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KANPAI, DOOMGUY

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DOOM THREAD / RETRO FPS THREAD - Last thread >>3017204

DOOM/II/ULTIMATE/FINAL/64
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/vPbiw4NR

SO YOU WANT TO PLAY SOME...
Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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

== /VR/DOOM COMMUNITY ==

IRC
irc.zandronum.com #vr (key in faq)

THREAD ARCHIVES
https://desustorage.org/vr/search/text/%22doom%20thread%22/type/op/

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

COMMUNITY PROJECT
Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desustorage.org/vr/post/3019509
>>
===NEWS===

[02-24] Doom Upstart Mapping Project: 16 maps for ZDoom
>>3020057
https://www.dropbox.com/s/4grk7z8xscvy4l2/DUMP-1-testfinal.pk3

[02-24] Combined Arms test release
>>3019619
https://www.dropbox.com/s/npye7agbam4tmad/Combined_Arms%28prerelease%29.pk3

[02-24] /vr/E1 project update. Get mapping, already!
>>3019509

[02-24] An Evening Stroll In Venice, final /idgames version
https://www.doomworld.com/idgames/levels/doom2/Ports/v-z/venice

[02-21] The /newstuff Chronicles #490
https://www.doomworld.com/php/topstory.php?id=4557

[02-20] AMR: please test map03 of Brutalist2o30pAAA.wad (for GZDoom)
>>3012146 >>3012174
https://mega.nz/#!18AFnT5S!elQBvTQLCyEF7nucYyu0ELyHdltrHSKdTbCYz0SmqmA

[02-19] Anon mod release: Crack-Doom
>>3009775
https://www.dropbox.com/s/m6o1up244wtlew5/CrackDoom.pk3

[02-15] Anon map release: mars.wad (two doom3 maps remade in zdoom)
>>2997975
https://drive.google.com/file/d/0B4mwJRa7e5VpUU9EMmpuczJyTHc/view?usp=sharing

[02-15] 64K ZDoom mod contest. Make a ZDoom mod under 64K download size.
http://forum.zdoom.org/viewtopic.php?t=50859

[02-13] Anon map release: admission.wad (may be a /vr/E1 submission?)
>>2993321
https://mega.nz/#!8gVGmCbA!HJIkScMdgagC3cyVPvaryCnobBMIjUGqfizxesUK6aU

[02-13] Anon map release: luckystar6.wad
>>2993247
https://mega.nz/#!jgx3CZZS!skdeF7GB710BgeDcphyXbKagbXQOg8LbZwJYcQqdNAY

[02-13] Two anons' hand-made cacodemons
>>2991584 >>2993354 ; >>2994774

[02-12] A video of a speed run of the whole of Scythe 2 in 87:30
https://youtu.be/nD0SdGto14U

[02-11] D!Zone's faked screenshots weapon, made for ZDoom
https://www.doomworld.com/vb/post/1555455
http://s000.tinyupload.com/index.php?file_id=72085928745461856170

[02-11] Mano Laikas, Doom2 megawad by Nicholas Monti (EvilTech, Erkattäññe)
https://www.doomworld.com/vb/wads-mods/86022-

[02-11] Ovum: a Sunder/C-Shock/Sunlust-style map by rdwpa
https://www.doomworld.com/vb/wads-mods/85993-

===

To submit news, please reply to this post.
>>
first for bring back carmack
>>
2nd for graf shit flinging
It's news to me.
>>
3rd for aligning sprites is boring and tedious and dumb
>>
>>3021897
setting sprite offsets? yes
aligning textures in doombuilder? fuck no i love that
>>
4th for D44M
>>
Sixth for Doom arcade machine
https://www.youtube.com/watch?v=bpyC5OV4cy4
>>
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>>3021794
I'm >>3020517 and I use Shadowplay to record Software mode gameplay, then use webm for bakas use the High Quality mode, then I set the video resolution to 768x432, they look good enough, I suppose. Don't forget that the longer the .webm is, the bigger it'll be, and if you have a size limit (for posting on 4chan it's 3MB) that means the quality is gonna drop.


also seventh for AAAAAAAAAAAAAAA
>>
>>3021949
Thanks.
>shadowplay for software mode
Should I use something else for the gl renderer?
>>
>>3021952
You can use Shadowplay, you just have to enable desktop recording
>>
>>3021945
>not opening/turning off the microwave and saving the store.

That Doom player must've been really good, he was on Map30, then Map01 then Map07 in that short time
>>
If a line with the acs_execute action is activated by a projectile or puff, does the puff/projectile itself or the thing that shot it count as the activator?
>>
>>3021968
He was obviously idclev'ing with a mod to spawn with 200 hp and armor

also a sound mod

on an arcade
>>
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While messing around in Demonsteele I noticed that wall marks from Hae-Lin's sword slashes are based on the way she swung. Nice little detail.
>>
>>3021949
wow that level takes me back
>>
>>3021949
>agitatingballerinas.webm
>>
>>3021949
>>3022005
does anyone else remember that test map to find the number of sprites on screen before zdoom slowed down, and it had a secret room that spawned millions of revenants falling from the ceiling?
>>
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>>3022005
It can't be that old!

Feels like yesterday when I made this dumb mod.
>>
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>>3021851
DO NOT
>>
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>>3022063
>dat pinky

Aw yeah
>>
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>>3022063
LOVE CACODEMON
>>
>>3022037
Speaking of which, have an updated version. Fixed a bug where you could skip the entire fight because opening the first door mistakenly opened the exit door too. Also I made extra agitation mode more balanced, so someone might be able to beat it now.

https://dl.dropboxusercontent.com/u/17640143/Agitation.wad
>>
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>>3022063

IT'S SO ADORABLE
>>
>>3022063
Where is that from? Haven't seen it before
>>
>>3022063
Needs more colors to be honest, i don't like when a character's color scheme is all brown and gray for the sake of environment lighting
>>
>>3022063
Pinky looks like some weird zerg crab abomination.
>>
>>3022154
This. I guarantee the first thing people will do is make a classic colored enemy mod. I don't know why these designers removed all the personality from the monsters like this.
>>
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>>3022063
Done, fixed the designs

Fuck environmental lighting
>>
>>3022143
Doom 4: Doom of Dooms. Available May 13, 2016
>>
>>3022171
Jesus Christ why, those look like raw meat beings.
>>
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>>3022171
>>
>>3022173
That's the point, the originals looked like raw meat and i loved that
>>
>>3022181
Have you ever heard of the term "Uncanny Valley"?
>>
I want to play Doom in Linux, how can i do that?
>>
>>3022193
PrBoom+ and ZDoom have explicit compiling instructions for many distros. You should be able to guess how to use them from there.
If it's binary packages you want, you're pretty much out of luck.
>>
>>3021275
http://desustorage.org/vr/thread/2290969/#2296196
>>
>>3022191
its just a contrast thing, also because the brown parts end up clashing with the pink parts
>>
>>3022212
wasn't there one the year before as well?
>>
>>3022063
wonder if anyones found the archvile model yet, someone already posted some early model of the mastermind
>>
>>3022212
>>3022256
thanks btw.
>>
https://www.youtube.com/watch?v=FhG4xFQHjCI

This mashup was made to propagate the Chaos.
>>
>>3022096
not me. i put 8 of the things down before they got me. i lack the patience to watch the introduction repeatedly so i didn't try again.

also it's a 6MB wad with 50KB map data, just saying.
>>
>>3021935
thanks doc
>>
I'm playing around with DOOMBUILDER map scripts and I'm creating a Random Generator for monsters.

It works, but if I spawn more than 11 on one spot, the game sometimes crashes and crashes more often with every +1 monster

Is there a better way of spawning monsters across a region instead of a spawn point?
>>
>>3022256
I don't think so
>>
>>3022318
Hm. Hope there's one this year.

I didn't finish anything to compete though.
>>
>>3022313
>I'm playing around with DOOMBUILDER map scripts and I'm creating a Random Generator for monsters.
Oh nice, will it work with other mods? That would be amazing
>>
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>>3022260
maybe I found something
>>
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>>3022359
RIP AND TEAR
>>
>>3022359

Da fuck is that? Arch-vile?
>>
>>3022370
think that's the imp
>>
>>3022367
AW SHIT
>>3022370
Doesn't look like it
Either an imp variant or a new demon
>>
>>3022063
Woah, you got the commands to spawn these badboys?
I'd love to take a look, and dig a little.
>>
>>3022367

Could be one of the multiplayer only demons. My guess is it's the "Prowler".
>>
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>>3022381
nah
>>
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>>3022374
>>3022376
that´s the new imp
>>
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>>3022389
for reference
>>
>>3022342

It's just a "spawn fake object", it instantly dies and drops multiple RANDOMSPAWNERS (icon of sin)
>>
>>3022284
I know it's 6MB, could have put it in a compressed archive format like pk7 and trimmed the audio down a bit. But there's not really much else you can do for a gag wad that's novelty has probably wore off a bit
>>
>>3022389

Wait, the Baron of Hell has no fireball throw attack? Did they really make the Baron melee only? Now that I think about it the Hell Knights didn't throw fireballs either in the E3 Hell demonstration.
>>
>>3022427
That's seems to be a Hell Knight (or one of the new demons), not a Baron.

And no, Hell Knights seem to be melee only.
>>
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>>3022427
They do show a Baron throwing a fireball in the campaign trailer. The MP version seems to be melee-focused, however.
>>
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>>3022427
it has a similar attack in MP
>>
>>3022462
Looks baller

Has "mainstream" gaming media picked up that the alpha is totally fucking cracked yet
>>
>>3022462
>>3022397
>>3022395
>>3022389
Could you please spill the commands or something dude?
I'd love to dig around for myself.
>>
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>>3021852

http://forum.zdoom.org/viewtopic.php?f=19&t=51004&p=887719
https://www.doomworld.com/vb/post/1565124

Aaand it's released.
Thanks to everyone who gave feedback, had a lot of polishing up to do but it came out pretty decent.

Well, for a mapset full of myfirstmap.wad levels, anyway.
>>
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>>3022063
>tfw it's only a matter of time before we get maps working
>>
Aw fuck these leaks are gettin' me hyped as FUCK yo.

If we do get proper modding tools, what game mods for Doom 1/2 would you guys wanna see remade for D44M?

>inb4 someone says HDoom
>>
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I'm so happy right now. The community is sparkling with activity, amazing mods and mapsets are just pouring out here and elswhere, romero came back to mapping and is about to announce the fps he's been working on, and I'm making crazy amounts of progress with my own project lately.
>>
>>3022516
heretic :^)
>>
>>3022516
We're gonna see sprite weapons in a matter of hours after mod tools are released I'd wager.

I want to see cool mapsets more than anything though. Like PlutoniaD4 or something
>>
>>3022516
Strife
Plutonia
TNT
BTSX
Classic looking Doom 1 maps, like E1 and E2, blue carpeting, computer stacks with dark gray plastic paneling, light figures in the ceiling, concrete walls, brushed steel surfaces, hexagonal ceramic tiles.
>>
>>3022397

Dude what the fuck, is that the original baron?

WHY DID THEY HAVE TO FUCKING RUIN IT
>>
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>>3022530
>Entire rooms full of nothing but Jetpack Revenants
>This will be possible within minutes of release because of SnapMap
>>
>>3022538
All they changed were the colors.
He looks better with shiny pink skin and green eyes imo familia.
>>
>>3022538
It looks fine though
>>
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Well this turned out way less hacky than I'd imagined it would.
>>
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>>3022562
Oh my god this is turning out so wonderfully from the last time I had seen it. Can you still use weapons? I'd love to have a doom mod that plays like Realms of the Haunting or System Shock.
>>
>>3022562
What I'm curious about is how you detect things. Do you define where they are in the ACS or do you have things on the map, that you detect through A_RadiusGive+script call or something?
>>
>>3022609
>Can you still use weapons?
Yes, all input is read through acs (with the user1 and user2 special input data) so weapons are completely unaffected.

> I'd love to have a doom mod that plays like Realms of the Haunting or System Shock.
With only a minor bit of angle conversion that'll indeed be possible.
>>
>>3022616
I shoot hitscan attacks that give script-executing inventory items to any actor they hit. The sliding door (or any other linedef one interacts with) is set up like a shootable switch that executes a near copy of the inventory item script.

