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DOOM THREAD / RETRO FPS THREAD - Last thread >>3062797

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===

[03-16] Anon Map Releases
- DOAWAD >>3067935
https://www.dropbox.com/s/zf78v9wrzu48zhy/DOAWAD.wad
- ARCH17 (for Quake) >>3067654
https://www.dropbox.com/s/ot42kt54st0re3n/arch17.bsp
- Train2 >>3067338
https://www.dropbox.com/s/99nkhqx6s7g3d5x/Train2.wad
- Refinery 03 (/vr/E1 submission) >>3065927
https://drive.google.com/file/d/0B4A_W_qt7N94VkdjOEFxNWRIZTA/view
- Sentient Penis Driving Car v0.9 >>3065528
http://temp-host.com/download.php?file=wd73ej

[03-16] DUMP Submissions
- >>3068591
https://my.mixtape.moe/cwqesc.wad
- Defecation Foundation >>3068290
https://www.dropbox.com/s/y4dg1f6sluy8yz9/Defecation%20Foundation.wad
- The UAC Fucked Up Yet Again >>3063903
https://www.mediafire.com/?gkzhab9x2eanej3
- DOPADUMP >>3063865
https://drive.google.com/file/d/0B4mwJRa7e5VpWkRwS3kxVW9takU/view
- Dark and Dreary (final) >>3063156
https://www.dropbox.com/s/ry4x8qijhqcjqk5/Dark%20and%20Dreary%20Final.wad

[03-13] Anon Map Releases
- Autism!.wad >>3060465
https://mega.nz/#!p8dxwYgb!DzLGA984kBso09AKxXKsH3Xfa4Xx3OI2thShv6XEUHg
- pincer.wad >>3060250 >>3060401
https://mega.nz/#!i0UGTL5K!FIq5GeLyNtxSxt_qzuXaRZ_dGLMfPNkLA1FUhZicpJo

[03-13] DUMP Submissions
- dumpmap.pk3 >>3060706
https://www.dropbox.com/s/ziriss5wa8k69hp/dumpmap.pk3
- DUMP Castle map WIP >>3059281
https://dl.dropboxusercontent.com/u/8380892/Doom%20maps/DUMPmapWip1.pk3

[03-11] Operation Totengräber Community Set (Wolfenstein mod project)
http://diehardwolfers.areyep.com/viewtopic.php?t=7400

[03-11] Serious Sam Source Surprise
https://twitter.com/Croteam/status/708318491921752064

[03-11] Vaccinated Sawdust (unofficial patch)
>>3058000 >>3058139
https://www.dropbox.com/s/oorvs6bgl15jdp8/sawdustv.zip

[03-11] LegenDoom v1.0
http://forum.zdoom.org/viewtopic.php?t=51035

[03-10] Crispy Doom v3.3
https://www.doomworld.com/vb/post/1572121

[03-08] Spellcross Arena V1.01
http://forum.zdoom.org/viewtopic.php?t=49873

===

To submit news, please reply to this post.
>>
what music do you listen to while dooming?
>>
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GREETINGS MORTAL
>>
>>3068613
>https://my.mixtape.moe/cwqesc.wad
was updated a few seconds too late >>3068612
https://my.mixtape.moe/wvmfym.wad
>>
>>3068625
yeah that update shouldn't have any effect in zdoom, but it causes prboom+ to complain less

(it'll still complain about two textures between TX_START/TX_END, but you can't you can't ever see them without crouching so I don't care)

(it'll also complain about a solid body but bitch I know it's solid)
>>
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I'm as done as I'm gonna get on this map, so I humbly submit it to the DUMP. Not sure why it's 42mb, it has a 3mb mp3 in it, it must be because it's UDMF? I dunno. It's beatable, and actually probably way too easy, but I didn't want to just throw a shit ton of monsters in to beef it up. There seems to be an issue that has only started popping up on the last revision or two of a piece of the floor in the entry area becoming invisible... uhhh... if someone can figure that one out, by all means...

https://www.dropbox.com/s/79sl98cksh0hmf4/DOA.wad?dl=0

If you can't put it in DUMP because it's too big or whatever, that's cool.
>>
>>3068649
You can just throw in the hard monsters in just ultraviolent.
>>
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that is a big fucking door.
>>
>>3068667
For you
>>
>>3068657
I didn't even mess with difficulty levels, I might tomorrow if there's time.
>>
>>3068667
What the heck is that hud even. Why woud yo want bars instead of just ammo count (I assume that's what they are). And that skull is... enemy kills?
>>
For those seeking lewds
>>>/trash/1541950
>>
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>>3068649
>Not sure why it's 42mb, it has a 3mb mp3 in it, it must be because it's UDMF? I dunno.

Jesus Christ Anon, no wonder my Doom Builder doesn't know how to load your map, just look at it in SLADE. You've got a legion of cloned versions of your map in there.
>>
>>3068675
because UT99 did it like that (the non-fullscreen one does have ammo count), and yes because that was in UT99's hud
>>
>>3068623
doom music
>>
>>3068667
Bars are more immediately representative of the total ammo stock you have at your disposal IMO.
>>
>>3068784
Speaking of bars, is it possible to get DAKKA hud separately for use in other wads? Of all UT99-inspired HUDs it looks much better adapted to Doom than the rest.
>>
>>3068790
I'd have to customize it to work with the four base ammo types, and you wouldn't get the color of the armor display matching the armor you have

also right now I'm playing through the first DUMP revision and remarking on every... single... map

so I'm not gonna get to it for a while
>>
>>3068805
remarking where
>>
>>3068818
I'm making a text file with all my crap

got like 20 more maps to go through
>>
>>3068805
you mean a build with all the maps is made or did you download them all separately?
>>
>>3068825
term sent me the first DUMP 2 revision on steam then immediately went to bed

he'll probably post it when he wakes up (I'd post it if I knew he'd be cool with that), but in the meantime
>>
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>>3068609

What are your map pet peeves, be they official or custom?

>icon of sin fight
>maps that force you to take damage to get around, especially when backtracking
>long elevators
>cyberdemon traps
>>
>>3068864
>hit switch
>huge wave of monsters teleport in
>hit next switch
>arch viles teleport onto huge wave of corpses
>>
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>>3068864
>when everything is dark everywhere, can't see shit
>when a mapset that has largely been doing regularly placed enemies suddenly starts throwing lots of slaughtershit at you because LOL EPIC
>when a mapset abuses barons as HP walls when knights would have done the same thing but with much better flow
>when there's no added music and it defaults to the standard Doom 1/2 tracks on each level
>when there's no new skybox in a mapset (this is more of a Doom 2 problem, because I just seriously hate those brown clouds so much)
>when there's no attention to detail and the levels look plain as hell
>when keys needed to progress are hidden in secrets
>>
>>3068864

An encounter with a group of four or more enemies of one type that takes more than 1 rocket to kill
>>
>>3068864

>weapon laying on the floor
>go for it
>you get blocked from it or teleported
>>
>>3068901
I'm fine with that in moderation, if there's room to maneuver or cover.

>>3068908
That's only bad if the mapset does it all the time IMO
>>
>>3068828
Good thing I'm home with a cold today. Time to finish this map off.

>>3068864
What about an archvile/cyberdemon trap? You get the BFG, but there's a lot of dead bodies for the viles to raise.
>>
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>>3068864
>Shotgunners behind closed doors
>Infinite-archvile-resurrecting chaingun snipers
>Forced blursphere before fighting mancubi/arachnotrons/cyberdemon
>Ride an elevator, swarm of monsters at the end and you're stuck in a corner
>Death pits with no way back up
>Teleporting revenants in general
>Hitscanners/archviles hidden behind fake walls
>"Door with health" barons
>Lost souls stuck behind blocking lines
>Crate mazes
>Pain sector water
>Secret areas hidden from Computer map powerup
>Tedious switch sequences
>>
>>3068864
>archviles in huge open areas
>bloodfalls
>more than 3 pain elementals in a single area
>bloodfalls
>illusory walls
>bloodfalls
>bloodfalls
>shit ammo placements
>bloodfalls
>>
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>>3068908
>>
>>3068921
>>Secret areas hidden from Computer map powerup
I thought secrets were supposed to be secret
>>
>>3068927
To me the computer map only exists for secret hunting. (or because the map maker wants to show a funny picture they drew in Doom)
>>
>>3068925
bloodfalls? what's wrong with bloodfalls?
>>
>>3068921
>>Tedious switch sequences

This is a good one. i just got finished a playthrough of the ultimate doom 2 wad and quite a few maps were like this.
>>
>>3068896
IMO if you release any map that isn't a WIP you should change the sky and the music, even if it's literally to a different Doom 1/2 sky and song
>>
>>3068864
>maze that is mandatory to progress but isn't shown on the automap, even if you find a computer area map
>point of no return in maps with a ton of surplus ammo and health in the earlier parts
>dude revenants and archviles lmao
STOP
>>
>>3068864
Silent teleports, teleporting monsters behind the player. General overreliance on traps.

Basically any level where you're forced to move across large damaging floors.

>>3068894
I think that was done pretty well in Unloved actually. You know the cemetery fight?
>>
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>>3068290

It was alright, maybe keep the tileset more coherent, it seems to jump to a very different style each room. Maybe add a teleportation sound for spawning enemies. Had an archveil spawn behind me and blew my ass away because I didn't know where he was.

That last room really rustled my jummies too. ;^)
>>
>>3068960
oh THAT'S why the cyberdemon caught me entirely by surprise

I forgot silent teleporters exist, that is *rude*
>>
>>3068958
>General overreliance on traps.

I've been playing a few DUMP maps and I've noticed a lot of them are just trap fests.
>>
>>3068969
That's the thing. Completing the traps as a player takes longer than the other parts. I tend not to string them together, but the parts where I just kind of throw enemies out there - more procedural dooming if you will - are over so quickly it feels like the traps dominate the map's running time.
>>
>>3068969
>I've been playing a few DUMP maps and I've noticed a lot of them are just trap fests.
I haven't played those yet, but I'm going through the Arcane Dimensions quake pack and the "foggy bogbottom" map is really pissing me off.
>>
>>3068969
I use a lot of traps, but I don't have a single room that is just a trap room. It's pretty hard to make engaging encounters without using traps.
>>
>>3068982
>foggy bogbottom
i had that, it needed surgery in the end
>>
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>>3068990
>>
>>3068934
1) Tacky looking
2) No way to tell if the blood is or is not going to damage the player
3) The actual map Bloodfalls is fucking awful
>>
>>3068982

I'm tired of traps in Doom but I kinda enjoy them in Quake because the latter generally only uses smaller amounts of enemies and the challenge comes from navigating constricted 3D space and obstacles. However, there's also parts in foggy like that wide wooden bridge with hordes of enemies which then collapses and bam, there are enemies in every direction that reminds me of Doom II megawads and pisses me off. I ragequit there when I got killed by a vore that was hiding underwater amidst all the chaos.
>>
There was a survival mode type .wad that I think came with Skulltag - anyone remember what this was called/if it's available separately?

Wave based invasion thing in a slowly expanding small room... Ringing any bells?
>>
>>3069006
>No way to tell if the blood is or is not going to damage the player
I hate this so much in general because it should not do damage
>>
>>3069032
why not? it's clearly unnatural. why wouldn't it be imbued with negative energy or hell magick?
>>
>>3069032
I think any sector should be able to do damage if the author wants, I just wish there was a good way to see which sectors do damage you without having to lose health.
>>
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>>3068921
>>Forced blursphere before fighting
>>
>>3068864
>looks great, but has boring gameplay
>>
>>3069041
agreed -- it would be very easy to highlight them on the automap, for instance. most ports already do it for secret areas...
>>
>>3069032
Even in vanilla DOOM 2, you have inconsistency.

