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DOOM FOR AMIGA

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DOOM THREAD / RETRO FPS THREAD - Last thread >>3160032

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/GnWMDhg0

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
Quake pastebin: http://pastebin.com/yV2AwaXE
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===

[04-24] Anon mod release: SlaughterGuns v1 (TEXTURES mod)
>>3163920
https://www.dropbox.com/s/kr1ovdiqoxt46je/SlaughterGuns_v1.wad?dl=1

[04-24] The /newstuff Chronicles #494
https://www.doomworld.com/php/topstory.php?id=4572

[04-23] MP5 addon for The Space Pirate, by Sgt. Shivers
>>3163076
https://www.dropbox.com/s/nydaeaxbp8rn6bj/TSP-MP5addon.wad?dl=1

[04-23] Anon resource release: SmokeTest.pk3
>>3162821
https://www.sendspace.com/file/9oahj6

[04-23] A kind anon has written a comprehensive Quake howto.
>>3161598
http://pastebin.com/yV2AwaXE

[04-23] Anon resource release: Hybrid rips
>>3161564
Gun Sprites, Sounds, Misc Graphics
https://www.sendspace.com/file/9859b0
Music in MP3 and PSF
https://www.sendspace.com/file/5w3ewd
Samples used in the music
https://www.sendspace.com/file/2ta8n7

[04-22] Dark Arena ROM dump
>>3159015
https://www.sendspace.com/file/ottrj9

[04-22] Visual Doom AI Contest (bots that plays Doom by sight)
>>3158807
http://vizdoom.cs.put.edu.pl/competition-cig-2016

[04-21] DUMP 2 released (68 maps for ZDoom)
>>3158625
https://www.dropbox.com/s/3fdoryy910uok3j/DUMP-2.pk3?dl=1

[04-21] Webpages now average size of Shareware Doom download
https://mobiforge.com/research-analysis/the-web-is-doom


===

To submit news, please reply to this post.

(News is being split into two cus of length.)
>>
>>3168316

===EXTRA NEWS===

[04-21] New TNT2 screenshots
https://www.doomworld.com/vb/post/1316991

[04-20] Automatic Lighting Generator plugin (for GZDB) enhanced
https://www.doomworld.com/vb/post/1558348

[04-20] The Return [of Romero, and the other Carmack]
https://youtu.be/sbDQSOmwA20 [Embed]

[04-20] EDuke32 developers in dispute with Gearbox over Duke3D contracts
https://forums.duke4.net/topic/8340-the-duke-nukem-forum-on-gearbox/page__view__findpost__p__242839

[04-19] Current version of Lydia, by Spritenoob
>>3147752>>3150485
https://www.mediafire.com/?rvy2be35tbrj77q

[04-18] BFG 9000 made from Lego
https://youtu.be/c3LU5RW6Yek [Embed]

[04-17] The /newstuff Chronicles #493
https://www.doomworld.com/php/topstory.php?id=4569
>>
Is Doom on gba a decent port to get some portable doom action?
>>
>>3168316
You forgot the Samsara update.
Some of the biggest fucking mod news in a while.
>>
>>3168324

oh whoops

===MORE EXTRA NEWS CUS FUCK YOU===

[4-26] Samsara getting updated for the first time in a while
http://forum.zdoom.org/viewtopic.php?f=19&t=51771
>>
>>3168327
also you forgot to buy me cookies
>>
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>>3168328

===HOLY SHIT MORE NEWS FUCK ME===

[4-26] Manchild Anon asks for cookies, gets brownies instead
>>
>>3168332
wow rude

I'm gonna report you to the cyberpolice
>>
So guys, what are your feelings towards SnapMap after the stream earlier today?
>>
>>3168336
> not watching the romero stream
>>
>>3168336
Meh.
>>
>>3168336
Feelings are Fake id can shove it up their ass.

We Hologram Now
>>
First for hologram chainsaw
>>
>>3168339
what was the romero stream?
>>
>>3168351
Faster than Quake, Faster than Doom, Unreal Engine 4, "Daddy will you give me cummies", Hologram Chainsaw, Hitler was already killed, Big Bad Guy
>>
>>3168351
> ideas
> no gameplay
> CLASSIC FPS GAMEPLAY™
> ideas
> adrian carmack is bored
> no gameplay
> kickstart me plz
>>
>>3168352
I know him and adrian carmack were going to make a game does it actually sound that good?
>>
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>>3168332
kek
>>
>>3168313
The thing I love about this picture is that doomguy just looks so fucking surprised
>FUCK WHAT HAVE I DONE!?
Demon in the back there's like
>JESUS CHRIST YOU KILLED BURT!
>>
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>>3168372
Don't you mean

>SATAN YOU KILLED BURT!

Also, this was in the captcha
>>
>>3168380
why wouldn't a demon use jesus's name in vain
>>
>>3167849
Since this would require a relatively significant chunk (of time) of my PC to run basically just/mostly training the RNN, I'll be doing that at some point where I actually have the time to not use my PC for a time. Also I'll have to do that in Linux when I use Windows for 99,9% of the time. I'll also be looking into rent-a-server options, but unless that turns out supergreat, this is a relatively low priority project for me.

>>3168351
John Romero is gonna make you a Pitch
>>
Whatever happened to the IM MEEN monsters someone was plopping into doom a while back?
>>
>>3168380
>Also, this was in the captcha

you lucky sonovagun
>>
How about we play some fucking whodunit?

192.99.6.150:15040
>>
>>3168292
>>3168302

https://www.youtube.com/watch?v=Lbg7jzarrQU
>>
>>3168458
Next time. too late here
>>
Need to tweak the design of the sprites, but I thought this was a cute touch.
>>
>>3168321
Yes it is! It was especially awesome when it first came out.
>>
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>>3168514
what a jolly ship of madmen we are

just when i think i've seen it all this shit pops up
>>
What are the hallmarks of a John Romero map? How do you tell John Romero's maps apart from Sandy Petersen's or Tom Hall's?
>>
'a Morte' is released!

Download:
http://www.mediafire.com/download/jp4paev47zgr9r5/A_Morte_435.rar

15 map hexen mod with custom monsters, weapons, dialog, and environmental effects.

forum link for more info:
http://forum.zdoom.org/viewtopic.php?f=19&t=50891

Its been a labor of love, taken me almost 5 months, wrote a lot of fun enemies and customized some of the realm667 monsters (The Nosferati saw some interesting changes...) Also wrote my own radiation system for it (for the last hub). Plenty of custom textures and sounds/music too.
Doing the boss voice acting was so fucking fun!

Trailer here, as well as some play-throughs on my channel:
https://www.youtube.com/watch?v=qHaCW6A2zGQ

Hope you guys enjoy. Note that playing as the mage requires you to act like a mage: using all your items to the best of your ability, and scrounging around for secrets or extra power. Expect to be using those discs of repulsion!
>>
>>3168540
If it feels like something from Episode 1 of Doom that isn't the Barons fight.
>>
What's this about Doom for Amiga? Did somebody manage to get it properly running on the A500?
>>
>>3168313
>>3168316
>>3168317
>>3168327
amateurish rushjob
>>
>>3168551
A Hexen mod hmm? Might give it a try later. Not a fan of Hexen though.
>>
Why is Brutal Doom so reviled?
>>
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This turned out better than I thought it would

Need some actual pickups though, and print messages

I'm a fuckin idiot
>>
>>3168608
It's a fine gameplay mod on it's own, but it's becoming an uninformed person's mod of choice in making Doom "playable today" as if Doom by itself is antique junk that shouldn't be touched.
>>
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>>3168601
https://www.youtube.com/watch?v=cwRQ2Iy_Y2Q
>>
>>3168605
is that you, actual OPanon
>>
>>3168608
legions of insufferable fans shitting on everything that's not compatible with it. the mod itself is fine if you like that sort of thing.
>>
>>3168615
yes
i thought i woke up early enough but evidently not
>>
>>3168605

Ooooooooooohhhhh look at this fuckin' nerd.
>>
>>3168540
Loops, or 'flow'.

Romero's maps tend to loop back on themselves over and over again.

Sandy Petersen's maps are much more about funneling the player down a specific route and typically don't have the same degree of inter-connectivity. Instead, Petersen's maps have a bunch of rooms and windy halls to nowhere that branch off from the main pathway, but are seldom interconnected or loop back into the bulk of the level.
>>
>>3168618
well in the meantime can you give me feedback on my textures weapon?

as far as i can see it's complete aside from the item sprite, but i am always looking for feedback. (replaces plasma gun)

https://www.dropbox.com/s/40h6z9z8gdbtbnu/Frankengun.pk3?dl=0
>>
>>3168608
Mostly because its fanbase is full of casual morons who hadn't even been born when doom released, who think that Brutal Doom is 'the' way to play Doom and that vanilla is outdated shit that nobody should care about as more than a museum piece.

Dipshits whose first interaction with the Doom community came after their favorite gaming youtuber posted a brutal doom video and directed them to Zandronum.

They hound other modders, demanding that everything be compatible with it because they just can't stand anything that reminds them of vanilla, apparently.

Along with Complex Doom, it's basically wrecked the server pool for Zandronum, because every new player who feels like checking out doom gets told they 'have' to play Brutal Doom.
>>
>>3168614
I don't that's a stock 500 though so I'm still waiting.
>>
>>3168619
Thank you!

>>3168627
hmm okay here are my thoughts after trying it out for a couple of minutes on a scythe2 map.

long wind-up time, seems more like a BFG than plasma rifle. not sure how it would fare in the plasma's traditional "emergency surrounded by chaingunners and hellknights ambush escape" niche -- obviously the ripping aspect would clear a path out of an ambush but you might be dead before the weapon decided to fire.

on the other hand shots are powerful but not incredibly overpowered, BFG still deals with crowds better.

sound effect construction is pretty clever but too ingrained in my brain as "DANGER ARCHVILE PAINELEMENTAL ARGH" to work as a weapon sound for me, i suppose i would acclimatise with further use but initially it was unsettling.
>>
>>3168351
>>3168339
Does someone have this archived?
>>
>>3168662
Unless someone recorded the whole thing, no. Romero doesn't have VOD archiving enabled, so it's lost to time, just like the stream where he played through E1M8b
>>
>>3168658
i totally agree with your concerns of this weapon replacing the plasma rifle, it does take away your only high-damage panic-response weapon that can be used in close quarters and not blow all your cells

i guess i see this gun as a part of a larger weaponpack, it's designed for corridors and highly packed areas

it costs a fair amount of cells to deal a fair amount of damage, but like a rocket launcher picking your shot well can be devestating
>>
>>3168610
That's awesome! I love the idea of using a pistol on the side while wielding a heavy weapon.

Can you make it so you can always quick fire your pistol, no matter which weapon you're using? that would be sweet
>>
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new Shadow Warrior map.

Works with DOS(box ), Redux and SWP.
Installation instruction and all you need to know in joined readme file.

http://www.moddb.com/games/shadow-warrior/addons/showdown-in-suzhou

https://youtu.be/_f7AHHwehe0

Enjoy!
>>
What's the goriest doom mod ever
>>
>>3168729
Project Brutality
>>
Is Aliens TC still worth a go in 2 O 1 7
>>
>>3168734
Not really. It's cute in it's antiquity though and is the very first Doom "total conversion" so it's worth it for it's museum nature.
>>
>>3168736
Back to HDoom it is then
>>
>>3168685

The WSL laser is with the player at all times unless you pick up the climb saw aug, so yeah, you always got that pistol with you, just push and hold secondary.
>>
>>3168551
Been looking forward to this! Jesus Christ is this hard though, holy fuck.
>>
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What a cute tiny lil pistol
>>
>>3168768
It's a dainty one that women carry.
>>
>>3168692
top map m8
>>
Working on the last aug now, the forceball gun replaces your normal bombs and it lets you destroy enemy projectiles, but this probably isn't the best thing to use indoors.
>>
>>3168313
>DOOM for Amiga
Wasn't DOOM the reason to drop Amiga's and switch to IBM PCs?
>>
>>3168836
Well, if your system of choice couldn't play Doom back in 94, your system was nothing.
>>
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Damn it what's the best way to make a weapon play a sound rapidly?

