[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

WHY DID I PICK THIS DISGUSTING THING UP

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 629
Thread images: 125

File: h.png (38KB, 805x657px) Image search: [Google]
h.png
38KB, 805x657px
DOOM THREAD / RETRO FPS THREAD - Last thread >>3102110

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===

[04-02] Japanese Doom Community Project v1.0 released
https://twitter.com/Toooooasty/status/716334026097692672
http://www.mediafire.com/download/7a2380wew1xxq1f/JPCP_1st.zip

[04-01] Anon map release: Pyramid Complex (nyan.bsp, for Quake 2)
>>3108059
http://quakeulf.suxos.org/3d/nyan.zip

[04-01] John Carmack To Be Honoured With BAFTA Fellowship
http://www.bafta.org/press/press-releases/john-carmack-to-be-honoured-with-bafta-fellowship

[04-01] DooD (April Fool's mod)
https://youtu.be/tpeoS9TfRtI
https://www.doomworld.com/vb/post/1582841

[04-01] Anon map release: wheresmyshotgun.wad
>>3106669
https://drive.google.com/file/d/0B4mwJRa7e5VpM1RKWlNTTVRyUDQ/view

[03-31] Anon map release: WAD COLLECTED map03
>>3105343
http://temp-host.com/download.php?file=lt02uz

[03-29] Nihility: Infinite Teeth
https://www.doomworld.com/vb/wads-mods/85591-

[03-28] Anon map release: rnfwip.wad
>>3096295
https://drive.google.com/file/d/0B4mwJRa7e5VpdXBxTVJZeUtCQ3c/view

[03-27] Anon map release: Cubed.wad
>>3094739
https://drive.google.com/file/d/0B4mwJRa7e5VpaTJXaWtJMzd5UFk/view

[03-26] Gun Godz 0.8
>>3092904
http://www.mediafire.com/download/68jk6od0sz16t0v/GunGodz_0.8.pk3

[03-26] Anon map release: bluebase.wad
>>3091128
https://drive.google.com/file/d/0B4mwJRa7e5VpSVZfcEQ3RUtObWs/view

[03-26] Guncaster update
http://forum.zdoom.org/viewtopic.php?p=895331#p895331

[03-25] Anon map release: Durex Waste Disposal
>>3087796
https://www.dropbox.com/s/zl37cs00ew3eads/CLOSETV2.wad

[03-24] Anon map release: Homecoming.wad (two maps)
>>3087352
https://mega.nz/#!w4cV1agJ!w_d_zfvOoE6F9XKCln5bmoWWvJJjuFewfhc3R1xOBaY

[03-24] Mutiny Community Project, alpha 1
https://www.doomworld.com/vb/post/1577910

[03-24] Anon remix release: Perfected Hatred
>>3086146
https://youtu.be/QOzrI3HFDjg

[03-22] No Sleep For The Dead v1.0, by janvknn (dodead, class_ep)
https://www.doomworld.com/vb/wads-mods/53924-

===

To submit news, please reply to this post.
>>
>>3111550
"Alas poor Imp. I knew him, Carmack."


69th for wacky Shakespeare reference
>>
>Quake Injector uses Java

Eww.
>>
>>3111550
>not "to bleed or not to bleed, that is the question"
>>
File: Screenshot_Doom_20160403_034238.png (576KB, 1920x1080px) Image search: [Google]
Screenshot_Doom_20160403_034238.png
576KB, 1920x1080px
Instead of getting anything productive done after work, I start derping around with sky textures.
>>
>>3111550
Lewds are here
>>>/aco/448060
>>
>>3111617
Chex Quest 4?!
>>
It feels like modern mapping has been focusing almost solely on the monsters for challenge.
I kinda miss having puzzles, non-monster traps/hazards, and limited resources as layers for challenge.
>>
File: pacman2_1.jpg (25KB, 256x223px) Image search: [Google]
pacman2_1.jpg
25KB, 256x223px
>>3111623
naw, more like something I stole from another game I have an odd fascination with.
>>
>>3111617
amusingly unfitting
>>
>>3111625
puzzles, traps and hazards feel like all i've been mapping recently. Oh and dialogue and NPCs

[Magical NPC who's been scrying you the whole time]: "... do you ever stop killing?"
>>
>>3111625
I'm sick of slaughtermaps.
>>
File: eba.jpg (58KB, 579x567px) Image search: [Google]
eba.jpg
58KB, 579x567px
Okay /vr/, what is that idea for a game that you've been thinking about, maybe even did some drawings/maps/story but never really got around to doing?

Share your ideas and who knows, maybe some anon will take inspiration.

GO!
>>
>>3111629
you should hear the music.
https://www.youtube.com/watch?v=7taJMHmYu_4
>>
>>3111638
>14 maps deep in a mod I've been working on since January.
>End is in sight
its a good feel. have literally worked on it every day so you'd hope I was making progress after 4 months This month will pretty much be building the last map, and adding details everywhere and some playtesting.

also rate my portal. Fully functional
>>
>>3111648
Is that the mod with the cultists from Blood?
>>
>>3111638
I have absolutely no mapping, spriting, etc. experience

But, for the longest time, I've wanted someone to make Michael Jackson's Moonwalker in the Doom Engine.
Whether it be in the first person perspective, or just a port of the side scrolling Sega game, it doesn't really matter to me.
>>
>>3111648
What's the T-34 there for?
>>
>>3111657
thats the one.

>>3111660
vampires based in Europe during late WW2 inadvertently open portals to [chronos?]. The portals (and the entirety of eastern Europe) are overrun by soviets, so here we are. Player starts off in hexen land fighting spiders but soon discovers a vampires near a portal and gains access to WW2 firearms and enemies, both german and russian.

The mod is here:
http://forum.zdoom.org/viewtopic.php?f=19&t=50891
>>
>>3111638
Doom wad taking place in colonial Africa during 1900-1950 (think Heart of Darkness). It would basically be like Epic 2, but instead of Egypt it would be Ethiopia/Somalia and the jungle.
>>
>>3111682
10/10 would play

as long as there's a sound that dives the player crazy...

BAOUM!
>>
>>3111678
Dang anon, that's looking pretty neat.
>>
File: 1453171137719.jpg (104KB, 871x699px) Image search: [Google]
1453171137719.jpg
104KB, 871x699px
>>3111638
Well it's mostly ideas, but what the hell

I've been thinking about a fantasy FPS, like a mix between Doom, Heretic and Quake.

You would have a choice between two characters to play as: A sorceress and a mage. The main difference is in the spells (weapons they use) - the sorceress shoots elemental magic from her hands, whereas the mage uses ... uh ... arcane(?) magic with artifacts - a staff, a spellbook, a wand etc.

The story would be something simple - demons invading the realm, maybe an evil wizard somewhere in there because you usually have one.

Here's what I've come up with for weapons:

Sorceress:
1) Basic fireball attack, flies very fast and has a small explosion upon impact that does AoE damage. Think of it as a somewhat weak rocket launcher with the same rate of fire as a shotgun, and plenty of ammo. Alternate fire would shoot out a bunch of smaller fireballs in an arc that do less damage, but are more suitable when you're facing lots of enemies (either that or a wall of fire). Fire spells have a chance to ignite enemies, dealing continuous damage and also reducing them to ash when killed.
2) Barrage of icicles. Think Quake's nailgun, but with a chance to freeze enemies. Alt.fire would be an ice spear that goes through several enemies, kind of like Painkiller's stake gun. Frost spells have a chance to freeze enemies.
3) Lightning strike. Pretty much Quake's Railgun. Alternate fire would to channel lightning that bounces from enemy to enemy. Enemies killed with lightning spells have a chance to be either disintegrated or gibbed.
4) Ultimate spell - ? No idea yet

(1/?)
>>
>>3111638
A story mod (more like a separate game from preexisting assets). Plot: The universe is ending, worlds are collapsing and you have 24 hours to reach the "Ark" that's supposed to save you. "Worlds" are in fact different realms from 80's-90's (and early 00's) games with their enemies and weapons. You start off in Hexen world with melee and some magic, progress into the lands of Nazi (who experiment on demons) where you get some firearms, then into Blood (Hotel and train), redneck Rampage and so on so forth.
As the stroy progresses, realities begin to clash together and bleed into each other, and decompose into an Oneiros-like (it's a world from Undying) "Chaos". Beings from diferent worlds do not like each other at all, and more than once you will witness battles between various groups of enemies.

Some minor RPG-ish character progression - you find Bloodstones (found on sites with lots of Death) can be used to increase your HP, OR improve your melee weapons, Magical artifacts and holy relics level up your magic, OR give you an MP increase, objects of Technology can be used to upgrade your weapons OR armor. Upgrades are found mostly in secrets.

Thinking up various ideas and mechanics fro this thing for several years now, and after GLOOME's release i've been thinking of a prospect of actually making the thing as its own game, with own design, which will still be reminiscent of the early FPS and non-first person action game titles.
>>
>>3111678
Isn't thats how "Red Star Chronicles" begin, sort-of? (Nazi find portal to magicland, world is invaded by various magic forces, people gain magical abilitities, WW2 is renewn, now with Nazi necromancers and summoners against Russian shamans and Alied psykers)
>>
>>3111678
>supernatural entities open portals to elsewhere
>through which their world is overrun by soviets

Doom in reverse?
>>
>>3111638
A gzdoom mod using models from hexen 2, quake, with melee-heavy gameplay patterned after Thief with all the magitechnical gadgets and use of the environment. Armored knight wrecking your shit? Douse him with oil and boop him with your torch etc.

Set in a post-magical-apocalypse city crawling with mutants and bandits.
>>
Kinda wish there was a mapping format thats inbetween Boom format, and Zdoom in Doom format, and was apart of a Demo compatible port similar to PrBoom+.
>>
>>3111715
That's basically plot of GATE anime (Fantasyland opens up a protal to Japs, sends in dragons, wizards and knights, japs retaliate with fighter jets, tanks and Defense Force military)
>>
File: Mini_b1feb5_5845273.jpg (63KB, 600x800px) Image search: [Google]
Mini_b1feb5_5845273.jpg
63KB, 600x800px
>>3111703

con'td

Mage:
1) Pretty much Parias' Serpent Staff from Hexen if it could shoot in a straight line. Alternate fire would be a a bunch of these in an arc
2) Continuous laser beam that goes through enemies. Alternate fire would be a sweep that doesn't go through enemies but is better for dealing with groups
3) Slow-moving magic homing missile. Alternate fire would be a faster missile that can only fly in a straight line.
4) Ultimate spell - Black hole that sucks in all nearby enemies and deals devastating damage

The level structure would be like Doom 2 (one continuous run) but with a map that shows your progress. You would go to places like a cemetery, a small town, a castle, a forest/swamp, a magic academy and of course, hell. There would be SOME key hunting but not too much. Maybe add in some puzzles here and there to avoid monotony.

Also collectible rabbits.

(2/2)
>>
>>3111724
that is pretty much what Eternity is.
>>
File: Doombabies.png (5KB, 986x160px) Image search: [Google]
Doombabies.png
5KB, 986x160px
>>3111719
>>
What's the best way to make an outdoors level? I just can't seem to get a proper going on it/always struggle with that Sky
>>
>>3111713
interesting, I hadn't heard of those. Its a series of stories? All I know is that magic and guns make for fun, and hexen definitely needs weapon and enemy variety. The player ends up trying to avoid the actual WW2 fighting and just uses the WW2 tech to kill spider demons and vampires. German and Russian enemies only make up about 1/8th of the enemies faced, and you dont even encounter a nazi soldier until Map 4.

>>3111715
hah, holy shit, it is!

>>3111706
would love to see a blood train-like doom level
>>
>>3111736
It's not like it does anything
>>
>>3111741

>nothing happens
>better not do it at all

amazing.
>>
>>3111738
Do you mean on the technical side or how to make it fun to play? If the former, please specify target port.
>>
>>3111727
Ehh, not really what I meant. It has some mapping features that rely on disabling infinitely tall actors, and has the option for jumping. Its also not exactly designed with recording/playing demos in mind in the same way PrBoom+ is, either.

I think what I should've said was that I wish there was a modified UDMF format thats catered towards old school style playstyles (ie, mainly using it for its additional linedef/sector/thing options), and had an old school styled port with demo recording as a priortity similar to PrBoom+, so that there was a demo recording standard for it.
>>
>>3111761
Former. ZDoom (And I guess by extension GZDoom? I dunno. I stick relatively close to vanilla, sometimes designing things with jump in mind but no extreme height differences for aiming due to muh no up/down aim)
>>
>>3111775
Okay, well you can either set the outside border linedefs to line_horizon (i'd suggest making a fence right before it if you do so ther's no invisible wall) or surround the playable area with cliffs. The sky is as simple as setting the ceiling to f_sky1 and making a sector outside the map with a skybox viewpoint actor and any texures or whatever you wish to have. You can also define your standard sky texture in mapinfo.
>>
>>3111791
Note: you don't have to have a real skybox, but it gives you more freedom than just a texture.
>>
Anyone have downloads of Quake's official expansion map packs?
>>
>>3111731
>Doom tamagotchi
Id play the hell out of it
>>
File: Untitled.png (76KB, 1398x389px) Image search: [Google]
Untitled.png
76KB, 1398x389px
L-looking forward to it
>>
>>3111814
Which do I download from all those links? Would be nice if that Quake Plus pack from the /vr/ wiki wasn't taken down.
>>
>>3111821
Actually, Use these links instead
http://gamesnostalgia.com/en/game/quake-mission-pack-no-i-scourge-of-armagon
http://dosgamer.com/quake-mission-pack-ii-dissolution-of-eternity/
>>
>>3111827
The first link doesn't look like I could use it in a source port properly. There's no hipnotic folder.
>>
>>3111837
http://dosgamer.com/quake-mission-pack-i-scourge-of-armagon/
>>
>>3111841
>>3111827
Got it working, cheers.
>>
File: duke0000.png (150KB, 800x600px) Image search: [Google]
duke0000.png
150KB, 800x600px
eDuke32 related.
For some reason Polymost renderer gives me texture glitches allover the place, mostly with forcefields and transparent textures. Classic and Polymer don't have those, but I dont like Polymer and would like to look up/down properly, which classic can't do.
>>
>>3111853

In case you need the music tracks:

https://www.quaddicted.com/files/music/
>>
>>3111871
Already found a link for them on a Steam forum ages ago trying to find the original Quake's music. Thanks though.
>>
>>3111880
I gotta append this buy saying that god damn, the music in these official map packs are cheesy as fuck. So un-Quake.
>>
>>3111636
Yeah. I'm okay with them when they're mixed in with other styles of maps. But entire megawads of them can be pretty exhausting.
>>
>pandamorium
>zdoom
>gzdoom

Why the hell aren't these merged into one project?
>>
>>3111916
Some people enjoy the more old-school rendering of ZDoom?
>>
>>3111916
>pandamorium
What's that?
>>
>>3111917
Different projects by different people with different goals, I imagine.
>>
>>3111021

Doom PSX TC is my favorite.