In Bloodfalls and The Living End, it does. In The Spirit World, it doesn't.
>>
>>when there's no attention to detail and the levels look plain as hell

IMO, as long as the layout promotes good gameplay, I honestly couldn't give a shit if the map is blocky and uses one texture.
>>
>>3069074
meant for >>3068896
>>
>>3069042
I don't understand this
>>
those made under the mistaken belief that it's acceptable to force the player to cross a sequence of awkward tiny platforms over a 20% damage floor multiple times to finish the level
>>
So I've now run through PSX Doom TC

>Doom is dark half the time but you can usually get your bearings
>Doom 2 is dark pretty much all of the time, even when it's outside and the sky is bright
>as a result, hitscanners are worse than ever in the Doom 2 section because the enemy can see me from a long distance but I can neither see them in the dark or hear their muffled growls in the distance, I've never had problems with hitscanners like this otherwise
>because it's so dark (mainly in Doom 2), it's hard to tell where monsters are around you in a fight, and
>colored static lighting is regularly used to add flavor to maps, most of the time this looks nice
>the new sounds are really cool in some aspects, and not good at all in some ways, the guns sound great, fireballs and explosions sound great, however, monsters now sound so generic and similar they're much harder to tell apart by just listening, as opposed to the original sounds where everything is distinct and clear
>the nightmare demon is cool, but I don't remember if I ever saw him in Doom 2
>all the new bonus levels are neat, except Club Doom which is a cup of dicks
>you can get the SSG in Doom 1, that's cool
>the plasma, saw and chaingun are now slower, the plasma bolts are slower, that's gay
>barons are used very sparingly, which I think is great, they're only used at all in like, four maps total, the game uses knights instead where you would normally have faced barons
>revenants are now slow as fuck, like their projectiles, as a result, I was never once threatened by them, I don't think they got a punch in ONCE
>the music is simply not good (except the intro and intermission themes, which rules), it tries to set a dark horror atmosphere but mostly it's just annoying ambient noise, there's no melody or tune, maps that used to feature pumping rocking themes now just have annoying noise, I'm sure Aubrey Hodges is a great composer but I don't see why people love this soundtrack so much

Continued in next post...
>>
>>3069042
I can think of one case: Terror in Scythe 1. You get it with a megasphere and two cyberdemons attack you, but running is a valid option to wait for it to wear off. Less terror and more jump scare imo.
>>
>>3069106
As a console port of Doom in the 1990's however, I'd say that it's better than the Jaguar, 3DO, SNES and 32X ports combined, simply for having way more content, it has BOTH Doom 1 and 2, WITH Episode 4, it's only lacking some levels, while those levels are replaced with new ones, plus, it even had support for the PSX mouse.

It has a lot of content and some neat features.

I guess some more things I can think of.
>the mancubus is added into the final boss of Doom 1, but is then used very rarely at all in Doom 2
>the archvile is absent, which in part puts me at ease because he scares the bejeebus out of me, but in another way saddens me because a lot of encounters that were supposed to be more intense and frightening are now neutered
>the super shotgun sounds the same way as the regular shotgun
>the burning sky is ballin'
>>
>>3069095
When you're blurred, monsters will randomly veer their aim to the left or right sometimes, which actually is incredibly unhelpful because it makes dodging incoming fire MUCH more difficult.

Some maps intentionally force you to take a blursphere to make encounters really hard and annoying.
>>
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>>3069126
>When you're blurred, monsters will randomly veer their aim to the left or right sometimes
>>
>>3069032
This, so much.

>better not step in this blood too much, it'll hurt
>oh, I guess blood doesn't hurt in this map, never mind
>i have to trek through this brown sludge
>oww, that fucking hurt, it didn't do that in the previous maps

>>3069130
Yeah, it's actually not a good powerup.
If you move really slow, I think monsters can't see you, but other than that, all it does is make monsters unpredictable.
>>
>>3069147
Unless they're hitscanners. Then the blur is helpful. Modern wadmakers forget that and tend to use it exclusively as a trap, but it wasn't always like that. Older maps < 2000 would actually use it to help the player fight waves of hitscanners.
>>
>>3069147
>If you move really slow, I think monsters can't see you, but other than that, all it does is make monsters unpredictable.

That's ZDoom family only.
>>
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>>3069095
try it out! runs on e2m8.
http://temp-host.com/download.php?file=ns29he
>>
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Forgot pic. All that's left now is gameplay tweaking, upgrading visuals, and HMP.
>>
>>3069153
Wouldn't it exist in any port that supports Heretic? Since that's what the behavior is there for.
>>
>>3069163
You should use Hdoom resources. Thanks in advance doc.
>>
>>3069164
not the same guy but that's actually a good idea, are there any sfw hdoom images?
>>
>>3069160
No, because Doom didn't have it, and most ports actually try to support demos.
>>
>my art in the OP

O-oh

It feels like warm pee in my pants

Maybe i should do more
>>
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>>3069156 (me)
i can't actually do this. i did not see that rocket coming.
>>
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>>3069052
>>
>>3069207
Interesting HUD...What sourceport and or HUD is that?
>>
>>3069260
>>3069267
not exactly sfw but whatever, i will see what i can do
>>
>>3068864
forced pistol start. i don't know why it's implemented.
>>
>>3069252
BTSX played and looked great though.

>>3069304
This, pistol starting is boring, let me work to build my arsenal.
>>
>>3068969
I think you have a weird definition of what a "trap" is.
>>
>>3069341
I'll admit that in my map I put two traps involving archviles in, but it was mainly because I wanted to test how line triggers work.
>>
>>3069356
tfw your map has a line trigger that opens a wall with two chaingunners behind you
At least it's the only true trap. Also it's not actually in DUMP because I spent the past few day away from home and didn't finish map before that.
>>
>>3068623
progressive metal
>>
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>>3069375
I just remembered I didn't submit my map for the DUMP project anyway. OH WELL. I'm working on my next one, and I'm putting a little more effort into geometry detail.
>>
>>3068623
aphex twin or tobacco mostly
>>
>>3068623
Everything. From Massive Attack to Richie Valens.
>>
>>3069402
What Aphex Twin song would really fit the Doom experience? Or the other way around, what Doom map/megawad would fit Aphex twin's sound?

I usually listen to Carpenter Brut stuff.
>>
>>3069390
I at least got inspired to make a THIRTYTWO MAP MEGAWAD. Which means I'll most likely give up by map 4 at most. But still, something to keep me busy whilst waiting for other releases/besides other vidya.

UAC base -> UAC colony in hell -> Acid Hell -> Pain Hell -> Tech Hell
>>
>>3069402
try the flashbulb
>>
>>3069380
Seconded. I also listen to thrash/NWOBHM. Iron Maiden kind of overlaps with prog now, so that's great for me.

Anyway, DUMP map's done. Slaughter-averse players may want to turn on god mode in the throne room. Going down a difficulty also helps. So does practice. Practice is good for you! The map supports skills 3 and 4 out of the box. Anyone that can crack final doom without secret levels can complete skill 3. Skill 4 reaches difficulty levels on par with GO2IT.

I recommend infinite height monsters OFF. Chocolate Doom breaks some of the monster teleports. Stick to Boom or ZDoom ports!

Now all I need is to dig up a midi of the song I named it after.

https://mega.nz/#!3x12nb4R!nKuFDFwuzFOQUGU8AKSMGt-_IJ21Jc6Qzm0NdvHATRs

No need to link TE13 to it. I'll post on Doomworld.
>>
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Careful not to spring a boner
>>
>>3069404
I normally just put on an album or two but 26 mixes for cash, syro and the classics collection all work really well
>>
I feel like a moron, but I can't figure out how to get my MAPINFO lump working with the dumb map I'm trying to make. Do I just write it in the GZDoom builder script editor? Is there a header I need? I mainly just want to change the map name, music and give it two skys.
>>
>>3068960
Thanks for the advice, anon. I'll try to keep the textures more consistent next time.
>>
>>3069523
Infernal looks pretty cool.
>>3069539
Yeah, Doom 3's grey aesthetic really turned me off to it after a while.
>>
106th for shoutout to Dakka guy. I love your mod, and the fact you put out an awesome patch for CH82. This is everything I've ever wanted when I don't feel like playing vanilla ;_;
>>
>>3069120
It supported the PS1 mouse?! Fuck, I've had this game for years and had no clue about this. I have to hunt one of those badboys down now. I wanted one for C&C Red Alert Retaliation anyways.
>>
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Back to Saturn X ep1 is fucking my shit up.
>>
>>3068623
chiptune
>>
>>3069623
you need to use SLADE or another wad editor.

Open your wad in a wad editor like SLADE 3,
create a text file called "MAPINFO"
then add your MAPINFO data and save everything.

Then when you test your map it will have custom names and music and skies, etc.
>>
>>3069685
which map? the one with the free archviles and spiderdemon at the start is evil
>>
>>3069523
Neat.
Maybe Chasm will actually be good this time.
>>3069539
It was always colorful, they just didn't show it because they are idiots
>>
>>3069710
>>3069721
wrong board, gents.
>>
>>3069698
map6, it's those damn revenants
>>
>>3069728
>source port
>>
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Can you do multiple actions without ACS?
>>
>>3069728
hush
>>
>>3069746
use voodoo dolls and sector scrollers
>>
>>3069710
When AMD stops releasing shitty processors and video cards!
>>
>>3069752
What does this mean
The way I interpret voodoo dolls is the following. Have a remote hidden sector, like used for teleport traps, with several monsters in it, one for each action. Then have the ceiling crush them. The dying monsters each trigger one of the events.

So the sequence becomes:
Original trigger -> hidden sector gets ceiling crusher -> up to N monsters die -> each monster triggers an action
>>
>>3069024
Invasion mode?
>>
Is HDoom dead?
>>
>>3069767
Hopefully.
>>
>>3069762
http://doomwiki.org/wiki/Voodoo_doll
>>
>>3069684
The original PSX Doom doesn't actually have mouse support, but PSX Final Doom does.
>>
>>3069694
What programming language do I need? ACS? Or just the stuff outlined in the MAPINFO wiki pages?
>>
>>3069789
>But seems a bit archaic?

It's good for when you intend to make your wad Boom compatible, which is near vanilla but not completely. It is used for demo recording.
>>
you can also just put several switch linedefs in front of one another and give them all the passuse flag. this works in boom and upwards and may be easier in some cases.
>>
>>3069808
oh, that's what "pass use" does

I thought it was purely so you could put switches behind other special lines
>>
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>>3068864
>whether or not blood/brown water hurts you is inconsistent between maps
>>
>>3069024
Might be Armageddon.
>>
>blue water hurts you
>green nukage doesn't

???
>>
Is it possible to have PolyObjects be affected by sector lighting and color at all?
>>
>>3069824
>Implying it isn't blue because of cerenkov radiation
>>
>>3068710
Do I? If I just put the WAD into Slade it won't load the map.
>>
>>3068982
Foggy bogbottom isn't that great, really. The other map by the same author, Crucial Error, suffers from a lot of the same issues- asshole traps and enemies that spawn behind you every time you go through the center area (which you will, a LOT), along with secrets that encourage constant wall-humping and each map's 'big secret' not even giving you a hint that it exists if you miss a tiny thing way back at the start of the map.

There are much better maps in the pack. Necromancer's Keep is my personal favorite.
>>
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>>3069798
What's the point of having the scroll_sector action? The scrolling works in sector specials, but in a linedef it's totally irrational, pulling speeds I haven't defined anywhere, and it doesn't work as a switch.
>>
>>3069767

Most recent mod news post was five days ago.
It's slow, but not dead.
>>
>>3069836
Look at Going Down, that makes good use of voodoo doll stuff.
>>
>>3069832
>mouse = freelook
>>
>>3069832
Yeah, that was posted here before. Still a good one, and painfully true.

Definitely not encompassing of the entire community, though, there's several more archetypes that could fit.
>>
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>>3069832

Purist is easily the worst of the lot.
>>
>>3069845
I'd say it's a tie between purist and brutalfags
>>
>>3069836
the speed and direction is the length and angle of the line it's on

this was before action special arguments so that's what had to be done
>>
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https://www.dropbox.com/s/kt5xmyomic1tkai/TrainV3.wad?dl=0

Updated the train map, completely removed the switch hunt section, replaced by the section in the screen shot, changed some things around, removed blursphere mancubus thing.
>>
>>3069835
> The other map by the same author, Crucial Error
Very interesting that you say that, because it was the first of the maps I played and I didn't like it either.

I was beginning to think the whole pack was unenjoyable after coming from one to the other, but luckily I saved my progress and tried a new game on "the place of many deaths" which was a lot more fun.
>>
>>3069832
Most annoying to least
Purist>>Brutal Babies>Insatiable>Competitive>YouTube Superstar>Zandropubbie>Misfit
>>
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Managed to bake a bunch of shadows and highlights into the texture for this guy, so he doesn't look too bad despite GZDoom's lack of actual shading for models.

Also did a bunch of levels and hue adjustments for better contrast.
>>
>>3069856
The readme thankfully has a list of who made what map;

>* start - Hodgepodge of themes and portals (Simon OCallaghan)
>* ad_cruical - Lava caves and industrial complex (Maik Franz Xaver)
>* ad_dm1 - Place of Many Deaths (Gavin Edgington)
>* ad_lavatomb - Stone city gradually sinking into lava (Noel Lacaillade)
>* ad_mountain - Dark stone mountain prison (Simon OCallaghan)
>* ad_necrokeep - The Necromancer Keep! (Sean Campbell/Matthew Breit)
>* ad_obd - A giant pile of neatly stacked bricks (Simon OCallaghan)
>* ad_swampy - Gigantic interconnected medieval town (Maik Franz Xaver)
>* ad_end - Final destination for AD travellers (Maik Franz Xaver)

Given that the final map is by the same douche-and-a-half as Cruical and Swampy, I have to wonder if it's even worth unlocking it.
>>
>>3069874
Why are you calling him a douche? Did he exhibit any sort of jerk behavior?
>>
>>3069880
He made maps like a douche.
>>
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>>3069852
Yeah, was figuring that out now. Though it doesn't specify if the scrolling can be changed during runtime?