>>>/wsg/1054787

Like really rapidly. Because this sounds awful
>>
>>3168752
Cheers spritenoob! Hard difficulty is pretty tough. Dont be afraid to play on normal!
It took me something like 5 runs to pass the first map playing mage on difficult, and I'd consider myself at least a passable hexen player. If I was saving more often it wouldn't have been an issue, but I was determined to pass it no saves!

>>3168606
I've been told it plays like a mix between hexen and return to castle wolfenstein... there are guns and WW2 tech (and tanks/WW2 soldiers later on!) so be prepared to have your average Hexen world fucked with.
>>
>>3168871
Christ you spooked me, warn me about that hsit next time.
No clue how to fix your sound though
>>
>>3168871
sounds like you might have a_playsound channel on auto / 0, put it on 1

also, playing a sound over and over with 1tic frames doesn't work well either, the timing tends to become erratic

i'd say your best bet is taking the sound into audacity, splitting it into two sounds at the 1tic mark, playing the first tic of sound on a loop as long as it fires instead of playing a sound over and over, and then when it stops firing play the last section of the sound
>>
>>3168879
>i'd say your best bet is taking the sound into audacity

Sadly that's not an option here. I'm trying to keep this entire mod internal with the exception of the NSF I'm using for a few music tracks.
>>
>>3168610
What's going on with that fist range?
>>
>>3168880
maybe you can play a sndseq with acs and that'll somehow have better timing than a_playsound every tic
>>
>>3168881

I like giving my melee a generous reach in doom mods.

>>3168883

Alternatively I could use the shotgun firing sound like the mastermind and chaingunner does, and play it every other tic
>>
>>3168828
>and it lets you destroy enemy projectiles
Looks more harmful than helpful with that splash damage, especially when cyberdemons are around.
>>
>>3168871
post code and sndinfo def
>>
>>3168871
"$limit soundname 0 limitdistance" in SNDINFO?
>>
>>3168828
I think it is possile for you to make color translations on that projectile sprite of yours, no?

too many red projectiles imo
>>
>>3168890

Fair warning, it's not pretty.

http://hastebin.com/uwilequfom.coffee

>>3168889

Maybe I should make the forceball bounce the projectile away before dying, I think that's possible.

>>3168892

What would limitdistance do?

>>3168897

I've toyed with the idea of using the cacodemon projectile instead.
>>
>>3168857
The Amiga wasn't optimized for the kind of processing Doom needed. It was quite a bit better than the IBM PC at handling 2D graphics, because it'd been specifically designed with that in mind.

The IBM PC was - and is - very much an all purpose computer, whilst the Amiga was more specialized - and its specialization killed it.

Doom runs on a 16Mhz IBM PC. On the Amiga architecture, you need to go all the way up 50Mhz for comparable performance.
>>
>>3168902
limitdistance is just how far away sounds can be apart before the sound limit resets, I think.
http://zdoom.org/wiki/SNDINFO
>>
>>3168907

I'm not sure if that'd help me here seeing as the chaingun is being fired rapidly in front of the player, unless I'm misreading this
>>
>>3168909
The point is the 0, would mean infinite chaingun sounds could play at once, or you can just do what >>3168879 said and place the sound on a single channel, but that will reset the sound each time it fires, I think.
>>
>>3168919

I tried placing the sound on a single channel, I've tried both

TNT1 A 0 A_PlaySoundEx("weapons/WSLsnap",CHAN_WEAPON)

and

TNT1 A 0 A_PlaySoundEx("weapons/WSLsnap",1)

Maybe I'm just doing something wrong
>>
>>3168921
A_PlaySoundEx is depreciated, A_PlaySound now

no idea if that's what's causing the issue though
>>
>>3168921
oh, do you have an attack sound defined up top? if so, remove. you didn't include the whole actor in the paste.
>>
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Made a Minotaur, then made a voxel version. Haven't done every frame yet, voxel version needs work on the colours.
>>
>>3168964
jeez, what's the voxel count on that

how many times can you spawn it before your fps shits
>>
>>3168964
A-are you going to be the first person to put a proper voxel monster in Doom?
>>
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>>3168964
That looks awkward as hell
>>
>>3168964
Is he shaking out a leg cramp?
>>
>>3168960

I don't, because this gun makes all kinds of sounds, I just use a_playsound for the various attacks.
>>
>>3168964
> this kills the gzdoom
>>
>>3168968
About 19000 voxels.

Framerate tests:

OpenGL max: 1400fps
OpenGL with 20 minotaurs on screen: 300fps

Software max: 200fps
Software with 20 minotaurs on screen: 85 fps

>>3168976
Other than the shitty colours because there's no prerendered shading on it like there is on the sprite, what's wrong with it?
>>
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The UAC Center v1.5
uac_cntr.zip (54 KB, 1999-12-19) - J.C. Bengtson (SailorScout)
https://www.doomworld.com/idgames/?id=10512

a small-to-medium sized techbase not so much inspired as outright remaking parts of original Doom maps, two of which I am sure you can identify from the pictures.

difficulty is fairly low aside from a few surprises although it gives you weapons or large powerups late. in particular the prominenly-displayed soulsphere does not seem to be available until the very end of the map, and i only found the bfg after i would have used it.

there was also a curiously truncated slime pit which despite inviting you in with a radiation suit did not lead anywhere or to anything in particular. when all the keys are found you are able to access a set of teleporters which put you all over the map, rather pointlessly, maybe intended for deathmatch.

anyway, while the flow was quite strange, it was a nice map to play, perhaps an early prototype of the author's later and much larger and more developed Doom map remake.
>>
>>3168994
>80% drop in fps
There should be deafening alarms going off in your head, especially since not everyone is going to start with 1400fps. And this is just an empty room with nothing but the huge mass of voxel.

Looks better a sprite anyway; voxel is too boxy, undefined, jagged, and 3D in a world of sprites.
>>
So, what's left to do for Zandro to >just release a stable 3.0?

I would like to hear an expert on the subject, if possible.
>>
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>>3169006
Here's a large room with 16 minotaurs in it, 8 dynamic lights, and a reflective floor.

115 fps

Graphics card is a GTX 570 - a six year old card.
>>
>>3168871
Try playing the sound on channel 2 (CHAN_VOICE).
>>
>>3168986
It doesn't inherent from Chaingun or any other actors, right?
>>
>>3169084

See for yourself.

http://hastebin.com/omegusacer.coffee
>>
>>3168964
Kinda neat. Bake an ao on that heffer.
>>
>>3168994
>what's wrong with it?
The proportions and shape is fine, but the issue here is that how it's literally animated in frames as if it was a sprite, which looks REALLY weird and unnatural, it's uncanny, when it's a normal sprite, your brain kind of just goes with it, it's low-res and depicted abstractly, the low framerate goes, but when an actual three dimensional object moves in that manner, it looks WEIRD, it's a little like how just sizing up the original Doom sprites to 8x will look bad, the limited (8) angles, the limited frames, the animation speed, it just doesn't work.

Also, GZDoom literally renders each individual voxel as a 1x1x1 model, it chugs memory like a whore, it's EXTREMELY unoptimized.

There's a reason you get those humongous framerate drops. That shit is just NOT going to run on people's machines, I'm amazed you're getting that shit to run on even 85fps, let alone 200fps, you must have an amazing computer.

I'll say that it's ambitious of you though.
>>
http://forum.zdoom.org/viewtopic.php?f=19&t=51608

made me jump a few times, good atmosphere, changes to monsters was a nice touch, weapons feel stronger and bring great comfort
>>
>>3169119
>>3168964
I should fill in that for it to look at all natural, you'll basically need to have hundreds of animation frames, animating at 1 tic each, or it WILL look choppy and crude.
>>
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I think I got the chaingun sounding halfway decent.

>>>/wsg/1054924

Also took some other feedback into consideration regarding the color of the forceball and how risky it was to use.
>>
>>3169039
What's your processor?
What's your RAM?
What's your settings for GZDoom, what resolution are you running?
>>
>>3169119
To add on, with a sprite you can smooth the edges between overlapping shapes, like a leg in front of another leg, and add an outline or shadow to help convey form.

That's not happening in ZDoom, all you can do is try to paint in shadows and that may only partially solve one problem: unclear shapes.

Voxels are not good for complex constructions like this in this engine, it's ideal for small and simple objects.
>>
>>3169127
wow there are monster types you don't have summon commands bound for
>>
>>3169135

I had Doomimp bound to a key but I replaced it with "summon chaingun" so I could quickly drop a ballistic mod in for testing purposes.
>>
>>3169127
Oh it knocks projectiles away now? Or did it do that before.
>>
>>3169143

Now it does, were you the one who said it'd be too dangerous to use it around cyberdemons? Because you had a point, so I changed it.
>>
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Wow. HR's been easy so far, but I got punched in the face by MAP13. I didn't just need to see a demo to clear it, I had to get the locations of all the secrets so I'd have enough supplies to survive that cage fight for the blue key. Gud was got, though. I'm having fun.

http://doomwiki.org/wiki/MAP13:_Last_Look_at_Eden_%28Hell_Revealed%29
>>
>>3168540
>>3168575
>>3168624
Do you guys prefer Romero's "recent" E1M8 replacement over the original?

I've watched a play through, but I haven't tried it myself. I'd like to get some opinions before I decide whether it's going in my default Doom setup.
>>
>>3169163
It's a difficulty spike compared to the rest of E1 with some items that the original shareware didn't have in it, but level versus level? Hell yes it's better than the original. That's the best pitch for Blackroom he could've done.
>>
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On a side note, TSP MK2 is fully compatible with Zandy 3.0! No errors in start up and everything functions properly! Rad!
>>
>>3169164
If the levels in Blackroom are like E1M8B, I'll be pretty satisfied.
>>
>>3168610
>>3168887
Assuming you're using default pinky hp, that damage amount looks good. Enough to keep the pistol from being useless, but low enough to keep things tense when you decide to use it.

However that fist looks a bit OP with how far it pushes enemies away and how much damage it does. I'd nerf one aspect or the other.
>>
>>3169173

The fist is powerful as fuck, yeah. But given the fact most of the time you're armed with bombs that do indirect damage or have a high risk of blowing you up, a means of giving yourself some immediate breathing room was necessary.
>>
>>3169127
Haven't watched any sound webms for [modname?] before. So satisfying hearing these little clicks and stuff as the weapons morphs.
>>
>>3169163

Strictly comparing them level to level, absolutely the new one is better.

It doesn't exactly fit in with the rest of episode 1, though, or even doom in general.

It's bigger and harder than any map in the first 3 episodes, even harder than E4M2, imo.

Just play it on its own, UV pistol start. It's tough and expertly paced and laid out.
>>
>>3169175
Yeah, I wasn't familiar with your mod. That definitely makes sense.
>>
Does anyone know of artist/creative design vendors like 99 designs that might help with crafting doom sprites? I'm wondering how esoteric the finer points of doom graphics are.

