alternatives and if I fit in timescale, then new textures will be made that will look more like doom

started working today on this map and got layout of E1M1 done, good thing about porting from doom to source is that you only have to worry about vertical scale, which means that putting whole episode into a map shouldnt be hard. now the thing is that I dont want to go too far from doom, but also I will have to do some design decisions that will alter level layout.

on pic you can see what I made so far, also replacements for enemies are included. now as you may have noticed, I have included chaingunner, which did not exist in original doom, reason for this is that I want to have very distinct enemies that will also be challenging to the player, and so I am skipping smg combine soldier. vortigaunt uses slave model, player should easily understand that vort is under combine control. hunter as pinky replacement may seem harsh, but to make it more balanced I will put fewer of them. also >implying half life 2 is hard

now the actual problem here is that I got no idea who to put instead of barons, so suggestions are welcome.
overall, I just came here to ask for advice on what to avoid so I dont fuck up.
>>
>>2818457

That's almost exactly what it is, though.

>>2818470

That's pretty much how all meme mods go. Massive spurt of effort at the start, then it trickles off.
>>
>>2818554
Closest thing would be a few poison zombies instead of a Baron.

Also, don't forget to include Spectres.
>>
Any thanksgiving-themed doom wads?
>>
>>2818616
problem with zombies is that they are not a combine enemy.

spectres are going to be hunters with transparent render applied onto them. since I am using random spawning they will have a rare chance of spawning

bigger problem than baron replacement is music, aint got a clue what to use since actual content from games is forbidden since its not free.
>>
Are there any mods that mimic Blood and Shadow Warrior besides the TCs and Demonsteele? And if there aren't, what does it take to get a team to help make this happen?
>>
>>2818673
There's Shinobi (https://www.doomworld.com/idgames/combos/rslshino), it's alright.
>>
>>2818673

POSESST for Blood, but it suffers from being A: Unfinished, and B: Bad.
Also the author is a sperg is deleted everything after getting criticism on things so let me upload it.
>>
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I know of the mod, I heard it was rather dull. But I wanted to give it a try, but apparently I'm too high
>>
>>2818710
just what fucking browser is that?
>>
>>2818709
>>2818673

https://copy.com/YV8cqWqt4AJN9tlf
Here we go. Have a funs.
>>
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Thanksgiving eve stream fuckers.

Gonna stream us some doom 64.

You fucks ready/

get on in here

http://www.hitbox.tv/SheogorathDaedricPrince
late night spookies.

Also no mic as the cold is still going out of my system, i sound like nails on a goddamn chalkboard right now.
not that i used my mic much to begin with.
just extra reason not to.
>>
>>2818796
>forgot the SSG in the starting room in Main Engineering
I don't get triggered easily
>>
i know this has zero to do with Doom, but the other day I stumbled across a real picture of one of these so-called 'columbiners' by mere accident, and my, oh my, they look as I thought they were going to be.
>>
>>2818554
If you want to end with a bang, make E1M8 bigger and have 2 striders.
>>
NEW THREAD

>>2819046
>>2819046
>>2819046
>>
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% convert vrdoom151125.png rgb: | unxz --single-stream | tar -tf-
vrdoom151125/
vrdoom151125/cqc_boom01.zip
vrdoom151125/dmp2012-21-241.lmp
vrdoom151125/2teleps.wad
vrdoom151125/remove_corpse.deh
vrdoom151125/catacombs.wad
vrdoom151125/catacombs.deh
vrdoom151125/blood.wad
vrdoom151125/butte1map-1-fda-512.lmp
vrdoom151125/butte1map-1.wad
vrdoom151125/butte1map-2-blind-955.lmp
vrdoom151125/butte1map-2-fda-812.lmp
vrdoom151125/butte1map-2.wad
Thread posts: 545
Thread images: 100


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