Shame about the removed Arch villes.

>>3111920
>>3111917

There's no reason they can't be one. You can have software rendering AND OpenGL rendering in one engine.
>>
File: Screenshot_Doom_20160403_001532.png (215KB, 1920x1080px) Image search: [Google]
Screenshot_Doom_20160403_001532.png
215KB, 1920x1080px
Jesus this level. Felt like a god damn war zone. Always under fire, always taking cover. Can't see anything outside. See vague shapes moving. Is it a mancubus? Fire to make sure.
>>
>>3111925
The PSX TC is great. I love how it makes it atmospherically feel like Doom 64 but it still has the same Doom level designs, if a bit simplified for the hardware. Love the lighting.
>>
http://doomwiki.org/wiki/Aspect_ratio

Does Quake have similar intended aspect ratio fuckery?
>>
>>3111925
>pandamorium
So, what is this?

Also once upon a time GZDoom added it's own features into the engines, and it was made by a different person, then development pretty much stopped, so now GZ is just maintaining compatibility with Z.

Also GLOOME is a thing that exists.
>>
>>3111951
>Also GLOOME is a thing that exists.

HOW MANY SOURCE PORTS ARE THERE?!
>>
>>3111948
No. Back in 93/94 320x200 was the norm, so ID designed their game with that specific resolution in mind, locking the game on it.

In 96 resolutions like 640x480 and 800x600 were the norm, and Quake supported them from the start.
>>
File: many.png (69KB, 713x476px) Image search: [Google]
many.png
69KB, 713x476px
>>3111954
A shitton?
Here's a bunch of the more "recent" source ports. There's a shitton more that are just outdated/abandoned.
>>
>>3111958
>Back in 93/94 320x200 was the norm,

I thought 640x480 was the lowest a CRT monitor can go?
>>
>>3111954
If you count discontinued or deprecated ones, about 10 shitloads
>>
>>3111963
VGA had line-doubled modes. 320x200 was really 320x400 (reducing resolution from 480 lines lets it refresh at 70Hz instead of 60Hz).
>>
>>3111963
640x480 is the standard CRT res, yes. Doom runs at 320x200 and is then intentionally stretched to that resolution, which is what the topic is about.

>>3111958
Thank you. I've been trying to figure out if Quake has horizontal/vertical map unit fuckery like Doom does and it's nice to know if I make a square it'll be a goddamn square.
>>
>>3111954
ZDoom based:
ZDaemon (MP-oriented, old shit)
Skulltag, MP-oriented, deprecated
Zandronum - MP oriented, up to date, descendant of Skulltag
GZDoom - you know it
GPLZDoom - a GPL-compliant fork with Duke and other proprietary code replaced
GLOOME - a GPL-compliant fork, with new features.
Doom-Touch - port of GZDoom 1.8.5 and 2.1 onto Android (also includes PRBoom and Chocolate). Best controls and performance of all android ports, but costs $2.5 or something.
>>
File: Decoration.webm (2MB, 1280x720px) Image search: [Google]
Decoration.webm
2MB, 1280x720px
From JPCP map08, I found this a nice little touch to make the environment more alive.
>>
>>3111985
Cute. I love stuff like that.
>>
>>3111985
See it in loads of maps all the time. Russian mappers for instance use "pump coming up and down" thingy to emulate a working mechanisms.
>>
I'm interested to see how old /doom/ is

http://strawpoll.me/7267153

we're all friends here, no need to troll a poll
>>
>>3111951
So someone made this GLOOME engine which is basically just GZDoom but you can now use it to make your own games that aren't Doom and sell them as your own indie games without Doom copyright stuff getting on your butt. That's pretty cool for devs I guess.
>>
>>3111658
Of all the games on the Genesis, Moonwalker probably sounded the least shitty.
>>
>>3111997
Wonder if there are people over 60 in 4chan in general
>>
Anyone know where I could get those crappy WizardWorks !Zone packs for Doom and Quake?
>>
you know what would be cool?

if these super cool, sexually gifted dataminers with good butts could extract the weapon sounds from the game

if only one of them were reading this post of mine
>>
File: image.jpg (28KB, 284x178px) Image search: [Google]
image.jpg
28KB, 284x178px
>>
>>3112090
Blorgh
>>
>>3112090
It really had no right to be as good as it was.
>>
>>3112096
It was too easy for me, even on the hardest difficulty
>>
>>3112097
It was made for kids which is most likely why. Chex Quest 3 was at least a bit harder.
>>
>tfw you will never pet the Shambler
>>
File: 1451826505887.gif (1022KB, 398x226px) Image search: [Google]
1451826505887.gif
1022KB, 398x226px
>>3111551
Thanks for including me in the maplist.
>>
>>3111638
I have all these ideas for a Quake 2 singleplayer campaign that combines Quake and Quake 2 to show why the crates in Quake has the Strogg logo on them and so on.

In the end you end up fighting stroggified Shamblers.
>>
File: 1372760635009.jpg (33KB, 467x204px) Image search: [Google]
1372760635009.jpg
33KB, 467x204px
>>3112113
>stroggified Shamblers.
>>
>>3112121
>You must wait longer before deleting your post.

Fuck, I meant >>2297957
>>
>>3112117
http://4archive.org/board/vr/thread/2288536#p2297957
>>
>>3112123
Image is too old for the archive to have a copy.
>>
File: shamblified.jpg (232KB, 1536x2048px) Image search: [Google]
shamblified.jpg
232KB, 1536x2048px
>>3112125
I found it.
>>
File: 1433012737751.jpg (4KB, 86x118px) Image search: [Google]
1433012737751.jpg
4KB, 86x118px
>>3112128
JUST UNF MY UNF UP
>>
File: 1454880659523.png (6KB, 199x181px) Image search: [Google]
1454880659523.png
6KB, 199x181px
>>3112124
Oh, there's a version. Nevermind.

>>3112128
That's pretty fuckin' awesome, anon! Everyone always screws up the Shambler's proportions but you got that shit down pat and even kept the odd numbered teeth instead of going overboard with the maw like everyone else does. The greyscale shading combined with the spikes around the top of the headpiece almost make it look like it has a Doom 2 Doomguy esque buzzcut, which is kind of funny too.

>tfw worried about if Quake is next in line for a reboot if D44M sells well enough
>tfw fearful of what they'll turn the Shambler into
>tfw jelly as shit of your drawing ability
>>
>>3112130
>Ranger
>UNF
>not HUUUUH
>>
>>3112128
I like this.
>>3112134
>>tfw worried about if Quake is next in line for a reboot if D44M sells well enough
It's heavily implied to be already in development.
>>
File: 1355811226528.png (158KB, 260x270px) Image search: [Google]
1355811226528.png
158KB, 260x270px
>>3112164
>It's heavily implied to be already in development.
I didn't need to know that.
>>
I'm trying to play this Quake mod called Arcane Dimensions but I'm getting
>Unknown command "r_useportalculling"
>Unknown command "cl_beams_polygons"
>Can't run autoexec

I'm using the latest version of Quakespasm, so I have no idea what's up.
>>
>>3112165
... huh?
>>
>>3112168
That's normal. The first two are commands that don't exist in the Quakespasm sourceport and are included for other engines (the second one is for Darkplaces, the first one I'm not sure) and the third one just means you don't have an autoexec config file made (which is fine, as the fact you don't already have one means you probably don't need one).

The mod will play just fine, Quakespasm is the intended engine for it.
>>
File: 1453992991309.jpg (33KB, 419x377px) Image search: [Google]
1453992991309.jpg
33KB, 419x377px
>>3112176
Oh god damn it, I'm an idiot. I didn't even think of trying to just start a game. It works fine.

Feel like a knob now.
>>
>>3112179
's fine, Quakespasm goes to the main menu and brings up the console by default unlike some other engines (like DP) that play the demos in the background.
>>
Is it weird to spend time making devtextures to fuck around with when learning to map instead of actually learning to make a good map?
>>
>>3112189
I think there were some good dev tex lying around already, no?
>>
>>3112164
Wait what? First time I've heard about this
>>
>>3112192
There probably are, but it would have probably taken longer to find them than to open up Paint and make a few squares.
>>
>>3112194
SyncError has "subtly" implied it's happening, in the past.
>>
File: 1425070748243.jpg (38KB, 631x598px) Image search: [Google]
1425070748243.jpg
38KB, 631x598px
>>3111638
I'm kinda afraid to share my ideas because I'm so damn new to all of this. I'm working on only my third map and just learned to make custom wall and floor textures. Planning on learning to make monsters next, I already started working on spriting an alternate version of the imp. Also planning on really digging deep and learning to design maps properly because watching Romero interviews and stuff on youtube is fascinating to me.

The problem is I have next to no free time at all, I'm working two jobs now. I have two big ideas for wads I want to do, and I feel like they'll be terribly complex and take a very, very long time to complete, one of them especially so. For now, I'm just trying to learn with babysteps.
>>
File: Gwonam.png (6KB, 404x464px) Image search: [Google]
Gwonam.png
6KB, 404x464px
>>3111621
>>
File: image.png (10KB, 369x300px) Image search: [Google]
image.png
10KB, 369x300px
>>3112105
>>
>>3112124
I had forgotten about this, thank you anon.
>>
>>3112168
If you have trouble with the command lines you can use quake injector to have it just work.
>>
>>3112256
Nah, I know what I'm doing command-line wise to run mods. It was just a silly misunderstanding on my end.
>>
File: 42341054235.gif (38KB, 344x256px) Image search: [Google]
42341054235.gif
38KB, 344x256px
>playing Memento Mori for the first time

I haven't had this fun in a while
>>
>>3112319
Also try Requiem and Hell Revealed, fucking love me some 90's megawads.
>>
>>3112319
Memento Mori's a classic 90's megawad. Make sure to play the sequel too.
>>
>>3112320
Played Requiem a while ago and while I liked it I never really finished it. I'll be sure to give it another go.

>>3112323
Will do
>>
How do the ammo-pickup-models-that-are-actually-maps things in Quake work? Google isn't helping.
>>
File: browse_0019.png (9KB, 294x144px) Image search: [Google]
browse_0019.png
9KB, 294x144px
>>3112197
>QUAKE Design Manager

AHHHHHHHHHHHHHHH how does this work

To be honest as long as they return to the futuristic medieval setting I don't care what they do with the game.
>>
>>3112325
Also if you like, try out the episode replacements Slaughter Until Death, The Evil Unleashed and Obituary. Their map makers made a bunch of maps in Memento Mori.
>>
>>3112331
>AHHHHHHHHHHHHHHH how does this work
Dunno. He worked at 4, but he seems like a cool guy.
>To be honest as long as they return to the futuristic medieval setting I don't care what they do with the game.
Carmack wanted to, iirc. Yes, I know he's left, but still.
>>
>>3112338
>He worked at 4
So he went from Raven to id software?
>>
>>3112331
Wonder if they'll go back to Quake 1's medieval feel, or continue with the Strogg.

I'm not that into Quake so I'm fine with either, so long as it's good
>>
>>3112343
As long as it doesn't feel like Quake 2 again.
>>
>>3112346
In what aspect?

Personally I enjoyed Quake 2's overall tone a lot more. It just suffered from being an early 3D game, like Quake 1, and that's probably my main problem with it
>>
File: Screenshot_Doom_20160403_113524.png (161KB, 1024x768px) Image search: [Google]
Screenshot_Doom_20160403_113524.png
161KB, 1024x768px
s u b t l e
>>
>>3112356
I just thought it was incredibly dull compared to Quake 1.
>>
>>3112361

And then behind it is four Archviles.
>>
File: 1448139451161.png (19KB, 178x198px) Image search: [Google]
1448139451161.png
19KB, 178x198px
Is /boards/.wad ever happening
and the links to the /g/.wad are kill
>>
>>3111626
"wah weh weh wuhhh!"
Loved that game. Was an interesting mechanic to try and guide a character rather than control them directly.
>>
>>3112372
>Is /boards/.wad ever happening
Nope. Dead, dead, dead.
>>
File: doomps1features.jpg (63KB, 337x338px) Image search: [Google]
doomps1features.jpg
63KB, 337x338px
>Super fast speed: up to 30 frames/sec
>>
>>3112386
CONSOLES!!!
>>
>>3112398
Original Doom ran at 35fps on DOS you silly doom babby.
>>
>>3112405
>downgrade
>consoles
>your head
>>
>>3111621
kek
>>
>>3111636
Im not
>>
>>3112386

my how times have changed
>>
Just posting this if anyone doesn't know

>The new First-Person Shooter by John Romero is being built at Night Work Games Ltd. in Galway, Ireland.

You can only sign up to their mailing list for whenever more info comes.
http://www.nightworkgames.com/readme/
>>
>>3112342
ID still or used to oversee their ip's in the hands of other companies. Not sure how the zenimax business changes that if it does.
>>
>>3112426
Well I think ID overlooked TNO when it was being dev'd.
>>
>>3112090
>playing Chex Quest with Brutal Doom

muahaha
>>
>>3112435
I think nothing would change but I loved how the basic enemy exploded. Also makes Chex Quest kinda hard.
>>
>>3112405
Every time you open your mouth you spew out more evidence of how retarded you are.