I enjoy learning how to craft some elements but it'd be great if I could pay someone whose much better at the drawing aspects. No one ever contracts work from here I presume?
>>
>>3169231
wonder if Eriance (Amuscaria on zdoom now) would

suppose you could find anyone on dA that draws robots and ask them to make a gun
>>
Has there ever been luck in courting /k/ to take useful FPS type shots of their funs? I've tried unsuccessfully in the past and there was a recent thread that showed an AK and an handgun. It'd be great for shotguns and pistols, especially. Wish they knew how valuable that would be to us. Should we create a /fpsphotogeneral/ on /k/?
>>
>>3169195

If you want you can give it a test run later tonight. I'm nearly done with this thing and some feedback would always be nice
>>
>>3169258
trying to explain how to take a useful photo is too difficult on /k/

4 reshoots into a thread because the photos were bad and no one wants to do it anymore
>>
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>>3169258
thats a pretty dope Idea. They seem to have good quality enough cameras. Everything else is just convincing.
>>
>>3169231

What is a fair price to pay for the 29 frames of a sprite? $200? What's a reasonable delivery time?
>>
>>3169269

>that pic

Every time
>>
>>3169259
You should totally release some sort of beta if you want feedback. I'd love to check it out but I'm already putting off shit I need to do as it is, and I've got plans tonight.
>>
>>3169147
Yeah I was, I thought you were just going to make the player immune to the weapon's splash, as thinking about it it's kind of the player's fault to be using the weapon while being shot at by a cyberdemon, isn't it? Then again I don't know how your mod works and it might not be an optional thing.
>>
Hey guys, when you're all done arguing and shitflinging, GOG is having a bundle sale right now that includes DOOM 1 and 2, Quake 1, 2, and 3, and Wolfenstein 3D/Return to
>>
>>3169326
That's cool, but I already have all those.
I think I've actually bought and pirated all of those titles in varying manners.
>>
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Monster-coded walldoors!
>>
>>3169353
The first one a bas relief for the arch-vile, the third one is a photo of a lion sculpture from some church or temple somewhere.
>>
>>3169353
I know, but vanilla doom doesn't have marble textures for all monsters.
>>
>>3169358
Which demon is more of a king? A Baron or an Archvile?
>>
>>3169364
Well, the Baron is a baron, but I feel it's more royal than an Arch-Vile, which is more like a wizard
>>
>>3169364
I'd say they're of similar rank but different branches. Whereas the Baron is aristocracy, the Arch-Vile is clergy. But he's Arch-Vile, so he's at least Bishop-tier.
>>
>>3169375
Is the Cyberdemon like some kind of attack dog for a Baron then? There's sacrificed Barons on the Tower of Babel's start room.
>>
>>3169378
Nah, if to continue the medieval Knigt<Baron, then I'd say the Cyberdemon is a Duke, and those sacrificed Barons tried to duke it out with him and were slaughtered and hung as example to others.
>>
>>3169378
nigga he a goddamn cyberdemon.
>>
>mod tools
Please, anyone with programmer friends: Bug them about writing a .wad map/resource importer for UE4. It would almost completely replace zdoom as my engine of choice if there was such a thing.

>>3169138
>>3169127
ya got a pm
>>
>>3169420
Wait, is it possible to port maps via wads to different engines? Jesus Christ that sounds like it could be amazing.
>>
>>3169436
>Wait, is it possible to port maps via wads to different engines?
Well you can already open up a doom map in GZDoom Builder export it as wavefront .obj and I'm sure you could use that 3d model as a level architecture in several engines with some conversion work. The harder part would be to port over lifts, doors and buttons.

But I know dick-all about programming so I can't speak with any authority.
>>
>>3169436
Well, ultimately it's a matter of interpreting the doom code and translating it to the code other engines use. I imagine the main difficulty is that the doom-style mapping isn't actual 3D that modern engines would use, but even then.
>>
>>3169436
There is such thing for GMod (source engine)
https://steamcommunity.com/sharedfiles/filedetails/?id=145310679
It was made moslty as proof of concept and many things are buggy or do not work properly, but I dont see any reason why this could not be done with any other engine, should one get access to a proper coding tools for such engine.
>>
>>3169436
It's not impossible but it would take a lot of work
>>
>>3168316
https://twitter.com/romero/status/725032002244759552
E1M4b, new map by romero
is he planning on remaking the whole shareware? who knows...
>>
>>3169480
I really feel like Romero is just doing this to direct more attention to his kickstarter. Not sure if that's necessarily a bad thing but...
>>
>>3169485
Anything pointing to romero actually getting his hand dirty doing what he's good at (level design) instead of [*romeroing*] is a positive indicator for the quality of blackroom.

Also we get to play these cool doom levels. Gonna try it now.
>>
>>3169490
I couldn't agree more, he's trying his best to show us that he can still make a good-ass video game. Hopefully if the Kickstarter succeeds he'll begin to release playable demos.
>>
>>3169436
Pretty sure there is a Doom to Duke Nukem 3D map converter around.
It doesn't convert everything and you may have to change the scale, re-build most effects and change every texture, but it exists.
>>
>>3169497
ZDoom reads (not sure if it's still there in current versions but it did once at least) Build engine level architecture.
>>
>>3169503
Wait... Can it read Blood maps?
>>
>>3169510
I'd doubt it.

Even DN3D or SW can't read Blood maps.
Blood uses a different map format as every other Build game.
>>
>>3169487
Pretty good. E1M8b wasn't a fluke. Romero's still got it.
>>
>>3169480
That was pretty fun, there were some cool little tricks in there, and I like the numbered switches.
>>
>>3169480

Found a HOM that shows a strange series of rooms. Bug or weird ass secret ? Can't quite get to that blue armor btw.
>>
>>3169526
They aren't as straightforward as the markings would indicate either. Good marketing on Romero's part. If he doesn't want to sink time into Blackroom until the kickstarter ends, this will drum up publicity. He doesn't seem to need it, either way. It's trending toward double what he's asking for.

>>3169532
I saw one in the computer room too along the righthand wall.
>>
>>3169535

Yeah I finally found how to get to the blue armor and then noclipped inside the HOM nothing interesting.They're probably just teleporter rooms of some sort...
>>
>>3169535
I'm glad to see its doing as well as it is, he got %10 of what he asked for in the first day, and its practically at $100k now. As upset as I was to see that it's just a pitch for the game, I'd be even more upset if it all fell to shit.
>>
>>3168551
Fuck yeah can't wait to get home and download her
>>
>>3169546
>Her
I don't know why but that made me chuckle. The thought of someone treating their megawad like an aged sailor's trusty old boat is just a weird and funny idea.
>>
>>3169539
I know what you mean. I'm not really familiar with it, but I've heard Tom Hall's tried to get projects off the ground via kickstarter. He's failed multiple times. I don't want John to end up like that. In fact, I'm a little surprised Hall isn't a part of the Blackroom team considering Adrian's working on it. 3 of 4 founders would be awesome.

P.S I still haven't played Anachronox. Any good?

>>3169539
You're in for a treat anon.
>>
>>3169569
Anachronox is basically a JRPG made by westerner with some CRPG lements thrown in. It's decent
>>
>>3169572
That's what I've heard. I like JRPGs, so I'll keep it on my backlog.
>>
>>3169569
But Adrian and Hall don't get along. I'm more suprised that sandy isn't on board if anything since he's worked with adrian doing ttrpg art books or whatever a few years ago. But he's an old man with like ten million little mormon grandkids I guess

American mcgee wants to do stuff with romero, but romeros wife would probably hate his guts due to their clashing political beliefs and tendency to be outspoken about such matters

I know all the stuffs.
>>
>>3169572
Not who you're replying to but the game seemed to have way too much backtracking and generally too much walking/running between fights. It got boring really fast to me. Maybe they were trying to scale for a more real world experience but it just feels like empty filler at times. It didn't feel like running between locations helped to advance the game.
>>
>>3169581
Do Carmack and Romero interact anymore? I haven't seen them mention each other at all outside of their past titles talk. Romero sometimes posts old photos with Carmack, but it seems like Carmack doesn't acknowledge him at all
>>
>>3169480
This map is sort of a clusterfuck, but it's not bad.
>>
>>3169597
Romero follows carmack on twitter and occasionally posts replies about historical id stuff but also tech/programming in general
>>
Here's the Graviton Imploder (working title lol) in action:
>>>/wsg/1055248
>>
https://www.youtube.com/watch?v=MSX8pWqRABY&ab_channel=JohnRomero

>Randy Pitchford
>Comments disabled
Ayyyyy
>>
>>3169654
>John's mind is why the genre is what it is today

Pitchford completely missing the point again.

more accurate would be
>John's mind is why the genre was what it was yesterday and is why he wants that back today.
>>
Desustorage links in the OP don't work so I'm gonna ask instead.

Are Final Doom and Master Levels worth playing if I only care about official material and don't give a fuck about OC donut steel fanfiction mods?
>>
>>3169480
Just beat it. I thought it was really good. Better than his last one.
>>
>>3169485
>Misc. Author Info : This is a warm-up for my new classic FPS.

i think that's good to hear
the level was quite good too

>>3169532
>>3169535
yeah, i saw it too, at first i thought that it was planned (looks kind of like a glitch at the corner of your vision) but as it's linked to monster TP rooms (that he didn't hide properly, that's why you can see them with the computer map)
and the rooms have nothing odd inside... guess it was just a mistake
>>
>>3169720
What the fuck is TNT and Plutonia and how does that answer my question regarding Final Doom and Master Levels?
>>
>>3169726
are you retarded

TNT and plutonia *are* final doom
>>
>>3169726
TNT and plutiona are two mapsets that together comprise Final Doom.
>>
>>3169480
That was really good, loved the way walls opened up and the level re-shaped up along the way.

Gameplay was much better than E1M8b too, that one had enemies ALL OVER THE PLACE. In this one it actually feels like there is proper thought behind enemy placement.

My main complain was that the level layout could have been a LOT more intuitive. A lot of it fell back on backtracking; finding section marked "4" after "3" was the worst.
>>
>>3169729
>>3169731
O-Oh. I didn't know since like I said never played those. Finished Ultimate Doom and Doom 2 and I had those two things in my steam library wondering if I should play them.

Also what about Wolfenstein Mission Packs 2 and 3?
>>
>>3169735
Also when I found the 2nd blue sphere I was already at 193hp...
>>
>>3169812
>Where the fuck are the mods?
jesus christ I'm wadding as fast as i can give me a break
>>
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>>3169812
Well, for what it's worth, this map is getting close to being finished. I've textured everything properly except the orange rooms now, and am in the process of decorating/putting in monsters/weapons/ammo/health.
>>
>>3169812
I'm waiting for DUMP 3 to start so I can throw deathmatch maps at it like a fucking lunatic
>>
>>3169817

Oh my god you actually did it !
>>
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/v/ please go. I just started working on a new map, take a break, check /doom/ and see this? Come on guys.

>>3169817
Looks pretty cool.
>>
>>3169823
Yes. It turned out not so much a village though, because I couldn't nail that look down. Instead it's various sub-environs with arch-viles wherever you backtrack, having revived most of what you've slain already.
>>
>>3169817
Archville still makes me laugh, looking cool, anon!
>>
>>3169824
Who are the source port characters supposed to be (other than chocolate of course)
>>
Any good sourceport for Rise of the Triad? WinRotT GL would kinda do it for me but the mouse support feels fucked compared to ZDoom or ECWolf
>>
>>3169836
zdoom, zandronum, zdaemon, and I guess odamex in the back
>>
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Maybe let's talk about this underrated masterpiece?

https://www.youtube.com/watch?v=kGWSiASwKlo
>>
>>3169841
I played the EX version and while it was definitely fun, the lack of manual saving really killed my desire to finish it.

I hadn't died a single time to the enemies, but died so many times due to platforming. I'm sorry but that's just bullshit I ain't willing to put up with.
>>
>>3169843
Ex is a port of the PS1 version which was a completely different game than the PC one, similarly to Doom64 being different game entirely.

Anyway the DOS PowerSlave also has no manual saving.
>>
>>3169845
That don't make it any less annoying.

Weren't Night Dive Studios gonna re-release it?
>>
>>3169850
They were but the original IP owner said no at last minute and decided not to sell it. Same with NOLF games.
Said IP owner also threatened to sue if they don't take down download for PowerSlave Ex so they did.
But you can still get it here:
www.dosgamers.com/dos/dos-games/powerslave-exhumed
>>
Brutal Doom is shit but the reactive gore is interesting. What other WADs out there do what it does but better and aren't memed to shit?
>>
Did anyone port over the extra minicampaign from DOOM 2 BFG or do I need to use the .wad that comes with D3BFG?
>>
>>3169853
>They were but the original IP owner said no at last minute and decided not to sell it. Same with NOLF games.
Who was the original owner?
>>
>>3169867
They didn't say.
>>
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HOW THE FUCK DO I TURN OFF THIS FILTERING
>>
>>3169894
What source port?
>>
>>3169898
GZDoom, been told it's the best one
>>
>>3169904
Options > Display Options > OpenGL Options > Texture Options > Texture Filter Mode > None
>>
>>3169913
Thx
>>
>>3169904
Go to opengl preferences in the video settings menu. Where it says "trilinear filtering", set it to either none or none "(linear mipmap)" with 16x antialiasing. The later option doesn't ruin pixels close up but removes visual artifacts for distant objects. I'd only use "none" for playing at low resolution.
>>
>>3169917
Even better, thanks to you too anon.
GZDoom is best right? I mean if I want some enhancements.
>>
>>3169924
Generally, yeah. Although Zandronum is about 90% the same but with better multiplayer.
>>
>>3169924
Yes, it's the most advanced. A tip: type "vid_renderer 0" in the console if you want to try the software renderer.
>>
>>3169854
there is a thing called "Ketchup" which is BD's gore system by itself
>>
>>3169939
I know how software looks and don't want that, no need to suggest that anon. I was only trying to get rid of the forced filtering on everything.
>>
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>only default textures Doom 1 has for wall blood is Hell related

That's mildly inconvenient.
>>
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Post classic FPS (TM). Here's some OC. This is a very early WIP of my current map project (number 3). I love starts like this where you're allowed to make the first move. Sunlust had a few of them, but mine's obviously easier since I'm not a doom god.