Using actor arguments set in doom builder, each object can have a maximum distance for being "lookable" and showing up as a cursor tooltip, and an optionally shorter distance for how close you have to be to reach it.
>>
>>3022632
oh right +HITTRACER is actually usable in zdoom
>>
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>>3022490
not yet, it´s not finished

> tfw people are working to get snapmap working RIGHT NOW
>>
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>>3022674
>>tfw people are working to get snapmap working RIGHT NOW

>people will be re-creating the whole Doom 1 campaing in snapmap
>mfw bethesda get's pissed and decides "fuck it" and pulls the plug on the project

O-okay guys, I think we better stop with the hacking stuff n-now
>>
>>3022674
Can you link me to the site?
I'd love to read them talking about this stuff.
>>
>>3022679
>implying bethesda wouldn't try to find a way to cash in on the modding community
>>
>>3022562
It's probably mainly for testing purposes, but why separate commands for opening and closing things? Could you not consolidate both actions into one toggling interaction command?
>>
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>>3022680
it´s nothing fancy, some russian site

they usally post some screenshots, but not really any info about progress
>>
>>3022702
People are gonna complain about the carapace-armor design and shit, but honestly these actually look like the equivalent of Hell's hounds now, armored beasts sent to devour foes. And not basically pink pig dinosaurs.
>>
>>3022694
It's mainly beause early 90's lucasarts adventure games did it like that. Anyone who makes a mod for the system could easily remove every mode but "look" and "use" if they're after for more streamlined gameplay.
>>
>>3022702
>>3022705
I think they are a good reimagining of the original designs in general. But I'm not completely sure a reimagining was the way to go.

I'm going to miss D3's pinkies
>>
>>3022702
He's fucking huge
>>
>>3022708
Ah, makes sense. I forgot how excessive the functions could be back then, but I guess it's better that the dumbed down, two-click interfaces that may not even have inventory systems nowadays in what few point-and-clicks come out.
>>
>>3022679
>O-okay guys, I think we better stop with the hacking stuff n-now
Good luck with that if they're Russians as >>3022702 suggests.
>>
>>3022708
>It's mainly beause early 90's lucasarts adventure games did it like that.
And that's probably because 80's text adventures did it like that (where "guess the correct verb" was considered part of the game)
>>
>>3022708
>Fate Of Atlantis
That game was my jam.
Especially the Talkie version, god, Doug Jones made an excellent Indy.
>>
>>3022702
I fucking wish they removed the volcanic stone crap from his body, it looks stupid
>>
how much fucking shit did they leave in the alpha, i know they don't actually have campaign maps intact but if people are restoring the demons and their abilities and shit, it makes me wonder just how lazy of a cut-and-paste job the alpha demo was

and how much more there may be in the beta despite potential attempts by Id to further lock things down
>>
Looks like eradicator is on GoG now. I don't think we've gotten sprite rips from that game yet either. Could always do with more weapon and monster sprites
>>
>>3022714
I realize it's pretty obtuse to have so many superfluous buttons, but including them is partly because of nostalgic reasons and partly to deliberately do the exact opposite of the modern adventure games you mentioned like Telltale games for example.

>>3022720
Absolutely. "Guess the correct verb" is honestly a good idea in theory, but rarely in practice. It places a huge demand on anticipating they way players think and making puzzles extremely logical for the developer.

>>3022747
I adore the game and have played it like three times. Didn't find out about the talkie version until much later though, and I really have to play it some day.
>>
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>>3022702
that pinky reminds me a LOT of something...
>>
>>3022063
>>3022367
>>3022389
>>3022397
>>3022462
>>3022674
>>3022702
John Stalvern waited. The lights above him blinked and sparked out of the air. There were demons in the base. He didn't see them, but had expected them now for years. His warnings to Cernel Joson were not listenend to and now it was too late. Far too late for now, anyway.
John was a space marine for fourteen years. When he was young he watched the spaceships and he said to dad "I want to be on the ships daddy."
Dad said "No! You will BE KILL BY DEMONS"
There was a time when he believed him. Then as he got oldered he stopped. But now in the space station base of the UAC he knew there were demons.
"This is Joson" the radio crackered. "You must fight the demons!"
So John gotted his palsma rifle and blew up the wall.
"HE GOING TO KILL US" said the demons "I will shoot at him" said the cyberdemon and he fired the rocket missiles. John plasmaed at him and tried to blew him up. But then the ceiling fell and they were trapped and not able to kill.
"No! I must kill the demons" he shouted The radio said "No, John. You are the demons"
And then John was a zombie.
>>
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>mfw just noticed the different special attack modes in the Demonsteele inventory for Shihong

These are so fucking cool, holy shit

and then the giant plasma cannon
>>
>>3022180
>>
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We've got an early model for the Spider Mastermind.
Untextured/unfinished as fuck though, just basic geometry really.
At least he's fuckhuge.
>>
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The Harvester is metal as fuck.
>>
>>3022810
yeah, the different modes are really cool

purple ghost foot is my absolute favorite, but gun shooter mode has the best special attacks
>>
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Does anyone here played Quarantine ?
It looks like a very gore GTA, but doesn't seems to be very popular, i'm curious if someone knows about this game in /vr/ ?
>>
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Holy fuck.
DOOM '16 is gonna have outdoor ice levels.
Literally a "frozen hell".
Fucking hyped.

Also
>dat Phobos in the background
>>
>>3022865
Winter Fury much?
>>
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>>3022865
METAL AS FUCK
>>
>>3022865
fucking spoiler your shit man
i knew about this already but people in this thread might not know, and might not want to know until they play the game themselves
>>
>>3022853
I think Ross did a very good video about it, I agree with a lot what he says about it.
https://www.youtube.com/watch?v=abrKxAHJ7qU

It's one of those games that could stand some kind of remake or modernized port because it's super cool and interesting in concept, but not 100% well done in all places (though by all means worth checking out)

Hell, just an engine port to GZDoom with bug-fixes would be amazing in itself. It had some annoying copy protection so it might be worth to check out the console ports, I think it was available on the Saturn and 3DO, would be easier to run.

The soundtrack is amazing.
https://www.youtube.com/watch?v=EcyYmjODEhc
https://www.youtube.com/watch?v=xb58W_sEiRI
>>
Guy posting d4 pics - you wouldn't be able to upload those to some kind of hosting service? 4chan refuses to load large images for me today. Even ones I've uploaded myself.

Oh and lwm seems to be back to modding. Fuck yes, can't wait to see the next groundbreaking thing.
>>
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>>3022876
>All those floating islands
>Lava spilling from the mountain's mouth
>Gates made of chains and spikes
>Red lighting keeping everything floating
Jesus lordie
>>
>>3022835
Where's his puny little dweeb arms?
>>
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>>3022063
>>3022359
>>3022367
>>3022389
>>3022397
>>3022462
>>3022674
>>3022702
>>3022835
>>3022838
>>3022865
>>3022876

looks like we're in for a hell of a time guys
>>
>>3022163
>>3022154
>>3022171
Those are all under extreme lighting and we've seen brighter textured versions in the latest trailer
>>
>>3022835
reeaaaaally nice
>>
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[muffled groin ripping in the distance]
>>
>>3022154
>i don't like when a character's color scheme is all brown and gray for the sake of environment lighting
doom had a fair bit of that, even without dynamic lightning
>>3022163
the monsters are already pretty colourful in general
>>
is there a way i can get the gzdoom window to act like a regular one instead of it fucking up everything?

perhaps compatibility mode?
>>
>>3022918
Yikes
>>
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>Vampirism status in Castlevania.

>If you stay in it too long you get a game over because of your protagonist losing their will to fight the curse.


Am I the only one that thinks some kind of Demon status for doomguy would be interesting as like a slight draw back to the mega spheres? The ones that are obviously demon souls? I think it would be interesting him needing a soul sphere to restore his humanity before he just became a mindless monster or something.
>>
Since we know the size of the level from alpha, here, have something with size reference for cyberdemon
>>
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>>3022934
>No picture maymay
>>
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I don't care what you guys say, the new Cyberdemon is fucking terrifying.
Jesus Christ.
>>
>>3022934
>>3022936
Man, they really look like they degraded the Cyberdemon into a mini-boss.
Wonder what they'll have for bosses to compensate?
>>
>>3022936
>>3022939
holy shit
>>
>>3022939
He's a big guy.
>>
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>>3022939
Jesus fucking lordie
>>
>>3022940

>Man, they really look like they degraded the Cyberdemon into a mini-boss.

I'm... not seeing that? He seems to be just as big and scary as his classic incarnation.
>>
>>3022940
See
>>3022835

>>3022936
>>3022939
Do these guys use the Scythe or is it not properly implemented yet?
>>
>>3022939
Jesus.
>>3022940
The mastermind, and there's a couple more
>>
>>3022940
See the spooper mastermind earlier in thread
>>
>>3022942
uuuu
>>
>>3022946
Sorry, was mainly going off the first image, he looks a lot more daunting in the second one. But with how many Cyberdemons they posted in screenshots and article stuff that make it seem like they're in a lot of fights, it does make it seem like the Cyberdemon isn't a one-time fight.
>>
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>>3022942
If I removed those guts, would it hurt you?
>>
>>3022953
Neither was the original Cyberdemon.

>Doom 1
>At least 2 Cyberdemons
>Ultimate Doom
>Minimum of 5
>Doom 2
>Quite a few
>Doom 2 in co-op
>Pretty common
>>
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>>3022503
>Mystical's castle map
Was this inspired by The Peak Monastery from UT? I'm getting those sort of vibes from it, it's pretty sweet.
>>
>>3022918
Lewd
>>3022926
Yes but not all monsters had this, only a few of them
>>
>>3022936
>>3022939
What a fatass, look at those chins.
>>
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>>3022939
FUCKING DOOMGUYS

GET OUT GET OUT

RUUUUUUUUUUUUUUUUUUURHHHHHH
>>
>>3022940
>Man, they really look like they degraded the Cyberdemon into a mini-boss.
Wasn't he already that after the first doom?
>>
>>3022957
It would be ultra-violent
>>
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>>3022960
You have to rocket jump to access the roof, yessss.
>>
>>3022980
kind of. not intentionally. but circle-strafing was discovered.
>>
>>3022983
No you don't, there's a switch that makes an elevator and walking off the pier puts you on top of the biggest tower and with a BFG9000 up there
>>
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>>3022180

>filename
>>
>>3022996
...Oh. :(
>>
>>3022562
this is fucking fantastic, I hope this turns into its own whole branch of Doom mods, I'd play the shit out of Doom point 'n' click

really very good job so far
>>
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>>3022979
I'll accept this
>>
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>tfw still can't open all these amazing d4 shots people are swooning over
>>
>>3023039
https://www.reddit.com/r/Doom/comments/47lrqg/doom_2016_new_demons_from_the_alpha/
>>
>>3022982
You're a Doomed guy
>>
How are people getting these new Doom 4 screenshots? What's the commands or the hack to get them - is it something someone is working on? I'm fucking dying here
>>
>>3023052
For UAC
>>
Anyway I can get GZDoom to not override my Windows/Nvidia Control Panel brightness settings? Every time I close it everything gets dark as fuck and I have to reset everything.
>>
>>3023058
Russians are cracking open the alpha's assets and files like nothing else.
There's a surprising amount of shit still intact in there and right now they're doing a little work into Snapmap supposedly.
>>
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>>3023029
Thank you. I personally really hope someone uses some of the code for a DoomShock TC. For it to gain any traction there really needs to be some kind of decorate/language lump generating utility, which is beyond what I can do right now. Pic related is hardly user friendly to edit manually..

>>3023046
Fuck, I'm getting hyped. I haven't felt hype in years. Thansk anon.
>>
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I wish the guy doing this could take higher res screenies, because this looks fucking incredible.
>>
Why are we so ded?
>>
>>3023076
Oh wait, it's even better than I thought, it also makes other fullscreen programs (namely CS:GO) fuck up my NVCP settings every time they launch until I restart Windows.
>>
>>3023142
Huh, you should probably post a bug report on the drdteam forums. You can post there as guest.
>>
>>3023078
Are they going to release the hack/commands?
>>
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>Looking up or down in GZdoom causes shotgun pellets to squish together and form a line
Graaaf
>>
>>3023164
Don't all the ports do that? you'd have to make significant changes to the weapon functions to avoid that anon.
>>
>>3023164
That's just what happens when you add one angle and pitch to another angle and pitch. Proper 3D rotation is more complicated.
>>
>>3023175
>>3023178
I thought the GL renderer implied the port had proper 3d rotation, damn.
>>
>>3023185
>I thought the GL renderer implied the port had proper 3d rotation, damn.
Having 3d rotation in the render and applying it to game logic are quite different things. It's possible for a modder to make a shotgun that spreads properly in 3 dimensions though, but it's somewhat complex.
>>
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>>3023203
renderer I mean
>>
>>3023164
GZdoom is weird that it lets you look directly up and down. it doesn't feel right, and all the sprites flatten out when you do. i prefer Zdoom's looking system. handles much better, and limits how far you can look up / down. Also the sprites dont thin out.
>>
>>3023280

>GZdoom is weird that it lets you look directly up and down. it doesn't feel right, and all the sprites flatten out when you do.