Soon your high horse won't have any more legs to stand on, kek
>>
>>3111551
DooD and Instadoom are the best wads ever made by the community.
>>
>>3112430
not any worse than rage, quake 4, or doom 3
>>
>>3112325
I'd say Requiem mainly suffers from stylistic inconsistencies. Some maps feel very much like stuff out of the MMs, some are closer to Dystopia 3 in style, Adam Windsor's maps feel like they're from Demonfear (3 of which in fact, actually were originally going to be part of that series), and Dario's map feels sorta Plutonia-ish.
>>
>>3112430
TNO is great in the action department. Too heavy on the story part though IMO.
>>
>>3112462
>that fucking sewer level
>that other underwater sewer level

I hated that shit
>>
>>3112451
dood is the natural evolution of chocolate doom's 2008 april fools gag where it mirrored all levels
>>
>>3112464
Underwater level is again, the Plot part - it exists solely for the purpose of dumping the story of some woman onto you and make you feel even more how evil the Nazis are.
>>
>>3112343
>>3112346
Please, I wnt to see the connection between Quake and Quake 2. It's already implied.

Also this: >>3112128

What's not to love? :3c
>>
>>3112365
...isn't that from doom 1? IIRC there's a computer map behind it.
>>
>>3112480
>It's already implied.
Only implied through Quake 2, though. The crate symbols don't mean anything in Quake 1.
>>
>>3112439
>I think nothing would change
Guess again.
>>
>>3112504
You are correct.
>>
>>3112480
There could be a Strogg dimension. The thing with Quake 1 is that it allows many types of settings that don't have to relate to each other. The mythos is that different locations can change gameplay mechanics too (Quake 1 has a secret low gravity level).

It's time to see past Q4/Q2.
>>
Just beat Doom 3.

Wasn't a bad game. It just wasn't... Doom.

But seriously fuck those spiders.
>>
>>3111962
you forgot Doom Retro, anon.
>>
>>3112372
No, it's dead.

But I can legitimately say that I wasn't the one that killed it. Because I actually made a level for it. Unlike the rest of you who doesn't do shit.
>>
>>3112563
More so than
MAAAAHMA
?
>>
>>3112571
projectILE anon?
>>
>>3112563
what killed it for me was the fact that, standing 10 ft back from the wall, the shotgun could hit the floor and the ceiling in one shot.
>>
File: 1448223160073.jpg (46KB, 540x438px) Image search: [Google]
1448223160073.jpg
46KB, 540x438px
>>3111638
Wanted to make a Vietnam war .wad

>We'll never have a good vietnam war .wad

>I finished NAM 3 times recently
>>
>>3112591
>NAM

Did you actually enjoy it? For something released in '98 it felt really low quality.
>>
File: 1374254350701.jpg (12KB, 183x199px) Image search: [Google]
1374254350701.jpg
12KB, 183x199px
>>3112328
>continue googling around
>find more information about how the process works
>get the original id sources for the quake ammo boxes
>try to compile one as is without changing anything to make sure it works
>compiler crashes immediately
>>
>>3112606
Not really, snipers, mine, airstrike and hidden ennemies made the game way too hard basically making it a trial and error. I still finished it 3 times because i'm a sucker for anything vietnam war related.
>>
>>3111638

Okay how about this:

A really fast paced melee focused mod where you play as some anime chick with a katana, you also have guns and a bunch of crazy ass angellic powers and shit.

I'll call it devilirone
>>
>>3112590
Yeah. Then there's the fact the the chaingun is so inaccurate it might as well be useless, and the plasma rifle's projectiles are slower than everything else in the game.
>>
>>3112627
sounds fucking terrible
>>
>>3112627
Demonsteele?
>>
>>3112630

Okay okay okay what about this one:

A really arcadey mod where you play as some kinda knight, whacking shit with a sword and throwing daggers, and there's an an arm cannon involved.

We'll call it Attack The Other Monsters, Guy!

Or ATOMG for short.
>>
>>3112546
But stroggos is in the earth dimension.
>>
>>3112639
GMOTA?
>>
File: 1444737314086.gif (502KB, 160x160px) Image search: [Google]
1444737314086.gif
502KB, 160x160px
>>3112405
jesus fuck you're actually a fucking downs child
>>
>>3112638
I think that was the joke, anon
>>
>>3112639
doesn't sound brutal enough

can we add, like, a million skeletons into there, skeletons are pretty brutal
>>
>>3112571
>Unlike the rest of you who doesn't do shit.

fuck you, asshole, i do a lot :(
>>
DO YOU LIKE CACO?
>>
>>3112638
am i the only one who got bored almost instantly with Demonsteele?
>>
>>3112783
it ain't exactly my style either

it's just... something about it feels unsatisfying, like it's trying too hard to be cool and it just falls flat

and it feels *cluttered*, really cluttered, in much the same way DRLA and doom rpg feel cluttered, and it's off-putting
>>
>>3112791
>like it's trying too hard to be cool and it just falls flat
i can understand not liking the gameplay, but this is a very strange complaint to make, considering the entire thing is incredibly tongue-in-cheek
>>
>>3112791
I think DS has too much shit going on too, but I've found it to be a lot of fun if I ignore like 60% of the content and just have fun with the sword, hook and jumping.

DRLA is okay on it's own, but DRPG is honestly a trainwreck.
>>
>>3112803
that's the thing, it just... doesn't work, I don't feel it at all.

I like simple shit. I just want to shoot demons with guns, and keep it at that. that's why I'm playing doom, after all.

throwing on a bunch of shit to the "shoot demons with guns" formula, to me, feels like it just ends up shoving it out entirely
>>
File: 16megs.png (1MB, 828x618px) Image search: [Google]
16megs.png
1MB, 828x618px
>>3112386
>>
>>3111638
you know that game megaman 8bit death match
think of it like that but an actual doom campaign separated into episodes
>>
What is a good obituary report for being killed by captain falcon's blue falcon?
>>
>>3112814
if you want to shoot demons with guns, you would definitely do well to stay away from the mod that is focused a lot on melee combat, then
demonsteele plays very much unlike doom, so it's definitely not for everyone

might i suggest weapons of saturn, or nazis?
>>
>>3112829
%s got the blues
>>
>>3112791

Damn dude if Demonsteele feels cluttered I hope you've never played GMOTA, that's a raging clusterfuck.
>>
>>3112807
>>3112791

The biggest "clutter" complaint I have with Donutsteal is the monster replacements. I don't like only a quarter of the monsters having graphical replacements. Do all or do none, dammit.

Aside from that, though, I think it's still pretty straightforward. Charge at monster, hit with sword.
And if you're playing as the second grill then charge at monster, hit with sword
>>
>>3112835
Was thinking more like:
%o got shown his moves
%o could not avoid captain falcon's final smash
%o got ran over by the blue falcon
>>
>>3112850
%o got BOOST POWER
>>
>>3112849
>Playing as second girl ever
She's not built for the mod in the slightest and she is shit compared to main girl.

Most guns don't even work that well compared to her "melee focused" counterpart's guns
>>
>>3112842
nah, gmota feels a lot less cluttered actually

there's still a good deal of stuff going on but I actually feel like I'm in control of most of it, whereas with DS I feel like I'm just mashing mouse1 until things stop moving

and I just can't get behind that.
>>
I think project msx still has the highest design quality of all the gameplay mods out there. Everything looks and feels great and satisfying, and it all just works together. I can't imagine what it would have been like if it got a full release.
>>
>>3112879
That is because GMOTA has sword/fist combos with mouse 1 while DS only has two identical attacks for mashing. It also has charge shots.

DS also rewards rapid attacking because you can generate more rank meter with mashing than losing it with just taking hits without dodging.

It encourages mashing by design.
Made worse by having second girl's guns usable only through mashing despite having inferior firepower and damage output.
>>
>>3112860
>Most guns don't even work that well compared to her "melee focused" counterpart's guns
Maybe if you're using only the Scorpions
>>
>>3112879

Iunno man there's still a lot of shit going on, between the two mana meters, context sensitive attacks, and the passive upgrade items, and the crash charges.

Goddamn I went overboard.
>>
>>3112913
>first girl's shotgun has high damage, fire rate and wind up shot that wrecks literally everything
>SMG for autofire and full stunlock
>grenade launcher with special fireshot that makes a defense wall, explosions that deflect projectiles in general
>Pistol is useless but special shot gives it a purpose
>All specials annihilate everything, forward special gives shitloads of rank meter which boosts her damage and she can mash through everything
>back special deletes projectiles
>Gets meter effortlessly, spends a fifth of a bar for forward special to build rank and turns everything into a battery due to increased sword damage

>second girl's dual pistols don't hurt nearly enough and have to be tapped for every shot, meaning no crowd control like first girl's SMG
>grenades have no use besides some damage, doesn't hurt that much and fire rate is slow. arc makes it awkward for flying enemies. exacerbated by blackened
>seven shot pistol is useless and weak even in gun mode, this includes the last bullet
>shotgun is the only thing that's worth using when it comes to guns
>Always meter starved because of a different meter system
>always rank starved because no real damage and only the shotgun and dual pistols will generate anything worthwhile
>specials range from being very useful and outshines everything(Invisibility, uppercut) to entirely useless and not worth the cost(Area stun isn't good despite the damage vulnerabilities it adds, spin kick, single power punch, all gun mode specials)
>blackened is very hard to deal with for second girl because she has nothing to hold it in place or annihilate it with

she needs a lot of reworking or her own set of enemies to fight because everything is balanced around the first girl
>>
>>3112946
>grenades have no use besides some damage, doesn't hurt that much
>seven shot pistol is useless and weak even in gun mode, this includes the last bullet
i will fight you
>>
>>3112858
If only capt dropped something i'd use that, guess ill settle for the final smash
>>
File: 1362378000890.png (124KB, 383x298px) Image search: [Google]
1362378000890.png
124KB, 383x298px
>>3112960

Hopefully not with those awful weapons
>>
>>3112960
only thing of value the grenades have is you can toss them without it detonating on the wall.

she is objectively weaker than the other girl across the board.

I didn't even bring up iron maiden because it's even more unfair to bring up a borderline invincibility mode when it's already all skewed towards her being stronger anyways.

Second girl is an afterthought, a neat afterthought but completely shadowed by the other character.

Second girl has to play completely deliberate and she will never match up to mindless mashing, she should be a powerhouse with such slow deliberate weapons but isn't even remotely close to one.
>>
File: 1459036510556.png (22KB, 550x528px) Image search: [Google]
1459036510556.png
22KB, 550x528px
New to doom, other then 1 and 2 are any official releases/games recommended?
>>
>>3112985
The other games on the Doom engine. Quake. The other games on the Quake engine. The games on the Build engine. Chex Quest.


Go.
>>
>>3112972
>I didn't even bring up iron maiden because it's even more unfair to bring up a borderline invincibility mode
this i will agree on
the mastodon is painfully and woefully unfinished and even within its own confines isn't anywhere near ready - the full charge-up blast compared to the special attack is ludicrous

>>3112963
:^)
>>
>>3112928
it's not that hard to manage

that and I love the simplicity of the warhammer - yes, you could throw it through the air to slam the ground with a thundering shockwave, or you could just hit them with it
>>
>>3112994
Even when complete she will still take damage during it and can't bruteforce slaughtermaps effortlessly.

First girl scales in power based on enemy count
Second girl doesn't scale in power at all due to how difficult it is to build rank and keep it for her.

This is why the laser sword stands out among the rest of the weapons.

>High damage
>Sword wave that is built up from using regular attacks
>Design is based more on first girl's weapon philosophy as a result
Giant sword mode is still useless though
>>
>>3113001

Well as long as you think it's easy to manage, I've had some people tell me GMOTA's way too complex.

and yeah I'm super pleased with the warhammer, fuck that thing is FUN
>>
>>3113000
Who even has hope for doom 4?
>>
>>3113000

I think that's a given.


also nice trips
>>
>>3113007

Me. There's a chance the pistol in Doom 4 has infinite ammo.

and that's rad.
>>
>>3113000
trips confirm
>>
>>3113005
>Even when complete
whoooaahh have you already played the new update???
>>
File: image.jpg (64KB, 437x468px) Image search: [Google]
image.jpg
64KB, 437x468px
>>3113007
I've seen a lot of people defending it, even here on the chans.
At best it'll be a fun shooter that's not as good as the originals (unlikely), at worst it'll be a garbage FPS with horrid mechanics and game feel
>>
>>3113016
There is no plans to make her invincible during that like Iron Maiden
>>
>>3113000
Agreed

Though I have to say, it does look nice
>>
>>3113007
>I have to check if there are still people in my safespace
>>
>>3113023
remove bethesda internet defense force from premises
>>
>>3113026
>actually replying
ayy
>>
>>3113019

You're incorrect.
>>
>>3113019
and where are these supposed plans posted?
>>
File: SAVE MEEEEE.png (244KB, 540x296px) Image search: [Google]
SAVE MEEEEE.png
244KB, 540x296px
>>
>>3112985
Final doom is pretty good (better than Doom 2 imho)
>>
>>3113003
>Uh, mods, I'm pretty sure we already cleared up DOOM 2016 discussion being cool.
Hundreds of posts including two entire threads have been deleted in the past month. I don't know how you can have missed this.
>>
So on a scale of 1-10 how dead is hdoom?
>>
>>3113161

premature ejaculation.
>>
>>3113161
6.9
>>
File: 1453585520050.png (226KB, 420x432px) Image search: [Google]
1453585520050.png
226KB, 420x432px
>Doom
>story
>>
>>3113173
The DOOM "story" is about equivalent to what you'd get in 1999. Its pretty much HL1-tier AKA a perfect amount for it
>>
>>3113175
They're all similar from that era.