The "way the dev intends" is to not fire a single shot. You start with four shells + the shotgun laying directly on your spawn. Run past everything. Arachnotrons in the towers will start shooting you. So will mancubi on the ground between the towers. Follow the trail of health (not pictured) to a rocket launcher and fight some skeletons. Move too slowly and the mob you ran past at the start will fry you. That's as far as I've gotten in about 2 hours.

After the skeletons, I hope to set up a quick telefrag/crusher sequence to let the player squash the tower arachnotrons. The last teleporter will warp to the next area. I'll probably surround the player with monsters on the other end of the teleport to make up for letting them run away during the first part.
>>
>>3169958
ight
>>
>>3168692
nice work, good to see some SW love.
>>
>>3169119
this is 100% spot on, and why model enemies look fucking awful in Doom (and Duke as well) When that shit is in 2D, you can work around it but when it's in 3D and you can rotate around it fully than suddenly the 2-frame animation becomes incredibly obvious and it looks atrocious.
>>
>>3169990
With 3d models that have interpolated animation and also rotation interpolated to the actors angle (so it doesn't snap around 90 degrees) there should be no issue. I think only 3DGE allows that.
>>
>>3169119
>The proportions and shape is fine, but the issue here is that how it's literally animated in frames as if it was a sprite, which looks REALLY weird and unnatural
don't listen to this guy, anon. voxelized monsters look fine when they're done well.
>>
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>>3169119
>you must have an amazing computer.
I'm running on a GTX 570, a six year old graphics card. It's below the minimum system requirements for Doom 4.

Here's the minotaur with an improved (although still not as good as I'd like) color palette.
>>
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>>3170046
And here's the sprite version. I haven't done blood on either yet.
>>
>>3170010
Eduke32 has that though, and the HRP enemies still look fucking awful. The way the enemies move in both Doom and Duke looks absolutely ridiculous when you put it in 3D, because they move in weird zig-zag patterns. In 2D you don't even notice it but as soon as you put that in the 3rd dimension you immediately notice the retarded way it's moving.

Whilst you might be able to work around that with pre-baked animations or whatever, that's a massive massive amount of work.
>>
>>3169741
If you're talking about the Spear of Destiny one then IMO they're both shit
>>
>>3170046
God I love everything about voxels. I hate that GZdoom renders them so piss poorly because I'd go crazy with them.
>>
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Making a rocket launcher replacement
>>
>>3170092
100% spot on, you put it more eloquently than I could.

Doom I think has that perfect sweet spot of entry - Wolfenstien is too simplistic and making a level in Build requires much more work in general. Doom is simple enough but has enough complexity that a lot of stuff is still possible with it.
>>
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>>3170101
Come over to the Build side, you can have more voxels than you'll ever know what to do with
>>
Motherfucker Mike Matei has a taste.
https://www.youtube.com/watch?v=5eO0FBjc3J0?t=777
>>
>>3170115
>Build

Shame all the level editors are garbage.
>>
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>>3170115
I've considered it a ton of times. Stacked sectors still feel better than 3d floors. Still though, there's just more you can do with Doom at the moment.
>>
>>3170106
>making a level in Build requires much more work in general

Only if you're going to get the most out of the engine, for DOOM levels Build is a complete cakewalk and I can't see why people barely discuss it here since Mapster32 solved any issues the original editor had and is fairly user friendly.

Instead you have people porting Build games to idtech1 (or bastardized versions of it) instead of doing the opposite. Weird. Modding Duke is also pretty powerful and could be done from the very start.
>>
>>3170128
FILTHY LIES

nah it's cool, Doom actually has multiplayer which is a big bonus over Duke. So far though the only thing that's stopped me from doing something in Duke is my own poor coding skills.

https://www.youtube.com/watch?v=MymgJnF55aY
>>
>>3170129
Yeah there's a ton of insane shit possible, too bad there's not much Duke modding going on around here but I like to pop up every now and then and post a shot of something I've worked on.
>>
>>3170129
doom's got more maps

so goddamn many more maps
>>
>>3170121
I doubt he chose that.
Pretty sure James stuck that in and Mike rolled with it.
I mean, Mike is the same fuck that played DOOM I and II all the way through on stream in DOSbox, with a fucked aspect ratio, unchanged keybinds, no mouse, and he went 2 miles an hour through the whole thing.
>>
>>3170140
yeah Doom gets multiple megawads a year, with us Dukers we're lucky to get 20 maps a year. I spend all of my time making TCs though but still.
>>
>>3170131
>Doom actually has multiplayer which is a big bonus over Duke

It's not like Duke doesn't have multiplayer, but as far as TCP/IP and matchmaking goes only Megaton got it right, which now is no more. But you can definitely play Duke3D just fine over P2P (I also play Doom that way straight from ZDoom), you just have to do it old style, grabbing people over at IRC or other places.
>>
>>3170150
I should of clarified a bit, I meant Eduke32 - they were working on a client/server system but only got a little bit into it so it's been without multiplayer for like 6 years now.

it did annoy me because originally the AMC TC was just SP only but one of the other members convinced me to try and get MP working - after a while I eventually did and it was fucking awesome...but then they broke the MP support a few months before we released episode 1 so all of the work I put into preventing desynching and stuff went to the birds.
>>
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3D Maze Screensaver Textures and, finally, Sprites.

https://www.sendspace.com/file/aaw1w1

Got the mouse, the Start button, the smiley, the fractal walls, all in convenient PNGs.

Sprite format converted by paulguy, not myself.
>>
So apparently we have DoomScript now? Are we in for a new era of mods?
>>
>>3169862
you'll need to use the wad that comes with, or you can always use the texture replace for the medkits, and ship it out again
>>
>>3170103
that is almost straight from the rise of the triad
>>
nobody commenting on romero's newest level?
https://www.dropbox.com/s/0kw4fqg1tuxpnxx/e1m4b.zip
>>
>>3170235
Yeah, except ROTT's was way better.
>>
how do you make custom missiles leave scorches/bullet marks/etc.?
>>
>>3170249
Actor property is Decal decalname

Any mods that add warp effects etc to water and that's all? I want to play maps with the water shader on.
>>
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>>3170253
awesome, thanks anon
>>
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>>3170192
>DoomScript
Literally what?
>>
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https://www.youtube.com/watch?v=6VzmzAJ-meU

So I made another gameplay video of the WIP Mechwarrior mod.
In it you'll see the pseudo parallax cockpit when turning and looking up and down, the new camtex zoom, changed nv colormap, and weapon gldefs.

Things I think need work are the jumpjets, which at the moment feel very floaty, and the monster balance.
The player is only really threatened by huge hordes of monsters. I'm talking Sunder level of monster armies.
>>
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Is there a gameplay mod out there that makes the game's combat a little more complex, without BDing it up?
I'm talking about giving the demons a few more/varied attacks, giving each weapon an alt-fire or so, etc.
>>
>>3169824
>chocolate doom

Thats pretty good
>>
>>3170048
I wish GZDoom could render voxels into sprites in real time, so you could get the infinite angles but have it still treated as a sprite
>>
>>3170296
I personally enjoy RLA Monsters coupled with LegenDoom, makes for refreshing situations thanks to the added stronger monsters that can spawn + chance of turning legendary and dropping varied weapon effects. Good luck if it spawns a pair of legendary Bruiser Brothers or something, though.
>>
what are you guys using to record yourselves playing/testing?
>>
>>3170242
I recorded my first attempt at it. I ended up killing myself with a rocket launcher like a scrub so im probably not gonna upload it.

was fun though.
>>
>>3170289
You are the man, man. Testbuild when
>>
>>3170323
Dxtory (not free) or OBS (free)
>>
>>3170323
FRAPS.

Filesize out the ass, but it's simple and straightforward.
>>
>>3170323
OBS
>>
>>3170323
Shadowplay.
>>
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>>3170296
If you're looking for something on the 10 of the dumb bullshit scale - Doom RPG + DoomRL arsenal does a decent job.

Would not recommend if you want a 'Doomy Doom' - but it's a blast if you're looking for a semi fresh take on things.

It plays more like Doom than BD - but does has a reasonable amount of gameplay changes...

pic unrelated
>>
>>3170287
http://zdoom.org/wiki/DoomScript
>>
https://www.sendspace.com/file/c11vdc

Custom palette, greys a little blue, blues a little up top, reds a little orange in the mids and a little magenta in the shadows, etc
>>
>>3169653
Coolio.
>>
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>>3170242
>>3169480

It's a pretty cool map, and pretty challenging and fun for 2016.

And to think he said a few years ago that people would criticize him for releasing a 1993 map in this day and era.
>>
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Finally finished my textures gun, whew.

https://www.dropbox.com/s/40h6z9z8gdbtbnu/Frankengun.pk3?dl=0

Replaces Plasma Rifle, looking for feedback about damage/ammo use etc.

enjoy my first, awful webm
>>
>>3170541
>1993 map
>Advanced engine needed : Limit-removing source ports
>>
>>3170591
You definitely sat in the bathrooms during lunch
>>
>>3170541
We didn't have limit-removing source ports in 1993.
>>
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>>3170593
I wouldn't be a l33t gamer and find all Romero secrets in my first try if I didn't
>>
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John, you missed a spot over here.
>>
>>3170623
>18:53
You certainly aren't that 1337.
>>
>>3170624
tweet him

i wonder how he would respond
>>
>>3170624
Eww, HOMs.
>>
Graceful Doom - A Nonrandom Alternative to Pain Chance [1.0]

http://forum.zdoom.org/viewtopic.php?f=19&t=50643

>Graceful Doom is an experiment to see if I could recreate the dynamics produced by pain chance in Doom without relying on random chance.
>Instead, a system similar to Poise in Dark Souls is used, allowing for a more "fair" and consistent experience than vanilla Doom.
>Depending on how tough they are, enemies will consistently resist weak hits, but can be reliably stunned by taking a large amount of damage all at once or overwhelmed by successive rapid fire attacks.

A nice detail.
>>
>>3170591
>>3170610

go check the IGN video, listen to what he says and then shove your technicalities up your mum's ass
>>
>>3170626
Post your blind run dude
>>
>>3170631
Okay.

We didn't have limit-removing source ports in 1993.
>>
>>3170631
Did you ask me to watch a video so that I can learn his own vague definition of a nebulous descriptor for a map that can't be played in anything that existed in 1993?

That's so 2010 rhetoric, and if you think that's wrong I'll have my half-hour facecam of me waxing philosophical up on IGN by 12.
>>
>Romero got Matthias Worch to test his map

Woah, that's fucking nice. I hope he gets him to help out with Blackroom as well.
>>
>>3169119
>you must have an amazing computer.

What are your specs, out of curiosity?
>>
>>3170631
>IGN

how about no.
>>
>>3170541
>And to think he said a few years ago that people would criticize him for releasing a 1993 map in this day and era.

His recent map does not feel 1993 at all. Its a bit more detailed than that. Feels more like something from 1999-2003 era.
>>
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>Leave two Imps and a Mancubus to infight.
>Come back later.
>The Imps won.
>>
>>3170690
If the imps flanked him they can trigger his pain condition fairly easily and lock him down. But yeah, that's really unlikely.
>>
>>3170289
I've honestly always wondered how feasible destructable limbs are playerside.
>>
>>3170103

I can't stop watching your webm. The fire draw in effect is so goddamn slick.
>>
>>3170296
...Project Brutality?
>>
>>3170289
I remember the PPC in Mechwarrior 2 acting more like a rocket from Doom. Slow, big balls of pain.
>>
>>3170296

BURL_TUMD. Like holy shit.
>>
>>3170694
It would be very hacky and probably wouldn't work that well in mp.