>>3069853
Needs more detailing, throw in a few more enemies and health to compensate the chaingunners. Yellow key comes a bit too soon after the blue segment.
>>
>>3069882
You sound elitist, stuck up about your tastes and I do not want to talk any more with you.
>>
>>3069849
However it's always a laugh to see them go off at each other.
>>
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>>3069889
>>
>>3069886
scrolling changing midgame I think requires the accelerating scrollers? I have no clue how those work, so don't ask me
>>
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>>3069831
I really don't know what's going on with your map anon, I hope someone more knowledgeable about this kind of stuff can help.
>>
>>3069882
To explain further, aside from the aforementioned traps and monsters-spawning-behind-your-back-at-ever-corner shit (something Arcane Dimensions averts hard for the most part, with most all monsters being visible immediately and only spawning in if it's an obviously large arena for you to fight in with a one-way-drop or etc);

>most all of the secrets in AD maps are clever, but not bullshit, just requiring lateral thinking or attempted sequence breaking to find
>mod also has runes to be found in the maps
>map maker has two runes in his maps
>in both of them, rather than a plain end-of-level rune they require finding a bunch of Doodads throughout the map, which won't spawn if you don't find the trigger first and you won't even know they exist otherwise, as it's not hinted in the readme either
>trigger is non-obvious or not even indicated, such as in Cruical where it's hidden behind a grate- a plain, unmarked vent, of which there are probably a hundred or more in the map, and the ONLY other ones you can interact with are visibly cracked or broken, meaning if the player breaks that first plain-looking grate, they're going to waste time and/or ammo trying to break every single other grate in fear of missing something

It's just poor design. Also you can jump right into the slipgate at the end of the level without even opening the fence in front of it. Oops!

>>3069889
We're not talking, we're typing.
>>
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Wrack is apparently getting a sequel. Hopefully they'll figure out how to make it fun and not Böring: The FPS.
>>
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>>3069905
This is a common issue amongst Doom-mappers as well.
>that one secret Sunlust-level
>it's easier to get outside the fucking map-boundaries than find one secret
>>
>>3069914
At this point, I just end up opening up the level and finding the secrets/way in that way.

sometimes even that doesn't work.
>>
>>3068828
Has the deadline closed? I just submitted an hour and a half ago...
>>
>>3069871
I'm sorry but it reminds me of edgy skin recolours people would do for UT2004. the pale skin is alright but everything else is too dark and contrasted. (just look what you did to his nipples!)
>>
>>3069925
Doubt Term's going to say "fuck you, no dump for you >:(", so yeah you should still be good.

and then I will violate your map with dakka
>>
>>3069905
To keep ranting:

>another map in the same mod, Firetop Mountain, has a similar way of finding its rune, that being finding Doodads throughout the map (in this case the skeletons of dead knights)
>however, in Mountain, it's only a single step in a considerably longer and more interesting path to getting the rune, and not only is the path hinted at throughout the map, but if you finish the map without finding it and try backing up, there's a barely hidden teleporter to bring you all the way back to the start to prevent the player from getting frustrated at having to track ALLL the way back
>on top of that, the bones can be found before that stage of the rune 'quest' and even if you don't trigger it at all, meaning if and when the player makes it that far, they immediately know where and what they have to do, having already found the hidden bones and wondering why they would be hidden if they couldn't interact with them

>>3069914
I could understand if it was Doom, Douk, Wolf3d, etc, where wall-humping is somewhat standard if frowned upon, but Quake secrets are rarely so non-obvious- even the famous discolored wall patches are less common compared to hidden buttons and switches that just take thinking to get to, and map makers can even go the extra mile and hide stuff where creative players will rocketjump or strafejump to get to (something id wasn't aware of when making the original maps). It's just disgruntling to have something like that show up in such an otherwise fantastic mod, y'know?
>>
Yeah the cutoff point for the levels layer didn't need to be so drastic The nipples look pretty dumb in the standard skin as well however, there's a kind of bruise with cracks around them for some strange reason.
>>
>>3069929
Where is Term? I was basing the deadline on the assumption he was either American or English.
>>
>>3069936
meant for
>>3069926
>>
>>3069925
>>3069937

I'm right here.
Nah, deadline hasn't closed yet. It's still the 16th here, and probably is still the 16th in your time zone too.
But it's gonna take me a couple days to compile absolutely everything, put in the hub map, connect everything today, and make the final boss.

I'm not really a stickler for precise time. The priority is more JUST DO IT rather than adhering specifically to a strict schedule.
If you need like a couple more hours to get things done, yeah, take it. If you're gonna need another day, well, all right, I'm still putting things together.
If you need an entire extra week...well, we're gonna have issues.
>>
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>>3069931
>that take thinking to get to
You mean systematicly going through every random nook and cranny only to find it was a 2x2 hole in some random wall and that you have to shoot through it and then run around the map like an idiot to find which other random wall it opened.
>>
>>3069940
Oh cool. I posted mine in doomworld and like I said there I won't have time to add difficulty levels for 10 hours or so. And a custom sky if I can figure out how. Tutes aren't helping.
>>
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Do you guys know of any replacement huds for Project MSX? I'm diggin the gameplay, but I don't like the hud
>>
>>3069931
It's gotta be said though, foggy bogbottom *looks* pretty amazing and has a great atmosphere.
>>
>>3069951
No. MSX has a rather complex hud that is internally structured in a kind of weird way due to sbarinfo limitations I guess.
>>
>>3069957
Damn, guess I'll have to put up with it then, thanks for the help mate
>>
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>Decide to finally try to slog through BTSX Ep. 2.
>Go to the forums page
>All these posts alternating between schlong-sucking and one-sentence posts made fifteen seconds after the OP saying "It sucks"
What the fuck is with the Doomworld forums?
>>
>>3069961
Userbase is dipshits and the mods are dickheads.
>>
>>3069961
>caring what others think
>not just saying fuck it & play
>>
>>3069960
I could maybe try my hand at a hud for it. I need the practice for an upcoming project.

What would you think of an extremely compact hud with most info close to the crosshair?
>>
>>3069943
Except whatever cranny is where is usually right next to or in front of whatever gets opened. Quake maps (at least the stock ones) are maze-y but much less crevice-y than the 2.5d engines due to the hardware limitations of having to run an entire 3d world- every extra brush was frames lost.

>>3069952
Yeah, it looks great, all the maps do (again, aside from maybe Cruical), and serious credit goes to whoever made most of the new textures and imported the stuff from Hexen 2. Even the start map is great, I've loved hub worlds that use pieces of the maps they link to since the PS1 Crash and Spyro days.
>>
>>3069970
If you could do it like UT99's HUD, where all the information besides health and armor is on the bottom, that'd be swell.

Whatever's more convienient for you works.
>>
>>3069968
Oh no, I'm still gonna play it and I couldn't care less what the weirdoes there say. I was just wondering what sort of weird shit is going on over there?
>>
>>3069449
here's an fda: https://www.dropbox.com/s/qna4sacuo2hwr31/forallkings-fda.lmp?dl=0

some stuff didn't teleport in, i think. -cl9 prboom 2.5.1.4
>>
>>3069841
You'd be surprised, I've seen people argue that Doom should be played keyboard only just because they didn't have a compatible mouse themselves back in the day and thinks that's how the game is designed to be played, when it was designed with mouse-turning in mind.
>>
Is there a DL of Doom sprites floating around somewhere, or barring that, an easy way to rip them? I could use em for a mod idea
>>
>>3070031
SLADE is an excellent WAD file editor. I believe you can extract files from IWADs using it.
>>
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>>3070038
Cool, thanks bro
>>
>>3069163

danke, doktor
>>
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>>3069402
>tobacco
>>
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Is there any Doom mod that has mouse rolling like this? I know there's a strafe tilting mod, but this looks more appealing. Video is from >>>3067703 from the last thread if you were wondering.
>>
>>3069961
as i recall, most of the "it sucks" posts were by btsx developers, or their irc friends, having, as it were, a giggle.
>>
>"what's this, Miasma?"
>"environments look really cool"
>"loving this architecture"
>"and the music"
>"what's this switch do?"
>bars slam down locking me in a relatively sparse space
>an archvile popped out
>here's 30 monsters
>also enjoy your 22 shotgun shells lol
The map did this like five times before I had enough and said "fuck it", are there people who thinks this is fun gameplay?

Like, I loved the striking visuals, but the gameplay was an annoying chore to me, anyone else
>>
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>>3070069
Russian Overkill makes slaughtermaps fun
>>
>>3070053
http://forum.zdoom.org/viewtopic.php?f=19&t=47811&start=15

Download the file on the first post
>>
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>>3070026
Well played. Teleports at the SSG trap don't seem to spit out all the monsters. Known issue. That's why you were missing kills.

You also missed some spectres that are released in the room with the lava vein after you get the SSG. Or did you? That was my prime escape route from the SSG trap (archvile), so I left something there for anyone else who tried it. At first it was an arachnotron, but that was too lethal. So it became spectres.

I was wondering if you could get the gun and not activate the trap. You did. Damnit.

I was also wondering if someone would punch the skeleton in the lava room. Knockout!

Leaving the cyberdemons alive at the end: intentional or not? It looked like they actually HELPED you at one point. I kill them between the first and second AV waves when I play the map.

Thanks for playing!
>>
>>3070053
ugh view roll is the worst
>>
>>3070069
yes, it's a great map with decently varied encounter design throughout: there are some nice setpiece fights sectioned away in secrets and decently challenging incidental combat as you push through the main path. the finale is also wonderfully creative and challenging regardless of what path you took to get there. nothing - bar possibly the black key wing - is unfair or not beatable consistently by a well-practiced player..

it is hard though and there's nothing wrong with bumping down to hmp. i think the next version is going to have a properly balanced hntr too.
>>
>>3069895
ure not aloud to hab an opinion
>>
>>3070084
>Leaving the cyberdemons alive at the end: intentional or not?
intentional as they didn't pose a significant threat at the time and i was unsure as to whether the area would spit out another wave of monsters they could infight with or not.
>>
>>3070031
TWO PIXELS TALLER ON THE TOP
>>
>>3068649
Submitting this for DUMP. Hopefully someone can tell me why it's so huge.
>>
I need some help with a DECORATE thing i'm messing with. I'm trying to make boss cubes able to harm players, so far i was able to do so by calling A_explode every few frames or so. I can get killed by the cubes but it defaults to the generic obituary report instead of a custom one i put (something stupid like: "player got cube'd").

Is there any way i can make boss cubes trigger a custom obituary report?
>>
>>3070136
somebody already did apparently - see >>3068710
>>
>>3069449
I hated this thing.

>http://www.mediafire.com/download/ycm11frfc0ualf2
Here's my demo of it, made on zdoom 2.8.1. The start was pretty fun, but when the throne room happened I just ran around like a chicken with my head cut off, did, resurrected myself twice, then a surprise cybie popped up and killed me.
>>
>>3070137
Where did you put the custom obituary?
>>
>>3070141
Thats not it, all of those files are different sizes, so I imagine they're all different. And the sizes don't even add up to that much.
>>
>>3070158
The level itself (the map WAD) is only 19mb. If I just put it into a Slade WAD, it won't play (map has no vertices).
>>
>>3069823
it played like a modified armageddon/invasion game, was a mode like that ever included with the base game .wads? Steam versions perhaps?

Don't know why I'm so obsessed with finding it suddenly, probably isn't *that* great
>>
>>3069845
>>3069849
There is literally nothing wrong with being a purist if you're not elitist about it.
>>
>>3070094

I'm still waiting on someone to fix that mess of a sprite rip and upload the result on TSR. And then laugh at those who will be irrationally angry about it.
>>
>>3070079
Thanks anon.
>>
>>3069252
Nah, BTSX has a good balance of both visuals and gameplay. I was more thinking of stuff like Hellbound.
>>
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https://www.youtube.com/watch?v=GwY8TGflBSk
>>
>>3070154
ACTOR Boolet : SpawnShot replaces SpawnShot
{
Radius 32
Height 6
Speed 40
Damage 6
Mass 100
Painchance 0
Reactiontime 8
Health 1000
Speed 40
Projectile
Obituary "%o got cubed"
+NOCLIP
-ACTIVATEPCROSS
+RANDOMIZE
DeathSound "weapons/plasmax"
States
{
Spawn:
BOSF A 1 Bright A_Spawnfly
BOSF B 1 Bright A_explode(128,64,0,0,80)
Loop
}
}


here's my thing for the actor if it helps, i used inheritance and replaced the original
>>
>>3070276
Hmm, I think you need to put the obituary in the the actor that spawns the Boolet rather than the Boolet itself.
>>
>>3070304
I'll try that then.
>>
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INCOMING D U M P
https://mega.nz/#!bAAUwb6B!XIx1c0MrAkbbjPvroXsdhF707bty8xXgMtsKv1PDpZg
First time mapping and I actually had fun with it. I made it with UV in mind, I didn't have time to balance it for other difficulties. It takes like 10 min to beat. I didn't try anything fancier than teleporting monsters in this map.
>>
>>3070328
That area in the upper-left looks like a four-eyed face.
I can dig it.
>>
>>3069252
Huh? While BTSX looks great for something done within Vanilla's limits, its visuals are pretty standard when compared to various limit removing and boom mapsets. And most of the maps were generally pretty fun and memorable to play, which is more than I can say for most megawads these days. Really can't understand how it can be considered a case of "detail over gameplay".
>>
Is it possible in some way to export maps into a format readable by 3D editors? With all the sprites and 3D models in the map if possible
>>
So I've just finished playing Doom II for the first time in years. First off, I hate that pit-exit on level 29, because I'm running around like a maniac trying to dodge Cyberdemon rockets while shoving a BFG up his ass and I keep accidentally falling into it. They should have at least put that exit behind a door or something. That was frustrating.