>Doomguy goes to Hell and kills everything
>Freeman goes to Xen and kills everything
>Prisoner 849 goes to Na Pali and kills most everything
>Ranger goes to D̞͇̋ͨͮͥ̾̓í̧͍͌̅m̺̣̠͕̣͇̺̔͋̎̔́̽̉e̻ͨ̃̏̽ͪ̂̽n̦͓̞ͫ̃̽̑͆͂s̭̾̅ͪ̊̒̃i̢̼̻͖͂ͣͧ̐o̡̠͍ͯͤ̾̒͊n̙̊͛͛ ̪͎̦͇̖̯͊ͤ͒͑ͣ͒̚͠M̵͈͈̞̰̮̙͖̐ͥ̅ͨ̒̃ͦi̴̪̜͉̪̟͖ͩͨͨ̃̉̍n̶̘͇͍̹͐̏d̢̫͇̬̅̈́̂̎̎̄f̲̪̀u̪̗̖̖̩͍̿ͨͪ̓ͭͨ̃͡ć̇͛̊̅́͐k̷̖̇̅ and kills everything
>>
>>3113195
>Blazko goes to Germany and kills everything
>Bitterman goes to Stroggos and kills everything
>Corvus goes to... places... and kills everything
>Baratus goes to other places and kills everything
>>
>>3113201
>Security Officer goes to everywhere and kills everything
>>
How do I go about adding my own music into Doom? I'm familiar with how Slade works. What codes do I need to lay down to put in my own music?
>>
I made a Samsara Sunlust coop server with bestever if anyone wants to play.

:: [BE] Montreal :: Sunlust Samsara Co-Op

No password.
>>
>>3113245
Easiest way to do it would be to make a new .wad file, then to put in your own music in it. To replace the music for the respective levels, you'd have to change the filename for the audio file you want to use so that they match the filename for the original MIDI.

For example, let's say you want "music.mp3" to play on MAP01. The default audio file used for MAP01 is "D_RUNNIN.mus". Inside the new .wad file you made, just call your custom music file D_RUNNIN, save your .wad file, then load it up.

Of course a much easier way to do it would be to just directly replace the music files inside your own IWAD, however the only proper way to do this is to make a copy of the IWAD first.
>>
File: image.jpg (159KB, 1280x1080px) Image search: [Google]
image.jpg
159KB, 1280x1080px
http://zettix.com/3d-filter/
Make it Doom
>>
>>3113263
thanks
>>
File: AAAAAAAAAAAAAA.pngXX0001.jpg (239KB, 1280x1080px) Image search: [Google]
AAAAAAAAAAAAAA.pngXX0001.jpg
239KB, 1280x1080px
>>3113268
>>
File: 1454844829275.gif (959KB, 480x270px) Image search: [Google]
1454844829275.gif
959KB, 480x270px
>>3111550
Am I the only person who really hates it when people recommend Brutal Doom to people who've never played the original and just insist that Brutal Doom is automatically better and vanilla Doom is worthless? Like, Brutal Doom is neat and all, but at least let the newbie decide for themselves first? And not even having a point of comparison between the two can only muddle the experience. I think that'd make it harder to appreciate Brutal Doom itself and the original Doom.
>>
File: [takes intense bite].png (325KB, 471x464px) Image search: [Google]
[takes intense bite].png
325KB, 471x464px
Why the fuck did literally half the thread get deleted.
Holy shit, Zenimax is here, aren't they.
>>
>>3113304

Nope, you're not the only one.
>>
>>3113304
>Am I the only person who really hates it when people recommend Brutal Doom
No
>>
>>3113304
what bizarro world do you think you live in
>>
File: 1452209889744.jpg (57KB, 640x480px) Image search: [Google]
1452209889744.jpg
57KB, 640x480px
>>3113306
see
>>1392415
>This board is for the discussion of classic, or "retro" games. Retro gaming means consoles, computer games, arcade games (including pinball) and any other forms of video games on platforms launched in 1999 and earlier.
>>
>>3113306
We're not allowed to discuss new Doom here anymore. I got a warning for discussing it earlier.
>>
>>3112319
I liked MM1, except for MAP29. I won't blame you if you skip out on that. MM2 and Requiem are good too. I'd say MM2 is definitely better than 1. Requiem's more of a mixed bag. A lot of people backed out of the project, or so I heard, so it feels more cobbled together.
>>
What's D44M stand for
>>
File: 1448078196479.jpg (34KB, 500x497px) Image search: [Google]
1448078196479.jpg
34KB, 500x497px
PET HISSY WHEN

WHEN
>>
File: image.jpg (30KB, 400x400px) Image search: [Google]
image.jpg
30KB, 400x400px
>>3113386
I just want a pillow of Cacomack/Squishy/whatever we decided her name is

NO NOT THAT TYPE OF PILLOW
>>
File: mmmm.jpg (20KB, 400x400px) Image search: [Google]
mmmm.jpg
20KB, 400x400px
>>3113415
>NO NOT THAT TYPE OF PILLOW
Don't be shy
>>
Also a reminder that the Booru needs a bit of lovin.
http://vrdoom.booru.org/
If you have any suggestions, me and Orangestar could try to make it work
>>
File: GOFUCKYOURSELF.png (2MB, 1680x1050px) Image search: [Google]
GOFUCKYOURSELF.png
2MB, 1680x1050px
>>3113304
but on vanilla I can't spam GO FUCK YOURSELF
>>
>>3113472
But on Vanilla you won't be able to use those ass ugly filters.
>>
>>3112928
>>3113006
For me complexity is fun, unless it clutters all your screen with text info about your stats.
>>
>>3112386
silky smooth
>>
>Master Levels

Jesus these levels are all over the place in quality. Some are fantastic. Some are just super hard challenges.

Right now I'm stuck on Mephisto's Maosoleum. Zero room for movement with a thousand Revnants in a tiny room. Is there some trick to this or should I skip it? I just don't think I can beat that many Revnants in such close quarters.
>>
File: WHODIDTHIS.png (8KB, 913x913px) Image search: [Google]
WHODIDTHIS.png
8KB, 913x913px
WHO DID THIS
>>
>>3113570

So what happens is that I circle strafe for a while. But eventually I fall off, which causes a cascade of mistakes where I can't get back into the circles straffing comfort zone, and keep falling off.

I've been playing this map off and on for an hour now with zero progress.
>>
>>3113570
GOLDY
GOPHER
>>
>>3113584
What are you dead imping?
>>
>>3113570
>>3113586
Watch a video of someone completing it.
>>
>>3113593

>Watch a video of someone completing it.

They just dodge everything. I'm honestly not that great at Doom combat, and fumble a lot. And Revnants always give me the most trouble. It's also why I don't like slaughter maps, and try to always fight 1 vs. 1, with lots of cover.
>>
>>3112591
There actually is a decent Vietnam wad

http://forum.zdoom.org/viewtopic.php?f=19&t=46236

>>3113245
use the MAPINFO lump
>>
>>3113602
You'll get better.
>>
>HDoom, Brutal Doom and /pol/.wad are all canon
What a world we live in
>>
>>3113619
>"Fuck me Mr. Big Space Marine..."
>"FUCK YOURSELF RGRRGHRGRHRG"
>"Fuck? As in RAPE??? FUCKING TRIGGERING NORMIES RRRRREEEEEEEEEEEE"
>>
>>3113681
cinematic 23fps
>>
RIP BestEver
>>
File: 1453662295897.png (83KB, 366x407px) Image search: [Google]
1453662295897.png
83KB, 366x407px
>>3113693
BESTBOT HAS GONE ROGUE
ALERT THE FUCKING PRESIDENT
>>
its back

join Samsara Sunlust please
>>
File: image.jpg (307KB, 1280x1080px) Image search: [Google]
image.jpg
307KB, 1280x1080px
>>3113697
>>
>>3113693
>>3113697

w-what's going on?
>>
>>3113745
BestBot shit itself and took some servers down for like 10 minutes
>>
>>3113619
Are you talking about Moon Man Doom with Moon Man, Hitler, and Zyklon Ben Garrison
>>
File: 69878970.jpg (82KB, 500x419px) Image search: [Google]
69878970.jpg
82KB, 500x419px
Best wads fo coop gameplay?

what maps are this?

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

https://www.youtube.com/watch?v=UWm7IriS2Jk
>>
>>3113619

Wait what
>>
>>3113796
https://www.youtube.com/watch?v=LYfxJa0EBqw
>>
>>3113801

No I mean how are those canon
>>
I wonder what type of career besides marine that Doomguy would be good at. I think medic because he sure is fast in patching himself up after grabbing a medkit. God damn.
>>
>>3113832
He would do well in the Olympics
>Runs faster than Usain Bolt
>Can jump high as fuck and take zero fall damage
>>
File: icet.jpg (53KB, 640x742px) Image search: [Google]
icet.jpg
53KB, 640x742px
>>3113986
>jump
>>
>>3114005
Oh yeahI read about the plot that was mined, but was there anything else?
>>
>>3112319
I love the Memento Mori Duology. They feel sorta like the Alternative Final Doom for me. Icarus is another 95-97 era wad I love, too.

>>3113352
MM1 MAP29 was definitely a let down for Solo play. They went a little overboard with the coop design in it, that they literally had to spoonfeed the player the red key in single player, resulting in about 70-80% of the map being skippable.

Oh well, on the other hand MAP28 is fantastic.
>>
Hi Anons, what do You think about stuff on video?

https://vimeo.com/156846985
https://vimeo.com/156837631
https://vimeo.com/156103145
https://vimeo.com/152064197

Cheers!
>>
>>3114050

even those shitty PPG/MLP/furshit/CoD/sanic crossovers?

sheeeiiit
>>
>>3114050

Even GMOTA? And Demonsteele?
>>
>>3114050
>>3114095

So is DOOM the St. Elsewhere of gaming now
>>
File: 1365496286.op2_get_out.jpg (85KB, 713x1280px) Image search: [Google]
1365496286.op2_get_out.jpg
85KB, 713x1280px
>>3114002
>>3114005
>>3114012
>>3114024
>>3114050
>>3114095
>>3114106
/v/, please go home
>>>/v/333131535
>>
>>3114117

Shut your trap, autist.
>>
>>3114117

where the fuck were you the past two weeks, you raging hypocrite?

oh, NOW you care for our threads. foh.
>>
>>3114118
>>3114125
He's trying to save you from getting banned. You should say "thank you". cf. >>3113336
>>
>>3114128

Then he could phrase it in another way rather than being a shitwipe.
>>
https://www.youtube.com/watch?v=s804_RWD-hQ

Decent animation I think
>>
>>3113304
no you are not the only one.
also, for me there are much better mods than Brutal Doom, for example Psychopobia.
>>
>>3114195
>E1M1
>Super Shotgun

But no that was pretty good. Gave me a chuckle.
>>
>>3114197
Ah shit, meant to reply to >>3114187
>>
>>3114195
>google psychophobia
>see this

I'm getting some major Postal 2 vibes off of this
>>
>>3114204
it's a pretty good mod, the only problem is that for now not all the enemies models are 3D, that's why i played it with 3D weapons but 2D enemy models.

also, it's still not finished, 2 on 3 chapters are complete but the last one it's only one long level.

talking about doom mods, what was the most nonsensical mod you ever played?
>>
>>3114231
PRODOOMER
Also most needlessly cluttered mod, and while the maps are certainly not noobish and show much effort put into them, there certainly wasn't any playtesting by outside parties or feedback gathering involved while making them.
>>
>>3114231
>>3114231
i honestly like the extreme weapons pack
the shotty in this one makes a real line of death when it fires
>>
>>3114239
>play prodoomer once or twice
>all of the fucking death pits in the world
literally the opening stages were great, and then they went into death pit hell and I lost all interest immediately
>>
LOL. Good ol' Ling with the cold feets, again.
>>
>>3114231
what about WhatDaFuck.wad?
is that nonsensical or just a trolling attempt of a wad?
>>
File: hammer time.webm (3MB, 1024x640px) Image search: [Google]
hammer time.webm
3MB, 1024x640px
who needs rocket jumping when you have HAMMER JUMPING
>>
>>3113304
I'm of the belief that people new to doom must play the iwads, and maybe some of the the 94-97 era of pwads aswell with classic style controls, so that they have a taste of how the game was like originally before delving into the modern advanced stuff.
>>
>>3113304
I die a little whenever someone refers to Brutal Doom as "The way Doom was meant to be played".

No fuck off. If I wanted headshots, reloading, rolling and overpowered hitscanners I'd play any other modern shooter.
>>
File: 1459762753.png (31KB, 640x480px) Image search: [Google]
1459762753.png
31KB, 640x480px
>>3114040
i think rather than skippable you mean unreachable; being able to choose not to do some parts of a map is fine, whereas being locked out is not.

however in MM map29 i was very happy to discover that one is, like map31, still able to get 3x100%, by using a few tricks.

- you can avoid activating certain linedef triggers until you've cleared the monsters that they would lock away from you (don't touch the "free" red key until you've nowhere else you can go)

- you can press switches from below, avoiding need for co-op partner to raise a lift with you on it

- you can run fast enough between switches and doors that a second player isn't needed to open the door for you

- you can strafe50 over gaps where a floor has lowered

- you can get that last megasphere by spamming SSG shots until you hit the indentation in the wall and catch the lift before it rises too far

it just requires a sufficiently deep study of the map.
>>
File: superrage.png (303KB, 431x475px) Image search: [Google]
superrage.png
303KB, 431x475px
>ammo pickups placed in tight corridors and doorways
>you can't avoid picking them up
>end up collecting and wasting a whole box of ammo because you fired one shot
>no backpack, of course
>later, when you actually NEED that ammo, there's nothing left

Map makers, why do you insist on ruining your maps just like that?

Also happens with valuable items like soul spheres and megaspheres. They're useless when you force me to pick them up when I don't need them.

It's noclip time again, thanks to your shitty item placement.
>>
DTWID: Lost Episodes was updated last week. It's a damn good thing they replaced E3M8, the original version was pretty bad. I don't know if there's some technique to beating that level but it seemed to me that you had no choice but to spray the spider mastermind with the plasma gun and prayed that you can stunlock it enough times before it could kill you.
>>
>>3114456
I think there was a mod that broke down ammo into smaller ammo if you were full.