You can actually change that so that they face you at all times rather than flatting out.

It still looks pretty weird, but you may find that it looks better than the alternative.
>>
>>3023039
have you tried restarting your browser?
>>
>>3023280
i honestly wish someone would add some kind of freelook limitations to GZdoom and full body awareness, for the hell of it
>>
>>3023371
You'd need 3D models for any sort of consistency with that, because looking down and seeing a torso sprite and some 2D legs shifting around seems awkward in concept.
>>
I'm kind of confused about the different versions of GZDoom. Why is 1.8.10 preferred by some to 2 and where can I find it?
>>
>>3023506
2 uses a newer version of opengl that toasters can't run.
>>
>>3023506
The 1.x branch still supports videocards that don't provide OpenGL 3.x or higher.

Actually, there is a 1.9 release from 20 days ago and is even a 1.10 version in progress.
Builds here.
http://devbuilds.drdteam.org/gzdoom-vintage/

For the sourcecode:
git clone https://github.com/coelckers/gzdoom.git -b maint1.9
>>
>>3023506
http://forum.drdteam.org/viewtopic.php?f=23&t=6825

Which one you get depends primarily on how old your GPU is. If it's only ~5 years old, you should be fine with GZDoom 2.1.1. If it's closer to a decade old, you'll likely see better performance with 1.9.1.
>>
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>>
>your face when the doom general gets DMCA'd to death
>yfw bethesda does in a single day what german shitposters, petty tourneyfags and furshits with double standards couldn't in two years
>>
>>3022853
I used to play the shit out of it when I was a kid. It's kinda fun still. It's more like... crazy taxi with guns.
>>
>>3023164
There are very few situations where you'd actually need to shoot directly upwards
>>
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185th for massive army of demons.

Yes, that's hideous destructor in Valiant map 31. I made it that far.
>>
https://www.doomworld.com/vb/wads-mods/86194-complex-maps-are-cancer/

And lo and behold, a week later the op of this thread has been losered for acting like a damn fool in other threads.
>>
>>3023592
cool, no one cares
>>
>>3023572
Somewhere out there someone's done more insane feats than this, but it doesn't detract from the fact that you're one skilled and persistent demon of a man.
>>
>>3023602

you care hard enough to reply, though
>>
Is there a zdoom command to make your character jump? I'm trying to code a weapon that makes you jump when you fire it, but all I can find on the wiki is basically "yes, jumping is a thing".
>>
>>3023603
>Somewhere out there someone's done more insane feats than this,
O rly
>>
>>3023620
just applying the 'always a bigger fish' clause and the fact that you're probably not hte only one out there playing batshit hard megawads with hideous distructor
>>
Really needs to be more duke content with more tits. I got a nude mod that nakeds up the bar tender, the strippers and the alien girls but none of the beach babes from carribean or the pirate wenches. It's also left most of the posters the same as well missing some great opportiunities to include more porn. My new fetish is duke strippers where do I get more of this?
>>
>>3023616
Jumping isn't a thing. It's a function.

I'm just being cheeky. The ACS function you are looking for is SetActorPosition. You can have one of the Fire states in the weapon's DECORATE to execute a script containing the function.
>>
>>3023635

...but won't SetActorPosition just instantaneously set you to the height you designate? I don't want to have the player suddenly pop up in the air then drop down, I just want to write a line into the portion of decorate that governs that particular weapon that makes the player jump when it fires.
>>
>>3023641
Shit, you're right. My bad, anon.

But now I'm curious, so I'll look into it. I know there is a way.
>>
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>>3023647
thanks senpai
>>
>>3023616
the earliest form of "jumping" was from the archvile's attack so... maybe you should look that way
>>
>>3023641
>>3023647
Are you looking for this?
http://zdoom.org/wiki/ThrustThingZ
>>
>>3023654
>http://zdoom.org/wiki/ThrustThingZ
Shit, this is it.

>>3023653
I thought the same thing, but A_VileAttack only works with custom missiles.
>>
>>3023654

Hot damn, that just might do it. Thanks anon.

Another question, does the basic Doomplayer have an innate TID, or will I have to rewrite one that designates a TID?
>>
>>3023661
The default TID is 0, but this is only for player 1, and won't work under some circumstances. You can write a script to change it if that is the case: http://zdoom.org/wiki/Assigning_TIDs_to_Players

Also, here you go, ThrustThingZ did indeed work: https://www.dropbox.com/s/dz8ixqzwli7l4it/anonsjumpgun.pk3?dl=0
>>
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>>3023673

you goddamn madman, it's beautiful

but suddenly i'm troubled

if TID 0 is only for player 1 this won't work in multiplayer, will it?
>>
>>3023681
>if TID 0 is only for player 1 this won't work in multiplayer, will it?

Not this particular script, no. It can be modified to work though. I think since PlayerNumber() is already of an integer data type, you can use that in lieu of the TID in ThrustActorZ.
>>
>>3023701

So could i input the info as "PlayerNumber(1, 2, 3,)" etc. ad nauseam up to server limit?

Forgive me, I'm still in my first month of coding, and this is my first language. I'm learning everything function by function.
>>
>>3023726
No, PlayerNumber() will fetch the number of the player using the weapon. Notice the parenthesis have nothing in between them because the integer will be filled in. And this is just assuming Player One is TID 0, and additional players will increase by one (one + 0 = one).

EDIT: Nevermind, that didn't work. Just tried it.

Honestly, I'm no programmer masterclass, myself.
I don't generally do multiplayer stuff myself. Zandronum, by the way, has some additional actor properties and stuff specific to that source port. Might want to check out their wiki as well to see if there is anything that might help your case.

And ripping apart other gameplay mods in SLADE is always fun.

Sorry man, but I'm a bit sleep deprived, I have to be at work at 6 am tomorrow and its almost midnight. I wish you good luck though, and I'll be in the thread (or the next thread) tomorrow.
>>
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>>3023759

Thanks for any input at all, anon. Much appreciated.

Probably catch you tomorrow senpai, get some sleep.
>>
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>>3022918
>>
>>3023804
DONUT
>>
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>>
>>3023681
That man is telling you lies! tid "0" refers to whatever actor activated a function or script, so it'll work fine for multiplayer without TID-assigning.
>>
Are Newstuff Chronicles released every Sunday?
>>
>>3023673
What? No. 0 means you don't have a TID. Nothing has a TID by default.

Assign the player a UniqueTID() and shove it in a map array that has exactly as many entries as there can be players (8 in ZDoom, 64 in Zandronum).

To check if the TID is still unique, temporarily remove it from the player and see if IsTIDUsed(myTID) is true. If it is, get a new UniqueTID(). Otherwise, just stick myTID back on.
>>
>>3023950
>0 means you don't have a TID
But tid 0 works perfectly well for things that don't have a tid as long as the thing to be thrusted is what activated the function. 0 always refers to the activator no matter it's tid.
>>
>>3023959
Nope. Some functions don't follow that rule, like GetActorViewHeight, or the <Give/Take/Check/Use/Drop>ActorInventory functions.
>>
>>3023938
ideally they'd be weekly but in actuality it is whenever they have enough reviewed wads to make a post out of them, i think
>>
I haven't set the foot here since months. Any recent map pack released you would recommend?
>>
>>3022075
>that pic
kek
>>
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Eh, could have been worse than 3 stars.
>>
>>3023965
>GetActorViewHeight
I think you're confusing it with GetPlayerInfo or GetPlayerInput because the viewheight checker works with tid 0. At least in my script.
>>
>>3024047
Well then the wiki needs to be updated since it still says it doesn't work with TID 0.
>>
>>3024049

the doom wiki is... not great
>>
>>3024050
ZDoom wiki you nerd
>>
>>3024053

That's what I meant. It's not great and there's a lot of just WRONG information
>>
>>3024056
And unlike other wikis it can't just be edited.

That said are there any mods that go great with Accessories to Murder? The default doom textures etc feel so unfitting.
>>
>>3022931
What if Doomguy went full demon/corruption but we could still control him
How would the other demons react?
Would they become friendly to us and give us missions against UAC/Humanity?

What if this whole idea gets picked up by Yholl and put into DoomRPG

>>3024050
Doom wiki is fantastic, as long as its the Entryway Doom Wiki and not the Wikia version

>>3024062
I remember Terminus or someone else making a texture and sprite pack that made Doom look grungy and stuff, one of the most notable changes (for me anyway) was the demon's face was removed and replaced with a giant mouth
>>
>>3024072
ATM already does that to a degree. I think it changes the door textures, but that can lead to a style clash now and then.
>>
>>3024053
Where exactly does it say here:
>http://zdoom.org/wiki/GetActorViewHeight
That tid 0 doesn't work?
>>
>>3024078
nevermind i saw it under "examples".
what a stupid place to put it.
>>
What are some good wads to go with Nazis? Already played through both Epics and TVR, some mediavel castles, ruins or straight up city maps would've been nice.
>>
>>3023556
True, though there's the occasion where I can see it's use.

Mainly I just like to use it for getting a look around places. On odd occasions I can use it if I'm cornered, low on health and about to get fucked seven ways from Sunday, there's SOME twinking you can do with looking straight up or straight down (though there's still various limitations and risks with this, there's pretty much no way to crawl close to a ledge and poking your gun straight down without opening yourself to ranged attacks, so you gotta be careful, and solid projectiles are NEVER a safe bet here)
>>
>>3023556
When getting cucked by imps on the ceiling

Thanks PB
>>
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>>3023592
He seems like a complete twat, no surprise there.

>>3024062
Back To Saturn X
Anything made by Lainos
>>
>>3024039

Man, fuck those ratings. That was easily 4-5. I had a blast.
>>
These D4 shots make me look forward to Quake 5. I hope they roll with the Q1 aesthethic and lovecraftian vibes if they ever were to make Q5.
>>
>>3024283
I hope for better bosses this time.

The shareware version of Q1 with only the first episode felt a bit like false advertising to me. The game's still fun, yeah, but I was expecting a bit more variety in environments to give the same sense of progression as in episode 1, and just as big bosses.

Same goes for Duke 3D. I know the space episode is kinda a divisive thing even in the community, but even episode 3 there felt weak.
>>
>>3024039
What is this and were can I get it?
>>
>>3024279
Thanks. It's just one vote though.

>>3024296
https://www.doomworld.com/idgames/
>>
>>3024298
The stroll in Venice?
>>
>>3024303
Yes?
>>
I want to play something stupid today.

Any "good" joke wads out there you may recommend?
>>
>>3024324
"It only gets worse"? "The archives are doomed"? "The community is falling?"
>>
>>3024324
pol.wad is somewhat funny and has some legitimately good fights.
>>
>>3024332

Yeah, pol.wad is surprisingly great.
>>
>>3024340
The "happening" countdown was a brilliant idea.
>>
Back to Saturn X?

More like

Back to Revenant X

Amirite?
>>
>>3024372
The same could be said of practically any modern megawad. In fact, BTSX probably has far fewer Revenant encounters than something like Speed of Doom or Sunlust.
>>
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>>3024372
>>
>>3024279
i dunno, i've gotta agree with the rating. I got bored within the first 3 minutes because there was half a dozen teleporter traps from the get-go.
>>
>>3024415
Can't suit everybody.
>>
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>>3024285
>>
>>3024445
Don't get me wrong, I thought the level was neat, it's just that the teleport trap got a bit boring and predictable. If this is only your 2nd level then I'm certainly impressed.

nice easter eggs
>>
>>3023572
Pretty nice anon.
>>
>>3024072
>I remember Terminus or someone else making a texture and sprite pack that made Doom look grungy and stuff, one of the most notable changes (for me anyway) was the demon's face was removed and replaced with a giant mouth
That would be IMX who made Demonicron before his silly ragequit.

http://forum.zdoom.org/viewtopic.php?f=19&t=44603
>>
>>3024415

Yeah, there was a heavy reliance on them. I found the rest of the level cheeky and fun though.