Also, I have two questions about Icon of Sin. 1: is the random monster spawner truly random? I saved in between hits on the boss, and every time I reloaded, an Archvile would spawn within a few seconds, which makes me think it goes in a set pattern. When I was told, when I was very young, that it was completely random. 2: Is there a technique for hitting the boss with freelook turned on? When playing the game as a kid, I learned the timing to get it right, but this time (my first time playing with freelook) I quickly learned that it threw off my timing and I had to turn it off to beat him. Just wondering.
>>
>>3070352
Yes, gzdoom builder can export to .obj. At least UDMF format maps.

>With all the sprites and 3D models in the map if possible
That I'm not sure of.
>>
>>3070337
Fun after you get past the ammo shortage on the south side. Judging by how I stumbled over a huge cache on my way out with the first key, that was intended.

Texturing needs work in places. Some areas could look better just by lowering the ceiling/raising the floor so the wall textures don't double up vertically. Maybe I'll take a look tomorrow when I'm not half asleep.

FDA (stumbled into the exit by mistake. Switch please!):

https://mega.nz/#!358QBDCC!poZz5v-NROpzWfhAq0GH0k83maWkHJu5da38-i7Q7Tk
>>
>>3070369
Danke
>>
Here's my dump submission if anyone would like to test it. No pics cos I'm on my phone.


https://drive.google.com/file/d/0B8xWmOI7IYl3cEpUN3V1c2JzeFk/view?usp=sharing
>>
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Reminder that the image "So you want to play some fucking Quake" doesn't have a working link to actually get Quake anymore RIP
>>
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>>3070390
>https://drive.google.com/file/d/0B8xWmOI7IYl3cEpUN3V1c2JzeFk/view?usp=sharing

Too hard, but I'm not particularly good at Doom.
Plus pic related.
Plus teleporter at blue key doesn't work.
>>
>>3070412
I thought that worked. Maybe I broke it. What source port are you playing in?
>>
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>>3070390
This lil guy seems stuck
>>
>>3070417
>https://www.doomworld.com/vb/post/1572121
Zandronum
>>
>>3070421
He was stuck for me, too.
>>
>>3070417
Did you place a teleport destination? That may or may not be the issue.
>>
>>3070402
the fuck mod is that? It looks pretty gr8. Quake engine?
>>
>>3070447
Devil dagger, a new game inspired by quake. Unfortunately it's survival against monster waves in a single room, so I'm not interested.
>>
What's the farthest a Doom Kart Racing Mod ever gotten? I think it would be REALLY fun to make levels for.
>>
>>3070470

Every single one got to a playable alpha build and then stopped.
>>
>>3070473
Definitely seems like one of those things that people do just because they can, not because it's fun or anyone will ever care about it.
>>
>>3069791
the MAPINFO code shown on the MAPINFO wiki.
>>
>>3070304
>>3070321
OH i got it now, i had to set the flag for the boolet to be the target of the A_EXPLODE call. Now i can set the obituary call there.
>>
>>3070158
yeah, if I had to guess they're backups of the map from every single time you hit the save button
>>
>>3070446
I can't see the file at the moment but I'm pretty sure I set all the teleporters to the same destination with the same flags - sector flag only, not teleporter tid. According to zdoom wiki the standard teleporter action special only needs one or the other. I'll check it again when I can. Sucks when things that were working break. Like that pained elemental.
>>
>>3070626
I guess it happens. I only started getting a render error after packaging my wad with the custom textures it needed.
>>
>>3070625
I tried removing some of them and got errors that wouldn't let the map run.
>>
>>3070638
did you end up with the lumps MAP01, TEXTMAP, BEHAVIOR, ZNODES, ENDMAP for the map? because if not, that's probably why it broke

and personally I'd try keeping the 1.8MB TEXTMAP/401KB ZNODES first just to be sure
>>
>>3070654
I think I did, but I'll mess with it tomorrow again.
>>
>>3069304
Usually forced pistol starts are done for episode transitions (Scythe, Speed of Doom) or weapon balance (BTSX E2).

Only time I felt it was overdone was in Resurgence. Really saw no point in having death exits in map05, map15, and map25.
>>
>>3070272
Fun fact: Wildweasel released the Police Brutality mod at the same time he was on a tirade against ripping content from other games.

This mod contains sprites from William Shatner's Tekwar.
>>
>>3070461
>it's survival against monster waves in a single room
That sounds like the most boring kind of FPS I can think of, why would anyone want that?
>>
>>3070750
idk co op left4dead survival mode was pretty fun
>>
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More stuff, more waifu.
>>
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http://forum.zdoom.org/viewtopic.php?p=893335#p893335

Status update on DUMP 2.
Congratulations to all 46 contributors and mappers who have come together to make DUMP 2 a reality. Over 46 maps. Bloody hell.

I'll be taking a little bit of time to compile everything together, connecting them in the hub, and making a final battle, but in the meantime feel free to pat yourself on the back. Or buy yourself a nice burger to enjoy. You've earned it, mates.

Thanks for mapping.
>>
>>3070750
>Not Doom

Because it goes batshit crazy and you die in one hit https://www.youtube.com/watch?v=r_BWmn3Ds0E

Can't recommend it to the average person, though, as they're likely to just see the first 120 seconds at most, over and over again, and get bored, and then go somewhere to complain about how they could totally survive 30 minutes if they didn't get bored.
>>
>>3070763
Except in Left 4 Dead levels have actual geometry and some degree of interactivity. In this pos it's just flat monetextured square
>>
>>3070783
i'd never mapped before

this was fun, but fuck me, it was also incredibly stressful

but now i want to do more, so mission accomplished
>>
>>3070763
Except in L4D you traverse through areas as you go.
>>
>>3070842
>survival mode
you know, the one where you're stuck in a single room against waves and waves until death? that was called survival mode wasn't it? it was all about how long your could last
>>
>>3070834
you and me both
just have to wait for the critique phase and get completely shat on by everyone
>>
>>3070421
daym those gains
>>
>>3070842
Thats campaign mode, not survival mode. L4D survival mode is about figuring out a good spot in small map to endure 10+ minutes of endless hordes.
>>
>>3070867
>>
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Woooo dialogue system!

Some choices seem to like to cause zdoom to crash though. Ah well. Now I have pretty much everything I need for my 3rd Hub: Radiation and dialogue/quest system. I can start planning out maps, enemies and other major details. its going to be very S.T.A.L.K.E.R. influenced if you can't already tell.

Currently I've pretty much finished the first 2 hubs and the weapons / monsters are feeling pretty balanced. Most maps can be wand started too.
>>
Boom! Updated my DUMP submission again. This time I added a few more labs, a lot more text messages, (And made all of the text messages use only one script, because that's more streamlined) and also shifted it to MAP12 because that'd make it easier on term.

>http://www.mediafire.com/download/atixtqd84686ptc/TheUACFuckedUpYetAgain.wad
>>
>>3070357
0. indeed the ease of exiting map29 without killing the boss is said to be why e4m6 has the boss-death-triggered bars at the end.

1. it is random in the sense that there is a procedure that simulates returning an endless (but cycling) list of pseudo-random numbers which the entire game-sim depends on. however reloading a savegame restores the state of the random-number-generating procedure so it is extremely likely to produce the same output immediately after a reload.

2. i don't know, it is generally held that using freelook on doom2 map30 is cheating (because you can stand on the top ledge, aim up slightly, and hit the boss brain without having to ride the lift at all) so you should turn it off there anyway.
>>
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>>3070390
Fixed version!
Same link as before: https://drive.google.com/file/d/0B8...iew?usp=sharing

Thanks to both public testers:
>>3070412
>>3070421

Now featuring:
>Working difficulty levels including UV + Co-Op
>No skybox glitching
>A custom sky
>Teleporters that work in Zandybambalam as well as ZDoom
>Some changed secrets
>A pain elemental that has lost his very close and personal relationship with a wall
>Switches that actually animate like they're meant to
>A par time (based on my HMP-Speed run)
>>
>>3070796
I think it's a real shame such cool looking assets didn't get a similarly cool mapset. I really want to love the game for it's visual design, but to me at least good levels is what first person shooters are all about.
>>
>>3070328
first demo for this, boom202 format (complevel 9), 14:29
http://temp-host.com/download.php?file=xy95iq

very good, didn't seem like a first-time map at all.

- the door to the chaingun, because there are steps up after it, is too small to return through. not a big deal but still.

- the yellow door raises awkwardly into the sky. although given the finale is a sky floor, perhaps this was intentional.

- i missed one secret. i thought i had missed something after the map started giving me ammo for a weapon i didn't have (e.g. on arachnotron ledge). looking back there seems to be no hint for it, but perhaps i wasn't looking hard enough.

- a new sky texture might have been a good idea, especially for the final area, which would emphasise the "now you are in ~~another dimension~~" effect. you could use sky transfer linedefs since most ports allow them even in boom compatibility.
>>
>>3070912
>Woooo dialogue system!
Strife type dialogue or custom?

Anyway I've been holding off from playing a morte until it's finished, just like with BoA
>>
>>3070990
Strife type, just using the ZSDF. Should give the last hub a bit of variety in gameplay. Its a pretty flexible system that allows me to write a whole lot of text and varied responses, which is a lot of fun. I can even play custom sounds.

>holding off
nice. BoA looks amazing, I'm doing the same there.
>>
>>3069449
first demo
http://temp-host.com/download.php?file=ja53vx

whoops i recorded on the wrong complevel. there were no boom linedefs so i assumed it would work in vanilla complevel. but the pillars at the end did not descend due to monsters with heads stuck in ceiling. therefore it does not finish. i may try again in boom complevel later.

prior to that i frustratingly died several times to the same archvile which i am sure will amuse you as from your map you are clearly a sadist ;-).

there are a number of characteristic "didn't test this in software mode" bugs such as the middle texture that covers the secret bleeding into the floor (otherwise i liked the secret, i like that it turns out there is space behind the lamp).

also i don't like such dark areas, but that is your choice of course.
>>
>>3071007
I was disatisfied with the the limitations of ZSDF so I wrote my own dialogue system in ACS. It uses a single script for all dialogues, and the entire dialogue tree is written in the language lump(s).

Each node of conversation can have 10 npc lines (with an optional separate npc name for each) and up to 10 player response choices. All npc lines and choices can optionally have a condition for showing up if one writes a checker scripts and refers to them in Language.

Eventually I want to write a program that generates these language lumps through an interface of linked boxes.
>>
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>>3071016
I did test once in Z& software mode, but I missed the texture glitch you mentioned. Yes it's darker than I intended. Next time I map, I'll balance lighting for software not hardware.

I ruled out vanilla compatibility after a skeleton didn't teleport early in the map. The bug with the archviles sounds easier to fix in fact. How can I fix the texture glitch or should I just leave it to Term?

Sadist? No. The final room wasn't large enough for real sadism. That was Going Down loop around the escape routes lite when it was supposed to be Sunlust claustrophobia lite. The escape routes were added because I couldn't clear the revenant wave without them. Thanks to Mouldy for making me think of that.

The archviles and pillars were an idea cribbed from pol.wad and paired down to my lower mapping skill level. The end of Sunlust map30 was on my mind too with the more tightly-timed archvile battle in the center of the "God-Machine". I died there. A lot. It was awesome.

The lamp secret? Yeah. It also adds other dimensions to everything that happens in that area by giving an extra way to get around if you know it's there. If anything, the mobility is worth more than the beserk pack, even though the archvile that spawns with the SSG wave can and will follow you into the secret.
>>
>>3070987
The design wouldn't work with traditional FPS levels without being changed so significantly as to be a completely different game, nor does the design really warrant a mapset. Even though it's a flat, almost featureless arena, the whole game is designed around it. Enemies carve up and zone off parts of the arena, and everything comes together mechanically to create complex gameplay situations without the need for traditional stages. There's a really frantic sort of process to playing it where you're running from the swarm of enemies that is constantly chasing you, weaving through the spawners and larger enemies that shape the arena and quickly analyzing where everything is, what to prioritize and when to take an opening, knowing any mistake means instant obliteration and the loss of all your progress. I'd rather it be what it is now rather than a Quake clone in the same artstyle, given Quake is already a game I can go and play any time I want.