But I agree, shitty ammo placement sucks
>>
File: mfww.jpg (52KB, 500x500px) Image search: [Google]
mfww.jpg
52KB, 500x500px
>mfw I finally figure out how to make sprites work in Doom.
>>
>>3114484
Oh, just you wait until you get into ACS/decorate (if that's your port(s) of choice). It gives you the feeling of POWER OVERWHELMING
>>
File: Cacomack music.jpg (32KB, 533x533px) Image search: [Google]
Cacomack music.jpg
32KB, 533x533px
>>3114456
>>3114461
Here you go, friends
http://forum.zdoom.org/viewtopic.php?f=19&t=35091
>>
>>3114457
>DTWID: Lost Episodes was updated last week.
>By "Updated" I mean "released to /idgames"

Oh good, I've been waiting for an actual release.
Curious about the "old" E3M8 though, is it still in? Perhaps in E6, the boss battles episode?
>>
File: AMCVB0.png (9KB, 400x94px) Image search: [Google]
AMCVB0.png
9KB, 400x94px
What's the best program for cutting out sprites from spritesheets without screwing up the sprite?
>>
>>3114627
I wouldn't know.. but that's a sweet looking pistol you got there
>>
>>3114631
I'll happily code it up once someone gives me advice.
>>
>>3114627
Photoshop works pretty well. Erase the background to transparency then just use the magic wand to select the sprite you want.
>>
>>3114627
Shoebox. It's what I used to flawlessly rip the Gun Godz sheets. You can even change the output filenames with @ for the sprite frame and # for the rotation to make things easier.
>>
>>3114648
>>3114664
Thanks but I appear to be getting shit done in Graphicsgale.
>>
>>3114456

I hate that too.

Is there a way to mod the game to allow ammo pickups of only what you need?

Eg:

49 shotgun rounds. Pick up 20 shotgun ammo pack. Pack now has 19 and still exists.
>>
File: [agitated tooting].gif (2MB, 581x542px) Image search: [Google]
[agitated tooting].gif
2MB, 581x542px
I wish we'd move to /vg/ because talking about DOOM '16 with the majority of you guys is way better than talking about it anywhere else, and all the /vr/ janitors getting triggered kind of sucks.
>>
>>3114762
Our problem with going to /vg/ has always been that the thread would die too quickly
>>
>>3114457
>DTWID

I never liked that name. It is too pretentious. It implies that the map makers are just as good as ID was. At most they can say they are inspired by ID quality and style, but shouldn't claim to be on the same par.
>>
>>3114762
So, make a Doom16 thread on /vg/ and link it here, like these guys >>3111621 are doing.
>>
>>3114767
You're overthinking it.
>>
>>3114767
The entire project was less about being inspired by the iwad map style, and more about flat out immitating the style. They even used a ruleset Romero himself used when he made his iwad maps.
>>
>>3113415
Either or, both pillows will work for me.
>>
>>3114762
Jannys are cool, but they don't like people shitposting much.
>>3114764
Yeah, this. I'm pretty sure even /dfg/ and /rlg/ are faster than us.
>>
File: dune-sandworm[1].jpg (30KB, 600x445px) Image search: [Google]
dune-sandworm[1].jpg
30KB, 600x445px
>stay up all night fucking around trying to figure out mapping things
>fall asleep
>dream about mapping

IT BEGINS
>>
>>3114762
The recent crackdown seems to have come not from the topic itself, which they seemed to be fine with for a long time but the hordes of screaming idiots it attracts has reached some kind of threshold that has been deemed no longer acceptable. For example the guy who replies to any new screenshot or video with a stream of expletives about how bad it is, and who then viciously attacks anyone who disagrees. or the "what's up fellow kids, what do you think about DOOM? I think it's going to be great" posts that just seem a little too positive that you think are they being paid for this? these are my personal favourite as they seem to completely forget which board they're on and post "you can keep your old games grandpa, the rest of us will be over here playing something new" - like where do you think you are? Anyway these groups declare jihad on anyone who they see as disagreeing with them, and hundreds of terrible shitposts, memes and greentext fill threads up, drowning out anything actually on-topic and worthwhile.
>>
File: 1407004540971.jpg (82KB, 718x587px) Image search: [Google]
1407004540971.jpg
82KB, 718x587px
>>3114804
>Stay up all night playing shitty Doom maps found by randoming idgames.
>Dream about shitty Doom maps
I swear to god, my most vivid dreams are triggered by bad experiences with video games.
>>
>>3114809
>playing shitty Doom maps found by randoming idgames.
You absolute fucking sadist.
>>
>>3114809
Did you play the JPCP in the newspost? Quality is varied, from bad maps to also bretty gud maps. Map03, the sign of Armageddon, definitely is one of the better maps I've played recently.

I also don't think I got any feedback on map03 from the Wad Collected.wad
>>
File: 1435008457256.jpg (64KB, 690x496px) Image search: [Google]
1435008457256.jpg
64KB, 690x496px
What the fuck is wrong with Memento Mori's last levels?

I'm on Level 28 right now and I can only assume it's called "Switch City". It feels so boring and really unfair at times.

It's just jarring considering the previous levels have been great
>>
>>3114818
The term you're looking for is "masochist," and it's true.

>>3114821
Oh shit, I didn't notice. Time to play a good map for once.
>>
>>3114824
>not liking map28
>>
>>3114824
>>3114834
Seriously, though. It is a bit on acquired taste map, especially in the day and age of "run n gun" maps.
>>
>>3114824
yeah i guess it could be a bit of a pain when you don't know it but i've played it so many times i can't remember what not knowing it was like. definitely one of my all time favourites
>>
How come in ZDoom the movement feels really slippery and clunky, but in DOS and Chocolate Doom, the movement feels tight, even when you go faster?
>>
>>3114846
>>3114849
I have NO fucking clue what I have to do, I had all 3 keycards and going around the map for 40 minutes looking for a goddamn switch is not fun for me.

Also whoever made this map sures loves putting Archviles and Barons in tight places, even moreso in front of a fucking door.

I just noclip'd my way through the final gate, I don't care, I'd rather be mildly annoyed than infuriated with convoluted level design
>>
What the fuck is this, Japan?
>>
>>3114857
hmm if i knew where you were stuck i could probably tell you what switch you missed

i probably used a map editor to help me solve it the first time i did the map, but that was like 15 years ago
>>
>>3114864
WELCOME TO THE RICE FIELDS MOTHERFUCKER
>>
File: 1459791045.jpg (21KB, 640x480px) Image search: [Google]
1459791045.jpg
21KB, 640x480px
>>3114857
>I just noclip'd my way through the final gate
the final gate i assume means the bars in front of the yellow door, which are lowered by the switch behind the rocket launcher, pictured
>>
File: a subtle agitation.gif (110KB, 560x428px) Image search: [Google]
a subtle agitation.gif
110KB, 560x428px
>>3114864
>>
>>3114902
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>3114902
Why is he shaking like that? th-that suggest l-lewd
>>
>>3114456
>>3114753
I think destructible pickups does that.
>shoot bunch of stacked medkit
>nanomeds are everywhere
>keep finding them in corners to this very day
>>
File: rip in pip.png (257KB, 1920x1080px) Image search: [Google]
rip in pip.png
257KB, 1920x1080px
>>3114864
uhuhuh, what an mess
*krackps knuckels*
>>
>>3111638
A MOBAFPS mod with Doom monsters, Doomguy and characters from other Doom engine games. Towers are just structures with lots of chaingunners in them.
>>
>>3114926
>Towers are just structures with lots of chaingunners in them
>See tower
>Die
>>
>>3114927
You don't even need to see tower to die.
>>
>>3114937
you just die suddenly
>>
File: sp20.gif (41KB, 640x448px) Image search: [Google]
sp20.gif
41KB, 640x448px
>>3111638
Splatterdoom, but there are only melee weapons and you go about with the slash and hacking and the limb-a-losing but what do you know, the baddies can still come at you until you do massive damage and MOM says you have to clean your plate before you can leave the table
>>
>>3114864

Looks like a screenshot, homie.
>>
>>3114894
Well shit, I had a feeling I was supposed to go there but I couldn't figure out how
>>
>>3114947

>not even a close attempt at a splaterdoom mod
>but people do FNAF total conversions with the quickness

yes i am salty about it
>>
File: M28.webm (705KB, 320x240px) Image search: [Google]
M28.webm
705KB, 320x240px
>>3114960
to get up there you press the button on the wall in the yard outside that building, then go into the opposite building with the archvile, up the stairs, and into the teleporter (this was what the button was for)
>>
I'm not suggesting we do this at all, I'm just wondering if anyone was interested.

strawpoll.me/7279926
>>
>>3114970
Oh well sure when you put it like that it sounds simple.

But for my first time how was I supposed to know?

This is some Hexen levels of bullshit.
>>
>>3114970
I'm interested. You can't really discuss Doom in /v/ it's such a shithole
>>
>>3114852
Uncapped framerate I think. Try locking it to 35 in zdoom and see what happens?
>>
>>3114991
I voted no.

The threads aren't active enough for /vg/. And I'm sure after a month or two of Doom 2016 being released, people will stop talking about it so much, and it'd mostly be classic doom discussion anyhow.
>>
>>3114991

>having two doom threads on different boards at the same time
>even if they're about two different itinerations of the same franchise

I don't even need to tell you what happens next because I am one hundred percent sure you know it already.
>>
>>3114993
>This is some Hexen levels of bullshit.

I wouldn't go that far. Hexen wasn't just about having trouble finding switches to proceed. It was also having trouble figuring out what the switches you just pressed even do. The Hub system certainly didn't help.
>>
File: Jhin_Render.png (219KB, 692x796px) Image search: [Google]
Jhin_Render.png
219KB, 692x796px
>>3111638
After finishing my dick map I'm gonna do a Tyson map
Also I'd like to make a custom weapon + accompanying map pack like the following:
>infinite ammo
>only 4 bullets per clip
>slow firing rate + long reload
>each bullet does a lot of damage and pierces through slain enemies, 4th bullet does even more damage
Gameplay would be centered around lining up shots properly and maneuvering between shots and during reloads
It'd basically be playing as pic related
>>
>>3111625
I hate chillax like maps, but I like it when monsters are used in a way that guides the player through the map
>>
>>3111550
nice
>>
To the people into zdoom gameplay modding: What are some features you've wanted to implement that but wrote off as impossible?
Anyone else: What are some features you've never seen in a zdoom mod that you'd like to?
>>
>>3112117
>multi-breed demoning!!
>>
File: 1374492569022.jpg (41KB, 640x480px) Image search: [Google]
1374492569022.jpg
41KB, 640x480px
>>3115141
>INTERTIAL STRAFEJUMPING
>The plan of attack will be... at the five consecutive nail pickups!
>HUUUUUUUUUU RANGERUUUUUUUUUU
>>
>>3111638
Hexband.

Kind of a reverse of DoomRL; Doom-type engine, but with procedural levels, maybe artifacts, and you're wandering deeper and deeper into dungeons and using in-game skill to survive. Possibly somehow including stealth, facing inertia (i.e. not 'take two steps and turn around when I'm about to backstab you'), and non-'magigun' weapons(so swords, thrown oil bottles, poison gas, and trap glyphs, but not crossbows and magic wands everywhere).

I didn't have a real idea set for the map design, beyond 'mines' or 'subcastle area', but I'd intended the monsters to be smarter than normal for Doom. (Think 'form shield wall and have the sling-orcs behind').
>>
>>3115153
>He can pull away on DWANGO5 MAP08 because of the invulnerability sphere camping, but when I keep him out of the area, I can catch up to him by rushing the sphere
>>
File: 1429482923948.png (107KB, 351x438px) Image search: [Google]
1429482923948.png
107KB, 351x438px
>>3115168
>I won't lose to the rotary potatoes of Q3DM17!
>>
>>3115176
>What?! He can't be catching up to my frag count! I must be going crazy!
>>
File: WHATISWRONG.png (20KB, 514x390px) Image search: [Google]
WHATISWRONG.png
20KB, 514x390px
I got this error when attempting to test out a custom weapon I made. What is going on?
My decorate code http://pastebin.com/JmipfE5g
If you need to see the actual .pk3 in SLADE to help I'll give it.
>>
>>3115190
People wearing cardboard cars will never not be funny to me.
>>
>>3115192
line 29 needs to have frame legnths
>>
>>3115197
...god dammit I'm getting old.
>>
>>3115203
Also I don't think the spawn state will work because the sprite name there only has 3 letters.
>>
>>3115205
Yeah I checked that dw.
>>
Someone make another server.
>>
>>3115250
Make me
>>
>>3115254
do it or I'll kill your waifu
>>
>>3115195
>>
>>3115195
I find it ____cute
>>
>>3115307
kek
>>
>>3115195
Ah shit, what's the story here?
Did he died?
>>
Anyone know why Doom PSX has a new score? I would imagine a CD would have the ability to hold the entire Doom 1 and II scores.

Were they afraid of right issues with the songs since many are heavily inspired from comercial songs?
>>
>>3115307
>working headlamps
OH FUCK
>>
File: 1425486134848 .jpg (1MB, 1440x1920px) Image search: [Google]
1425486134848 .jpg
1MB, 1440x1920px
>>3115385
He read Initial D, bought a Corolla and thought he could be Dagumi.

He failed.
>>
I just beat Quake and want more. Should I play quake 2 or just stick to some mod packs?
>>
>>3115406
Quake 2 is very different imo, there's some great map packs for quake you can check out.
>>
My Doom Skills have stagnated for years. I see people doing perfect pistol start UV runs on levels. I always, always get hit a lot and can never dodge as good as them.

How did they get so good?
>>
>>3115406
Play both Quake official packs (Scourge of Armagon and Desolelsoutaerion of Eternity) then browse around for maps and mods if you want because they're usually better than the official stuff.