Doom levels are very subjective though, considering the annual slaughtermap debates here.
>>
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>>3022503
heh
>>
>>3022562
That looks pretty fucking dope.
>>
>>3024504
>wall textures on floors

yuck
>>
>>3024465
>>3024501
I suppose had I not restricted myself to 1024x1024 units playable map area I probably would have relied less on them.

Even the stuff in Congestion 1024 relies on them because there is not enough space.
>>
>>3024518
absolutely nothing wrong with it if map is otherwise incompatible with Boom
>>
Why do all the source ports handle weapon dropping differently. It's fucking up my .deh stuff.
>>
i'm aware of the fact that it is one hundred percent inadvisable to even own the 'bfg' editions of the iwads

but you can still play single-player mods with it, right?
>>
>>3024637
Does boom and chocolate do it differently? Because those are the most important ones to target for a vanilla(esque) project I'd imagine. You're 3d-anon right?
>>
>>3024660
yah, 3d anon
chocolate doom/prboom - monsters drop items immediately, items go to spawn state
prboom seems to break cheat hacks though, which is kinda lame
zandronum/gzdoom - wait until monsters death animation is completely over for some reason

It still functions, but it's kinda stupid looking. zdoom and z& also break my shotgun for some reason (send it to the fist attack on weapon raise, and gets stuck there until you start a new game). Hopefully that's easily fixed. Not sure what I did there.
>>
>>3024671
ZDoom-likes drop items on A_NoBlocking/A_Fall.
>>
>>3024671
For the zdoom family of ports you could include an optional decorate patch that mimics your desired behaviour dehacked behaviour if it's otherwise unsolvable. I don't think you should concern yourself much with what ports far removed from vanilla does to your mod.

But it would be totally sweet if you made a "hd remake" of your project in 3DGE with your actual 3d models (it has shadows) and released it with/after your main project, like you were in fact re-releasing a genuine 1993 game.
>>
>>3024573

and what about a map could possibly be so vital so as not to aim for boom compatibility?
>>
>>3024671
>prboom seems to break cheat hacks though
i think this is a feature. cheat codes are part of the user interface, wads/mods should not be able to mess around with them.
>>
Guys, who else has a constant shit with GZDoom builder r2524? It is not even a crash, it just never launches properly with process hanging in the tray.
>>
>>3022562
Wow dude. Imagine that plus Oblige plus DoomRL...
>>
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>>3024685
>For the zdoom family of ports you could include an optional decorate patch
Maybe. I don't know diddly tits about decorate, so I'm not sure where I'd start, or if it'd be worth it in the end for a few quirks.

>But it would be totally sweet if you made a "hd remake"...
Oh... These models aren't made for anything but spriting... Pic related. I think this guy is like... 150k tris or so... Not really worth it to retopologize him and re-texture him etc etc.
>>3024695
>wads/mods should not be able to mess around with them.
I feel like that should be up to the wad author, really. All I did was alter Ultimate Dooms idspispopd to be idclip in vanilla, because spispopd is a clusterfuck for my fingers for some reason. It broke all the cheats in prboom.
>>
>>3024710
>I feel like that should be up to the wad author, really.
No it should be up to the user. If I load a wad I should be able to continue using the cheat codes I know, not have them be switched out under me without my knowledge.

Your use case is legitimate, but for every one of you who wants to make a benevolent change to the cheat codes there is another who would change them to something random to be able to say "fuck you nerd, no cheating in my wad"
>>
>>3024692
slopes, acs, decorate, 3d floors, UDMF features etc.

I really don't see the problem with wanting to use advanced features per se, it's when something really small (like wall/flat mixups) prohibits an otherwise compatible map from being played with other ports that it's a problem imho
>>
>>3024692
>>3024734
sector portals, wall portals now, line_horizon, sector actions, cacodemons starting in midair, polyobjects...
>>
>>3024710
>Maybe. I don't know diddly tits about decorate, so I'm not sure where I'd start, or if it'd be worth it in the end for a few quirks.
If the alternative is to limit your choices simply because some port(s) handle dehacked differently or even not supporting those ports at all, I think it'd be worth it.
>These models aren't made for anything but spriting... Pic related
oh it was just an idea, your sprites look beatiful as-is.
>>
>>3024725
I did have plans to change them, but leave the cheats available on the help screen.

The idea I'm going with now is total conversion, so I wanted my own cheats. Not as a "fuck you" but to further cement it as something different. Like how Heretic/Hexen have their own set of cheats.

Anyway. If it's going to render cheats unusable, even on prboom, I'll probably go with something different, or make a separate vanilla/chocolate only version. No big deal.
>>
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>>3024638
I used to rip and tear with the bfg iwads, didn't have any issues with gameplay or map mods. There's some subtle visual edits, and nightmare difficulty was tweaked for consoles.

Honestly, you're better off downloading the original iwads anyway. Check the faq in the op for a link
>>
>>3024638
nazis (vanilla) and their related textures are gone, that can be an issue

but yeah, download the originals (not hard to find)
>>
>watching new doom2 nightmare speedrun record
>runner uses plasma rifle often
>thats weird, /doom/ told me that the plasma rifle was dumb and pointless once you got the BFG
>>
>>3024782
that one guy on /doom/ is a liar. ammo per damage the plasma rifle beats the bfg. But the BFG is useful for taking down large monsters quickly though due to RAYS.
>>
>>3024782
PG isn't as ammo-efficient as BFG but is much more time-efficient and the best weapon for burning through obstacles.
>>
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>>3024740
>your sprites look beatiful as-is.
oh you
>>
>>3024786
>that one guy on /doom/ is a liar. ammo per damage the plasma rifle beats the bfg.
..nah, that depends on distance, amount of monster in front of you and a bunch of other things. Point blank the bfg does retarded amounts of damage, but the plasma rifle is more efficient at higher range and has the added benefit of being exceptionally good at pain locking.

They're both pretty damn useful, but I'd always make sure to carry at least 80 cells for two bfg shots in most cases.
>>
>>3024803
You're right. Close up the BFG usually does ~3000 damage per 40 ammo depending on the size of the monster (varies quite a bit). The plasma rifle can do up to 1600 per 40 ammo if the wiki is to be believed, but would likely do less. So yeah. Far away use the plasma rifle, up close or in crowds the BFG is better.

They both have their uses...
>>
>>3024813
>They both have their uses...
The opinion about them is skewed because community maps tend to be bigger, more open and have more monsters than the official maps which favors the bfg. In ultimate doom E4 the plasma rifle is generally more useful than the bfg I've noticed.
>>
unrelated but the plasma gun is incredibly consistent in damage output due to averaging over lots of shots smoothing out any randomness. it's amazing the number of times i manage to take my finger off the fire button at just the right moment so the last shot kills the monster i've had it focused on.
>>
>>3024831
Fair point. Varies a lot in Doom 2 from level to level as well.
>>
>>3024838
>it's amazing the number of times i manage to take my finger off the fire button at just the right moment so the last shot kills the monster i've had it focused on.
i have played doom a lot and i still can't do this
>>
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i made this
meatball sub
>>
>>3024859
haha. i was just thinking earlier, we need more photos with doom sprites / mugshots pasted over them
>>
>>3024859
>arch-vile cook
heh
>>
The image in the op on playing thief isn't helpful. How doI play thief? Is there a source port or an open source remake? Am I supposed to just download it off GoG? Also, website links in an image. Can't copy and paste that. Use a pastebin maybe?
>>
>>3025012
Look up "New Dark".
I think the OP mentions Tafferpatcher and Tfix.
Don't bother with the model replacements though.

Like I said New Dark is all you really need though.
>>
>>3025012
If you want step by step instructions:
1. GOG works fine out of the lack-of-box
2. Steal it
3. Patch it with NewDark
>>
>>3025012
>The image in the op on playing thief isn't helpful
i'm not even sure why it's there, these threads contents are doom, occasionally quake, less occasionally duke or wolf, and approximately nothing else
>>
>>3025048
>>3025060
Is Thief 1 worth my time or should I skip to 2?
>>
>>3025085
It's absolutely great. You can skip the "thieves guild" mission though.
>>
>>3025084
i guess just because it exists. whereas there's no equivalent for marathon or strife or shadow warrior or dark forces or whatever else
>>
>>3025084
Hey nigga, read the OP.
>All other retro FPS welcome
>>
>>3025085
It's absolutely worth your time.
>>3025103
I disagree. Though I wouldn't blame anyone if they looked up a map (didn't have much trouble myself, but it is pretty tricky to navigate). the level itself is a lot of fun, and should at least be played first play through.
>>
>>3025124
you misunderstand. i wasn't talking about what is welcome/allowed, i was talking about what _is_. read the archive of a typical /doom/ thread, and you'll find my observations are accurate.
>>
>>3025124
I think he was making a statment of fact rather than expressing the opinion that non-doom things don't belong here.

Is Thief even like a "shooter" I guess I'll find out in a short time when I play it but I know my aunt was really into this game and she never struck me as a shooter kind of girl. I thought it was more cerebral and just sneaking around like you're a cat person in morrowind.
>>
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this will be part of a puzzle
>>
>>3024734
>slopes
replicatable via 1x1 linedefs

>acs, decorate
not needed for a good map

>3d floors
silent teleports and separate map sections

>UDMF features etc.
none are useful
>>
>>3025161
Thief isn't a shooter, no. It's stealth. If you play it like a shooter you'll likely have a bad time. Stay in the shadows, avoid the light. The indicator on your screen will tell you how visible you are.
>>
>make a map
>takes forever
>not as detailed as the normal maps released today
>will never meet the current standard
I should just give up
>>
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>>3025187
>replicatable via 1x1 linedefs
lol okay King Reol
>>
>>3025197
The current standard today isn't really important. Make the map fun or interesting. Don't sweat the details.

And stick with it. I'm going to need mappers soon :-|
>>
>>3025207
>I'm going to need mappers soon :-|
UH OH you're f*cked mate
>>
>>3025187
>slopes
>replicatable via 1x1 linedefs
Is a headache to make and ultimately can end up eating lots of memory if you're looking at making anything remotely large.

>acs, decorate
>not needed for a good map
I disagree, there's absolutely great uses for ACS and Decorate.

>3d floors
>silent teleports and separate map sections
Useful for some things, but ultimately can't do everything one might want.

>UDMF features etc.
>none are useful
To you.
>>
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>>3025187
does it bother you that people like to make and play maps with those features

play whatever you personally like and let us have fun
>>
>>3025212
>f*cked
What are you on about mate?
I feel like I'm being mocked.
>>
>>3025220
no i was just being stupid. although metroid was killed by lack of mappers.
>>
>>3025220
/vr/ has mappers, as shown by the fairly constant stream of new maps in the op, but getting people to make a map on a specific theme for a project has historically been, shall we say, difficult. the projects failed, mostly.
>>
>>3025197
there's going to be a backlash against that kind of thing soon i reckon. these things go in cycles, maps get more and more detailed and complex until there's a backlash and everyone goes back to basics for a while then the whole thing repeats.
>>
>>3025246
>>3025207
My map is kinda detailed but its pretty basic. The people I passed it around said it was a very good first impression, but I donno. I think they were just being nice. I also have issues with it in zandronum, HALL OF MIRRORS. Built it in GZdoom builder.
>>
>>3024791
>>3024786
>>3024782
>>3024803
>>3024813

The BFG's damage formula is 1d8 * 100 for the BFG ball impact, and 40 rays dealing 15d8 damage.
This leads to an average damage of 450 for the BFG ball impact, and 67.5 damage for each ray, for a total average damage of (450 + (67.5 * 40)) = 3150. 3150 average damage / 40 cells per shot = 78.75 damage per cell.

The plasma rifle's damage formula is simply 1d8 * 5, leading to an average damage of 22.5 (per cell as well).

---

For the BFG to fall below 22.5 damage per cell, it therefore needs to do less than (22.5 * 40 = 900) average damage in one shot.

If the BFG ball hit, that means less than seven rays can connect.
>450 + (67.5 * 6) = 855, 450 + (67.5 * 7) = 922.5

If the BFG ball missed, up to 13 rays can hit before the BFG becomes more efficient than the plasma rifle.
>67.5 * 13 = 877.5, 67.5 * 14 = 945

---

A common misconception is that a second is exactly 35 tics. It's not.
A tic is actually floor(1000/35) = 28ms, due to the game's clock working in milliseconds.
Therefore, there are actually 35.714 tics in a second, meaning it's more accurate to say there's 36 tics per second.
This is in spite of the fact that TICRATE is set to 35.