Plus, there's an upcoming announcement relating to it. Likely either that it's an engine demo/fundraiser for a larger project(This is what I'm betting on) or that it's going to be expanded upon.
>>
>>3070950
>because you can stand on the top ledge, aim up slightly, and hit the boss brain without having to ride the lift at all
huh, I didn't even think about that, I just went straight for the lift like I used to years ago. Still, it was nice to know I still got the touch to beat it on UV after all this time.
>>
>>3071025
while you were writing this i was dying over and over again in the throne room. here is a 22 minute boom complevel demo, with four deaths, three of which are right at the end.

http://temp-host.com/download.php?file=yc88xx

re: the texture glitch, i answered this in the previous thread >>3065617
>the short answer is that the sector properties on each side of the line need to be different to force a visplane split at the line so the middle texture has something to clip against instead of bleeding into the floor. this means you need to have different flats or heights or light levels. a light level difference of 1 is enough to cause a visplane split but is otherwise unnoticable.

re: sadism, i must fight in pitch dark conditions with hardly any room to move. i can't see what i'm aiming at. maybe you didn't intend the map to be so dark but this is the reality of the situation. furthermore, i am constantly having to be careful of walls or pillars to avoid splash damage (this is also true earlier in the map). and finally, there's never quite enough plasma to keep going. two of my deaths could be attributed to running out of plasma at the wrong moment (the third being due to getting caught between both cyberdemons in the side tunnels).

however i did find you could get into the lamp secret from the bottom. i didn't realise it was only a 24 unit step up. not sure if it was intended but it makes the start a bit easier.
>>
>>3071041
>two of my deaths could be attributed to running out of plasma at the wrong moment
forgot to add, the reason i run out of plasma is because most/all of the plasma is guarded by the horde of archviles, from which i am trying to hide. if i try to go to restock, i will be fried. it's not that there is not enough ammo, it is that i am not able to reach it.
>>
>>3071028
ok
>>
How many anons in these threads don't make maps but stay anyway because the discussions are (mostly) nice?
>>
>>3071061

I'm one. I don't participate much either but it's a nice place usually, so I keep this open on a tab.
>>
>>3071061
I do some types of modding but I really like listening in on people doing completely different things. And yeah this is the only general on the site I've been to that's enjoyable more often than not.

You should see the "amateur game development general" on /vg/, it's a cesspool in comparison. I believe a decent bit of credit goes to the janitors on this board.
>>
>>3071061
>>3071064
literally me

I always have these threads on my watchlist all the time just to see what new anon maps get released and Doom 2016 news on occasion.
>>
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>>3071061
I came here from /v/ a few months ago and was pleasantly surprised that people actually had opinions and didn't just repeat the same 3 or 4 words (well, aside from the DO NOT but that's nowhere near as bad as "cuck" "leddit" etc.)

Also did a few OCs for these threads, pic related.
>>
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>>3071061
I always keep this tab open, you know, just to see what maps the other kids are making
>>
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>>3071041
I can fix the texture. That's good. I can also fix the enemy heads in the floor glitch. No idea what's going on with the skeleton. I also brightened the entire map by 32 units to make it easier to see in software mode.

The lamp secret is meant to be two-way. That's why I said it aids mobility so much.

>>3071046
Hmm... I was thinking about putting some small batteries in the side corridors, but I never did it. The idea was to make the player time their runs to get the ammo between pillars descending to release more bad guys. You also have rockets to clear straggler archviles if the BFG runs out. I'll leave 3 small batteries in each. That'll give you 2 spare shots if you're boxed in. It's not like they can't give chase and kill you. They just tend to be more interested in the dead monsters.

Updating with changes now.

>>3071081
Amen to that brother. These threads are great...at least until someone mentions the mod that shall not be named. Pic related.
>>
>>3071097
I don't understand this.

Not this post in particular, but sexualizing anything in Doom.

How old are you anon?
>>
>>3071097
Are you the guy who keeps posting about wanting to get railed by hell knights?
>>
>>3071031
I get what you're saying. It's just that I simply don't like the gameplay (except for it being based on dodging and agility), even though I love the art direction.

> I'd rather it be what it is now rather than a Quake clone in the same artstyle
I don't want an outright Quake clone, but I would really enjoy a modern game with a similar approach to level design that still feels fresh and new.
>>
>>3071109
the demon part

>inb4 "wow casul"
>>
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So since GZDoombuilder is apparently a "better/comfier" builder than regular doombuilder, I decided to give it a try.
Now, I'm retarded though, should I use ZDoom or GZDoom configuration :'^) I honestly haven't bothered looking in all the differences to all the ports.
>>
So, anyone wanna play some Dewm?

Or we can continue lewdposting about horribly grotesque demons fucking... Eh.
>>
>>3071124
This is some gachimuchi shit right here
>slaves, get your ass back here!
>>
>>3071114
It's a shame all the upcoming retro-inspired shooters (Gibhard, Strafe, Spire etc.) seem to be taking a procedurally generated approach that'll almost certainly result in either directionless levels or a bunch of premade segments all pasted together in a repetitive manner like Warframe.


>>3071118
Whichever port you intend on building for. If you don't know/care, then whichever port you test with.
>>
>>3071130
I want a game with a robust, full level editor, *and* procedural generated levels.

Why is this so rare?
>>
>>3071132
It isn't quite procedural generated levels, but you can use oblige for getting Doom levels
>>
>>3071138
dude oblige is the *definition* of procedurally generated
>>
>>3068623
https://youtu.be/sY278K4ljWs
>>
>>3071141
I guess, but when I hear procedurally generated levels I tend to think of levels that are literally generated on the fly. IE open door, bam area gets made in that instance. Or if that would take too much time, enter room, bam, all adjecent rooms get made. Enter adjacent room. Adjacent rooms to that get made.
>>
What the fuck is up with this teleporter horseshit?
The later levels better be fucking amazing to make up for this.
>>
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>>3071127
They even gave caco&pain lewd holes on the sprites.

Really this is all just the natural extension of the spirit of doom.
>>
>>3071161
That better be ultraviolent difficulty lad. And you're in for a great ride.
>>
>>3071161
Wait till you see the next level.
>>
>>3071161
ENJOY THE DIFFICULTY ROLLERCOASTER
>>
>>3071161
>E4M1
Ho boy you ain't seen nothing yet
>>
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>>3071127
>>3071124
>>3071109
>>3071108
>>3071097
>>
>>3071118
> I honestly haven't bothered looking in all the differences to all the ports.
The most important ones are these:
Doom: For the original executable and limit-removing ports
Boom: Close to vanilla but has scrolling floors and a couple of other utility features
ZDoom: Lots of mapping, scripting and graphical features. Use the UDMF format with it because it's by far the most powerful in allowing you to set properties for floors and walls. Uses a paletted software renderer, which causes warping when looking up and down.
GZDoom: ZDoom with an OpenGl hardware renderer. It's faster than ZDoom on "normal" maps, but also supports the most features of any port. Can use real 3d models with it, and looking up/down doesn't cause warping. You can not do as many palette tricks as with the software renderer though. Always use UDMF when mapping for it.
>>
>>3071130
>It's a shame all the upcoming retro-inspired shooters (Gibhard, Strafe, Spire etc.) seem to be taking a procedurally generated approach that'll almost certainly result in either directionless levels or a bunch of premade segments all pasted together in a repetitive manner like Warframe.
Yeah this really bothers me. I heavily dislike procedurally generated levels, and using them in a "retro" game misses the entire point of what made the games they're inspired from good.
>>
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>>3071130
>It's a shame all the upcoming retro-inspired shooters (Gibhard, Strafe, Spire etc.) seem to be taking a procedurally generated approach that'll almost certainly result in either directionless levels or a bunch of premade segments all pasted together in a repetitive manner like Warframe.
Oh dear, this.

Like, procedural generation can be fun as a side-thing for an FPS, but I like having actually designed environments and levels in my shooters.
>>
>>3071181
Thanks anon. Guess I'll stick to my ZDoom UDMF.
>>
>>3071183
Procedural generation is fine in Roguelikes and games like Diablo, but it's the worst thing I can think of if making it the mainstay of a fastpaced FPS game.
>>
>>3071184
What if we take an RNN and train it on every somewhat decent doom map ever made, and then have that create things. Then we rate the output as garbage, needs fixing, or usable. We manually edit the needs fixing maps, add those and the usable maps to the pool of maps, and retrain the RNN. Rinse and Repeat untill the AI mapping is strong
>>
>>3071147
That's not how procedural generation work and I dont know any game that does it. Minecraft does not count as it generates with a seed.
>>
>>3071130
>It's a shame all the upcoming retro-inspired shooters (Gibhard, Strafe, Spire etc.) seem to be taking a procedurally generated approach that'll almost certainly result in either directionless levels or a bunch of premade segments all pasted together in a repetitive manner like Warframe.

Pretty much.
Ziggurat could have been the fucking shit but NOOOO they just had to take the lazy route with procedurally generated same-y rooms.
I'm still mad.
>>
>>3071194
>>3071130
The main problem I have with procedural generation in WF and Ziggurat is that they dont take the generation far enough, stopping at the rooms.

Take WF for example: to make its maps much better devs just need to make variations of already existing tiles, or better yet variation of segments of each tile, with different cover positions, pipes and decoration variations, but instead the room is a static model and its always the same. This would've been easy to do, but apparently making edits of already made assets is too much effort for the Devs of the most popular MMO shooter.
>>
>>3071129
>gachimuchi

well at least I learned something new today
>>
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oh well
I'm more of a drawfag anyway
>>
>>3071228
It's a good start. Eyes should be more far apart if you want it to look true to the original
>>
>>3071228
The head looks more like a Baron's than a Cyberdemon.

But hey, you did better than me, so keep it up
>>
>>3071228
I think it's a good start too.
>>
>>3071238
what did you do?
>>
>>3071061
That's kind of a weirdly phrased question. It implies that the main purpose of these threads is DooM mapping instead of just DooM discussion in general.
>>
>>3071246
Nothing
Hence why you did better than me
I suck at this
>>
>>3071257
you won't get better if you only do things you already know
>>
The Hell on Earth Starter pack is really ambitious but I can't help but feel that the detailing and polish was done by different people or at least not consistently thorough.
>>
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>the fucking builder doesn't automaticly include used textures

Anyways, anybody know an action or script that just changes the floor texture so that this thing doesn't have to stop lowering midway for it?
>>
>>3071281
http://zdoom.org/wiki/ChangeFloor
>>
>>3071061
I am not a mapper nor modder. I have dabbled in GZDoom Builder, SLADE, and WackEd in the past, but never released anything to the public.
>>
>>3071290
Why isn't it an action? Seems pretty common thing to do against some of the more special shit.
>>
>>3071301
A lot of the more specialized shit came from Boom, which only allowed you to specify a sector tag with the action special.
>>
>>3071280
I've been hearing about this, but I've never seen a link. Can someone point me in the right direction? idgames, zdoom forums, and doomworld forums turn up nothing.
>>
>>3071281
>the fucking builder doesn't automaticly include used textures
Do you have any idea how fast that'd fill your hard drive up?
>>
>>3071315
That's because it's on ModDB for whatever reason.

http://www.moddb.com/mods/brutal-doom/addons/project-brutality
>>
>>3071319
Oh. It's mark's handiwork. Everyone's banned him. Thanks anon!
>>
>>3070736
I'm sure that 'tirade' was in regards to the 'four year rule' or whatever, basically meaning that people should abstain from ripping content from games that are fairly new. William Shatner's TEKWAR is 21 years old, which kinda is outside that rule

Anyway I'm sure the rule is no more due to the fact that there's a D44M mod on the forums and that hasn't been nuked.
>>
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>>3070328
Bit basic, could've been worse. Felt like it had a bit too much empty space. Both returns to central area were decently fun. Final fight was a bit too straightforward bottleneck, no incentive to run around the area. People will probably pick the BFG only after majority of the monsters are dead. Aesthetics could use more work, good overall tone, though.

>>3071317
It should have the functionality to collect all the stuff you have used.
>>
>>3071348
>It should have the functionality to collect all the stuff you have used.
An "export texture package" would have been useful, yes.
>>
Liek im so much into Doom for da PC XDDDDDDDDDDDDD
https://www.youtube.com/watch?v=cZO4n4GU9UI
>>
>>3071430
this has to be a parody. i can't take it seriously.
>>
>>3071438
It's that and one other video of brutal doom on that channel. 12 year olds me thinks.
>>
>>3071161
Okay, I finally savescummmed my way through the first two maps. It's supposed to get good now, right?
>>
>>3071445
You're through the hardest part. Breathe.
>>
>>3071438
>>3071443

It was uploaded yesterday.
So he's a dumbass.
>>
>>3071430
you know, as much as people bitch about the executions in brutal doom they really are a logical extension of what doom would be like if made today.