Arcane Dimensions came out recently and is mostly fantastic if you want a good Quake mod to start with.
>>
>>3115195
this is incredible
>>
File: 1448820889922.gif (211KB, 480x320px) Image search: [Google]
1448820889922.gif
211KB, 480x320px
>>3114270

jesus god
>>
>>3115409
Most of it is memorizing levels, monster placements and equipment so they always have a way to deal with enemies when they inevitably go for an ambush, where and when to expect fights and places they can safely retreat when they need to. Dodging one baron blast is easy, just move sideways, but doing so when sandwiched between hell knights and out of ammo is not.
>>
http://strawpoll.me/7282283
>>
>>3115432
Renevant, because it's annoying that you mispelled it.
>>
File: 1456554082643.gif (1MB, 300x170px) Image search: [Google]
1456554082643.gif
1MB, 300x170px
>>3114571
>making your first weapon using decorate
>>
>>3115435
Fug.
>>
>>3114902
>>3114920
when you nut but she still suckin'
>>
>>3115442
>when you AAAAAAAAAAAAAAAAA but she still AAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>3114270
>lands right on the point of a big yellow spike
ouch
>>
demos for /vr/E1 stuff

________________________________________
Refinery 03 (emthree.wad)

http://temp-host.com/download.php?file=rb28yw

- fda in 12 minutes
- max in 4:38

i was annoyed at missing the secret exit despite wasting enormous amounts of time searching for it, so afterwards i did another run out of annoyance. my usual sense for secrets seemed to desert me.

________________________________________
where's my shotgun dot wad

http://temp-host.com/download.php?file=kk99hl

- fda 5:57
- max 1:53 (first exit under two minutes)

just felt like grinding the time of this one down a bit, it started at nearly three minutes. note the armour switch can be pressed from below, and also, please put the passuse flag on the secret trigger just inside the fake exit door because it blocks keypresses and stops you opening the door from the inside. i lost several runs because the door closed at the wrong time and i couldn't re-open it.
>>
how do I get the Brutal Doom Hell on Earth campaign to load in Zandronum?
>>
>>3115464
Can't brah.
>>
>>3114270
>>3115426

>>>/wsg/1021076
>>
>>3115465
how do I play this campaign then wtf
>>
>>3115468
Click on the GZDoom
>>
>>3115409
>>3115431
in addition also be aware that most of the videos or demo recordings which are actually uploaded are the result of unrealistic amounts of luck, in the sense that the player probably ground out hundreds of attempts and published the one where everything went right.

other than that it's just lots of practice, especially on levels that are considerably harder than you are comfortable with. plutonia is good for skills training in this regard.
>>
>>3115465
i'm certain it will run on zandronum because otherwise why would somebody have uploaded it to best ever?
>>
>>3115464
By dragging and dropping it...?

It's not that difficult, dude.
>>
File: Screenshot_Doom_20160404_185652.png (214KB, 1920x1080px) Image search: [Google]
Screenshot_Doom_20160404_185652.png
214KB, 1920x1080px
This is now one of my favorite levels EVER. Holy shit this was so good and tense.

>Revnants and snipers EVERYWHERE
>rushing out into the open = instadeath
>slowly have to work your way around picking enemies off one by one
>tense as hell
>>
Mod for Strife I'm working on; it uses Eriance's weapons sprites from Demon Eclipse. Shown is the Machine Gun; when scoped and aiming at a shootable target, it gives you a health bar for them.

I really need to get this out at some point, but the Sigil replacement is nowhere near done yet.

This mod, besides new weapons, revamps Strife's enemies. In vanilla Strife, the Acolyte (standard human enemy) came in different colors, but they all did the same thing. Now they can randomly have different behaviors;

-Shotgunners: Pretty self-explanatory
-Machine Gunners: Full auto fire like Doom's chaingun commando
-Shadow: Dashes about when you aim at them
-Combat Mechanics: Can throw down Stalkers (robot spiders), and grant a temporary defense buff to all bots in range
-Medics: Can revive Acolytes

And there are a few more types besides.
>>
>>3115472
b..but
>>
Quick update to wheresmyshotgun.wad based on feedback from >>3115458

https://drive.google.com/file/d/0B4mwJRa7e5VpM1RKWlNTTVRyUDQ/view?usp=sharing
>>
>>3115502
but when i drag and drop the campaign on zandronum it doesnt load the brutal doom mod, just the campaign.

you can't beat the campaign without the brutal doom features
>>
>>3115531
Yes you can.

And the obvious answer is to load both at once.
>>
>>3115531
in fact you can't even get out of the first room without being able to kick the switch
>>
>>3115526

Strife needs more mods. What've you got in mind for the sigil?
>>
>>3115532
how?!
>>
>>3115534
can't you punch it for the same thing
>>
>>3115534

You're a dumbass.
>>
>>3115526
>amv2k9
>strife mod

i like where this is going
>>
>>3115526

Shown here is the mod's new water texture. Vanilla Strife's water texture looks like ass, so I hue-shifted Hexen's water so that it palletizes correctly, and it looks alright.

The mod also changes up your health, armor and powerups. Vanilla Strife had three types of health pickups, but my mod has one pool of health energy. You can use it to restore all health instantly, or recover status ailments (more on that below). Armor and powerups work similarly. For powerups, you have a suit which expends energy to grant one of several temporary abilities. In addition to Strife's Environemntal Suit (100% environmental damage protection) and Shadow Armor (partial invisibility) you can have:

-Agility: Increased mobility, jump height and falling damage protection
-Berserk: Maximum melee damage, maximum muzzle climb control, augments max health to 200
-Sniper: Maximum accuracy
>>
>>3115572
>Vanilla Strife's water texture looks like ass
You take that back right fucking now.
>>
>>3115572

Shown is the new status screen. This was a lot of trial & error; I don't think anyone else has done this in a Strife mod, but then there's so few... The mission log screen and key screen are a different matter altogether. Because ZDoom doesn't support variable-width fonts, the mission screen looks like ass when you compare it with vanilla Strife's. The key screen is even worse; there's effectively no way to replicate that functionality.

Anyways, my mod has added status ailments. Taking damage from some types of enemy weapons, and your own, can cause you to contract an ailment. They wear off after a while, or you can cure them if you have enough medical supplies. Curing an ailment also gives you temporary resistance to that ailment. Restoring health and curing ailments causes a cooldown to happen, preventing you from spamming the heal function.

-Poison: Slowly lose health
-Shock: Drastically reduced mobility
-Frail: Melee damage reduced to base level, weapons swap slower, cannot heal over 100 health
-Dazed: Cannot autofire weapons, accuracy reduced to base level

Posion is caused by poison darts, etc, Shock is caused by electrified shotgun shells & darts, Frailty is caused by laser damage, and Dazed by exposure to explosive damage.
>>
>>3115536
>What've you got in mind for the sigil?

See pic. At the moment, it basically functions like a cross between Doom's Chainsaw and Hexen's Serpent Staff. You hold the secondary fire key and it does light, repeated damage to anything in melee range. If there is an organic target, it siphons life from them and grants the weapon's ammotype in exchange. If there is nothing to hit, it drains your life instead to charge ammo.

The ammo is then used by the primary fire. At the moment, there are three and I only like one of them; the high-powered laser. The other two are rapidfire weak shots with limited homing, and some sort of explosive mode.
>>
i want to make the player fly in the direction where they are aiming using ACS
but it involves some complicated math i know nothing about
help?
>>
>>3115627
learn math
>>
>>3115628
well i did just that
i.e i found the formula in the wiki
>>
Dealing with Chain gunners at low health is pure RNG.
>>
>>3115765
Chaingunners are the worst addition to Doom 2.
>>
>>3115767

>See the top of a chain gunner's head
>think I'm safe
>lol no
>>
File: Screenshot_Doom_20160404_160839.png (333KB, 800x600px) Image search: [Google]
Screenshot_Doom_20160404_160839.png
333KB, 800x600px
>Japanese Community Project
I thought this was going to be comfy judging by the first couple levels but it's motherfucking chaingun/shotgunners galore.
>>
>>3115776
>800x600)

Are you playing on a CRT monitor?

If so, wouldn't 640x480 make more sense since that's the base resolution of the game?
>>
>>3115776
Community projects are a seesaw, this one is no exception.
>>
>>3115778
I play on a potato laptop on that screen size because it's comfier and easier on the eyes in general. wider resolutions tend to throw off my view and seeing everything stretched the fuck out vertically looks vomitive.

also because my native resolution runs like shit especially in larger maps.
>>
File: 1454147809479.gif (19KB, 389x295px) Image search: [Google]
1454147809479.gif
19KB, 389x295px
>>3115767

git gud
>>
>>3115786
Rapid hitscan damage from the next country over isn't fun.
>>
File: why am I losing health.gif (3MB, 2997x2000px) Image search: [Google]
why am I losing health.gif
3MB, 2997x2000px
>>3115767
>>3115773
>>3115789
>>
>>3115776
I see cc4
>>
asdjhasjdjkgad
why are +ripper projectiles dealing damage multiple times per tic, when it despawns after the first tic
how am i supposed to get my sword to slice multiple enemies without doing massive damage to one
>>
>>3115796

Make the ripper projectile do (0) damage and instead use low damage a_explode
>>
File: Screenshot_Doom_20160404_215445.png (552KB, 1920x1080px) Image search: [Google]
Screenshot_Doom_20160404_215445.png
552KB, 1920x1080px
It's laughable how little damage these guys do. Even the PSX version upped their damage, and they're still a joke.

Interestingly, I saw one get into a fight with an Imp at different heights. The Zombieman won.
>>
>>3115801
+thruactors would work better with that
fuck it, +ripper is too unreliable, nine hits on one enemy in one tic
what
explosive sword it is
>>
File: Pic_damocles.png (43KB, 416x352px) Image search: [Google]
Pic_damocles.png
43KB, 416x352px
>>3115815

>explosive sword
>>
>>3115810
zombiemen have two main roles
1: anti-health bonus
2: half a clip
>>
File: Screenshot_Doom_20160404_210333.png (80KB, 800x600px) Image search: [Google]
Screenshot_Doom_20160404_210333.png
80KB, 800x600px
>>3115810
then why the fuck do they always deal 15 damage each shot for me?

I know I ALWAYS get the shittiest turnouts when to RNG it comes to but come the fuck on
>>
is there a mod that lets you see the "advanced stats" of your guns (like, the damage dices rolled, ROF, precision, reload time...) and that's compatible with doomRLA? i'd really love that
>>
Does Doom have the most Dangerous Rocket Launcher? Out of all the RL in games this one kills me the most. Why is it?

I got 90% though a level and killed myself with one. GG.
>>
>>3115852

Part of what makes Doom's rocket launcher so fucking dangerous to the player is that slight delay before firing.
>>
>>3114804
dune inspired wad when?
>>
>>3115390
perhaps they wanted some higher quality atmospheric music instead of MIDI metal covers?
>>
File: overseventyfivethousandlines.png (90KB, 1546x1002px) Image search: [Google]
overseventyfivethousandlines.png
90KB, 1546x1002px
>>3115835
>is there a mod that lets you see the "advanced stats" of your guns (like, the damage dices rolled, ROF, precision, reload time...) and that's compatible with doomRLA? i'd really love that

AHAHAHA

AHAHA

HA
>>
>>3115865
doone?

:^)
>>
>>3115885
That's a lot of code
>>
>>3115885
wow.
i had no idea
>>
File: 1458618607337.jpg (33KB, 480x340px) Image search: [Google]
1458618607337.jpg
33KB, 480x340px
I discovered a pretty neat mod combo today.

In this order:
Droplets
Faspons
Colorful Hell
Smart Scavenger

It's really fun to play surprisingly.
>>
>>3115908

the only one i'm familiar with is colorful hell

what are the others
>>
>>3115908
you forgot the pickles
>>
>>3115890
I can't see any dune inspided wads in my google searches. Perhaps this could be my next project after I finish the current one.

Doom doesn't really do massive outdoor areas that well, but I could still do the dune city areas and caves n shit. Sandwords would be fun to code. I'd probably modify the hexen Stalker enemy and scale him the fuck up and add earthquakes.
>>
File: PSX DOOM SETTINGS2.png (42KB, 1022x591px) Image search: [Google]
PSX DOOM SETTINGS2.png
42KB, 1022x591px
Bout to start.

Should I use PC Doom weapon/monster speed?
>>
>>3115909
Droplets is improved blood particles.
Faspons is like Weapons of Saturn, changes the guns and monsters a bit and makes the game overall more fast paced.
Smart Scavenger is a health and ammo fix where if you have, say 99% health and you're forced to pick up a medkit, when you pick it up you'll still have the rest of the contents later.

>>3115912
Tell me more
>>
>>3115892
>>3115905

Yeah, it's crazy. I can't even post the sample code for the stat page for the pistol, as it is ~5x bigger than 4chan allows your post to be.
>>
File: Dyscalculia[1].jpg (67KB, 550x367px) Image search: [Google]
Dyscalculia[1].jpg
67KB, 550x367px
>trying to make good looking slopes and hills for the first time
>mfw
>>
>>3115913
*Sandworms
>>
>>3115924
Get GZDoom Builder. You can see the slopes in Visual mode without having to playtest your map.

You can also see 3D floors, and sky rendering, etc. Vastly superior to vanilla doom builder.
>>
>>3115928
I'm modding for Quake.
>>
>>3115930
ah. well best of luck to you
>>
I see people uploading webms of their work here. What programs are you using? OBS doesn't seen to want to record Doom. Though I'll keep trying.
>>
>>3115953

Dxtory, and then webm for retards for conversion. Note that for some reason GZDoom version 1.9 can't be recorded.
>>
>>3115885
>it's done in SBARINFO

who the fuck would submit themselves to this
>>
>>3115406
Quake 2 is quite different, but it's worth playing it, because the singleplayer campaign is kind of damn fun, make sure to keep the soundtrack on.
>>
>>3115432
Archvile scares me, but I can handle him, Pain Elemental can quickly get out of hand if you don't act fast.
>>
>>3115953
Shadowplay in desktop mode.
>>
>>3115572
>>3115526
This is some cool shit, but something I think Strife really needs to have done is a complete level-set or two, a megawad, doesn't have to be anything grandiose or have elaborate plot, just a new set of levels, plot could even still be the same.
>>
File: sAazB.png (331KB, 600x480px) Image search: [Google]
sAazB.png
331KB, 600x480px
>>3115985

Closest thing to that's been Khorus' Absolute Order and Raiding the Dam.
>>
>Express Evelator to Hell

After this I'm done Master Levels.

Been a rough few days.