---

The BFG fires once every 40 tics when the fire key's held down, and once every 60 tics when it isn't.

This leads to an average DPS of 3150 * (1000/(28*40)) = 2812.5 DPS when the fire key is held down, and 3150 * (1000/(28*60)) 1875 DPS when it isn't.

The plasma rifle fires once every 3 tics, leading to an average DPS of 22.5 * (1000/(28*3)) = 267.86 DPS.

For the BFG to have the same DPS as the plasma rifle when everything hits, it would have to be slowed down to fire only once every 420 tics, or 11.76 seconds.

Assuming the BFG is just meeting the plasma rifle for ammo efficiency (doing 922.5 damage), the BFG would still have to be slowed down to firing once every 123 tics, or 3.444 seconds.
>>
>>3025262
In the end, it basically breaks down to this:

- If you don't need 900 damage, use the plasma rifle.
- If your target is too far away for rays to hit, use the plasma rifle.
- If you need 900+ damage at close to medium-ish range, use the BFG.
>>
What's the dps of the rocket launcher now again?
>>
>>3025253
>>3025197
Hey if anyone is interested here's my first map. I know there's probably a lot of issues, but my hope is that it's genuinely fun.

http://pastebin.com/z8wCn5u4

3 secrets, 2 are easy to find but one of them takes you to a mini 'challenge' area, easy if you have patience. Some monster closets and lots of hitscanners. Map01 of a mwad I had in the works. How's the midi?
>>
>>3025291
128 + (20 * 1d8) = average 218 damage per shot

fires once every 20 tics if you hold down the fire button

so 218 * (1000/(28*20)) = 389.2 DPS

(yes, the rocket launcher will out-DPS the plasma rifle)
>>
>>3025213
You're a big guy
>>
>>3025296
>yes, the rocket launcher will out-DPS the plasma rifle
I knew, but not exactly by how much. Thanks.

You know, I don't think there are many video game rocket launchers as brutal as the one in doom. It's pretty insane.
>>
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>>3025296
>>3025306
Oh and: Doesn't doom use some kind of crazy random number generation that really throws the actual average off?
>>
>>3025308
Most Doom ports just go through a table of 256 pregenerated random numbers, but I'm not gonna bother calculating that out when every step a monster makes, every time a monster checks to play its active sound, every time spread is calculated, etc changes where you are on the table.

Apparently you should multiply by 0.5053 (128.852 / 127.5) instead of 0.5 when determining the average, but meh. It's not a huge difference, and the BFG/plasma rifle will still compare about the same to each other (won't say the same, since the BFG would be rolling 400 dice at the same time while the plasma rifle only rolls once per shot).

ZDoom uses an actual PRNG, so normal statistical analysis works there without any dumb adjustment.
>>
>>3025308
Oh right and Zandronum lets you choose between the random number table and an actual PRNG because some duel hipsters got mad that their super shotgun did average 200 damage and not average 210 damage.

Thanks, duel hipsters.
>>
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>>3025320
>>3025327
Oh, I thought the difference was greater than that.

>ZDoom uses an actual PRNG
That's pretty good to know actually.

> some duel hipsters got mad that their super shotgun did average 200 damage and not average 210 damage.
why the fuck would anyone use zandronum for
>muh authenticity
anyway
>>
>>3025334
is that the original Half Life revolver?
>>
>>3025334
I DON'T FUCKIN' KNOW

MAYBE THEY JUST REALLY HATE ODAMEX
>>
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>>3025334
>>
>>3025336
>>3025342
>is that the original Half Life revolver?
yeah, 3d and all. Sadly the guy abandoned the mod. There are a couple of other HL weapons as well, pretty much 1:1 ported with idle animations and everything.
>>
>>3025293
SO MANY ZOMBIEMEN.
>>
>>3021851
OP: it might be notable to mention that Eternity has linked portals now:
>https://www.doomworld.com/vb/eternity/86364-portals-eternity-linked-portals-are-now-official/
>>
>>3025346
you can't say stuff like that and not give the name of the mod dude

don't do this to me
>>
>>3025368
>http://forum.zdoom.org/viewtopic.php?f=19&t=48818&p=840667&hilit=half#p840667
fuck, the guy apparently blanked his post after he abandoned the project

what the fuck

If you're really keen on it I could upload the file for you if I can find it on my hdd
>>
>>3025364
That was essentially how build did it right? Pretty neat.
>>
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>>3025368
>>3025376
>http://s000.tinyupload.com/index.php?file_id=35425161831514632111
Here's the HL weapons mod.

>>3025379
I don't have a clue about the technicalities, sorry.
>>
>>3025376
>>3025393
didnt actually expect a name (much less a link) to actually show up, heh
thanks a lot dudes. greatly appreciated.
>>
>>3025356
cum get sum
>>
>>3025416
both me m8e

It's important that mods are preserved like this imho, anything not uploaded to /idgames is at risk of being lost forever otherwise.
>>
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>>3021851
Were are all the cacodemon petting jokes?
>>
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>>3025416
WELL I DID FIND A LINK MYSELF MY MAN

THE MOD IS NOT PERFECT AND ITS HEAVILY WIP BUT ILL LEARN THINGS AS I WORK ON IT
>>
>>3025346
I'd be cool if someone made a mod with all the weapons, but I'm gonna be blunt, the original Half-Life models are ugly as fuck, I would much more prefer drawn sprites.
>>
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I make thing
>>
>>3025580
>BJ as Captain America
I LOVE IT
>>
>>3025580
I like it
>>
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>>3025580
>Not Thi Barrett as Black Widow
>>
>>3025580
Is this artwork for Samsara?
>>
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>>3025594
>>
>>3025615
Hah, nice!
>>
>>3025580
>>3025615
for some reason its not loading for me, who is Hulk supposed to be?
>>
>>3025690
Baratus from Hexen.
>>
>>3025580
>>3025615
I was thinking about this concept at some point, like Corvus using his magic to travel through time and space so he can create his notable men team to fight this one big menace that is too big even for him, we could even have trailers showing different characters being recruited

>Chex warrior trailer
>starts with generic space adventure soundtrack
>resembles cereal commercial
>Flemoids trying to polute a milk river
>Chex Warrior himself appears and zorches them
>"Remember kids, violence is never the answer"
>Doom guy comes out of a magic portal
>suddenly cornered by big group of flemoids
>"Don't worry, just let me teleport those nasty flemoids with my powerful zorcher™"
>Doomguy pulls a fucking chaingun and anihilates all the flemoids
>akward silence, Chex warrior is speechless
>doomguy opens another portal, starts awkwardly staring at chex warrior after this
>Chex assumes doomguy wants him to follow, which he does
>trailer ends with Chex monologuing about the importances of a balanced breakfast as they go through the portal

>extra scene featuring Duke and Corvus
>Duke asks why the hell would he recruit such a weird looking dude
>Corvus says that he is one of the most important members and his weapon is the key to defeat big bad guy, foreshadowing the ending

Sorry for the autistic green
>>
>>3025615
>B.J being the Steve Rogers of the team, the patriot from the past
>Duke being the Tony Stark of the team, always cocky while making jokes and outdated (for us but not for him) pop cultural references
>Doomguy being the mysterious silent member, sometimes unpredictable but still loyal to the cause
>Corvus being the brain of the group
>Parias being the old school, serious but badass cleric
Would watch it
>>
>>3021852
http://www.quakecon.org/blog/2016/02/24/quakeworld-2on2-tdm-open-quake-live-duel-masters-championship-tournaments-announced/
>>
Just downloaded DemonSteele - is there any way to change your special move? All I can do now is the very fast dash.
>>
>>3025814
Double-tap a different button. Forward will do the dash, side will do an area swipe, etc.
>>
anyone got a link to all the D44M leaks?

as in, the sound webms and all that whack ass shit

i lost everything in some retarded stealth wipe my fucking shit phone made me do
>>
>>3025814
>>3025815
Keep in mind also that Hae-Lin can perform a weapon-specific special by hitting Secondary Fire while you're holding Primary Fire. However, the weapon specials have significant delay before they actually fire, and they consume several rounds of ammo per shot in addition to consuming Soul Meter.

Also, the Omen's weapon special changes depending on if it's charge is less than or at 100%.

Shihong doesn't get weapon specials, but each Battle Mode has it's own suite of movement specials to go along with that Mode's style.
>>
>>3025162
Noice
>>
>/pol/.wad with Russian Overkill
>>
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>>3025897
>>
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>>3025897
i just beat /pol/.wad with combined arms

it was fuggin great
>>
>>3025897
RO is one of those wads that go well with anything, makes me wish they made different versions themed after the other games, like a hexen/heretic one with medieval themed ones (ridiculously powerful magic, cannonball launchers, think GMOTA) or a Chex one with a bunch of zorch based ones
>>
>>3025897
>>3025905
Try it with trailblazer and CraftyTitan, the meme weapons fit the wad like a glove
>>
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Hmm, so I tried a different style of breather for this mug. Which do you guys like better?
>>
>>3025925
for some reason they both looked crosseyed to me at first glance
>>
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>>3025929
they make more sense when they animate.
>>
>>3025936
oh

yeah that looks much better

also, mask on the left because i like symmetry
>>
>>3025262
>A common misconception is that a second is exactly 35 tics. It's not.
>A tic is actually floor(1000/35) = 28ms, due to the game's clock working in milliseconds.
>Therefore, there are actually 35.714 tics in a second, meaning it's more accurate to say there's 36 tics per second.
>This is in spite of the fact that TICRATE is set to 35.
this is wrong. https://www.doomworld.com/vb/post/1413962
>>
>>3025925
Left
>>
>>3025897

>shoot weapon
>instantly kill everything in your sight
>suddenly screen starts melting and the intermission music plays
>weapon was so OP it killed Romero's head in the map
>>
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>>
>>3026030
average day at RO
>>
>>3024492
I wonder if/when he and some of the other people that have left will return to /doom/.
>>
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>>
>>3026142
>female imp
well i wish there was more, but that would be IMPossible
>>
>>3026030
alternatively:
- shoot weapon
- die because the explosion killed a voodoo doll in an off-map control sector
>>
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>>3026142
>>3026190
post your fetish garbage where it belongs: /trash/
>>
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who needs slopes, anyway?

(source: 6fiffy1.wad)
>>
We interrupt this shitposting to showcase a different mechanic for the particle smasher altfire.

Instead of consuming rockets and cells, it just uses 40 cells a shot but requires a brief windup and cooldown.
>>
>>3026246

Is the damage comparable to the previous altfire?

I like the detonation orb, personally... more than the regular fire for the particle smasher, actually.
>>
>>3026254

The only thing I tweaked is the cooldown, the beam is the same, it just doesn't detonate against walls.
>>
>>3026035
>>3026103
looking pretty damn good there spritenoob
>>
>>3026256

oh so no more blue fire

i can live with that

by the way, is there something about the flare gun that i'm failing to understand? it seems laughably underpowered in comparison to every weapon in the mod
>>
>>3026268

you still get the fire damn it.

Floor = big pillar
wall = just a few bullets
ceiling = fire
enemy = delayed detonation

the fire's too fucking good and I'm not removing it.

and I'm buffing the flaregun
>>
>>3026215
Eh. That looks alright, but slopes are still better, at least in my opinion.
>>
fucking really

http://www.redbubble.com/people/j3nnaxoxo
>>
>>3025615
Is Hawkeye the guy from Strife?
>>
>>3021852
The Adventures of Square E1 v1.3
http://adventuresofsquare.com/downloads.php
>>
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>>3026308
>"h- hey guise! look how awesome, edgy and cool I am for I R O N I C L Y fetishizing eric harris!"
cancer
>>
>>3026348
This raises a good question. How exactly are you supposed to wield the BFG?
>>
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>>3026373
like this?
>>
>>3026270
yeah i wasn't entirely serious, i mean, it's a king reol wad
>>
>>3026373
http://danbooru.donmai.us/posts/2052366
>>
>>3026212
We dont want it on /trash/ either
>>
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>>3026423
>>
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So I tried to make a title image and use a nice font for the main menu options.

emphasis on try, here.
>>
How is Back to Saturn X Episode 2?