You only get the executions if you are using the berserker pack, wich for players that go for efficiency has no use beyond the health recharge. There is no situation where using the berserker pack is the better option, but it gives you style points because the screen turns red and the enemies die with the overkill animation, the same one you get when you shoot a rocket at an imp. So really you only go berserk for this overkill satisfaction and the animations in brutal doom are no diffirent, they are just style points.
>>
>>3071430
I can't get past how shitty those miniguns are

of all the guns, why the *miniguns*
>>
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>>3071097
There's a thread on /trash/ right now if you're interested.
>>
>>3071193
Strafe does seeded generation, still consider it procedural
>>
>>3071104

Sex and sexuality is a perfectly natural human expression, anon. It's nothing to be ashamed of or shy away from.
>>
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>>3071104
How old are YOU, faggot?
>>
>>3071456
that may be, but there are much better boards on which to talk about it, just saying.
>>
>>3071456
We could use a little more shame and decency imo. Natural or not.
>>
>>3071451
>There is no situation where using the berserker pack is the better option
Saving ammo, you fucking retard.
>>
>>3071470
>... he said in the threads where development of H-Doom has occurred
>>
>>3071475
>Occured
I think "spawned" is a better term.
>>
>>3071451
>There is no situation where using the berserker pack is the better option

I was using one earlier today in E2M2UV after my shotgun ran out of shells. It was actually fun, moreso than I was expecting - and up until literally today I would have agreed with you, anon.
>>
>>3071470
More guilt, maybe. Not more shame.

But anyways this ain't Doom.
>>
>>3071468

This is true.
>>
>>3071472
>>3071481
the point still stands though. the execution animations are a 1:1 replacement for the rocket giblets animation you get from the berserker pack. How is one over-the-top killing animation better than the other one?
>>
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>>3063408 →

How's this?
>>
>>3071498
not him but, great job
>>
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>>3071498
>>
>>3071495
Gibs don't interrupt the flow of the game.
>>
>>3071498
It looks like something's missing, and I don't think it's the helmet.
>>
>>3071495
gibs don't freeze me in place for five seconds
>>
>>3071498
Armor needs some shading, I think.
>>
>>3071495
i agree with the others that the berserk fist is actually a good weapon, in particular it quite outstrips the single shotgun if you are sufficiently nimble (although its absurd variation in damage done must be taken into account)

however, i now see what you are getting at. it's true there's a big "splat" animation for extreme deaths of smaller monsters which are hit by high damages. however i think the difference is that in the original game they are incidental to gameplay - they have the same effect on your experience as a normal death. the game doesn't stop playing while it shows you an animation. i think that's the essential difference. i liked that one could regain health by a more risky up-close method of killing monsters, but i didn't like the game essentially going into an enforced pause and showing me an animation which, while initially striking, i didn't really want to be forced to sit through more than once or twice. i realise there is the option to turn it off, but then you lose the health bonus as well.
>>
>>3071520
One thing no-one's mentioned is that it's not enforced. Press R with your fists out to switch to smash mode. That disables the executions if you don't want to break the flow. Brutal has other issues. That's not one of them. I have more of an issue with how beefed up the hitscanners are. It makes playing custom maps with it...painful.
>>
>>3071525

It's also not the intended Burtl experience.
Fatalities are not just "a" feature, they're the main advertised feature.

Yeah you can "turn them off", but that's like saying you could play DMC on automatic.
>>
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>>3071508
>>3071515
not him but maybe if i stick a background on it?
>>
>>3071525
>One thing no-one's mentioned is that it's not enforced.
but i did mention it!
>>3071520 (me)
>i realise there is the option to turn it off, but then you lose the health bonus as well.
>>
>>3071504
>>3071512
I completly agree and that is a downside. The upside is that with a good animation you could increase the positive feedback you give to the player for getting the kill, because there is just much more creative space for the animator.

My point isn't that either system is better. It's just well translated. The current vidya mainstream loves these sorts of short killing animations, so brutal doom just adapted the old formula without abandoning the purpose of it.
>>
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you can
>>
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>>3071515
>>3071508
This any better?
>>
>>3071536
I really dislike NT but I'd probably enjoy anything on the Doom engine.
>>
>>3071532
imps exploding when you fist them isn't positive feedback enough? at least that doesn't get repetitive
>>
>>3071525
> I have more of an issue with how beefed up the hitscanners are

they are beefed up but the hitscan is removed. strafe around them on some open maps (wich brutal doom starter pack is full of) and you will see how they are actually easy to dodge. It's more of a map problem and not a mechanical one, wich really means that you have to cater the maps to brutal doom if you wanna play it. hell, I die way more on the first vanilla levels with brutal doom than I do later, because they are so narrow and full of zombiemen.
>>
>>3071438
>>3071451
>>3071452
OMG GUISE BUT I CAN DOOMZ 2!!!! xDDDDDDD
https://www.youtube.com/watch?v=TFOx_6IV3BA
>>
>>3071548
the song audio makes it seem like he is recording it from an entirely different room
>>
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>>3071538
>implying doomguy doesn't have the punkish zigzag-sidecut as seen best in Doom 2 cover art
>>
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>>3071498
>>3071538

Original Anon here, fukken sav'd
>>
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>>3071528
>>3071498
>>3071538
Your art will now be seen by random passers-by.
>>
>>3071556
>Dwarf Fortress
Godlike taste~<3
>>
>>3071557
My range of autism is wide, anon my friend.
>>
>>3071551
it always annoyed me how different he looked in every picture
take the doom 1 end screen for example. why is he fat? and a ginger?
>>
>>3071538
>>
So, these Draw Settings are basically the default settings for a map right?
>>
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>>3071568
>No picture
I hate this meme

Also, a simple doorbuilder button. I already love this.
>>
>>3071556
why, did you set your computer up in a shop window?
>>
>>3071560
his appearance and background are intentionally not well-defined to emphasise the fact that he is you, the player. this is why i think he looks different in every rendition.
>>
>>3071539
>disliking NT
Care to explain why? Only criticism I had for it is the 30fps cap, which is literally hitler, loved everything else.
>>
>>3071584
sounds a bit far fetchd or an excuse
whatever the case it always grinded my gears
>>
>>3071572
Huh where? I could've used that when I did my DUMP entry.
>>
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And how do I make the following so that when I press delete, it "removes the sector" but it keeps the outlying walls connecting the rooms intact. I just don't have a need for the whole mess between those 8 rooms.
>>
>>3071610
GZdoombuilder, on the right there's a draw settins tab.
>>
>>3071614
I see it. It's on top in sectors mode. It even sets lower unpegged for you. I love it.
>>
>>3071612
join the sectors
>>
>>3071612
You could either lower the ceiling or raise the floor. Deleting the sector should have the same effect too though. I've made pillars that way before, at least if I don't intend to put anything on top of them.
>>
>>3070782
Your WAD looks like it'll be fun.
Nice taste in waifu too.
>>
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>>3071020
Interesting! I guess if something doesn't work right you gotta do it yourself.
>>
>>3071548
we postin shitty brutal doom videos now?
https://www.youtube.com/watch?v=5NVKwGuNYs8
>>
>>3071498
Fuck, now somebody should make a series of quick DOOM skits. Animated Doom Comics anyone?
>>
>>3069860
>Zandropubbie being that low
>>
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>>3071681
>>
>>3071681

This can't be real.
>>
>>3071717
mate look at his channel it's clearly ironic
>>
>>3071717
How dense are you?
>>
>>3071714
I think we have ourselves a lolcow.
>>
>>3071504
You can choose to do the executions though, so if it interrupts the game for you, use Smash mode.
>>
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I'm not a huge Doom fan, ie. it's been a decade since I stopped regularly downloading custom wads. I just played Romero's new version of E1M8 and I thought it was really good. Did you enjoy it?

It's been a really long time since I played vanilla Doom1 but I was so excited about getting to play new Romero content that I got all the way to Phobos Lab on UV without taking damage despite all the hitscanners.
>>
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>>3070834

this is my first time making a map very late at the least around middle of march, but i hope i get to finish it

wish me luck
>>
>play uacultra
>ah a nice easy wad for a change
>map10
fuck right off
>>
>>3071751
it was fine. a bit clusterfuck but it was fine
>>
>>3071751
it wasn't the best thing ever. i only played it two or three times at release and haven't felt a compulsion to replay it since. but i still really liked it, especially the secrets.
>>
>>3071774

Really? I thought Romero reproduced the idea of "Phobos Anomaly" very well. It was clearly some kind of a computer complex in a slime pit, that was being transformed into some kind of demon dwelling. There was human structures, natural formations and hellish architecture. The closer you got to the end, the more demons started teleporting in. It had some reasonably clever use of verticality and multiple levels of difficulty locating secrets.

The end fight was cool because it was darker than the original, and it had more enemies. You had to prioritize targets and the darkness in combination with spectres meant that you absolutely couldn't stop at any time. And you couldn't just blast the barons with 5 rockets each because of the danger of splash damage.
>>
>>3071787
it had some minor texture misplacements but those are the smallest of problems
it was a bit long and had a lot of themes thrown into it for a episode 1 map
and my personal problem was in some of the design choises like the lift not being in the middle right before the barons and stuff like that but again that is my own problem really
still sure, on its own it's a good map as you said and I would love to see more
>>
>>3071787
>>3071820 (me)
oh and the shotgun guy ambush trick got old kinda quick
>>
>>3071821

It could be that I've just been desensitized to monster closets so much that I didn't experience any ambushing. I could basically anticipate those sight unseen. So It could be a flaw that I didn't percieve as a flaw.

Did anyone actually die their first time playing through? I didn't, though the last fight was nicely challenging. Pistol start could be a different thing though.
>>
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Ever since I played Doom and most of the better known 2.5D shooters I've been having a hard time playing modern FPS games.

Did this happen to anyone else?
>>
>>3071843
I did a pistol and died once but only at the beginning because I didn't go running out of the corner
>>
>>3071846

Do games like FWH's Shadow Warrior count as "modern" FPS games? Because even though I don't play many FPS games, I enjoyed Shadow Warrior.
>>
>>3071858

I played through the episode and I too was surprised in the beginning of the level, but I was able to quickly navigate out of the cramped space to somewhere safer. But I had the shogun equipped from e1m7
>>
>>3071859
I didn't, but then again I liked the original and was upset about all the changes they made to it
>>
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>>3071557
>Godlike taste~<3
>Evolve
>>
>>3071717
>Channel is postironic shitsville
Gee I wonder if this is fake.
>>
>>3071846
Singleplayer yes. It's kinda been a slow downhill since doom for me with an exception around half life 2.

Multiplayer though did great since doom. Quake 3/live pretty much perfected the fast paced formula that doom started, on the other side of the spectrum we've got arma for the best tactical experience and counterstrike for a perfect mix of action and tactics. And finally we got TF, BF and CoD wich are all their own flavour of what are essentially class-based FPS, all of those three franchises have refined their formula over the years and earned great audiences.

Here's hope HL3 will spark some light into this genre, until that day I am having a good time in multiplayer.
>>
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>>3071885
>want to like multiplayer
>mostly terrible at it
>get easily upset

It ain't easy
>>
>>3071893
bein cheesy
>>
>>3071893
Are you playing competetive minded games like cs:go and quake?

Try switching to something more sandboxy. You can do allahu akbar driving in battlefield, or bully people with riot shields in call of duty, or play planetside2 get in a giant dropship and land on tanks at high speed wich makes them explode.

The point being, there are plenty of multiplayer fps out there wich offer inefficient yet fun playstyles.
>>
>>3071901
Or you could play something non-competitive like co-op/survival doom. That's what I do.
>>
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>>3071873
It's a shitty Desura-like thing I use to play Peace Walker with a friend of mine, calm down there.
>>
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>>3071161
One of the best Doom maps ever. Thight and well balanced. You have to conserve ammo and even the basic mooks get to feel meaningful.
>>
>>3071901
>planetside 2

>off topic spoiler
I had a lot of fun in that with the vanu "Light Assault" class for a while. Use a carbine with a scope to be effective at all ranges. jetpacking up behind tanks with c4 was always a laff. And once I camped a enemy base, escaping with the jetpack after each kill until I'd killed a shitload of guys and was left with only the melee weapon. Then I killed 3 more before getting rekt.
>>
>>3071873
>>3071910
Evolve was pretty good. One of the better action games this decade so far.
>>
>>3071917
Their marketing was unbelievably bad, and hamstrung the game from the get go - but the game wasn't bad.

>>3071914
What kind of filter is that? I have an idea.
>>
>>3071917
sarais pls go and stay go
>>
>>3071925
The photoshop kind.
>>
>>3071562
>>3071556
>>3071553
I'm glad you like it.

Maybe I should make like a signature or something. All the cool kids have one.

