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HERE'S YOUR FUCKING DOOM THREAD TALK ABOUT OTHER COOL S

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Thread replies: 706
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HERE'S YOUR FUCKING DOOM THREAD
TALK ABOUT OTHER COOL SHOOTAN HERE TOO I GUESS

THE FUCKING LAST THREAD >>3185613

THE FUCKING FAQ
>http://pastebin.com/GnWMDhg0

THE FUCKING INFOSHIT
>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 v7.1: http://pastebin.com/cpjZmazY
>Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
>Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg

THE FUCKING WIKI
>http://doomwiki.org/

THE FUCKING IRC
>irc.zandronum.com #vr (get the FUCKING key in faq)

THE FUCKING ETC SHIT
>https://desustorage.org/vr/search/text/%22doom%20thread%22/type/op/
>http://vrdoom.booru.org/?page=post&s=list
>http://pastebin.com/5sKRiJzS
>http://pastebin.com/aiEgdB3K

NEWS BECAUSE YOU FUCKING CARE ABOUT THIS I GUESS
>http://pastebin.com/eVaUDhzF
>>
>>3190450
Pretty cool seed for a section of a map.
>>
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I bet Ranger could beat up Doomguy.
>>
>not even a news post

shit thread
>>
>>3190463
Cyber Duke can slap the shit out of both of them.
>>
>>3190464
read the op a little more

you can do it

or maybe you can't and you'll look like a dumbass
>>
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You're in the arboretum and this guy slaps your girlfriend's ass. What do you do?
>>
===NEWS===

[05-02] The /newstuff Chronicles #495
https://www.doomworld.com/php/topstory.php?id=4577

[05-01] Quakepasta v7.1
http://pastebin.com/cpjZmazY

[05-01] Double Barrelled Pistol sprites
https://www.dropbox.com/s/e2ojqiyi1x5xu9m/single.zip?dl=1

[05-01] Smooth Doom (Weapons only)
>>3180067
http://www.mediafire.com/download/trk7yt4v9egtrnv/SmoothDoom-WeaponsOnly.pk3

[04-30] Anon mod release: gold invulnerability colormap
https://my.mixtape.moe/zavjrm.pk3

[04-30] Anon map release: Deathzones.wad
>>3179616
http://wikisend.com/download/372728/Deathzones.wad

[04-30] Anon map release: techarena.wad
>>3179360
https://drive.google.com/file/d/0B4mwJRa7e5VpVmR0TzAyTV9UNFE/view

[04-30] Anon mod release: DoomShock beta
>>3178268
http://s000.tinyupload.com/index.php?file_id=03025523708954851274

[04-30] PC Collector magazine CD-ROM wad sets
>>3178204 >>3178212 >>3178234 >>3178273 >>3178280 >>3178307 >>3178331
http://pastebin.com/c9Xmj4rH

[04-30] Anon map release: the Castlevania map
>>3178151
http://www.mediafire.com/download/b2lo9n9b8h61qms/CastleVania_Test_59.wad

[04-30] Anon mod release: Blastmaster
https://dl.dropboxusercontent.com/u/8380892/DOOM%20MODS/CK_Blastmaster(v1.1).pk3

[04-29] The Doom Movement Bible
https://www.doomworld.com/vb/post/1586811

[04-29] Anon map release: Arch-ville
>>3176270
https://www.dropbox.com/s/ekv7fpigsu9ovs3/Archville.wad?dl=1

[04-28] JPCP v1.1
https://www.doomworld.com/vb/post/1597166

[04-26] Graceful Doom v1.0
http://forum.zdoom.org/viewtopic.php?t=50643

[04-26] Anon mod release: FrankenGun.pk3
https://www.dropbox.com/s/40h6z9z8gdbtbnu/Frankengun.pk3?dl=1

[04-26] 3D Maze Screensaver Textures and Sprites
https://www.sendspace.com/file/aaw1w1

[04-26] E1M4b, another new map by Romero
https://www.doomworld.com/vb/post/1596639

[04-26] Showdown in Suzhou: a map for Shadow Warrior, by NESFag
http://www.moddb.com/games/shadow-warrior/addons/showdown-in-suzhou

===

To submit news, please reply to this post.
>>
>>3190471
>>3190464
>neither of these people actually read the OP and simply did a knee-jerk reaction

Wow.
Amazing.
>>
>>3190473
I *like* having an explicit news post
>>
>>3190470
Slap it harder, remember I picked up a berserk pack, then mourn my gf's death.
>>
>>3190471
Slow news day I guess.

>>3189738
NC Hud for Samsara
http://www.indiedb.com/games/zandronum/addons/blueshadow-dehud-for-samsara-zan-v3

>>3189148
Torches.WAD
torches.zip (50 KB, 1995-09-14) - Aaron Veenstra
https://www.doomworld.com/idgames/?id=3282

>>3188387
Anon shares a strong desire

>>3187184
Voidship
dmvoid.zip (139 KB, 1994-12-08) - Kevin McGrail (HevKev)
https://www.doomworld.com/idgames/?id=1117

>>3190473
You linked to a pastebin and didn't make a news post, then insulted people because you linked to a pastebin and ddn't make a news post.