I was thinking of implementing a "critical hit" system, where if you take damage above a certain threshold from an attack a random weapon will be destroyed.
>>
>>3169824

This comic still flatters me every time I see it.
>>
>>3170705
Well lore-wise that is incorrect. The PPC is a beam weapon.
>>
>>3170710
how you doing Sgt. Mark?
>>
>>3170289
You even got the Mechwarrior 4 Mercs ost, this is looking good
>>
http://kinsie.tumblr.com/post/143439887522

>"I’d like to add a new hero or two to Samsara"

Let's see. It took almost two years from the moment he started hyping up the newest update of Reelism to actually release said update. And Reelism is one of his most well-known mods (there's Doom Enhanced too, but that's another story for another time).

It took that long for one of his own mods. And quite frankly I don't want to think about the very idea of waiting until 2021 to play with Prisoner 849, so I'd rather thank him for releasing this bugfix and leave things be.

I've heard a lot of horror stories when it comes to Samsara and gameplay balancing, and (officially) introducing another character doesn't sound that good. I would rather look forward to see both men work with other projects with the natural delays than see them trying to revive Samsara.

/twocents
>>
>>3170192
What? No. They've laid the groundwork for it though, and extended DECORATE in the meantime (if/else blocks)
>>
>>3170778
What new heroes? There are none to add if they need to be a stickler for balance to support fucking deathmatch. It should've stayed as a co-op mod.
>>
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>>3170289
This is so fucking good
>>
>>3170818
That caco triggers me
>>
>>3170745

Guess again.
>>
>>3169824
>dat Hexen
I felt the same way after I spent five minutes wandering around until I realized you could punch windows and then another twenty until I found the switch in the hub world hidden in plain sight
I am not good at these games
>>
>>3170816
>It should've stayed as a co-op mod.
oh ye of such newfaggotry

it started as a DM mod
co-op was patched in later
>>
>>3170854
Nothing in Hexen is really spelled out for you very well. Playing with a guide is pretty much mandatory I think if you want to even get out of the first hub. Same could also be said for Strife.
>>
>>3170871
I spent a night as Doomguy in Hexen via Samsara and made it out of the first hub off of sheer dumb luck. I've never been able to replicate that feat because I just get bored to death and can't remember the exacts as to how I did it, and shortly into the second hub I lost interest because of just how exhausted I already was.
>>
>>3170854
Korax is laughing at your incompetence

>I wonder when this mortal is ready to die.... Has he made it past the entry level yet?... hmmm no.... not yet....
>>
>>3170876
The warrior I can understand, but you'd think the mage would figure that shit out pretty quick
No, he just runs around grunting as he humps all the available walls for some hidden switch or door or ANYTHING to go to the next place
>>
>>3170883
Its a pity the mage can't cast 0 level spells like "detect magic" or "find secret door"

Even Arcane marking an area would be handy as fuck later on
>>
>>3170816
wouldn't mind Leonard from Redneck Rampage getting added(I know he's included in at least one version of Extra Heroes, but a somewhat more "official" version would be nice)
>>
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>Playing Chex Quest in Samsara with Duke Nukem
>>
>>3170289
Literally the best mechwarrior game in over a decade.

Fuckin' well done, man.
>>
>>3170919
>playing chex quest with demonsteele and the midipack
>>
>>3170289
anon, the only decent challenge for a player in a mech is other mechs. Its time to make some mech enemies!

Also when you die you should eject out and be able to continue on foot, then snipe out an enemy pilot and take their mech, like in Battlezone (fuck that game is good)
>>
>>3170928
>Mmm.
MMMM
>>
>>3170928
Aww, bless Carmack. His such an awkward little code monkey.
>>
>>3169546
She's young and willing. A bit of a tough bitch though, you might need to be forceful and tie her to the bed or something
>>
>>3170928
Mmmm.
>>
>>3170160
Couldn't you have released the TC using the slightly older version of EDuke32 with working multiplayer?

You may not have the rights to put the sourceport with your TC though some people do it especially when they modify it a little for their mod purposes.

>>3169986
Thx!
>>
Doom II: Hell on Earth - Cinemassacre Live Stream
https://www.youtube.com/watch?v=pR-7fRIZZn4
>>
>>3171014
What is wrong with all the sounds? God damn.
>>
>>3171019
xbox bfg edition
>>
>>3171024
What a terrible port. Even the screen melt transition is slow as balls.
>>
>>3171014

>HMP difficulty

Weak.
>>
Alright, hammered out some ideas for new monster behavior in Blastmaster:

GENERAL:
+HITSCANNERS ALL FIRE PROJECTILES

+certain monsters can fire projectiles that destroy your bombs

+increased movespeed for some monsters

Zombieman:
+fires projectile bullets
+can do a three shot burst

Shotgunner:
+classic shotgun burst attack
+can do the whiplash blast attack, complete with absurd knockback

Imp:
+throws arcing fire grenades at closer ranges, travels through fellow imps

Lost soul:
No change, they're annoying enough

Chaingunner:
+projectile bullets
+grenade attack that bounces around at closer range

Pinky/specter:
+dash attack that scatters bombs around, if he hits a player, they go flying
+jumping?

Cacodemon:
+implement the amusing deflate death

Lost soul:
HE'S FINE TOO

Hell Knight:
+grenade fireballs too
+can throw a special fireball to detonate your bombs

AAAAAAAAAAAAAAAAAAAAAAAA:
+has a chance to do a special missile attack, a screaming skellyhead that explodes into little boners that fight with melee
+has a chance at random to AAAAAAAAAAAAAAAAAAAAAA again
+all rev fireballs deal punch damage, meaning bombs will go flying

Fatty:
+flamethrower attack at closer ranges
+can also launch a special detonating fireball

Spiderlings:
+can fire the ocassional bouncing beam
+fires a special WSL laser at times

Barons:
+fire grenade attacks as well
+can lob bombs ocassionally
+can also fire detonator fireballs

Mastermind:
+rapidfire bullets
+some rapidfire chaingunner grenades too
+can launch a rocket that spawns lil spiderbombs that crawl at the player, spiderbombs can be detonated or punched away


Archvile:
+no edits, he's an asshole

Cyberdemon:
+every third rocket in his rocket volley will be a detonator missile
+can fire a special missile with a clusterbomb payload
+shotgun attacks

Comments, thoughts? More additions?
>>
>>3171019
welcome to pitch shifting, a relic of doom pre-1.4

be glad it's gone
>>
>>3171035
So THAT'S the pitch shifting stuff I heard about. Man, thank god it bugged out and stopped working after 1.4 and they never bothered fixing it.
>>
>>3171036
Crispy Doom has an option to re-enable it if you want to try it out for yucks
>>
>>3171037
>>3171036
ZDoom has the option too. Options -> Sounds -> Randomize Pitches.
>>
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http://www.kotaku.com.au/2008/01/gamecock_head_tears_into_john_romero_its_getting_ugly-2/

>I’m also grateful for your concern over my incessant partying, which has somehow led me to be married to the same beautiful woman for 17 years now, while raising two incredible daughters together. You should maybe try the partying, since your unparalleled work ethic and strong character has (just in the time I’ve known you) left only a bloody trail of ex-wives, fatherless kids, and ill advised breast implants strewn across this fair nation, even before you flew all the way to Romania for your latest wife. If she’s not still around, let me know, and I’ll see if I can pick another one up for you here in Russia.
>>
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>>3171043

>something from 8 years ago
>linking to kotatku
>>
>>3171043
>>3171045
Speaking of Romero...

https://twitter.com/romero/status/725032002244759552
>>
>>3171047
Time to give this a play.
>>
>>3171014
He plays like a grandma and doesn't even have a fast turning speed.
He makes my Doom 64 on a PS4 controller look like Sonic the fucking Hedgehog.
>>
>>3171047
Dropbox hasn't killed the link for bandwidth overuse yet?
>>
>>3171058
Doomworld has a mirror for the map:

https://www.doomworld.com/e1m4b/e1m4b.zip
>>
>>3171032
All this in three days?!
>>
>>3171047
Nice map. I like how everything kinda opened up and flowed into itself as you went on. It's giving me high hopes for Blackroom if it'll be like this.
>>
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>>3171032
You put in lost soul twice
>>
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>>3171062

ye
>>
>>3171067

He annoys me that much
>>
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>>3171069
You must think he's a real bonehead
>>
>>3171058
It's less than 100KB for fuck's sake
>>
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>>3171068
Godspeed
>>
>>3171074

Hey if I can crank out laser pistol upgrades, an augment, and sprites for both within a day, I got this shit in the bag because 90% of this work is all DECORATE
>>
>>3170296
Is that a drawing from a Going down map?
>>
>>3171032
Make a gun that shoots bullets... That autoaim on enemy-fired bullets and destroy them. So you could shoot enemy's bullets out of air with the bullets of your own.
>>
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>>3170778

> It took that long for one of his own mods. And quite frankly I don't want to think about the very idea of waiting until 2021 to play with Prisoner 849, so I'd rather thank him for releasing this bugfix and leave things be.
Well, I did say "I'd like to", not "I am absolutely, totally going to".

Samsara's codebase is from a strange place in ZDoom history, even discounting the multiple programmers involved with different ideas on how to do things. Adding a new hero that doesn't suck to play as or against is a seriously non-trivial act... one that's honestly best left to people who regularly play Zandro DM. I'm admittedly more of a SP nerd.

For now, I'd rather focus my new-content focus on little bits of polish to go with the bug fixes.

>I would rather look forward to see both men work with other projects with the natural delays than see them trying to revive Samsara.
Term isn't really involved in this aside from helping diagnose the occasional bug or sending me old development materials. He's busy with his Next Fun New Thing, and this is a little diversion from mine. :)
>>
>>3171084

I don't even wanna try to wrap my head around that mess. I'm gonna stick with a manually aimed weapon
>>
>>3171047
>>3171047
>https://twitter.com/romero/status/725032002244759552

Pretty good. Not nearly as challenging as his e1m8, but I guess it's probably not meant to be.

>tfw he's probably going to spend the duration of the kickstarter releasing doom maps to get publicitiy and prove he's still got it

>tfw we might get a whole new episode 1 out of this
>>
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>Try out DoomRPG + DoomRLA together
>Only familiar with the latter
>Get this

What the fuck is going on

What do I even bind all of these extra actions to
>>
>>3171136
It's DoomRPG, it's a gigantic clusterfuck that's unbalanced as shit.
>>
>>3171135
Hell, I'd be down for that. 8B and 4B were good stuff. I like how you can now actually play Episode 1 with every level by Romero now with no one else helping.
>>
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>>3170662
>Intel Core i5-480M
>GeForce GT 540M
>6GB RAM
>Win7 SP-1 64bit
Nothing amazing, but GZDoom is badly optimized, and the way it handles voxels especially.

I really do admire the effort, but I don't think it looks good, and I don't think the huge performance dip is worth it.

Things I think you'd have to fix
>a proper idle animation, a three dimensional object walking in place looks awkward
>about 50 times the animation frames, cycling much faster
>>
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>>3171139
I see that. Admire the effort put in but it's making things a bit more complicated than it needs to be. Think I'll give it a skip.

I think Doom RLA alone is alright, though you get these moments where you're wondering if slamming modpacks together will actually result in anything. Not to mention that sometimes you find boots all over the place or occasionally find a BFG in those random boxes. Some of the enemies in that plugin can be absurdly powerful too, I was caught entirely off guard by those fucking Hunger things.

LegenDoom is okay though it's merely just weapons and the occasional powerful monster. Are there any other similar mods worth a shot?
>>
>>3171147
There's a weapon mod called Dakka that I recently played with which felt pretty nice. One of those "make everything faster and stronger" types of mods that felt great to use and is becoming one of my favorites. Not a big fan of the two included new weapons though.
>>
>>3171025
Yeah, Classic Complete is better.
Somewhat.
>>
>>3171151
Got a link? ZDoom forum search ain't doing shit for me
>>
>>3171154
http://www.best-ever.org/download?file=dakka_z3.0-test1.pk3
>>
>3171136
where's the remaining semen meter?
>>
>>3171156
>Best-Ever

So in the case of Dakka, is it Z& compatible or is BE just used to host the file? Either way, gonna rip into this now, thanks.