>>3071551
To be fair, the only consistent thing about Doomguy is that he has green armor. Everything else changes depending on where you look. Guess it goes well with the whole "The player is YOU" thing.
>>
>>3071925
>What kind of filter is that? I have an idea.
You can replicate it in-engine but it's probably too many workarounds involved for you to bother. I know a fair bit about faking post-processing effects in (G)Zdoom if anyone is interested in stuff like that.
>>
>>3071846
>PUNCHATZ
?
>>
>>3071987
http://doomwiki.org/wiki/Don_Ivan_Punchatz
>>
>>3071926
That wasn't even me you nigger.
>>
>>3071993
>the guy who made the box art is the father of the guy who made the models for the revenant, spider mastermind etc
huh, I thought it was the same guy.
>>
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Does anyone know of any kind of weird, funky, miscellaneous reasons why a door may not work? I got this door in my map that will not open and I can't figure out the problem for the life of me. It's starting to drive me mad.
>>
>>3072014
check the heights of all adjacent sectors
a lot of these new mapper maps i've seen recently have closed sectors everywhere they should have voids
>>
>>3071751

I enjoyed it so much I wanted to replay it right away after beating it, and I generally only feel that way about Quake maps, not Doom maps.
>>
>>3072034
should the wall that the door is in be void to either side?
>>
>>3072045
in general yes. a door raises to the height of the lowest adjacent sector minus 4. so if the tracks are sectors themselves, they can affect the height to which the doors open. (this is sometimes exploited to create broken doors)
>>
>>3072052
>a door raises to the height of the lowest adjacent sector minus 4
(i mean ceiling height, of course, in case it wasn't obvious.)
>>
>>3072048

a wrong turn at albuquerque, buddy?
>>
>>3071916
>>3072026
>>3072048
>>3072054
guys come on please stay on topic
>>
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who's this guy?
>>
>>3072095
wooooow
>>
>>3072095
https://www.youtube.com/watch?v=KCent_2q7ZE
>>
>>3072095
John Romero
>>
>>3072054
>>3072026
>not the original planetside
fucking plebs
>>
>>3072130

wooow
>>
>>3072095
wooow
>>
>>3072035

Yeah I also wanted to explore and discover the few secrets I missed. I already had the chainsaw so I didn't go for it and I couldn't figure out the secret of getting to the useless invincibility powerup.
>>
>try out Heretic Community Chest
>third or fourth level
>400+ fucking enemies
>huge fucking map with lots of teleports and switches

Goddammit I just wanted more fun with Heretic
>>
>>3072052
hey, thanks, that worked.
>>
tfw the level you're making is disgusting.
C'est la vie
I-I swear it's just because it's supposed to be set in a base-like environment where you start off, hell is the levels after
>>
>>3071972
Others may be, and there's still cool stuff to be done, but I'm the anon that asked, and I lack the level of proficiency required to fuck with stuff on that level.
>>
Speaking of level desing... I'm a 3d artist, but I've never used the Doom editor. Has anyone ever made something that can convert a 3d mesh into a Doom level? Assuming that the mesh has no rooms on top of one another or slopes?
>>
>>3072236
I figured that. What you can do however is make a couple of monochrome noise images, apply "motion blur" and an orange filter, put them in your wad, use ANIMDEFS to turn them into an animated texture sequence, and use the ZDoom "hudmessage" ACS function to display it as an additive blending screen overlay.

and that's the *easy* way. The hard way, getting it exactly like the pic, would be a huge headache.
>>
>>3072243
>Has anyone ever made something that can convert a 3d mesh into a Doom level?
GZDoom has a button for importing .obj as level geometry but I have no idea how it works. It can export as well and that I've tried.

>Speaking of level desing... I'm a 3d artist, but I've never used the Doom editor.
It's pretty much the smoothest and easiest-to-use editor out there. You draw a floor plan from a top perspective then you fly around in first person view and adjust ceiling and floor heights by clicking and scrolling your mouse wheel. That's pretty much all there's to it, other than texture alignment.

Only hard part is sloped 3d floors really.
>>
>>3072259
Can you apply shaders to camera textures? I have literally never looked into that crap.
>>
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I just wanted to say I started playing doom about 2 days ago and have been having more fun here than I did with many other shooters

l-love you guise

but seriously what wads do you recommend that are survival horror-ish
>>
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>>3071656
Eggcellent taste
>>
>>3072173
>http://www.moddb.com/games/heretic/addons/ultimate-hereticnew-heretic
This mod has alot of new maps, I find them fun
>>
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>>3072268
Nope. You can print a shaded texture on top of it though I guess.

You can do a whole bunch neat things with them anyway. Example: make a powerup that does nothing except turn the view monochrome blue (like the invulnerability sphere with another color map). Then print a full screen camera texture on top of the hud at a opacity of your choice with yourself as the camera - this won't use the blue color translation, so if you set it to 0.9 opacity you get what amounts to a slight cooling filter.

To do the really crazy camera texture effects you need to use a recursive camera in an off-map room, a long with a bunch of acs trickery. Total Chaos uses them to fake motion blur for example.
>>
>>3072284
Try Unloved. I've also heard of one called Happytime Circus. Hellbound is bleak looking, but not really horror inspired. I recommend walking through it with monsters off. You'll die of boredom trying to play it.
>>
>>3072298
Hey anon if you want to try hellbound now there's a Samsara server with a few people in it on Zandronum! Boring, but tolerable with friends.
>>
>>3072284
>but seriously what wads do you recommend that are survival horror-ish
Unloved for horror atmosphere (a really good one) and Doom gameplay. Asylum of the Wretched for an actual survival horror map that's spoopy as fuck. And then there's Lasting Light, a gameplay mod that turns any map into survival horror.
>>
>>3072264
>Only hard part is sloped 3d floors really.

Slopes are some Build-engine futuristic voodoo anyway
>>
>>3072313 (me)

Oh, and hallways on top of one another, intersecting for example isn't actually a problem in some cases. Wasn't it so that the N64 version of Doom relies heavily on rising and lowering platforms changing the level geometry? You can't mask the sound effects of that movement, except if it happens far enough from the player.
>>
>>3072313
Normal slopes are very easy to use in GZDB udmf format. If you mean you think they don't belong in doom that's fine.
>>3072324
Yeah that's how D64 does ROR. Breaks in multiplayer of course. And you can move floors silently in modern ports, but it's better to do it with actual 3d floors (or since last week or so, linked portals are viable too)
>>
>>3072298
Unloved is cool looking, except it's basically the same rooms over and over again with too many enemies. Very boring gameplay. Same with Hellbound, but more hard and less boring.
>>
>>3072313
I've always disliked how slopes are used in doom maps. Always seems to be used for detailing/decoration purposes. Never see maps use them the same way build engine games did.
>>
>>3072313
Sloped floors are as simple as assigning a thing to a line and checking whether it slopes the ceiling and/or floor.
>>
>>3072048
Who is he and what did he do?
>>
>>3072338
So you dislike detail and decoration? I love it as long as it's consistent and aesthetically pleasing.

>>3072339
Go back to bed gramps, us young people press alt-v and set vertex slopes directly.
>>
>>3072348
I've probably been mapping since before you were even a theory in your father's nutsack, kiddo. And I've only just started mapping for Doom, I know all about vertex editing.
>>
So I just finished doom, how's the second game?
>>
>>3072398
Also good, but how much you like it compared to the first game will vary.
>>
>>3072398
The supershotgun is great and the new monsters are excellent. The maps are worse though.
>>
>>3072398
The super shotty is great, all the new enemies are great. However, Doom 2's level design is significantly worse than Doom 1's. I mean, it's not awful (except for MAP24) but, a good chunk of the game is just bad compared to Doom 1's levels.
>>
>>3072398
The second game has some more creatures and a new weapon- the Super Shotgun- but the maps are a bit lacklustre compared to the first game.

The SSG is outrageously overpowered, though. It fires 3 times as many pellets as the normal shotgun, but only costs 2 shells per fire.

I actually always played doom2 as a kid. I didn't even know the first one existed. It took me years before I got internet access and got to try out the first doom.

Quake's really the same way, except I never was able to try the first quake.
>>
>>3072348
>So you dislike detail and decoration?

I meant I dislike that slopes are generally only used for that purpose. I just would like to see maps go beyond that that and actually rely on slopes in its layout.
>>
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>>3072405
>>3072408
>>3072409
>>3072413
Well, my expectations are high after the first one, but it sounds like it'll be just as good
Just as a fun detail, I first set it on nightmare because I like games for a challenge. It took me a year to finish it
>>
>>3072427
Nobody plays on nightmare. Turn it down to UV. PWADs will be more than challenging enough for you after you finish the main games.
>>
>>3068623
Thrash metal or black metal fits
>>
>>3072409
I personally don't buy into the whole "doom 2 has shit level design" bandwagon.

All of John Romero's and American McGee's maps are perfectly fine. And while I can admit that Petersen went a little too experimental at times, the only maps of his I'd say are outright bad are map21, and map30.
>>
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>>3072117

that was a proper laugh, thanks anon
>>
>>3072447
I agree, I rather enjoyed some of the last ten-or-so levels of Doom II. E4 of UD, now there's some shit level designs, it's total bullshit.
>>
>>3072413
I feel SSG is only OP if its used how Doom 2 used it for the first half of the game.

I reckon Final Doom, and the MMs handled it better, for the most part.
>>
Why are there no Warhammer 40k wads?
>>
who else here drunken dooming?

i'm testing my map to see if i fucked something up
>>
>>3072480
custom weapon and character sprites

it's always the sprites that halt mods before they even start
>>
>>3072297
That looks like a neat zerk pack shader - tunnel vision and ready to fuck shit up. And jesus Total Chaos doesn't look like it should even be possible in Doom
>>
>>3072480
One guy is trying to make one but it looks awful.
>>
>>3072504
>>3072543
I wish I could do something about it. But I have no coding or sprite making skills.
>>
>>3072547
dont bother. I have no interest in the 40k setting.
>>
So I played a good bit of Complex Doom today - why doesn't someone balance the fucking mod?

All that work spriting, coding monsters, all kinds of other shit, and they can't bother making monsters that don't one shot you at random with bullet-sponge HP... Also fuck you give us a reload button, not gimped reload on altfire.
>>
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>>3071161
>NIN secret that basically kills you
>No health packs except bonus'
>fake wall in the red key room
>The entirety of E4M2

Holy Shit Thy Flesh pisses me off, it's not even that difficult its just paced poorly. The first 2 maps are the worst and the rest while more difficult than E1-3 are still easily accessible. How did they fuck up the pacing so bad?

A shame cause E4M6 is a masterpiece.
>>
>>3072571
The base mod isn't that bad, but LCA(the wad that adds the legendary monsters) is, as you said, an unbalanced piece of shit, Colourful Hell uses the same concept and does it a million times better, I wish it worked in Zandronum.
>>
>>3072572
E4M6 is bullshit, I just played it earlier today.
>>
>>3072560
Uh, maybe they do, Anon?..
>>
>>3072560

One anon doesn't like thing, entire project cancelled.
>>
>>3072571
>All that work spriting

HEH
>>
>>3072571
I think they just "Borrowed" the sprites.
Though I do have to admit, that quad shotgun was so satisfying to use last time I played, the way it swang after firing was great.
>>
>>3072590
We should tune it - or maybe make our own?

I'm a game *and* math nerd (good thing I played sports well, otherwise I'd probably be a turbovirgin) so I feel like I could positively effect balance if I knew where to play with variables
>>
>>3072645
Balancing it isn't hard at all, DECORATE is very simple to learn, just open the pk3 in SLADE and make your own version. Personally, I'm slowly doing a monster randomizer with classes for my play group, the things I lack are ideas and knowledge about cool effects like the fire that comes out of legendaries when they do some attacks in LCA.

>>3072627
There is a hexa shotgun now too.
>>
>>3072627
I've seen half or more of the models used in other mods - fuck if I know who the original creators were. But that seems to be how it goes 'round these parts.

>>3072645
To expand upon this - it seems like it would be extremely easy to tune it to a much more fun level. Maybe trim down the number of trash/so randumb guns, give things a formal reload button?

>>3072652
The 6barrel is hilarious/fun/awkward.

I've tried my hand at modding before, but I bit off more than I can chew... Guess I'll attempt something a little more simple, like this.
>>
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Are there some wads set in egypt apart from EPIC?
>>
>>3072685
do you mean epic or epic2?
deus vult 2 has a large egypt themed map
>>
>>3072685
Chosen.
>>
>>3071161
I always saw E4 as more a collection of single maps, rather than as an an actual episode.

Kinda feel they should've done it master levels style.
>>
>>3072447
It was MAP09 and MAP13 that made me hate doom2 level design. If they'd just skipped over the maps entirely I'd like the game a LOT more.
>>
>>3071130
>It's a shame all the upcoming retro-inspired shooters (Gibhard, Strafe, Spire etc.) seem to be taking a procedurally generated approach

Yeah. I can't even fucking enjoy OBLIGE maps, to be honest
>>
>>3072747
I personally don't agree with the hate for map09. Its among the most fun maps in Doom 2, IMO. So many optional stuff to do.