I've only played the first 3 levels but so far I'm not liking it as much as BTSX1. Does it get better later on?
>>
>>3026562
Menudef is such a chore to work with, ugh
>>
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>>3026567

Not as bad as SBARINFO
>>
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>>3026569
I haven't even attempted working with that shit
fuck, even hudmessages behave in a pretty idiotic way
>>
>>3025798
fucking ace
>>
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Hey guys, I'm trying to remember this old multiplayer FPS game that I saw my dad play when I was little (late 90s - early 00s). All I can remember was that you fought on a space station where you could fall off into space and die. Any ideas?
>>
>>3026687
Quake 3 or Unreal Tournament I'd wager.
>>
>http://forum.zdoom.org/viewtopic.php?f=19&t=50889&sid=af7162d84c9af9b3256d855c1c983d94#p885783

wtf
>>
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>>3026693
Quick google search tells me it's Unreal Tournament.

Thanks anon. For some reason the space map in that scared me as a kid.
>>
>>3026705
Well it's a pretty dark and foreboding game, and If you have a fear of heights there are several maps you'd dislike I guess

It's a great game anyway and you should play it.
>>
>>3026715
Isn't it multiplayer only?
>>
>>3026732
botmatches
>>
>>3026738
Guess I could give it a shot then
>>
>>3026563
It does, keep going. Be wary of map04 though. It's lengthy.
>>
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>>3022942
>>
>>3022931
>>3024072
>His attack animations get more brutal the longer you stay corrupted.

I could get behind this idea.

When you're completely clean it plays like regular doom but it slowly turns into brutal doom the longer you stay demon mode.
>>
>>3025951
ZDoom definitely uses the 28ms tic, so for those purposes (and any ZDoom modding purposes), my numbers are correct. Neat, though. Guess that means ZDoom runs slightly faster.

The proportions stay the same either way.
>>
>>3026792
>~kill
>>
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Check this out: 3d model gun that points at a mouse cursor!

we Insurgency naow
>>
>>3026849
I'm guessing you spawn it in front of the player?
>>
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>>3026856
yeah. The spawning is pretty buggy, but that should be easy to fix by using A_warp instead.
>>
A pity that Whodunit's maps don't have singleplayer action. They are really atmospheric.

>Cradle Under the Stars

Gotta admit, quite ambitious to recreate the entire manor from Clock Tower.
>>
>pol.wad with Russian Overkill

Is it normal that the nazis at the beginning reassemble themselves?
>>
>>3026885
i don't think so, although i've never tried
>>
Do Carmack and Romero really not get a cent from Doom/Quake sales at all?
>>
>>3026891
It seems to be related to the replacement for the blue clothed nazis in RO who can do that. They also drop MP40s you can dual wield in that wad.

They won't revive if you just nuke them with one of the super overpowered weapons though. However, because they keep reviving and their weapon is nothing to scoff at, the wad becomes actually rather impossible at the beginning.
>>
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I have no mouth yet I must convey emotion.
>>
>>3026906
you could go on zandronum and play some complex brutal hell revealed 2 life random monster no health+armor respawn beast mode with reinforcement system god I wish I was making this shit up what am I doing with my life
>>
>>3026906
try zandronum complex pony extra-skins alien vendeta megaman roleplay
>>
>>3026893
The company owns the rights to the games. But they had shares in the company.
For example, Romero funded Daikatana and other Ion Storm games out of his pocket. In 2005, I think, Adrian Carmack was battling to sell his shares for 50 million.

The guys pocketed the money well.
>>
>>3026916
>50 million.
Oh shit it was actually 11 million with Adrian having been supposed to get more than that.
>>
>>3026902
Lucky she got model tier eyebrows then
>>
>>3026893

that is correct, when id software started they vowed not to receive a single penny if they were to leave the company

it's in masters of doom, can't remember the page
>>
>>3026906
/doom/ really should get together and play serious sam: TSE in coop some day. Only game that does up to 8 player co-op well that I know of at least.
>>
>>3026927
HD, Revolution, or original? Because I have a server that might be able to handle it.
>>
>>3026935
I was thinking the original.
>>
>>3026941
... hm, well shit. Only SS3 has a Linux dedicated server.

Well that shits on that.
>>
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>>3025293
demo (complevel 9)

http://temp-host.com/download.php?file=we53kq

i am afraid there are lots of issues, starting with a zdoomism in the very first room (the hanging leg blocks access to the secret). there are also several bad texture names and unclosed sectors.

i managed to win but only with about half the monsters dead and no secrets found. the yellow key trap nearly killed me but somehow i survived...

1/3
>>
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>>3026965
2/3
>>
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>>3026969
3/3
>>
>>3026732
>>3026738
>>3026749
Also try Unreal... The original. Almost the same weapons and gameplay, but a single player campaign.
>>
>>3026849
I want a webm. This addition is awesome. You could make something really cool with this + GLOOM and even sell it...
>>
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>>3025197

Like anything else creative, it takes about 200+ hours of work to know if you're naturally better than the rest or absolute shit.

Same goes with drawing, music, etc. Very few people drop like 10 hours on something and realize that they're amazing.

I suggest participating in as many weird dumb constricted challenges as possible. They unweasel zDoomisms and other weird detailing fetishes out of you. This is what I'm working on for the 64x64 Vertex Snap only thing on the Doomworld forum.

Shit I've done in the past that helped:
>2 Flat, 2 Tex only.
>Pure vanilla Doom-in-Doom compatibility.
>No Gridsnap allowed.

etc

Somewhere there's a map idea generator online that can also spit out constrictions too.
>>
>>3026980
http://www.jmickle.com/genrerator/maptheme.html

This one?
>>
>>3026989
Yes! Thanks for that.
>>
>>3026975
>I want a webm.
Needs more work before it's presentable. So many numbers to account for so there are never a pair of disembodied arms floating in mid-view and such.
>You could make something really cool with this + GLOOM and even sell it...
Don't really see myself selling a doom mod, but I might eventually get a nice portfolio entry or two out of it.
>>
I HAVE A PREDICTION
In a year or two Carmack will leave Oculus and move back into games, or move onto something else entirely.
>>
>>3026995
On what do you base that
>>
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Honestly, this seems odd.

https://www.doomworld.com/idgames/levels/doom2/Ports/v-z/venice
>>
What are all the wads the cool kids are playing these days?
I'm a bit out of the loop.
>>
>>3027003
>prediction
>>
>>3027006
how many times a day do you check that page? :)
>>
>>3026995
Oculus has its own game/demo dev team, why would he bother to leave?
>>
>>3027018
Once. To see whether more feedback has rolled in.
>>
>>3027013
generally predictions are based on current observations.
>>
>>3027006

yeaahhhh, it seems like someone fired up the tor browser big time on that wad
>>
>>3027026
oh didn't notice the vote count
>>
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>>3027006

Aaahhh, good ol' /idgames.
You might do well releasing on some forums and seeing what other people think.
>>
>>3027023
ok
call it a prophecy then
>>
>>3027026
so you can't post anonymous reviews but you can anonymously vote?
>>
>>3027026
Here's the thing: after uploading the wad and it becoming published, I received tons of Christian newsletter spam on the email I provided. Without ever having given the email address to anything else but the archives.

Which either means there are bots about or that I may have caused a grudge that I cannot explain.

>>3027034
Are singlemap releases okay on zdoom.org?
>>
>>3027040
>Are singlemap releases okay on zdoom.org?
Actual maps for zdoom are pretty rare among all the gameplay mods, so people are usually very positive about it.
>>
>>3027006

51? now there's 77. and judging the "latest votes" window in the front page, there's an attack right now
>>
>>3026973
Does it have that early 3D FPS thing where you fight less enemies that take longer to kill? Cause honestly that's what threw me off Quake.
>>
>>3027040
>Christian newsletter spam

hmm, reminds me of http://www.gamers.org/pub/idgames/REJECTS

>Wed Sep 30 23:02:33 EDT 2015 Rejected amazinci.zip because: Signing us up to over a hundred Christian newsletters will not make us accept Christ as our savior. Go away (and take your trap wads with you).
>Wed Sep 30 23:02:48 EDT 2015 Rejected frutspir.zip because: Signing us up to over a hundred Christian newsletters will not make us accept Christ as our savior. Go away (and take your trap wads with you).

so circumstantial evidence suggests basically the terryfags are to blame.
>>
>>3027003
they're restricting some developers they have contracts with to timed exclusives with their hardware. and you can only reduce latency down so far before it's pointless - unless they're working on something particularly tricky he's just going to get bored and leave, or the company will be a sinking ship.

It's just a guess. Don't worry about it.

>>3027048
It varies from area to area. Sometimes they come at you in waves, sometimes you have to stick it out.
>>
>>3027050
The nerve of the lot.

>>3027045
Hm. I think I will post it tomorrow then.
>>
>>3027048
Yes, a bit like that. But it has way more dynamic and fast paced combat than single player quake. Anyway the feel exploration and adventure in unreal is what really sets it apart from id's games.
>>
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>>3027006
>Check out wad because I love doom wads that don't use default textures
>monster spawn hell
>Oh hey a door
>It's a rotating door that isn't a flat texture

H-HOW?! I must know how this was done! All the rotating doors in my wad are flat and I want mine to look nice and Duke3d like this one!
>>
>>3027062
>>3027056
Eh, guess I can try it out then. Any sourceports I need to know about?
>>
>>3027067
It's a polyobject anon. They've been a thing since the original Hexen.
>>
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>>3027067
Maybe it's a 3D model and some scripting. Maybe it's maybeline.
>>
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>>3027073
Hexen doesn't do them like this. You can't see the tops of the doors in hexen because it's rotating the entire segment straight up to the roof.
>>
>>3027072
>Any sourceports I need to know about?
I'm fairly certain it works well on modern hardware. It has like a ton of renderers to choose from so be sure to use the right one (not certain of which)
>>
>>3027040
>Here's the thing: after uploading the wad and it becoming published, I received tons of Christian newsletter spam on the email I provided. Without ever having given the email address to anything else but the archives.
there is one mentally ill individual named "Carlos" who is inexplicably obsessed with the /idgames database and feels he has somehow been wronged by it, and he will literally spend hours trying to downvote things and anonymously write incoherent rant reviews (although this has been foiled by disabling anonymous reviews) and maliciously signing people up for christian mailing lists via a service that doesn't even require email verification. he's probably genuinely schizophrenic or something.
>>
>>3027080
Oh, well there's a flag for it. "clip mid texture" I think.
>>
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>>3027080

3D middle texture polyobject
>>
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>>3027067
>>3027080
Heh, glad you liked them.

They actually still go through the roof, it's just that the textures on the dummy sector are mid textures, so they don't repeat endlessly.

>>3027089
Surprisingly, that isn't necessary,
>>
>>3027084
Kinda sad how it only requires one obsessed person to ruin things.
>>
https://www.reddit.com/r/Doom/comments/47tlwf/doom_cheat_codes/

Welp
>>
>>3027080
You can have a polyobject with mid textures of the correct size for the door, and just mark them all as "impassible". Usually you delete the sector of your polyobject and just use the outer textures, but if you keep the polyobject texture, you can have a "see though" polyobject with holes in it, and with mid textures around the outside if you like. Mark the mid textures as "impassible" and you have a solid door that will only be as high as your mid textures.

There is no actual top texture, but usually you can't get high enough to look down on the door anyway.
>>
>>3027113
>weapon mods
>suit mod slots

I knew these were gonna be a thing but I still wish they weren't
>>
>>3027113
>iddqd - "puts player in god mode except for hazards and retaliations, in nightmare it causes player health to tick down"

heh
>>
>>3027125
Why
>>
>>3027113
iddqd - "puts player in god mode except for hazards and retaliations, in nightmare it causes player health to tick down"

I hope this is the only cheat that will be available in Nightmare
>>
>>3027125
If they handle it like Tribes: Ascend did it's going to be great. I loved mixing and matching gear in that game.

I mean since they already have weapon loadouts (which I dislike for this type of gameplay) they might as well add some other stuff in that vein.
>>
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>>3027094
Loved it. This is a pretty cool idea, I'm going to have to try it out on my test map at some point. Begone with these shit flat doors.
>>
>>3027135
Well this could just be me but I just prefer to start out with all my weapons and equipment fully functional and not "Well I'll unlock this gun's full potential near the end of the game and use it for the two remaining levels".