Will also give Combined Arms a go too

>>3171158
Come to think of it, it's not far off from those exaggerated HUD edits /v/ makes. In fact, in action it's probably even worse!
>>
>>3171162
It has z3.0 in the filename so it looks to be made for Zandronum. I've been running it in GZDoom fine though.
>>
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One down, 12 more to go.
>>
>>3171167
rip in pepperonis
>>
>>3168768
Feels like im gonna break this damn thing
>>
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>>3168964
That's really neat. And any kind of performance issues notwithstanding, I am an animator in real life and respectfully disagree with the other anon about the resolution necessitating a lot of additional animation.
>>
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>>3171097
>>3171106
My money is definitely on 1, because they are desperate on making the console versions equivalent to PC version, including making all snapmaps universally usable. To achieve this they gimp platforms with more power.


Also, nothing quite like FIREBLU.
The hell knight and imp are merely in that room so I have somewhere to store them before I teleport them somewhere else. By the time you go through the teleporter, it's just 3 demons
>>
>>3171032
You forgot the part where you replace every Pain Elemental with a Cacodemon.
>>
>>3171180
OMGwpns?
it was p cool but having 9000 weapons in the inventory does make it hard to choose them in close quarters.
also, fuck railgunners
>>
2 down, 11 to go
>>
>>3171180
Gimme the FIREBLU, daddy.
>>
Why can't I see anything whatsoever when I launch GZDoom
>>
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When bored/not sure what to do with map, make gimmicks!
>>
>>3171191
so.... essentially you can dodge the projectiles of all enemies? I thought the prioritization of histscan vs projectile enemies was an integral part of doom gameplay?

Maybe your gun projectiles should move faster? 256 speed or something?
>>
>>3171241

I like projectile weapons though, besides the player's combat options are drastically different now, you don't have any hitscan weapons either.
>>
>>3171246
but will you increase the projectile speed to realistic speed? or just have bullets dodgable?
>>
>>3171218
make sure you have some core WADs in your GZDoom folder?
>>
>>3171252

I like my bullets dodgable but punishing.

Plus the other monsters are gonna be adding their own quirks so you'll have new problems to worry about.
>>
>>3170415
I've been trying to get that working. Given the interface, I'm surprised it isn't really straightforward. One of these days I need to sift through its documentation.
>>
When you guys play the likes of DoomRLA, LegenDoom, or practically just about any gameplay-only mod featuring powerful weapons, what wads do you play on? Do you play through megawads blind with the mod on or simply go through old ones you're familiar with?

I'm asking because OBLIGE maps are starting to feel more and more repetitive and I haven't played through TNT/Plutonia or any megawad in their entirety for that matter, vanilla or not
>>
>>3171043
>John romero
>unparalleled work ethic
>not partying
I'm missing something am I not
>>
>>3171270
i like my huge oblige megawads
>>
>>3171083
I think it's based on MAP02 from that, yeah.
>>
>>3171047
It's good, but tbph if it was part of dump I wouldn't have seen it as out of place, but I think it says more about how many good maps there are in dump. Maybe I'm just bored of the aesthetic of vanilla doom because my favourite maps so far are the cyberspace and cryogenics lab. See one wall of computer equipment, seen them all.
>>
>>3171270
>Do you play through megawads blind with the mod on or simply go through old ones you're familiar with?
i never play maps with gameplay mods until i've done them to 100% completion normally
>>
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>>3171273
I just keep seeing repetition of pre-made areas, which kinda irritates me the most. What settings do you use? This is what's currently set on mine, and I also use Jimmy's Jukebox to handle music.

Usually on an OBLIGE run with DoomRLA I run into one of the enemy variants from the plugin that catches me off by doing something ridiculous.

>>3171287
That's a good mindset to have. Guess I need to play more megawads by themselves.
>>
>>3171294
>I just keep seeing repetition of pre-made areas, which kinda irritates me the most.
the thing with oblige is that the human brain is highly optimized for pattern recognition so good as the program is you can't help but see all the maps as minor variations on the same theme after playing a few of them.
>>
>>3171256
I do. For example I get to the menu screen of Doom 2 (the music plays and the menu appears), but I can't even see the menu text.
>>
>>3171294
i use demonsteele's "nowthatwhaticallmidi" thing instead of jimmy's jukebox (plus a flashlight)

for the oblige settings, i use large size, more monsters and weapons, harder strength and the rest on normal
i disable prebuilt maps, enable quiet start and the sky generator, put MOAR secrets (if i could i'd specify more computer maps) and the rest is more personal choices

oh, and check on the oblige forums, someone added a little more stuff, it's nice

i really wish someone made an huge ressources wad from doom/freedoom/douk/heretic/hexen/shadow warrior/powerslave and made oblige presets from that
>>
>>3170289
SHEEEEEIT MAKE SOME DEMON MECHS NIGGA GOD DAMN

It's not really MechWarrior if you're blowing up infantry and vehicles
>>
>>3171304
Looking into OBLIGE's forums now

Can you elaborate more on the flashlight part?
>>
>>3171308
it's just darkdoom's flashlight

it's pretty much like half-life's except it doesn't run out of batteries
>>
>>3171270
I'm playing Hellbound with Accessories to Murder, it's pretty good.
>>
>>3170778
Nnnnnnnno, Kinsie should leave the characters alone. Adding new characters to the base game as opposed to letting people use addons doesn't change the horrible character balance, weird weapon replacements, and the fact that very few of them play like their original game. Just now it'll be unavoidable.

Some games and characters just aren't suited for Doom.
>>
>>3171270
The only Doom levels I enjoy enough to play without gameplay mods are the ones made for Doom 1. When it comes to Doom 2 and associated megawads, I don't give a fuck about the "intended experience" and just play them blind with gameplay mods. I never beat 2 without mods and I never beat TNT or Plutonia period. The only set of Doom 2 levels I liked enough to beat without gameplay mods are NRFTL and Coffee Break Episode 1.
>>
>>3171310
Can you give a link?
>>
>>3171343
>I don't give a fuck about the "intended experience"
Why?
>>
File: i don't like your guts.png (5KB, 130x150px) Image search: [Google]
i don't like your guts.png
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Why are the status bar faces so great?
>>
>>3171373
The ouch face gives me the shits.
>>
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DkI4lfr.png
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>>3171374
DooD gave me a few chuckles
>>
>>3171343
>I never beat TNT or Plutonia period
thou art casual
>>
File: berserk pack.gif (1MB, 499x310px) Image search: [Google]
berserk pack.gif
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>>3171373
>>3171374
>>3171378
>>
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New marines on the block.gif
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>>3171384
>>
>>3171372
Because I know I won't like it. If the level is designed to my liking then I am okay with playing it without mods, but cases like that have been very rare with Doom 2 so I don't bother to take a chance and just jump right in with gameplay mods.
>>
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1461761688.png
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wish i'd thought of this
>>
File: IDDQD.gif (1MB, 478x218px) Image search: [Google]
IDDQD.gif
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>>3171385
>>
File: Doommania.gif (1MB, 499x310px) Image search: [Google]
Doommania.gif
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>>3171384
Oh yeah, I made that GIF edit and a couple of others, including the Armstrong and Burt ones that get reposted a fair few times. Have the version with the grin at the end.

Sorta tempted to do more.
>>
File: hey how's it goin.gif (1MB, 960x540px) Image search: [Google]
hey how's it goin.gif
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>>3171394

I KNEW there was one that ended with a grin, thank christ I thought I was going crazy.
>>
>>3171381
Do you care about being called a casual when it comes to games you don't like?
>>
>>3171394
>Sorta tempted to do more.

Please do. These are gems.
>>
File: STRAFERUNNING HERE.gif (2MB, 640x360px) Image search: [Google]
STRAFERUNNING HERE.gif
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>>3171408
For the record I didn't make >>3171385 or >>3171392

Got any ideas?
>>
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1450681384030.gif
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>>3171397
>That gif
>>
>>3171386
right, so it's not just because you can't cope with revenants, archviles, chaingunners, mancubi, arachnotrons, pain elementals, etc.
>>
>>3171429
NRFTL and CAFEBRK1 have those monsters
>>
>>3171435
is it perhaps because doom2 megawads are too long? in 32 maps there's much more likely to be a few less compelling entries
>>
File: D2TWIDDI super secret map path.gif (2MB, 240x180px) Image search: [Google]
D2TWIDDI super secret map path.gif
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How were you supposed to figure this out?
>>
>>3171446
Well some people do just press use on everything.
>>
>>3171445
Not the same guy, but most megawads tend to drag on imo, even with pistol start. Most of my favorite doom 2 packs have been either filled with short maps (scythe, demonfear) or had less maps than a full megawad (nrftl, pirate doom, chex quest)
>>
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>>3171454
I've always liked episode replacements more then megawads, or if a megawad is cut up into three or four episodes instead of being one huge thing.
>>
>>3171454
>>3171461
makes sense, if i ever did a megawad, it was always going to be a bunch of differently themed mini episodes with death exits, like scythe2
>>
>>3171469
Keeps everything speedy and clean. Just like in Doom how every episode helped the mappers make maps with a solid theme to work with.
>>
>>3170690

Saw a Chain gunner take out a Mancubus. I think if I remember right, I saw one take out TWO.
>>
>>3171475
two or three demons eating a cyberdemon to death, they'd got it against a wall and it couldn't move
>>
>>3171484
Ahh, nature.
>>
>>3171475
but yeah chaingunners are very good against anything without a robust pain chance, as long as their target is unable to return the attack
>>
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Found a nice barbarian font if anyone needs some sort of medieval warrior theme font.

Preview
https://www.fontshop.com/families/introspect

Download
https://www.sendspace.com/file/pigh0l

Looks sort of like the Deathstalker title, which may just be a modified version of Introspect if the typeset is old enough.

Also included the font Looking Glass since it's very similar but with some more flair here and there.
>>
>>3171413
I wish I had something off the top of my head. When I get some more coffee I'll chip in an idea or two.
>>
>>3171367
sorry, i got distracted by computer issues
http://forum.zdoom.org/viewtopic.php?f=19&t=46174
scroll down a little and download darkdoom then open the zip and just keep the flashlight plugin
>>
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muh console.png
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>>3171517
Speaking of fonts, I really should finish and upload my confont replacement some time. Quite pleasant to read compared to the standard one.
>>
>>3171517
That movie sure had a lot of rape.
>>
>>3171519
Alright cool

It's getting late here so I might read whatever is archived tomorrow and make a delivery next thread.

>>3171527
Thanks.
>>
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freelook.png
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>>3171397
>>
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1460351740371.png
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>finally get to playing DUMP 2
>get to the final boss
>>
Hm, what's the best way to make sure the barrel bombs are aware that mr. chaingunner here is the target so it flies away appropriately when shot wih the slug?

http://hastebin.com/erepipubam.coffee

This works fine when -I'm- punching barrels but when it's slugged by the chaingunner's slug, it thinks I'm the one that fired it
>>
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>>3171484
>>3171485

Is there a mod or something that lets you spectate as demons brutalize the hell out of each other? I would love to see some demon ecology in all it's natural wonder.
>>
>>3171583

>head split open and still ticking fine
>other thing gets decapitated and somehow its guts spew out from the neckhole

Fucking anime violence man, this shit never fails to make me squeamish.
>>
>>3171561
Wait, what is happening here and what is supposed to happen?
>>
>>3171585

Chaingunner fires a volley of bullets, every once in awhile he fires a big slug bullet, slug bullet hits bomb and flies away from ME because it's confused.

The bomb is SUPPOSED to fly away from wherever the slug hit it.
>>
>>3171583
What is this from?
>>
>>3171586
Do you need zandro compatibility?
>>
>>3171596

I'm working with 3.0 here, so I should be fine.
>>
>>3171592
That is from Devilman: The Birth. FYI someone uploaded it to youtube.
>>
>>3171598
Okay I figured it out. You need to use A_TransferPointer and +HITTRACER on the projectile. Use the function to switch the Target of the projectiles Tracer to the Target of the projectile.
>>
File: gzdoom 2016-04-28 02-55-47-33.png (250KB, 1920x1080px) Image search: [Google]
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>>3171527
>>3171546
Alright so is this the intended effect flashlight anon? Using it with the provided dark_doom.pk3 as well.
>>
>>3171605

That's what I figured, I'm assuming I'd use A_transferpointer on the chain gunner's slug when it hits something?
>>
File: gzdoom 2016-04-28 00-28-24-36.png (650KB, 1920x1080px) Image search: [Google]
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>>3171606
Might as well post a 'before' screenshot too.
>>
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What-a-palette.png
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>>3171517
Bradley Gratis also looks nice.

http://ufonts.com/download/bradley-gratis/106039.html

I need to find a better way of adding cheesy graphics that'll translate to Doom better. Maybe just forgo blending modes altogether and if I want a radial glow, just mask everything out and create normal gradients.