Map13 wasn't perfect, and had too many lifts, but its still decent, IMO.
>>
>>3072758
Your opinion is wrong.
>>
>>3072764
Can we not go there, please?
>>
>>3072770
I intended that as a joke.
>>
>>3070912
https://www.doomworld.com/idgames/combos/cheeki
>>
Speaking of STALKER, are there any good Stalker style maps, or do I have to make a laughable attempt on my own? Already played Bloody Steel, thought it was visually pretty similar, at least the first map was.
>>
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Is this bookcase texture alright? I took a photo of mine and edited it.
>>
>>3072860
It's much too blurry, I think.
>>
>>3072860
You might want to make the bookcase smaller, and apply a scale to the texture.
>>
>>3072860
Looks fine to me. Nobody is going to be staring at it for more than a split second. What's with the cartoon shit though>
>>
>>3069906
Isnt Wrack 1 is still an unfinished mess lacking the levels and story ending abruptly with no warning?
>>
>>3069931
id wee aware of the rocketjumping alright - one of the easter eggs (the Dopefish one iirc) requires it.
>>
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>>3072883
What, like this?

>>3072891
Because I like it.
>>
>>3072860
If I were you I would try accentuating the shelves
>(the whole thing is called shelf, and the individual platforms are shelfs as well in english?)
by making the width/height clear cut with a colour similar to the other furniture, instead of ranging like from 1.5 to 2.8. Actually, make all the planar (the lines on the front side) elements more defined.
Also, make the texture fit to the height of the room.

The books themselves look good.
>>
>>3072901
Ok...gay....
>>
>>3072897
iirc the first official vertical rocket jumping secret came around in a scourge of armagon

dopefish didn't require a rocket jump
>>
>>3072924
ahaha fag
>>
>>3072572
>pacing is bad
Please explain how the relentlessness in small maps is bad?
>>
>>3073003

I think what he means is that while the difficulty curve of all of the other episodes is actually a curve, the difficulty of TFC is all over the place. It's like they messed up the order of the levels.
>>
>>3073015
Hell Beneath is the perfect pistol starter level.

I think the biggest issue is that the rest of the levels are just piss-easy, and since you probably are gonna be surviving Hell Beneath quite barely, something like Against thee Wickedly would've made a better next level than Perfect Hatred.
>>
>>3072216
who said it was disgusting?
>>
So it looks like I truly am too late for finishing my DUMP map.

I'm still gonna finish it when I home from vacation, and make a small, unique custom weapon set for it later
>>
>>3072897
Before Quake existed. You are supposed to rocket jump to the secret exit in episode 3 of Doom.
>>
>>3073060
Save it for the inevitable DUMP 3: This Time Its Constipated
>>
>>3073064

Should be DUMP 3: bloody hell
>>
File: spasm0005.png (1MB, 1600x900px) Image search: [Google]
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Quake question:
If I record a demo in Spasm, will I be able to play it afterwards in DarkPlaces with all the graphical shindig and whatnot?
>>
I always felt E4 should've been ordered like this

My Order
E4M1: Hell Beneath
E4M2: Unruly Evil
E4M3: Sever the Wicked
E4M4: They Will Repent
E4M5: Perfect Hatred (Exit to secret level)
E4M6: And Hell Followed
E4M7: Against Thee Wickedly
E4M8: Unto the Cruel (Spiderdemon is boss)
E4M9: Fear (Secret level)

Original Order
E4M1: Hell Beneath
E4M2: Perfect Hatred (Exit to secret level)
E4M3: Sever the Wicked
E4M4: Unruly Evil
E4M5: They Will Repent
E4M6: Against Thee Wickedly
E4M7: And Hell Followed
E4M8: Unto the Cruel (Spiderdemon is boss)
E4M9: Fear (Secret level)
>>
>>3073069
I'm no expert with Quake engines, but I kinda doubt it.
>>
>>3072416
Oh, I see. A slight problem with that though is that their physics are still kind of wonky.
>>
>>3072847
There was an anon here making a cool innawoods map a year or so ago IIRC. I don't remember if it was released.
>>
File: 20160318_133712.jpg (1MB, 3264x1836px) Image search: [Google]
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I just got my Doom t-shirt, like how it turned out.

Does /vr/ own any video game related clothing?
>>
>>3072645
>I'm a game *and* math nerd (good thing I played sports well, otherwise I'd probably be a turbovirgin)
You need to join the modding community mate. You'll get addicted almost instantly once you make a monster do something cool.
>>
I agree with >>3073229 . I started modding doom mostly as a joke, because it's a decades-old game, but then I made spectres turn into intangible phantoms after you hurt them enough- ones that follow you until you turn your back on them- and then they're immediately there.
>>
>>3073228
I would never but I printed a huge poster of the original one for myself to put on the wall<
and omf 2097 poster too
>>
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>>3073236
>>3073229
Or making a cool gun.
>>
>>3073228
That's a good one, I'd wear it.
I want this:
>http://www.epicpants.com/t-shirts/god-mode-ascii-mens-black-t-shirt
This would be cool too:
>http://www.epicpants.com/t-shirts/space-marine-ascii-mens-black-t-shirt
>>
>>3073254
The second one looks better imo. There's something about Doomguy's face in the first one that feels weird
>>
>>3073248
Oh shit, Volatile Ammo :D
>>
>>3073248

That seems more like the ammo reacting and not the gun itself
>>
>>3073069
I don't think so, no.

Assuming you're recording the map in that screenshot, you won't want to play it in Darkplaces anyway, DP messes up or doesn't render at all a lot of the lighting and effects in Arcane Dimensions.
>>
>When you want to mod all shotgunguys to drop a different weapon that doesn't share ammo with the shotgun, and often maps will not have a shotgun pickup
>>
What's the point of the invisibility sphere?

For me it makes the game harder because you can't predict where enemy projectiles will go and most enemies usually know where you are the second you fire anything
>>
>>3073389
well quite. it's the worst powerup in the game.

however it is extremely useful against hitscanners. i call it the spiderdemon immunity pill.
>>
>>3073389
its pretty damn useful on multiplayer maps
>>
>>3073389

I think it's good against hitscanners. As long as you keep your distance to projectile-throwing enemies, you can compensate for the inability to predict them, and the hitscanners get an accuracy debuff.
>>
File: Screenshot_Doom_20160318_143518.png (2MB, 1920x1080px) Image search: [Google]
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Trying to make some fake volumetric lights. I don't know how to make them look good from any angle without using a shitload of vertices. GZDooms model rendering is so limited..

>>3073389
It's good against hitscanners at long range. I think?
>>
help. zandronum is asking passwords when the server has none and it always says incorrect and doesn't even ask it if the server has one to join
>>
>>3073046
I'm not a big fan of Doom levels that are a lot of straight orthogonal lines with square rooms.
>>
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>>3073421
Agreed.
>>
>>3073389
I think the monsters are supposed to be firing in random directions, if you stand still you probably have a better chance at dodging projectiles than if you were moving.
>>
>>3073431
Is that.... The crusher?
>>
>>3073441
Yes
>>
>>3073409
>I usally just fake light like that by making a semi transparent gradient it a DECORATE thing.
>>
>>3073446
That was not supposed to be a quote.
>>
File: what is map design.png (9KB, 1000x847px) Image search: [Google]
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>>3073431
>>
>>3073451
"Let's just.. Let's just have the floor point at the thing"
>>
>>3073454
When you think about it, don't all floors point at the thing?

I mean, if they didn't, they wouldn't be floors.
>>
>>3073458
I'd say doors/hallways are the natural pointing things. Floors are really just filler senpai.
>>
>>3073460
What do the doors point to, if not more floor?


Hmm.
>>
>>3073462
The ceiling and walls
>>
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>>3073464
>>
>>3073431
i like that map. the crusher room with the river through the middle and the ledges is one of my favourite parts of doom2.
>>
>>3073446
Yeah that way works fine for the usual mod (especially in the software renderer where it wont break due to looking up and down) but I'm working a super HD type of project on the side.
>>
File: 1457033264993.jpg (305KB, 581x542px) Image search: [Google]
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I've been busy... What is this DUMP wad?
>>
>>3068864
>slaughtermap
>its sunder styled

Big pile of nope. I prefer how Scythe and Speed of Doom handled slaughter gameplay.
>>
>>3073583
everybody makes maps in an attempt to be noticed by terminus-senpai

many will enter, few will win*

deadline's here though so if you want to contribute you should just wait for the next one, seems like he wants to make it a monthly thing

*everybody's maps get in actually
>>
>>3073583
Basically... NaNoWriMo for doom mappers. Doom Upstart Mapping Project.
>>
>>3073431
My only gripe with the Crusher is that each key area feels too segmented. Like its multiple smaller levels grouped together.
>>
>>3073451
Nirvana seriously gives me the impression Petersen whipped it up in 10 minutes.
>>
>>3073589
>>3073590
>>3073590
>NaNoWriMo
I'm not a weeb (assuming that's what this is), so I dunno what that means, and I'm too proud to look it up.
>Doom Upstart Mapping Project.
Is it just for beginners, then? Sounds pretty cool either way.
>>
>>3072901
That's alot better.
>>
File: DUMP.png (229KB, 824x1421px) Image search: [Google]
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>>3073606
NaNoWriMo is National Novel Writing Month, which unlike its name suggests, is a global online event every november where people try to write a 10k word novel. The thing being that you get things done by doing them. This is the doom equivalent. The way to get mapping, is by actually doing it.
>>
>>3073606
>NaNoWriMo
>National Novel Writing Month
>>
>>3073606
>weeb
NaNoWriMo is a thing where people write a novel in one month. It's not anything weaboo
>Is it just for beginners, then?
Mostly, but it's also to get people sharpening their mapping skills. I'm by no means a new mapper (8yrs) but I'd still participate.
>>
>>3073606
It's a wad where a bunch of people make shitty maps within a week. DUMP is specifically aimed at either: A), shitty newbies, B) modmakers that can't map, or C) slightly capable mapmakers who want to make something really kooky.
>>
>>3073614
Ah. Fair enough.
>>3073617
Cool. Guess I'll get it then. I like playing myfirstmap.wads
>>
>>3073643
DUMP episode 1 is already done and out, with like 16 or 17 maps.

Episode 2 has nearly 40, and they're all over the place. On here, on the zdoom forums, etc. It's not collated into one single wad yet. It's not even 'done'.

But if you want to test them out, then I'm sure people me would love to get reviews or comments.
>>
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>>3073589
Who the fuck is this terminus-faggot? I bow down to no man.
>>
>>3073680
your mum
>>
>>3073680
The maker of demonsteele and samsara. He posts here as anon.
>>
>>3073680
the mind behind Push, Samsara, and Demonsteele.

Doesn't namefag, so good in my book.
>>
Time to learn scripting.

So these rooms can get lighting gradients, instead of setting all those subsectors to one flat lighting value.
>>
There was a wad a little while ago making fun of Doom4's pinata monsters by having zombiemen explode with health bonuses on death, can that be found anywhere?
>>
>>3073721
>>3073721
Why not just set them yourself, anon? Besides just doing it manually, I think GZDoom also has a gradient brightness tool somewhere?
>>
File: Screenshot_Doom_20160318_165335.png (696KB, 1920x1080px) Image search: [Google]
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Gotta love that fire & brimstone aesthetic.
>>
>>3073729
i will never enjoy this skybox, it just looks too detailed for some reason
>>
>>3073729
I'd make the floor brighter to illuminate the sides of the stones.
>>
>>3073725

>inb4 "why u don't just make it urself in slade" instead of linking you to the mod itself
>>
>>3073728
Because I want the room to be one brightness level when the light is off, when you press the switch, I want a gradient to appear. The action options for light are either set light to a flat level, or raise it by a flat amount.
>>
File: Screenshot_Doom_20160318_170545.png (902KB, 1920x1080px) Image search: [Google]
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>>3073736
Good idea. Looks much better already
>>
>>3073750
"Imps were harmed in the making of this map"
>>
>>3072891
>>3072901
>The moment it clicks for my System Shock didn't do transparency first
Derp Pinky Demons fucking derp
Wait, I might be thinking of transparent geometry.
>>
>>3073351
Start with a shotgun and zero shells.
>>
File: Screenshot_Doom_20160318_184156.png (539KB, 1920x1080px) Image search: [Google]
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>>3073780
Talking about transparency: I made the two screens flicker and add what is essentially a holo-main display.
>>
>>3073750
>doomguy can mostly walk over lava without dying instantly
>>
>>3073730

Really? One of my absolute favorites.
>>
>>3073814
meh, i think its because of the lack of a red background, like when you open a gif without a background, it just looks weird, the pixel sizes don't help either since everything else is so much closer to you
>>
Which WADs go well with Guncaster?
>>
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Anyone tried deciphering this fucking thing?
>>
NEW THREAD

>>3073831
>>3073831
>>3073831
>>
>>3073228
Had a Quake shirt, now it's a back patch.
>>
>>3073796
So, you making a one room map?
>>
>>3073802
Fuck instant death, this floor only does 5 damage/s. it's also fully possible to cross without taking any damage due to the rocky platforms.

>>3073774
Yes, yes they were.
>>
>>3073680

Some faggot that copied GMOTA with his own weeb mod
>>
>>3074408
rude
Thread posts: 615
Thread images: 121


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