Again though, could just be me. I just never liked this idea in modern shooters. Maybe they'll do it in a good way this time, who knows
>>
>>3027140
remember to not let the player see the top or bottom of the door though, because they lack "floor" and "ceiling" textures.
How do your flat doors work anyway? Seems like they'd be great for metal gates and stuff
>>
>>3027140
I''m actually interested in how you managed to get flat doors working.
>>
>>3027151
Shit, mean for >>3027135
>>
>>3027165
I mean >>3027132 dammit
>>
>>3027125
I'm okay with weapon mods, it's just more ways to kill stuff I guess.
But I'm not keen on the armour and player upgrades, it's just the same RPG upgrade shit that gets shoved in everything these days.
>>
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>>3027152
>>3027158
I'm a bit rusty from being out of the game for so long, but I just lifted the doors straight from ACS arcade. Flat textures can apparently do a lot of things like this.
>>
>>3027072
just get the 227i or 227j patch
>>
>>3027181
Holy shit, man, I just love how this looks.
>>
>>3027180
If that's the case, fine, I don't see why it can't just be alt.fire, but fine.

I still would have preferred you get all of your gun's abilities from the start though. I mean that's how every oldschool FPS did it. You never had to worry about needing to upgrade your gear or anything.
>>
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>>3027181
I tried ACS Arcade, ut I didn't find any flat doors.

I did find this though.
>>
>>3027195
My only real problem with weapon mods is if they're going to be balanced or useful.
The classic weapons typically are useful in most situations, but excel in specific ones. How will they recreate the same effect with so many mods?
>>
>>3027181
Is that a truecolor textur or a glowing ceiling causing the gradient on the wall?

If the latter, the Gloome port has subtractive "glow" as well which you can do some pretty cool shadow effects with. Still waiting for graf to put that in gzdoom as well.
>>
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>>3027210
whoops, not ACS arcade, I meant DooM center.
>>
>>3027226
>DoomCenter
Wait, seriously? I've played that .wad a fuckton of times since 2012 and never found >>3027210, thought I found every secret in it already.
>>
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>>3027220
It's just a truecolor. I really wanted those walls to be blue, but it wasn't working with the standard doom pallet, so I'm cheating.
>>
>>3027219
Keep in mind that you have even MORE weapons this time around - Gauss Rifle and Minigun (which isn't the same as the Chaingun). So yes, that's a good question - how are they going to add mods that aren't redundant or overkill.
>>
>>3027236
That Renamon pic is from ACS Arcade.
>>
>>3027276
Oh, okay. Figures.
>>
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>>3027050
>tfw uploaded a single map there over a year ago
>Been getting endless Christian spam mail since then
>Tearing my hair out trying to figure where it's coming from
>It's still happening today

Jesus fuck.
When is /idgames getting rid of Anonymous voting?
You should actually require an account to view items too.
>>
>>3027390
>You should actually require an account to view items too.
Don't be retarded anon.
>>
>>3027416
That's actually not a retarded idea.
It would help prevent half of the shit that's been happening.
>>
so trailblazer is pretty fun when you mix it with DRLA (monsters only) and crank it to armageddon difficult
it's actually possible to die
>>
>>
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>>3027446
>>
>>3027441
Try those two on Ulysses of noises, big, open maps are always the best ones
>>
>>3027226
>>3027181
Looking at it, those doors are already proper PolyObj doors, except they are just one unit in thickness.
>>
what are some fun map packs to play with Guncaster?
>>
>>3027452

bullets
BULLETS

with all that dakka, i wonder if i'm i fighting demons or orks
>>
>>3027531
the answer to your question is "yes"
>>
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>>
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>>3027545
>>
>>3027441
What is DRLArsenal exactly? I've heard it mentioned a few times
>>
>>3027554
Doom Roguelike Arsenal is a mod to recreate Doom Roguelike in ZDoom. You can replace your weapons/armour with complex systems of modpacks and stuff. There is also an optional replacement monster component which beefs up all the enemies.
>>
>>3027545
>>3027549
surreal
is that deep space nine!?
>>
>>3027558
but your save doesn't even get deleted when you die

0/10
>>
>>3027562
Yah.

Wonder if anyone's done a decent star trek wad.
>>
>>3027554
Basically you upgrade weapons with dropped "mod packs", and certain weapons combined with two or more packs form "assemblies", which are new weapons with special properties.

So for example all automatic weapons can be upgraded to "high power" variants which sacrifice mag capacity for more damage, or you could make them fire explosive bullets or regenerate ammo.
>>
>>3027563
If mods could delete savegames there would be uproar. Some terryfag would figure out how to delete system32, etc
>>
>>3027571
>>3027558
Ah okay, thanks. Doesn't really sound like my kind of thing though.
>>
>>3027571
that reminds me that i did a few voxel models for some of the doomrl pistols

>>3027580
it's really fun, plus if you play with a bro (who knows his shit) you can focus on the shooting and ignore the upgrading
>>
Ok so I know there's like fuck all mods for Heretic and Hexen, but are there any mods for DOOM that make it like Heretic and Hexen? Like casting magic spells and stuff.
>>
>>3027589
I tried playing Doom multiplayer with a friend but couldn't get it to work.

Funnily enough, my friend wrote a letter (or so he claims) to John Romero, saying something like "Helm me Mr.Romero I'm too stupid to play Doom multiplayer".
>>
>>3027580
Best thing about it is the replay value because of all the builds you can go for and stuff. Brings some new life into old megawads without completely changing the gameplay like demonsteele, gmota etc does.
>>
>>3027590
samsara, guncaster, psychic, and i think wrath of cronos can be made to work in doom
>>
>>3027595
>I tried playing Doom multiplayer with a friend but couldn't get it to work.
zandronum + doomseeker is pretty foolproof.
>>
>>3027603
Yeah I think that's what we were using I should really try that again, maybe it was just bad luck the first time
>>
>>3027595
for zdoom multi (with ZDL)
>both open port 5029 in UDP
>host: put the settings in ZDL (difficulty, number of players...)
>both: load the same wads in the same order
>host: google "what's my IP" and send the result to the guest
>guest: put the host's IP in the bar and joins

there you go, it's easy
>>
>>3027602
Wrath of Chronos sounds interesting, any good map packs to go with it?
>>
>>3027612
>ZDoom
>multiplayer
>>
>>3026098
I'd say
>ragequit/"I'm leaving forever"
they'll be back within 2 years tops
>they just stop being around
maybe soon, maybe never, maybe dead
>>
>>3027615
for two people with a decent connection (in the same country) it can work pretty well
we tried both stronghold and doomLRA(+big oblige levels) and both worked pretty well
>>
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Black baron will be a fun guy
ttly not mimicing nmare cybies
>>
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The Uprising
6fiffy1.zip (399 KB, 1998-09-06) - George Fiffy
https://www.doomworld.com/idgames/?id=9689

this is a large castle/fortress map featuring slopes made with dozens of tiny sectors, shootable windows, and otherwise highly detailed architecture, from the early era of boom-compatible mapping.

gameplay is mostly "shotgun your way through masses of demons", and with plenty of cover and door-camping opportunity it is not excessively difficult, except in a couple of places - for instance, an ambush of arachnotrons and chaingunners at the top of a lift where there was little cover, springs to mind. the map is also swamped with ammunition, you are basically playing with infinite shells and bullets. however you won't get many rockets, or a launcher, until the final quarter of the map, and while there is a bfg, it is secret. the secrets are basically invisible too, their existence is hinted at but accessing them often requires pushing on a completely unmarked wall in an otherwise unremarkable location.

the author has a bit of a reputation both in the doom community and elsewhere, but i like his maps for giving you tons of ammo and things to use it on, without the carefully tuned ambushes and traps that must be played exactly the right way. modern players and those who dislike corner-camping and/or fighting high-health monsters with the slower weapons may find parts a little tedious, though.
>>
>>3027554
http://forum.zdoom.org/viewtopic.php?f=19&t=37044&sid=cd70d2b524f2f0a3d29d674c7296931c

The DRLArsenal is a mod that ports a lot of different attributes from Doom Roguelike to DOOM/DOOM 2. The biggest changes are the additions of 5 player classes and a shit-ton of weapons, but it also adds stuff like weapon mods/construction, armors with varying resistances and abilities, and a reloading system. For example, if you start a game as a Marine, you start off with a Chaingun instead of a Pistol, which you can modify to the extent that it becomes a Gatling Gun, or a Bulletstorm Cannon, or even a Super Machine Gun, or you can ditch it entirely for a Thompson SMG if you find one later in the game. Or you can do like I did and spend the last 10 levels of DOOM 2 using Alucard's pistols from Hellsing Ultimate because fuck automatic weapons, now i have a handcannon, ho ho ho.

The DRL Monster Pack can be used with or independently from the Arsenal. It adds a small army of new monster types that, on UV or lower, will sometimes randomly replace natural enemy spawns; i.e., instead of a standard Imp, you might see a Nightmare Imp or Cyber-Imp. It also swaps out vanilla Nightmare difficulty for 3 entirely new difficulties (Nightmare, Technophobia, Armageddon) that switch all monster spawns with relevant Monster Pack replacements (playing Technophobia replaces all vanilla monsters with cybernetically-augmented monsters, for example)

They're both pretty good, but the Arsenal has a tendency to break UV-and-lower difficulties on most megawads over its knee because of how class bonuses and high-end weapons go together. If you want to keep things challenging, play on the Monster Pack difficulties. Also, keep some kind of note-taking device with you, because any weapon assemblies you discover/learn don't stick with you across characters or playthrus, so you might want to record them manually when you figure out how to assemble shit like a Gauss Rifle or Flamethrower.
>>
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>Wrath of Cronos
All I need now is good particle effects cus I like sparkly magic shit.
>>
>>3027446
>>3027450
that's one of the first maps ever made for Freedoom, iirc.
>>
>>3027612
>google "what's my IP"
why would you ever need to do this..?
>>
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>>3027034
>guzzard

what's a rhodes scholar doing on /idgames?
>>
>>3027647
because zdoom multiplayer is *****superior*****
>>
>>3027647
nigga he's trying to keep it simple for the other guy
>>
>>3027649
looking for demons and shotguns to fire at them, same as the rest of us
>>
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>>
>>3027659
flesh-deficient irritator
>>
>>3027653
no but i mean why would you ever need to go out onto the internet to find your own ip?

it's like driving to the post office to ask them what your home address is
>>
Okay guys, question - If I do everything properly, should I be able to see my own server on Doomseeker?

Because I can't at the moment and neither can my friend
>>
>>3027668
it might take a few minutes for the master list to update
>>
>>3027665
...because he's trying to keep it simple for the other guy
>>
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>>3027671
Maybe something's fucked up in my settings?
>>
>>3027694

maybe you didn't set up port forwarding?
>>
>>3027620
>tfw bagheadspidey just disappeared from the face of the earth
;_;
>>
>>3027665
he's on /vr/ so i assume that he has a browser open most of the time
it's a lot easier to open a tab and type a few words than to open the cmd window, type ipconfig and write down the right connection
>>
>>3027623
>for two people with a decent connection (in the same country) it can work pretty well
Emphasis on 'can'.

I don't understand why they use P2P multiplayer, it's fucking terrible in concept, they should just shove Ednerd in a locker or something and get a REAL netcode dev.
>>
Bethesda pls do Hexen after Doom.

I just wanna see the Heresiarch on HD .
>>
>>3027791
nigga bethesda isn't developing doom and they don't own hexen either
>>
>>3027625
Is there a black version of every enemy already? I really like the balance of the monsters, this is my go-to wad to test weapon mods.
>>
what should i play first, hexen or heretic
>>
>>3027841
I'd say heretic if you've beaten Doom already. It's similar, but different enough to be fun.
>>
>>3027737
As much as I agree with this, I heard that some Doom mods can't really handle Zandybam-type networking all that well.
>>
>>3027841
hexen because heretic is doom but worse

hexen is meh but it's still better
>>
>>3027817
Not yet
Spidie and archvile still lack their black counter parts
But those are coming soonish too
Aiming to add spidie's variant with the baron for next release
>>
>>3027854
>heretic is doom but worse
I don't see a lot of people sharing this opinion here.

I wholeheartedly agree though. Wrath of Chronos is such a boring piece of shit I never figured how much deep felt hatred I actually had for this game holy fuck.
>>
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>>3027843
>wand is a reskinned pistol
>ethereal crossbow is a reskinned shotgun
>dragon claw is a reskinned chaingun
>spore things are reskinned explosive barrels

jesus christ
>>
>>3027903

There's also a reskinned rocket launcher and a reskinned plasma rifle.