What a pain that would be.
>>
>>3171606
>>3171610
yeah, that's the one
i never used it with darkdoom before (as i always found doom dark enough, especially in oblige exteriors) but it's the one
>>
>>3171602
Thanks man
>>
File: Screenshot_Doom_20160427_113033.png (377KB, 1366x768px) Image search: [Google]
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>>3171583
In HateArena you can summon monsters on opposite sides of an arena, and when you push a switch they'll start fighting.
>>
>>3171107
Kinsie can I be Doominati?
>>
File: gzdoom 2016-04-28 02-58-56-99.png (380KB, 1920x1080px) Image search: [Google]
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>>3171614
I might fiddle around with the sector darkness settings in GZDoom's graphics preferences. Suppose gamma would also have a significant impact too, which you can accidentally bump up with F11 it seems.

Nice lightweight flashlight mod too. With the amount of mods used at this stage it's a nice little addition.
>>
>>3171607
Yup. Might want to put a class checking condition/jump function in there to so it doesn't forcefully make anything hit by it hate the chaingunners guts or whatever(unless you find that funny)
>>
>>3171617
Thanks!
>>
>>3171624

I do. Infighting is hilarious.
>>
>>3171583
there is a test wad that comes with the MBF sources, called battle.wad. it is simply a large box containing two boss spawners of opposite polarity. in my test just now, the friendly one's forces quickly overwhelmed their opponents, so it's not very well balanced.

here is the file:
http://temp-host.com/download.php?file=rg38tp
>>
>>3171605

I'm having issues figuring a_transferpointer because I'm thick.

Maybe I should maybe the slugs do something else to the bombs when struck, I don't want to make them immediately detonate because that'd be really annoying. Plus that's reserved for the stronger monsters.
>>
File: beamflashlight.pk3.jpg (69KB, 1360x768px) Image search: [Google]
beamflashlight.pk3.jpg
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>>3171623
Oh man I've been playing with Dark Doom and a Flashlight mod for quite a while and I love it. Currently going through BTSX E1 with them, but IMHO this flashlight looks better.

Also, it's been a while since I used that flashlight but I think this one has better performance.
>>
>>3171378
https://www.youtube.com/watch?v=sen8Tn8CBA4
>>
>>3171667
Beamflashlight.pk3 leaves a little to be desired, but ultimately it does it's job, adds that neat little feel that Half-Life always had with it's flashlight.
>>
>>3171469
>death exits
...Oh, so that's why that exit after the first Devil Driver in Scythe2 in Demonsteele damaged me.

It was supposed to kill me if I used standard Doom health.

T-thanks, iframes.

Speaking of, does anyone know why the Devil Driver in Demonsteele is such a massive asshole? Can't figure that thing's attack patterns out, if it has any and isn't just random bullshit.
>>
Knn-kn kn-dishin'. Knn-knn kunDISHIN'!
>>
File: place things.png (795KB, 1493x639px) Image search: [Google]
place things.png
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Whoever invented "Place thing on vertices/linedefs" should be praised for allowing this comfy curved item placement.
>>
>>3171767
Mmm, that does look pretty comfy. So curvy.
>>
>>3171767

Tell me more about this, because I want to use it later
>>
File: Like this.png (832KB, 1916x1080px) Image search: [Google]
Like this.png
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>>3171772
Very simple. I assume you know how to make a curved line, or maybe you prefer to draw them yourself. That's fine too. What you do is the following. You select the linedefs/vertices you want to put items on. Then in the top, in the linedefs/vertices dropdown, select "Place Things". You'll get the standard thing window, you select the thing(s) you want to place, and hit ok. Bam, on every selected vertex (also if you used linedefs mode), a thing is now placed. Then just remove the linedefs/vertices because they're just wasting space afterwards, and you're done.

GZDoombuilder, I don't think standard Doombuilder has it.
>>
>>3171790
>I assume you know how to make a curved line

I actually don't, I'm pretty green to modding but I'm learning everything I can.
>>
>>3171794
never give up, bud!
>>
>>3171794
Two options. Draw Curve in the sidebar, or "Curve linedefs" (select linedef, shift+C).

Don't fret, I started mapping mid/late march.
>>
>>3171797
>>3171801

I -was- doing a map for DUMP 2 but between going on vacation and getting pulled into a contest on the Zdoom forums, that got put on the backburner.

I give myself too much to do.
>>
>>3171808
I was just on a server playing it last night anon. I didn't get to see my own map played, but it was fun anyway since I played the whole wad in beta. Make something for DUMP 3!

>>3171790
Not the anon you replied to, but can I draw curves in Boom maps without the universe exploding? I don't like mapping for ZDoom because of demo compatibility concerns.
>>
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curving.png
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>>3171834
I... Don't see why not? I personally don't keep Boom compatibility in mind, but a curve is just a "line" cut down into line segments. Unless Boom can't handle a lot of vertices close to eachother. Even then with "Curve linedef" (shift+C), you can set the amount of vertices you use, so it's up to you how smooth you want the curve to be. (the smoother the curve, the more vertices ofcourse).
>>
>>3171845
>Is rocket jump the accepted nomeclature for the trick in vanilla Doom? It's a bit weird IMO. Same with wallrunning.
blowing yourself up with a rocket launcher in order to reach a target floor further away than if you were only running normally is usually called rocket jumping, yes. for example the secret exit on e3m6 is meant to be reached via such a rocket jump (but everyone does it by straferunning or just pressing the switch through the side)
>>
>>3171892
what if you use a sourceport's jump
>>
>>3171896
then you are a cheating scummy. haha no i kid. the thing is, it just became customary to refer to jumping as running (or being blown) quickly across gaps, since the original game didn't have jumping in the sense of a manually-activated vertical thrust. the fact that source ports came later and added "real" jumping makes no difference, the terminology was already ingrained.
>>
>>3171834
Only UDMF allows for fractional vertex positioning. The other formats have only integer precision, so you can draw a curve, it'll just be a little bit janky.

Problem with fractional coordinates is that the only nodebuilder that supports UDMF, ZDBSP, wigs out on them a lot. It drops from float precision (which should be double anyway) to 16.16 fixed-point precision, which causes those holes in the floor you've probably seen before. Going only one or two decimal points deep seems to be the accepted rule of thumb with it.
>>
>>3170289

Hey MechwarriorAnon,I hope you don't mind me stealing your mod...
Just kidding I'm planning on making a large PlanetSide style mass conflict mod
Also I guess I should thank you for getting me into BattleTech.
>>
>>3171925
Fuck, forgot WEBM
aaand its too big.
better crop it.
>>
>>3171926
I'd just throw it on mixtape.moe or something

or throw it on /wsg/ if it's under 4MB
>>
>>3171925
PlanetSide 1 or PlanetSide 2? I'd be tempted to contribute in any way possible if the former
>>
>>3171926
>>
>>3171909
I tried it. Looks fine to me in PrBoom+ testing. Great for trails of health powerups!
>>
http://forum.zdoom.org/viewtopic.php?p=902998#p902998
Marty this isn't an update.
:-(
>>
>>3171942
>lego
fucking radicool, make explosion sprites out of them too
>>
>>3171942
pls look into using 16 rotations
>>
>>3171945
Well that's all you can do when your coder is being a dick.
>>
>>3171942
>>3171949
This would actually be great for voxels, and since it's square and animating would involve rotating entire parts rather than organic movement, it would be easier to do than a normal voxel monster. Same for models.
>>
>>3171942

Reminds me of that lego mech game, Mobile Frame Zero.
>>
>>3168608
Probably because it changes the pacing to one degree and adds visual bells and whistles to another in such a way most people don't like.

I believe its meant to making dated WADs playable (the ones that thought fighting hordes of humans and imps was a challenge) but you shouldn't need it to play classic WADs like the Scythes/AV et al.

However I only described what its "meant" to do, I don't agree or touch the mod at all personally, but I absolutely understand the appeal.

In fact, Brutal Doom makes it really hard to perform on Slaughter Maps that are kind of essential to Doom. If your computer can run this, it will look like shit anyways, I thought the point was beautification.

on another note: I noticed this about watching Doom 4, Console Games have this concept called: "unit slotting" where the player is never forced to fight more than a couple enemies at a time, and when I was watching Doom 4 gameplay I noticed the same shit. They advertise like the game will be fast which is good but means nothing if you are quickly 1v1ing easy enemies. I don't see the player getting surrounded or mobbed.
>>
>>3171925
> PlanetSide style
..are you going to do someting insane with zandybams database features?
>>
>>3171945
He just added new shotgun sprites, an entirely new mp40 weapon, and there is some other weapon in the works too.
>>
>>3168645
I take offense to that first sentence, as someone born between quake and half life. I downloaded brutal doom after seeing it on freemans mind and immediately switched to the thoughtfully provided vanilla gzdoom because to me it was an unplayable mess where I couldn't see if the twats I killed have actually died yet and made my computer chug like my bike in sixth gear doing 30 kph
I'm a man of efficiency, and if I can't quickly move on from one pack of demons to another then it's pointlessly wasting my precious time isn't it?
Still, mapsofchaos-ok did put a fresh spin on it when I started my second playthrough of the game
>>
I personally seem to be unable to find a gameplay mod I actively play. The novelty lasts for about 30-60 mins, then I get bored and return back to stock gameplay.
>>
>>3171935
I'm... not too sure? I've only actually seen a friend play the latter. What was different? Either way, I'm not going to be slavishly copying them, I want to make my own game.
>>3171948
Huh, that things only a placeholder. If you guys really do like it, I guess I should keep it. Makes things easier,even.

>>3171956
That would be becuase I actually got the LDD model source from a guy on a forum for another lego wargame, BrikWars.

>>3171959
Ha ha, I wish. I can barely use ordinary databses, let alone in the doom engine. Plus, what would I use them for? Unlocking gear?
>>
>>3171971
try DAKKA - it makes stuff a bit fresher and a wee bit more OP (ideal for slaughterfest) without overstepping the boundaries too much and keeping stuff simple.
>>
>>3171971
Play Combined Arms! It's hella fun.
>>
>>3171978
If you want a detailed scientific essay on all the ways PS2 ruined the franchise, hit me up on IRC, otherwise it'll suffice to say that the original game had brilliant progression mechanics, better and more vehicles, amazing stealth/sabotage gameplay, as well as actual achievable goals instead of just being a BF reskin with a cash shop. Don't get me wrong, PS2 is mostly -okay- at this point in development (after 4 fucking years), but it simply doesn't compare to the original in any way.

Even if it's not a port, I'd still love to help out, the original is probably my favorite game of all time.

PS1 launched in 2003 with 12 continents, PS2 launched in 2012 with 3 continents :^)
>>
>>3171558
The DUMP 2 final boss is gr8.
>>
>>3171754
>does anyone know why the Devil Driver in Demonsteele is such a massive asshole?