This level in particular is a total pain in the ass. "Narrow Hallways with no room to dodge: The level".
>>
>>3116032

After Master Levels should I tackle:

>TNT
>Plutonia
>Doom 64

?
>>
>>3116058
TNT and Plutonia should be played, yes. I also recommend the Memento Mori Duology, and Icarus.
>>
>>3116058
all 3, in that order
>>
>people who scale textures
>>
File: squid.jpg (367KB, 1080x1101px) Image search: [Google]
squid.jpg
367KB, 1080x1101px
>>3115912
We serve guts here, sir.

also someone shop this into an imp or zombie guy
>>
>>3111625
I like to think it was Scythe 1&2 that was responsible for this shift in design. They were generally run and gun mapsets, and nothing much else.
>>
>Open door
>fire rocket
>door closes just as you fire the next one
>die

How many times has that happened to you?
>>
File: 1410200843033.jpg (14KB, 420x300px) Image search: [Google]
1410200843033.jpg
14KB, 420x300px
>>3116102

Do you want me to be honest?

I've lost count, I've also strafed behind torches and fucking murdered myself that way too
>>
>>3115607
That's a wicked sprite.
>>
>>3116102
only way to use the RL is moving backwards

fucking ropcket-hungry lost souls outta nowhere
>>
>>3116102
>Strafing past monsters with chaingun, holding down fire
>Bunch of pinky demons piling up on you
>Stumble over rocketlauncher
>automatically pick up and fire rocket launcher at melee range
>die

How many times has that happened to you?
>>
>>3115921
Any particular reason you didn't do the menu in ACS anyway?
>>
>>3116126

There's a setting in zdoom to change it so it doesn't automatically change weapons upon pickup. Forget where it is though.
>>
>>3115928
>Vastly superior to vanilla doom builder.
Kinda a given considering DB2 stopped being maintained.
>>
>doom 2 the pit
>hey lets make the spawn area damaging floor so the armor pickup we gave them gets damaged right away

smhtbhfam
>>
>>3116162
You aren't jumping enough.
>>
>>3116165
>jumping
>doom II
ree
>>
>>3116165
>vanilla doom 2
>jump

pick one
>>
File: 1459829314785.jpg (509KB, 1080x1101px) Image search: [Google]
1459829314785.jpg
509KB, 1080x1101px
>>3116089

So instead of being productive I decided to churn out more stupid OC for you nerds.

Gimme something to put on the hat
>>
>>3116187
Fireball.
>>
>>3116187

Why'd you make the background monochrome?
>>
File: 1459829314785.jpg (520KB, 1080x1101px) Image search: [Google]
1459829314785.jpg
520KB, 1080x1101px
>>3116194

How about a pentagram?

>>3116196

Do what now?
>>
File: 1459829314785.jpg (520KB, 1080x1101px) Image search: [Google]
1459829314785.jpg
520KB, 1080x1101px
>>3116201

Fuck I'm so bad.
>>
File: 65cpib59.png (616KB, 1080x1101px) Image search: [Google]
65cpib59.png
616KB, 1080x1101px
>>3116187
>>
Why did Doom have a border option to scale the size of the game screen?

Wouldn't it make more sense to just have resolutions and scale to the monitor size?
>>
>>3116204
It has a low-res mode. Press F5. Most source ports have removed this because by the time the source code was released, most computers could run Doom.
>>
>>3116204
>Wouldn't it make more sense to just have resolutions and scale to the monitor size?
Sure. You do that, under DOS, in 1992.
>>
>>3116209
>>3116208
Oh you got me. Forgot that was a thing.
Did Wolf 3d do something like that?
>>
>>3115852
Pinkies, spectres, lost souls, and autoaiming into the floor/nearby aerial enemies.
>>
Aubrey Hodges

or

Robert Prince

Who did the better score?
>>
>>3116265
Hodges hands down. prince was just giving romero what he wanted with metal covers. a pretty mediocre composer really. Hodges slightly better, great understanding of atmosphere and also capable of orchestral scoring.
>>
>>3116265

Because I grew up with the DOS version and it was the one I replayed. Then I heard the PSX score by Aubrey and immediately hated it. But it was more of a knee jerk reaction because it was so radically different than Prince's music.

But then I played the PS version more and more. And then it just grew on me. Then it sounded natural. And it's so god damn good and atmospheric.

https://www.youtube.com/watch?v=GV5UnANIj3c

I think it just fits better. You're the lone survivor, investigating bases over run by demons. The original metal score is too upbeat and fun.

>>3116268

That's not to say that Prince isn't awesome, or couldn't do atmospheric tracks.

The slower more atmospheric tracks are some of my favorites. Sign of Evil just sounds so cool.

https://www.youtube.com/watch?v=volI6Q40TQQ
>>
File: what the fug.jpg (17KB, 211x246px) Image search: [Google]
what the fug.jpg
17KB, 211x246px
>no one will ever make a Doom PSX with Arch-villes
>>
>>3116265
Prince. Fits the semi-cartoony art style better.

Hodges music only worked with D64's art.
>>
File: m1HTQmO[1].gif (87KB, 425x575px) Image search: [Google]
m1HTQmO[1].gif
87KB, 425x575px
>>3116293

See, I look at Doom's art and I see it as not cartoony but as realistic and serious as 1993 sprites can be. The first episode especially seems to be going for a horror theme too.

I also REALLY like the art style, and wish others had gone with it.

>with D64's art.

And those sprites I really don't like at all. They're pretty goofy and poorly drawn.
>>
File: Screenshot_Doom_20160405_020553.png (219KB, 1920x1080px) Image search: [Google]
Screenshot_Doom_20160405_020553.png
219KB, 1920x1080px
Used to think these guys had goatees. Then I looked closer and saw not a brown goatee, but blood.
>>
>>3116314
Why not both?
>>
File: Screenshot_Doom_20160405_021205.png (403KB, 1920x1080px) Image search: [Google]
Screenshot_Doom_20160405_021205.png
403KB, 1920x1080px
This room is insta-death. What in the hell am I supposed to do here?

Mancubuses on all sides with no cover.
>>
File: ss+(2016-04-05+at+02.06.36).jpg (54KB, 510x780px) Image search: [Google]
ss+(2016-04-05+at+02.06.36).jpg
54KB, 510x780px
>>3116265

This is a tough question.

Aubrey Hodges is an objectively better composer and a musician, but his music generally boils down to "strange sounds and babies crying".
It's a fantastic score that accentuates the mood of the despair and gloom perfectly, but only works in the context of Doom 64/Doom PSX. In the normal Doom, it wouldn't work at all, and since Doom is (mostly) about running and gunning action...
Well, it's a niche.

On the other hand, Bobby Prince is a very boring composer who doesn't focus a lot on melodies. His music in Wrack is bad, his music in Wolfenstein is eehhh at best. His best work is Doom, no questions asked, but the music only came out so good because it was taking off good 90s music that was already so good.
That being said, it fits Doom. It fits to a T. Doom's music isn't always about upbeat action, as Sign of Evil and Nobody Told Me About Id testify to, but every single song really nicks that demon-killing tone and accentuates it.

Bobby might not have any actual musical talent, but ultimately the role of a song is to accentuate the action going on and to immerse the player into the scenario.
Aubrey's the better musician and his music may be better, period, but Bobby's music is better for Doom.
>>
>>3116327
>but the music only came out so good because it was taking off good 90s music that was already so good.

I see him as kind of like a DJ, remixing songs to create something new.
>>
File: 57129[1].jpg (35KB, 640x480px) Image search: [Google]
57129[1].jpg
35KB, 640x480px
Doom 64 has some really shitty monster sprites.
>>
>>3116337
They're pretty cartoony in a not great way. Specially the Cacodemons.
>>
>>3116339

Which is a shame. I think they're higher resolution and more detailed. The art style is just god awful though. If they were good sprites they could have been used to update the DOS version.
>>
>>3116341
I think the overall atmosphere of Doom 64 ebbs it out though. Doom as a lonely and oppressive trek through Hell is a great Ying to PC Doom's Yang.
>>
>>3116312
>They're pretty goofy

So are the PC versions sprites
>>
>>3116337
I think the Pinky is one of the better ones.
The Caco on the other hand, what the hell were they even thinking
>>
File: latest[1].jpg (69KB, 320x240px) Image search: [Google]
latest[1].jpg
69KB, 320x240px
>>3116364

A flying turd with an eye and a mouth.
>>
>>3115778
>wouldn't 640x480 make more sense since that's the base resolution of the game?
what do you mean? 800x600 and 640x480 are the same aspect ratio, 4:3
>>3115794
cc4-tex overexposure strikes again. it's the sky texture's fault, most likely.
>>3115825
they don't, but perception bias makes you think they do. you don't notice when they don't.
>>3115852
doom came before intentional rocket jumping and lowered self damage factors were a thing i guess
>>
>>3111625
>>3116101
Yeah, and because most modern mappers go for the run and gun style that Scythe had, a lot of newer doomers who mainly have exposure to recent offerings, like to think the older 90's style is "dated" or too "obtuse", because they're generally not used to having to stop and think about the challenges provided by the level design itself.
>>
>>3116507
>what do you mean? 800x600 and 640x480 are the same aspect ratio, 4:3

Doom is a 640x480 game. That is the native resolution. It looks very nice on a CRT at that res. 2D and 3D blends together better.
>>
>>3116512
>Doom is a 640x480 game. That is the native resolution.
what gave you this impression? the native resolution is 320x200 stretched to 4:3
http://doomwiki.org/wiki/Aspect_ratio#Vanilla_Doom
>Vanilla Doom ran only in a tweaked VGA "Mode Y" 320x200 video mode. On properly configured CRT monitors, which were the only widely available and inexpensive consumer display device for computers at the time, this video mode took up the entire screen, which had a 4:3 physical aspect ratio. This meant that the 320x200 display, with a 16:10 logical ratio, was stretched vertically - each pixel was 20% taller than it was wide.
>>
File: Custom Gun.webm (3MB, 768x432px) Image search: [Google]
Custom Gun.webm
3MB, 768x432px
Working on something dumb. Might make it into something slightly less dumb
>>
>>3116571

well this is neat. Keep it up!
>>
File: Damage Types.webm (3MB, 768x432px) Image search: [Google]
Damage Types.webm
3MB, 768x432px
>>3116574
Thanks I will do!

End of the .webm got trimmed off but it's pretty self-explanatory, ice damage works exactly as it does in hexen.
>>
>>3116571
That's actually pretty cool. Like a low budget Russian Overkill. If you wanna upload the WAD/PK4 anywhere I'd like to play around with it.
>>
>>3116674
Eh, I'd rather keep it under wraps as I have more plans for this now. Got the shotgun working now.

God I love the new Scripting stuff.
>>
>>3116686
Are you gonna make every weapon in the game have different ammo types/choosing the amount of shots etc? That would be cool.
>>
>>3116687
An idea I'm toying with is something like Legendoom + Borderlands. Imagine each weapon does different damage, has a different spread pattern and even a rare effect or damage type. I think it would be a pretty neat idea. But right now I'm opening up the weapons to allow for any kind of combination.
>>
>>3116695
Like turning Doom into a shoot'n'loot game? That sounds great.
>>
>>3116101
>>3116510
i don't think scythe or any one wad is to blame, it's just this attitude shift of "nothing can be tedious or repetitive, i have an attention span of a toddler so i will quit if i have to spend more than 5 seconds on the same monster" which leads directly to cyberdemons having kill switches because dealing with them the conventional way is too slow, and of course the "doors with health / baron of no fun allowed" meme
>>
>>3116696
Yeah, right now the controllable values are:

>Damage
Base damage per bullet (duh.)
>Bullets
Number of bullets per shot, default 1 for pistol, 7 for shotgun, 20 for double-barrel
>Horz./Vert. spread
Self explanatory,
>Formula
Now here's the interesting part, I've made it so weapons can do either 1d1, 1d2, 1d3, 1d4 or 1d5 damage rolls. 1d3 is doom's default damage calculation, a shotgun pellet can deal either 7, 14 or 21 damage at 1d3, whereas a shot using the 1d1 calculation will always do the same amount of damage.
>Damage Type
Currently there are four, Normal, Explosive, Fire & Freeze. There will also be Electric & Poison. Certain monsters are weak or resistant to some effects, like imps being resilient to fire based attacks.Might do more damage types if anyone can suggest any.
>>
>>3116710
are you implying that hp walls that pose no threat are good map design

cuz they aren't
>>
>>3116726
i am saying shooting monsters with guns is fun. (with the possible exception of the pistol.)
>>
I asked a while ago and didn't get an answer. Does anyone have a copy of Q!Zone for Quake? I wanna try out an authentic shovelware map collection for myself.
>>
>>3115767
I think people overreact about hitscanners.
>>
>>3116797
poking a baron with a shotgun 15 times isn't fun (or chaingun 100 times)

seriously if all I have is a shotgun/chaingun and I'm fighting dudes with more than 400 HP, fuck that I'm running past them

there aren't a lot of shotgun fights that are actually engaging, and all of them rely on positioning forcing you out of a comfort zone, rather than HP walls
>>
>>3116265
Prince, hands down.

I think the console Doom soundtracks by Hodges are boring, and kind of overrated, there's no melody or tune, it tries to set an atmosphere but it kind of doesn't work in my opinion, most of it is annoying noise.

They would have been MUCH better with some sort of beat or tune going along with them, even if just subtly.
>>
>>3116827
>poking a baron with a shotgun 15 times isn't fun (or chaingun 100 times)
well fair enough, i on the other hand am fine with it
>>
File: 658767n.jpg (11KB, 259x194px) Image search: [Google]
658767n.jpg
11KB, 259x194px
>shooting demons into a bloody pulp: good fun.
>splatter hellspawns guts all over the place: awesome.
>ripping zombiemans head off and throwing it at the next one: priceless!

https://www.youtube.com/watch?v=UWm7IriS2Jk&feature=youtu.be&t=3m39s
>>
>>3116869
>BD-kiddies play
>>
>>3116571
Now make a control for firerate.
>>
>>3116102
>fire rocket
>a faggot spectre was near you
>die

Srsly, fuck spectres.
>>
>>3111625
I do wish we had more TiC and TeamTNT inspired wads nowadays. Mapsets by these groups always felt pretty varied in how they challenged the player.