Talk about creativity.
>>
>>3027903
Levels are good, sprites are great, monsters are cool and original, tomed version of the guns are baller as fuck

I like Heretic a lot.
>>
>>3027906
>>3027862 (literally me)
If there's one good thing I could give out to heretic is that phoenix rod>rocket launcher IMHO

shit hits like the fist of an angry god
>>
>>3027903
They work slightly differently, but for the most part it is a reskin, yeah.
Crossbow is a projectile instead of hitscan
Spore things move and respawn
Rocket launcher kicks you back a bit
Minor changes, but mostly the same.
>>
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wait wait wait wait

so the morph ovum can hit the player? i thought projectiles fired by the player couldn't hit him?

aw shit nigga, i have to look into this
>>
>>3027665
because there are people like me, who do not have a static IP-Adress
>>
>>3027923
If it's reflected it can because it changes owner I think
>>
>>3027926
You can use an ip forwarding thingy... I do that. It's fun.
>>
>>3027903
>>3027906
>>3027912
>>3027914
>>3027843
Did they even charge for that game when it came out. I know Chex Quest was allowed because they didn't pay for it but Heretic is really the same thing in different clothes.
>>
>>3027994
It introduced flight, an inventory system, morphing, the Chaos Device, powered weapon modes, new enemy behaviours, freelook, effects when landing in liquids, bouncing, sector wind, ambient noises, health vampirism (powered gauntlets), ripping projectiles, actual 3D thing collision (see: hellstaff rain), and probably a few other things I forgot to the Doom engine. Don't shortsell it.

It added a whole lot more to Doom than Doom 2 did to doom.
>>
>>3028027
>muh technicalities
it still was a mediocre game all around regardless

ID could have very well ported these features to Doom 2 and it would of been way, way better received
>>
>>3027903
Not just reskinned. Worse, in most cases.

Crossbow is the prime example. It being a projectile didn't bother me much. The huge fucking damage swing that doesn't let you predict how many shots it will take to kill things did.
>>
So I'm playing through Doom 2 for the first time and I just finished Level 17, The Courtyard.

I am just blown away right now at how awesome that was. Fuck. I can't imagine anything in DOOM 4 possibly coming close to how cool that was.
>>
>>3028040
But why would they? They were already working on Quake, and none of that stuff actually makes sense in Doom 2 besides 3D thing collision, freelook, liquid effects, and ambient noises.

And anyway, I enjoyed the game. So what if it uses a magic version of the standard weapon roster.
>>
>>3028053
powerups are a thing.
>>
>>3028063
Okay? Still don't see why they'd take time out of figuring out what Quake was supposed to be to update an engine that Raven's already running with and updating themselves.
>>
>>3028046
given that the entire game will mostly focus on are arenas, this could be entirely feasible. And on a much larger scale due to the verticality factor.
>>
>>3028046
I played that recently, fucking awesome level. It felt like a boss fight level though, like a cyberdemon was just around the corner waiting to wreck my shit, so I felt a little let down when I got to the exit. the horde was still fun though.
>>
>>3027817
There's two enemies that haven't been blacked yet
>>
>>3028089
4got pic
>>
>>3028076
>>3028084
Just finished level 19 called The Citadel. That was a goddamn labyrinth that I feel like I got through completely by accident. I swear there are secrets on that level that you're REQUIRED to find to beat it.
>>
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Woah
>>
>>3028128
PRetty cool looking.
>>
>>3028128
Looks like a ball-sack and a mole rat had a baby and called it this

Still looks cool, stands my hairs on end
>>
>>3028128
I knew I had seen him somewere [spoilers]else[/spoilers]
>>
>>3028137
[fuck]fuck[/fuck]
>>
>>3028128
no joke, I thought this was something straight outta either Doom 64 or leaked info from Doom '16

I'm not precisely disappointed, just... well yeah, I feel pretty damn bummed
>>
>>3028128
>giant legs
>not tiny noodle tentacles on the controls of a spidermech
>>
>Metropolitan Mayhem
>Yelldown Hellride
Is this shit possible or was it just included as a joke?
>>
whats a doom mod with really awesome original music?
>>
>>3027524
pls respond
>>
>>3028215
any?
with lots of monsters
for maximum DOSH, grab it while you can lads
>>
>>3028210

Not that I'd call it "awesome", but Going Down has an OST made entirely by Cryiak because he made the fucking mapset himself. Though he did recycle one of his songs on Youtube for it.
>>
>>3027841
Try Heretic. see what you think. Then try Hexen and see what you think. Be warned hexen is not an easy game, and you will probably have to refer to a walkthrough at stages. Its well worth it though. very rewarding
>>
What are your thoughts on Deus Vult II if any of you have played it.
>>
>>3028236
Some maps are fun.
A lot of them are boring slogs like that Minas TewhateverthenameisIcan'tremember and the last level.

Slaughtermaps are not my thing
>>
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i've always thought that this weapon looked lewd as fuck

honestly looks like someone's hairy knob with some kind of chastity device on it

i can't be the only one
>>
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>>3027549
>>
>>3028289
AESTHETIC/10
>>
>>3028286
I always thought it was kinda stupid looking. Should just be a staff or something.
>>
>>3028286
I always thought it looked like a penis head with a horrible growth
I always avoided using it when there were other people in the room
It still looks the same to me
>>
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Slaughter maps are literally the worst thing ever.
>>
>>3028330
This. Nothing disappoints me more than when a good megawad turns into a slaughter clusterfuck midway through.
>>
I'm giving some serious thought to starting up a Doom/Heretic website where I play through peoples WAD's, review them, critique and have some fun with it.

Would it be better written/video based? Anything I should avoid etc?
>>
>>3028289

is this vapordoom?
>>
>>3028330
>>3028383
What does that mean? Slaughter?
>>
>>3028128

can you post the full picture?
>>
>>3028410
Basically a map with a shitload of enemies.
>>
>>3028330

you know what's even worse? when someone doesn't like a map for reasons and calls it a slaughtermap, when it doesn't even resemble one in the slightest
>>
>>3027113
>idgk
IT BURNS
>>
>>3028410

A map whose gameplay is based around giant hordes of enemies.

The reason they suck is because enemy hordes are often used by lazy mappers as a way to negate the need for actual creative enemy setups or environmental hazards.
>>
>>3028501
This is what I can agree with, too many monsters of the same type and with the way that most of them are executed are done poorly, what would be a nice concept is presented only as a hassle, a means to try to say "LOL SO HARD XD" without actually designing it properly.

the simple fact of the matter nuts.wad is the greatest joke towards this because it shows just how ridiculous that it expects you to go against this massive horde of enemies as such, it's fun when it's more for casual slaughter in your favor, kinda like how it was done in zandronum/skulltag invasion maps
>>
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i just opened up Heretic in slade... where's the decorate?
>>
>>3028525

decorate is a zdoom-specific thing. iwads don't use it.
>>
Going Down is one of the most annoying sluaghterwads. MAP10, Trip Switch, is workable, up until the last switch you have to throw.

It actually does have some creative enemy placement, but that doesn't stop it from going full spam on you. In Trip Switch mentioned above, the last switch will spawn a horde of imps, an arachnotron and a mancubus (provided the space is there) in a ditch. From the other side, five barons are coming out an enclosed space with the key you need. On the other side of the ditch, an archvile spawn who promptly revives the other monsters you killed.

If you have enough ammo for the rocket launcher, you can spam away as well, except one sneaker imp is spawned on your side of the ditch to surprise you. Oh, and the lift that you use to leave the ditch? Is now extra slow so that the monsters can get to you.
>>
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Oh fuck, Kaiser is doing god's work again.
>>
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>>3028597

>mfw he gets clobbered with a C&D
>>
>>3028597
>>3028604

Man, what does Atari even have to gain from holding onto the source code? Is that how they get their jollies or something?
>>
>>3028604
you know the saying, "fool me once, shame on you, fool me twice, shame on me" .
i don't think he'll get fooled twice
>>
>>3028616
So you're saying that he...... https://www.youtube.com/watch?v=zYMD_W_r3Fg

>>3028604
what if atari gives him a c&d and then proceed to release the blood source code
>>
>>3028614

Atari has been criminally stupid for years.
>>
>>3028626
They single-handedly almost killed the entire western gaming market.
>>
So i am trying to play Blade of Agony with GZdoom but everytime i try to reload my game crashes, anyone knows what could be wrong?
>>
NEW THREAD

>>3028683
>>3028683
>>3028683
>>
>>3028659
nevermind, had to update gzdoom
>>
>>3028645
Not the same Atari.
>>
>>3028597
Is that the same guy who made the sourceports for Doom 64 and Turok?

Holy shit that would be amazing.

Wonder what happened to Powerslave though
>>
>>3028525
The decorate is in zdoom.pk3 anon.
(don't edit that file)
>>
>>3028886

Kaiser would be that guy, yeah.

>Wonder what happened to Powerslave though

I'm not sure if it was ever "officially" confirmed, but a lot of people believe he stopped working on it due to a C&D from Night Dive Studios or something like that.
>>
>>3023552

...we survived! yay!
>>
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>>3028886
>>3028901
Nah, it actually got officially released for like, two whole hours before Night Dive went NOPE WE CHANGED OUR MIND YOU CAN'T RELEASE IT ANYMORE

Here you go fellas, have fun
http://www.mediafire.com/download/z8pba9xnxzjjv2s/Powerslave+EX+v.1.0.0+%2B+patch+v.1.0.1.7z
>>
>>3028442
>map features hundreds and hundreds of monsters coming in hordes at once
>that's not slaughter tho
Doesn't have to be Sunder or Deus Vult II to be slaughter, boyo, Plutonia 2 features slaughter maps (really the secret ones mainly), Hellbound featured maps that were pretty much slaughter, Epic 2 frequently featured slaughter, BTSX features some moments of full on slaughter.
>>
>>3028597
thanks marn
>>
>>3029078
I want to like Nightdive, since they've made some really cool stuff, but I fucking hate the stranglehold they have on Kaiser.
Poor guy barely even gets credited for all the shit he does.

Imagine if he had the freedom to work on what he wanted, got to put it out for free, and some other faggots couldn't plaster their name all over his hard work.
>>
>>3028597
Why do Kaiser's ports tend to have fucking awful controls?
I remember PowerslaveEX having god-awful controls. Really laggy, unresponsive, just felt wrong somehow.

I'll also be really pissed if he can't find a way to make software rendering work. It makes half of the atmosphere in BLOOD. It also appears that the sprites there aren't pinned upright, which means that they'll follow your point of view.
It's not a big deal on small props and corpses, but once you get really tall pillars, statues, and torches waving around and warping through walls, it looks fucking awful.
>>
>>3029550
What? Doom64ex has absolutely perfect controls. Bet you left interpolation off and vsynch on or something
>>
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/vr/doom anti-linkrot archive, to extract convert to bytestream to yield .tar.xz.

% convert vrdoom160229.png rgb: | unxz --single-stream | tar -vtf-
drwxr-xr-x 1000/1000 0 2016-02-27 18:49 vrdoom160229/
-rw-r--r-- 1000/1000 274720 2016-02-27 07:54 vrdoom160229/BSSnew1.wad
-rw-r--r-- 1000/1000 61806 2016-02-27 18:22 vrdoom160229/BSSnew1-fda-716.lmp
-rw-r--r-- 1000/1000 292189 2016-02-16 11:04 vrdoom160229/luckystar6.wad
-rw-r--r-- 1000/1000 370760 2016-02-16 11:04 vrdoom160229/admission.wad
-rw-r--r-- 1000/1000 39302 2016-02-16 11:03 vrdoom160229/admission-fda-436.lmp
-rw-r--r-- 1000/1000 6214 2016-02-16 11:03 vrdoom160229/admission-040.lmp
-rw-r--r-- 1000/1000 5234 2016-02-16 11:03 vrdoom160229/admission-033.lmp
-rw-r--r-- 1000/1000 16854 2016-02-16 11:02 vrdoom160229/claflin-158.lmp
-rw-r--r-- 1000/1000 69638 2016-02-01 17:39 vrdoom160229/HostileHotelV2-814.lmp
-rw-r--r-- 1000/1000 43511 2016-02-18 16:16 vrdoom160229/admission-455.lmp
Thread posts: 646
Thread images: 144


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