He wants you to die, and die now.
>>
>>3171754
>>3171992

[AGGRESSIVE HONKING]
>>
>>3171558
Speaking of, can I get to the final boss without the hubworld? Is it just map63 or whatever or is it some weird trick to prevent faggots like me from playing it? I'm asking because the hubworld is un-fucking playable on my laptop and my other pc is currently in a state of "it's probably the hdd but I'll take a gtx550 or so as well while I'm at it"
>>
>>3171989
Well, I don't know how close this will be to actual PlanetSide, but I hope not to disappoint regardless.Also thanks for the offer to help, but I'd rather get a working prototype of all the basic game mechanics before getting other people involved.
>>
>>3171996
map mapfinal
>>
>>3172016
I can respect that, I'm mostly doing the same with what I'm working on as well. Just check out some footage of the original game for inspiration since it had a lot of clever mechanics that allowed for an extreme variety in playstyles, which is something you really want if you're going to do a large-scale conflict mod since one of the things PS2 fails at is making roles feel different. When most roles have too much overlap, combat turns into "who can fire more bullets", which is pretty but not very strategically satisfying.
>>
>>3171996
>I'm asking because the hubworld is un-fucking playable on my laptop

I can only wonder what kind of laptop you have because I stress tested it on a five-year-old integrated-graphics craptop and it still managed to get about 24-ish FPS.
But enter "map mapfinal" in the console and have a funs.
>>
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>>3172043
Lenovo flex 14d with some integrated ati graphics methinks (somehow opengl compatible)
Even down to 640x480 it chugged at like 3 fps. Fuckin' lights.wad manages to get it to skip when there's more than a few light sources at a time (that is, whenever there's imps around)
>>
>>3171270
Sunder and Sunlust are some good mapsets for this sort of thing
>>
Someone do something with this
>>
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tnanewenant.jpg
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>>3172085
>>
>>3172085
Too late, the joke's burned out already
>>
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the re'er eht.jpg
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>>3172093
>>3172085
>>
>>3172096
Oh shit that looks like a demon face with red eyes.
>>
>>3172096
>BLOOOOLB
>>
>>3168358
Riddle me this guys: what's this about games about virtual simulations?
Off the top of my head, Saints row iv only gave you superpowers because an alien locked you inside one and now this backroom thing is also about simulating the murder of millions of demons.
What, do you think It'll break my immersion if you don't provide an explanation for why things that don't happen in real life can happen here? Doom isn't realistic at all but it's fun and who cares about immersion
>>
>>3172097
Like the predator,
>>
>>3172085
I'm sure somebody did it already. Or was it The Martian with the status bar face superimposed?
>>
>>3172104
From what I understand, the main point of the simulation in Blackroom is an excuse to make a mishmash of a variety of settings and time periods. One of the scenarios that was described is an old west town that suddenly leads the player into a castle. This is unlike Doom and Quake where the games mostly stick to one theme or, if there are any variances in theme, the transitions don't occur within a level.
>>
>>3172191
We have teleporters which work perfectly well.
Just let me pretend I'm actually murdering people instead of pretending to pretend to murder people
And get croteam to work with you
>>
File: ub847Jv.jpg (179KB, 1500x2000px) Image search: [Google]
ub847Jv.jpg
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I'm having a bit of trouble hosting a Zandronum server for my friends and I. I have DMZ on and my ports forwarded, but whenever I host a server, it spits out a LAN IP address instead of an internet one.

Is there a specific thing I'm not seeing to make the server online-only? I un-checked 'Broadcast to LAN', but the issue persists.
>>
>>3172201
MADE FOR DICKING
>>
>>3172191
E2 kind of does weird theme transitions, consider E2M2, you have this big warehouse but slap in the middle of it is a big gothic temple hall. E2M7 as well has tech bits and hell bits.
>>
>>3172213
I always considered E2 a thing where Hell and Reality "overlapped", kind of like in Event Horizon.
>>
>>3172198
Since this is Romero we're talking about, his style of levels are compact and the different areas of the map are very interconnected. The use of teleporters goes against Romero's design if they're used simply to move the player along from one area to the next.

If you look at the two maps he recently released and promises to have the kind of gameplay he's going for in his new game, the only teleport to be found in them is the exit at the end of E1M8b. I think what he's accomplished in E1M8b and the many ways he made the different rooms in the map connect to one another without the use of teleports is really impressive.
>>
File: Crashing and pillar.webm (3MB, 640x360px) Image search: [Google]
Crashing and pillar.webm
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Textures! Showing things I've shown already to hide the fact that I'm only slowly placing monsters and shit.
>>
>>3171446
because the super secret map is absolute shit and they wanted to hide it as much as possible
>>
>>3172285

Holy shit that was pretty damn cool.
>>
File: 1461799249961[1].jpg (83KB, 1159x744px) Image search: [Google]
1461799249961[1].jpg
83KB, 1159x744px
Always will be the funniest doom edit pic.
>>
>>3172415

No, not really.
>>
>>3172418

Fine. Post something better.
>>
File: plutonia.png (122KB, 400x378px) Image search: [Google]
plutonia.png
122KB, 400x378px
>>3172415
>columbiner tier edgelord shit that belongs on /r9k/ or some other trash board
Yeah, hilarious.

>>3172421
This.
>>
Retarded question, but how come low poly mapping isn't more a thing in modern shooters? I see better and more memorable map design from games like Blood or Thief than from all the intricately detailed foliage and rubble in many AAA titles.
>>
>>3172496

A lot of these modern games are focused on visuals and being a "visual story experience" or whatever. They are outright embarrassed to be video games. They're pretend movies. So they focus so much on nice graphics, and set pieces, and telling a story. Add in console limitations, and this means stages are often corridors.

In other words, strong level design is not a key selling point of these games. They're just different animals and can't be compared.
>>
https://www.youtube.com/watch?v=c4uHN5Didm4
>>
Anyone else think that the 1985 Toyota Corolla GT-S would be a cool hud?

Still not sure how to go about it but I know it's there.

I'm going to post my own freehand go at it separately so you get your own immediate thoughts and not just a variation of mine.
>>
>>3172702
Mech mod anon, get in on this.
>>
>>3172702
Make it an ae86 dash with tofu for the character portrait
>>
Hey Ijon, are you going to update Dakka for ColourfulHell83? Just curious. Thanks for the mod. You're awesome.
>>
>>3172720
The more I see it, the more I'm incredibly dissatisfied.
>>
>>3171971
Burl Tumd is good shit.
>>
Question; how would one go about setting up a bat file that runs a unique config in zdoom? I don't want to have to change around all of my settings everytime I run this particular setup. Could I just make a new config with a different name and then -config anon.cfg as the first thing loaded after the exe?
>>
>>3172743
-config configfile

http://zdoom.org/wiki/Command_line_parameters has more
>>
>>3172723
the v82 version should work just fine, because v83 doesn't add any new monsters to my knowledge, and I'm guessing no monsters gained XDeath states

I actually do nothing but tack on a script call to the beginning of the monsters' death states via the use of Super::Death and Super::XDeath, so I don't need to update it if the behaviour of the monsters change - only if monsters get added or monsters gain XDeath states (since I can't detect if an actor's superclass has the XDeath state at runtime).

it's really convenient because it means the entire patch is like 3kb large
>>
>>3172747

Thanks.
>>
>>3171971
I think that "Accessories to Murder" changes the gameplay without being overpowered, keeps it a challenge, and has a consistent style. It feels whole, and I think that's something that allows me to use it for whole megawads. Also, reloading throwing away what's left in the magazine is a nice touch that forces you to be conscious of your reloading instead of firing off a few shots and reloading between skirmishes with 20-odd bullets left. Reloading in this mod is more than just grasping for content, it really adds some depth to the gameplay.

http://forum.zdoom.org/viewtopic.php?t=36877
>>
>>3172739
it's okay, you probably set out to dislike it since day one.
>>
i'm all in favor for mag based reloads that actually take some time
firing and switching weapons have never been idle actions, so why should reloading be?
also it let's you balance the weapons without touching their damage per shot / dps output

also fuck the ATM arachnotron replacements
a truckload of plasma in your face out of nowhere
>>
>>3172762
But anon, day one isn't even over... I'm trying again anyway, with feeling this time.
>>
>>3172748

So you're saying I can just use the v82 patch with the v83 .pk3? Good stuff. Although I haven't updated in a while; are you still working on it at all? I don't see what you would actually need to change... just curious. Also, my last stupid question- what the fuck do the all of the bars mean? I couldn't find it in the readme.
>>
Does anyone have a link to the latest GunGodz version
>>
>>3172804
the bars in the bottom-right of the fullscreen HUD? those are ammo counters, unreal-style.

the top-right bar progress to next score reward - yellow when you're going to an ammo regen reward, cyan when going to an extra life
>>
>>3172804
also I added back in the weapon switching keys from pre-dakka rewrite - the ones that selected the shotgun first instead of SSG, chaingun before minigun, etc

that's the only change I've made in the past couple months. my only other activity with doom has been making bad maps - I am having a hell of a time with a DM map right now, I know what I want to do with it but I don't know how to do it, it's pain
>>
>>3172816

Well god damn, it all makes sense now.
About your map... I know greatness requires patience, but could we see it soon? Everything you do is pretty fucking awesome regardless.

PS I was the dude who came in here those few months ago talking about how I drunkenly found your mod and got obsessed with it. Glad to still run into you from time to time.
>>
>>3172835
you have your hopes pretty high for someone who's released like three or four maps in his entire doom career, one of which was a port of a quake map

really I'm just trying to make a handful of DM maps and see if I understand competitive map flow at all
>>
>>3172812
>>3172816

Random thought, would you ever create a hi-score personal leaderboard that is wad based similar to ScoreDoom? It just seems like something that would kinda fit if someone actually cared about setting pbs or whatever the fuck
>>
>>3172858
in zandronum? if you could somehow get a list of the wads loaded, it'd be possible, but otherwise no

in zdoom? ha, no, graf hates the idea of a mod saving ANYTHING between sessions, much the same way he hates everything else
>>
how do I into making gud midi music
>>
>>3172862

Cool. Thanks for being upfront about it. I didn't have a clue any other way. I guess naive me thought you could simply tie it into some extraneous cfg/ini or something. I am definitely on the slower side of things though.

I never realized you hadn't released much doom stuff in the way of maps. I guess I just ran into dakka and it felt like everyone knew who Ijon was after I asked so I felt stupid. But that isn't exactly a big surprise
>>
>in zdoom? ha, no, graf hates the idea of a mod saving ANYTHING between sessions
I thought you could do that with cvars like drpg supposedly does
>much the same way he hates everything else
edward is way worse
>>
File: grasping.png (8KB, 320x200px) Image search: [Google]
grasping.png
8KB, 320x200px
I really like the curves, the paired beige and blueish grey, the sort of modular design, and the lighting.

I'm getting closer, but I'm still very far away.
>>
>>3172908
>I thought you could do that with cvars like drpg supposedly does

nope, you'd need a set of variables for every single wad combination possible, including ones that don't exist yet

see, zandronum supports SQLite3, and has a database interface for it in its ACS, which means it can actually robustly save data. it can be accessed by anything that works with sqlite3 databases, including other zandronum servers running *right then and there*. I think it's fucking amazing, even though I don't have much use for it (yet, anyway). with databases and the account system that zandronum also has, a score system is entirely workable, and in fact is what they're meant for!

(well, not quite: it's meant for duel and CTF rankings, but score systems aren't a very far offshoot from that, now are they)

meanwhile the zdoom devs had to be dragged kicking and screaming into CVARINFO, which doesn't even let you dynamically define console variables.
>>
File: Screenshot_Doom_20160425_223512.png (942KB, 1920x1080px) Image search: [Google]
Screenshot_Doom_20160425_223512.png
942KB, 1920x1080px
>>3170296
Definitely, DEFINITELY LegenDoom combined with Colorful Hell.

I'm running through Hellbound with it right now. Shit is so cash.
>>
>>3172213
>>3172235
I think that was the general idea of E2. Hell had basically already taken control of Deimos and transported it to sit above Hell.
>>
File: datsun5.jpg (90KB, 1545x469px) Image search: [Google]
datsun5.jpg
90KB, 1545x469px
>>3172702
I thought about maybe doing driving sections in my mod, I even started on babby's first car model in blender for it. Probably needs to be done over though, it's way too high poly for what I want. I think at this point the car will just be the means to end the level, I figured that would be kinda unique. Doom world did it pretty well, except for the fact that if you left your car, the car disappeared forever.
>>
https://www.youtube.com/watch?v=aNheTVdmfBk
Anyone seen this yet? This just showed up in /v/.
>>
>>3172943
>Script error, "LegenDoom_1.3.wad:DECORATE" line 233:
>Invalid state parameter a_spawnparticle
wut

>>3173036
It was from the Gamespot stream
>>
>>3173036
oh hey it's the new painkiller :^)
>>
>>3173036
Looks... okay. I bet Blackroom will be better.
Those fatality animations look like they'll get boring after a while.
>>
NEW THREAD

>>3173052
>>3173052
>>3173052
>>
>>3173036
all i feel is disgust
how could they make the weapons feel so weak, especially the TRIPLE MACHINEGUN and the BFG?
>>
>>3172285

Will that kill you if you don't move out of the way?
Thread posts: 574
Thread images: 107


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