I mean, there is Reverie, I guess. But would like some more.
>>
>>3116102
>play skulltag
>invasion mode
>have grenade launcher
>pick up spread rune, aw yiss
>after a few shots another player faggot strafes past me and the grenades explode in my face, he's unhurt because no friendly fire
Fucking faggot, he must have seen me shooting the grenades too.

>>3116869
Jesus, BD has such awful sound design.
>>
>>3116878
i played this recently. it is very good.
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/disaster
>>
>>3116828

I didn't like them either at first. But I did a PSX TC playthrough and I really got to enjoy them. They're not better or worse, just different. Reminds me of something from Silent Hill.
>>
>>3116918
The heavy atmosphere of the music in the PS1 TC makes it worth playing, even if the level geometry is very much simplified.
>>
>>3116926
>even if the level geometry is very much simplified.

vast majority of the time it is not noticeable. The first 8 levels are taken from the Jaguar version, which has more significant changes (you'll notice the lack of the two pillars in E1M1 fast) but the rest are pretty minor.
>>
>>3116805
I am curious as well.
>>
What does this Decal "BulletChip" code do? does it allow my gun to make bulletholes in walls?
>>
>>3116952
yes

decals are just the graphics that appear on walls
>>
>>3116874
It's planned. Ran into a temporary brick wall when I was getting constant 0tic & divided by 0 fuckups.
>>
>>3116571
Inspired by Gunman Chronicles?
>>
>>3116970
I was thinking about doing a Borderlands-inspired mod, but decided it'd be too much work to do a variable ROF weapon, because I couldnt figure out a way to do it. Glad someone managed to come up with implementation of that.

Ideal would be a ROF variation in steps of 0.1 per sec (I thought of going with Variable ammount of frames per shot, but that ended up looking and sounding rather horrible).

>>3116978
GunmanChroincles just different fire modes/projectiles and are much much easier to implement than this.

>recaptcha images disappear when I click on them and add different image. Ended up with "click on waterfalls" with no waterfalls. WTF.
>>
>>3114627
It's me again. I got this gun all coded up. Since one anon here liked the design I thought I'd link my wad of it here but first I want to give it a name that isn't "HecklerKochBrownPistol" that sounds a bit stupid to me and I only used the name for testing. Can anyone think of a better name?
>>
>>3117017
For some reason i thought of "WAsp"
>>
>>3117008
Variable ROF is doable using A_SetTics. Steps of 0.1 are a no go. Mostly because at frame scale 0.1, the gun fires instantly, as in, all ammo consumed in 1 tic. Maybe it's my dreadful maths, its hilarous though.

.webm will follow shortly.
>>
File: well what.webm (1MB, 768x432px) Image search: [Google]
well what.webm
1MB, 768x432px
>>3117023
>>3117008
>>
>>3117020
I guess I could name it "Desert Wasp Combat Pistol"
>>
>>3117023
>>3117025

I guess you didn't understand what I mean. First - not Ticks per Shoot animation, but actual Rate of Fire aka Shots per Second
I meant steps as in 3.1->3.2->3.3->3.4 (shots per second) etc..., like you know... Progression step?
>>
File: 1385777544577.jpg (178KB, 997x632px) Image search: [Google]
1385777544577.jpg
178KB, 997x632px
>>3117008
>GunmanChroincles just different fire modes/projectiles and are much much easier to implement than this.
I only said "inspired" friendo
>>
>>3117038
Oh right. I get you now (sort of). What I'm doing at the moment for variable fire-rate is calling A_SetTics to scale the frame duration based on a CVAR.
>>
>>3117027
I like using defunct real manufacturers for products in my mods. For example most computers are from the Zuse brand. Otherwise go with something that just sounds like arms manufacturer from a country of your choice, like Peregrine Arms or something for an american one.
>>
>>3117043
Wait... Are you saying that I can make 1 tic to be something other than 1/35 of a second?
>>
>>3117053
No. Not in (G)ZDoom anyway. A_SetTics just modifes the frame duration to whatever you pass through it, it doesn't change the global ticrate, if thats what youre asking


http://zdoom.org/wiki/A_SetTics
>>
Does this hand placement look okay?
>>3117050
Hmm. Not a bad idea.
>>
File: DWCP.png (1MB, 1366x768px) Image search: [Google]
DWCP.png
1MB, 1366x768px
>>3117061
Ffs. Forgot pic.
>>
>>3116934
>they removed the entire red key room in E1M6
That bothered me a lot more than I thought it would when I first got there
>>
>>3117063
>filters
OH_GOD_WHY.png
>>
>>3117063
That looks bretty gud mate.
>>
>>3117061
>>3117063
the middle of the gun is in the middle of the screen right? (for a centered weapon)

then it looks fine
>>
>>3116710
I was mainly thinking scythe, cause a lot of good mappers nowadays show clear influences from Erik Alm.
>>
File: puchidisappointment.png (102KB, 451x334px) Image search: [Google]
puchidisappointment.png
102KB, 451x334px
What's the worst final boss between Icon of Sin and Shub Niggurath?

Has idsoftware ever done a satisfying final boss fight?
>>
>>3117126
Icon of Sin is definitely the more simple fight, but both of them are endings comparable to wet farts.
>>
>>3117126
I didn't finish Quake but going by Chthon I had a feeling it was going to be incredibly lame. Later on I looked it up on Youtube and it was pretty lame
>>
>>3117126
Rage didn't even have a final boss fight cause they rushed it out the door so fast. Can't believe how that game ended.
>>
>>3117126
What if the new Doom has a giant ass demon for a final boss and when you kill it, it falls over and you can go inside it, revealing John Romero's head, but updated to what he looks like now

I think that'd be pretty cool
>>
>>3117126
Hitler in a mecha suit, come on
Hitler
In a
Fucking
Mecha
Suit
>>
>>3117156
I think you'd still have to noclip to see it. It could be a PC only easter egg.
>>
>>3117162
Really doubt it, everything I've seen so far points towards them catering to the console audience.
>>
>>3117162
>>3117156
>oldfags dreaming of good old times
This kind of easter is too offensive to today's consumers so that's likely to never happen.
>>
>>3117172
I'm only 21 anon, I first played Doom about 2 years ago.

But you're probably right. I wonder if people will pull the "video games cause violence" card when the new Doom comes out.
>>
>>3117180
Everyone's too busy being prudish about butts and tits right now to care about violence.
>>
>>3117063
>>3114627
Well. The pistol is done. Here's a link if anyone took an interest in it. http://www.mediafire.com/download/6s0f6m8757as1my/LiebenbergArmsBushlandPistol.wad
>>
>>3117182
In recent news
>Showing butts is offensive! (Overwatch)
>Shaming women who show butts is offensive! (some new twitter scandal)
You cant make shit like that up. Ulra-lefts just cant make up their mind,
>>
>>3117182
when they first showed off Doom 4 there were several more social justice minded media outlets bitching about the level of violence.

in all honesty I welcome it if it happens more. it makes it feel like the good old days when the originals caused a moral outrage and I had to have my cool aunt buy me a copy of Doom 2 for my birthday because my parents wouldn't.
>>
>>3117194
actually both are fundamentally about not reducing a woman to a sex object but sure
>>
File: IRizutA.png (228KB, 500x394px) Image search: [Google]
IRizutA.png
228KB, 500x394px
>>3117204
>when they first showed off Doom 4 there were several more skeleton warrior minded media outlets bitching about the level of violence.
>>
>>3117186
on loading in zdoom 281 i got

Script warning, "LiebenbergArmsBushlandPistol.wad:DECORATE" line 26:
Unknown class name '1'

and also in order to use the gun i had to type

give liebenbergarmsbushlandpistol

which is kind of a lot (i wish zdoom would tab-complete class names...)

other than that it doesn't seem much different to the standard pistol in terms of firing speed and damage done, i guess it's just intended as a graphics and sounds replacement for other projects to make use of
>>
>>3117269
Oh shit.
>>
>>3117234
Except according to these people everything everywhere is reducing woman to a sex object.

>>3117253
I remember the outrages of the old. They only attracted more people to Doom. Latest "violence is bad" controversy over Hatred attracted loads of people to buy it. The game however turned out to be a bland shit
>>
Is there a favorite FFA server? Kinda tired of trying to find bros to play with (and failing) and the faggots on irc are mostly lurkers and circlejerks that never really play the game (online).
>>
>>3117283
[NJ] FUNCRUSHER || Deathmatch Rotation seems to be a good pick because it rotates between dm maps on the fly, sadly it is an odamex server.

or [NJ] FUNCRUSHER || Newschool Eon Deathmatch FFA with Experience Points
>>
>>3117280
The controversy for Hatred was almost entirely manufactured by the studio/edgelords going on about how "you should buy this game to stick it to the SJWs!" because the game is a bad copy of Postal.
>>
>>3116827
>poking a baron with a shotgun 15 times isn't fun
no, but having a properly set up encounter where the baron is a legitimate threat is

claustrophobia: the walls close in does it wonderfully
extremely underrated wad
>>
File: 27.jpg (57KB, 474x639px) Image search: [Google]
27.jpg
57KB, 474x639px
>>3117126
>>3117157

Other than Hitler, name a satisfying final boss fight in shooters, period.
>>
>>3117283
>and the faggots on irc are mostly lurkers and circlejerks that never really play the game (online).
We played smarmass just yesterday. Maybe you should ask???
>>
>>3117315
Nihilanth
>>
>>3116130
>>3115970

Yholl had already made the menus before my additions (the pages describing the weapon, applicable perks, basic/exotic mods and demonic artifacts) had made their way in. They use Strife's popups.
>>
>>3117343
Ah, I see. So there wouldn't be a technical problem with doing them in ACS? (like if you were tasked with implementing them from the beginning) Just asking for educational reasons since I know little about how ACS interfaces work in multiplayer.
>>
>>3117315
Do WAD bosses count?

https://www.youtube.com/watch?v=2sqezwoTUsk
>>
>>3117320
Yeah, once the ircop stops being retarded with their range bans, sure.
>>
Is there anything as comfy as Pirate Doom? I expected a half assed joke wad but it's really fucking enjoyable and well made.
>>
>>3117398
Those rayman textures really do it for me.
>>
>>3117315
D'Sparil in Heretic was bretty good
>>
>>3117350
>Ah, I see. So there wouldn't be a technical problem with doing them in ACS? (like if you were tasked with implementing them from the beginning) Just asking for educational reasons since I know little about how ACS interfaces work in multiplayer.

I'm not very experienced in ACS either, but as far as I can tell, there probably wouldn't be too many problems. It wouldn't be much easier, of course; you still have to check for aspect ratio & screen resolution so that the text prints correctly.

Also, keep in mind that ACS still doesn't solve the problem of how to make a stats page; DECORATE and ACS are not designed in a way that allows you to easily retrieve a weapon's fire rate, potential hitscan/projectile deviation, etc.

In theory, you could use user variables, but keep in mind that when user variables are defined on a weapon, you have to define them on the playerclass as well. Some of DRLA's weapons have rather complicated firing mechanics, which means each weapon is going to need quite a few variables. Multiply that by the over 200 weapons DRLA has, and you have a metric assload of variables to keep track of.
>>
>>3117315
Cyclone Emperor
Mecha-Hitler
Nihilant
Heinrich The IIIrd
Hans Grosse in Wolf 09', by far one of the most challenging bossfights of the time (which contrasts with how other parts of the game aren't always top-notch)

>>3117398
I know, right? You come in thinking it's gonna be a brief novelty, but it's actually lovingly crafted and well made, easily one of the best TCs in years.
>>
>>3117454
>you still have to check for aspect ratio & screen resolution so that the text prints correctly.
If you define every coordinate as an offset from the center point you and use a custom cvar that determines whether the messages are drawn with sethudsize(screenwidth,screenheight); or at a lower resolution of the players' choice it works pretty well.


>Also, keep in mind that ACS still doesn't solve the problem of how to make a stats page; DECORATE and ACS are not designed in a way that allows you to easily retrieve a weapon's fire rate, potential hitscan/projectile deviation, etc.
Yes certainly. In a mod with a less crazy amount of modifers and special cases you could store this weapon info in the language lump as well as in decorate, but like you said it's not really feasible in DRLA. An ACS-based menu would however be much easier to extend, redesign, and otherwise maintain even without super advanced DPS calculators and shit.

>In theory, you could use user variables, but keep in mind that when user variables are defined on a weapon, you have to define them on the playerclass as well.
I have very little experience with user variables. They honestly seem like a bit of a headache to work with, but I understand their usefulness.
>>
NEW THREAD

>>3117479
>>3117479
>>3117479
>>
>>3111550

Is the JPCP meant to be played pistol start each level?
>>
>>3116978
>>3117008
>Gunman Chronicles
Oh shit, I forgot entirely about this game. My brother and I once made a low-grav MULE arena to fly around and launch rockets at eachother.
>>
>>3117315
most boss fights in metroid prime. not really retro but whatever. strife bosses?
>>
File: vrdoom160406.png (1MB, 607x607px) Image search: [Google]
vrdoom160406.png
1MB, 607x607px
/vr/doom anti-linkrot archive. extraction: convert to bytestrem to get .tar.xz

% convert vrdoom160406.png rgb: | unxz --single-stream | tar -tf-
vrdoom160406/
vrdoom160406/wheresmyshotgun.wad
vrdoom160406/emthree.wad
vrdoom160406/emthree-fda-1209.lmp
vrdoom160406/emthree-438.lmp
vrdoom160406/rnfwip.wad
vrdoom160406/rnfwip-map02-fda.lmp
vrdoom160406/rnfwip-map01-fda-655.lmp
vrdoom160406/cubed.wad
vrdoom160406/cubed-027.lmp
vrdoom160406/pickup-on-teleporter.wad
vrdoom160406/bluebase-fda-1438.lmp
vrdoom160406/bluebase.wad
vrdoom160406/inviscyb.wad
vrdoom160406/TrainV3.wad
vrdoom160406/SPDC_0.9.wad
vrdoom160406/Homecoming-02-fda-1043.lmp
vrdoom160406/Homecoming-01-fda-0859.lmp
vrdoom160406/Homecoming.wad
vrdoom160406/tennisgun.pk3
Thread posts: 629
Thread images: 125


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.