See, this is why I asked about your qualifications. This thread is just one big shitpost.
>>
>>3190475

I really don't...see what the effective difference is, but you do you, I guess.
Y'all can be weird sometimes.

>>3190481
>You

Anon, I...
>>
We're one bad thread away from getting banned from /vr/
>>
>>3190482
Anon... us?
>>
>>3190482
>I really don't...see what the effective difference is, but you do you, I guess.

a big-ass news post is more noticeable than a paste in link in an OP no one reads after the first time because it's been nearly the same for the past two years

also every page load drains my tablet battery more
>>
>>3190486
you got any games on your tablet
>>
>>3190481
>See, this is why I asked about your qualifications.
You do not need qualifications to make posts on the internet
The very idea is absolutely ludicrous

So is getting upset over the fact that the news is in a slightly different place
Y'all can be real weird sometimes

>>3190486
The news changes with every single post
If people don't read it that's their fault
>>
>>3190490
>The news changes with every single post

and it hasn't been in the OP since... I don't think it was ever in the OP actually

are you conflating the news post with the OP because if so that's dumb
>>
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What's in everyone's autoload? (or what other wads/pk3s are a must load for you.)

The PSX TC Music is always there for me. I love that midi but muh atmosphere
>>
>>3190458
>can't use that pic because it's already posted
You're an idiot

>>3190471
Double idiot

Maybe we do need a "certified OP", because you people keep finding new ways to fuck things up
>>
>>3190490
you callin us weird but you're the outlier, not making a news POST and instead a news PASTEBIN like some trash heathen

your quote links don't even go anywhere because it's not a post, it's useless
>>
>>3190494
who you callin a double idiot? you expect me to not even try to make a news post? i have to try anon. we all have to try.

where's the real op anon i need a real op and a real thread
>>
>>3190492
>and it hasn't been in the OP since...
Early IMX days.

>>3190494
>>3190495
Holy shit you people are getting angry about the dumbest shit.
>>
>>3190492
>are you conflating the news post with the OP because if so that's dumb
the fact that you legitimately care is dumber
>>
>>3190457
Links are broken in the news paste. You couldn't just make another post for it?
>>
>>3190497
early imx? yeah that's pretty far back

still, news post is more convenient to read than news link

>>3190498
I like convenience, is that a sin
>>
>OP on full damage control
>>
>>3190507

Like I said, I really don't see what the difference is.
The justifications in >>3190486 I was given I find really shaky at best.
It really just sounds a lot like it's something Different From Usual and so people are overreacting.

But, again, you do you.
>>
>>3190457
Best soundfont for doom and other games with midi music? Recently started playing again and noticed how washed out and old the music sounded so long story short I discovered arachno soundfont. Is there a better soundfont or any made specifically for doom?
>>
anyone play doom recently?

how did it go?
>>
>>3190518
I tried Doom 64, shit sucks.
>>
>>3190518
stop talking about videogames
>>
>>3190481
>See, this is why I asked about your qualifications. This thread is just one big shitpost.
Oh my god I want to shove you into a locker. You are such a fucking nerd.
>>
>>3190516
Your pastebin links to posts and those links don't work because >>this doesn't work outside of 4chan.

It's also not simply there in the thread, which isn't hard to do. You're spending more time trying to justify your bad decision than you would have spent making another post in the thread.

It really just sounds a lot like it was your chance to be OP and so you jumped on it without doing it right.

>>3190524
How were you playing it? Doom 64EX or Emulator?
>>
>>3190517
I prefer lightweight soundfonts, the ones I keep around are 8MBGMSFX.SF2 and TIMGM6MB.SF2. The latter comes with PrBoom+ but I prefer using the former.
>>
>>3190493
When not on Prboom+, I usually load demonsteele_nowthatswhaticallmidiv3.5 and crosshairs.wad. Love those tunes, and the gzdoom crosshairs for freelook are boring

>>3190518
>see Thy Flesh Turned Into a Draft Excluder
>"its a Doom 1 episode, how bad can it be?"
>throw on the first level UV
>get rekt
I've been playing classic doom for two years now, I still suck
>>
op can you put on a trip so i can filter you next time
>>
>>3190516
it's an extra link to click (or copy into the url bar), more shit to load (important for slow connections), and now you have to go through warosu if you actually want to follow the post links, which adds even more indirection

that, plus most people don't read the OP because it basically never changes, plus a news link that doesn't stand out at all, and of course people are going to be confused and annoyed

it's not a huge thing, but it's just so much nicer when the news is in the thread, with working post links, rather than shoved into some paste in that hardly anyone will notice without being pointed to it

I still remember when no one could figure out where the IRC password was even though it's the first damn link in the OP; this stuff matters
>>
>>3190535
>You

You keep using that word.
>>
RECOMMEND ME A FUN WAD TO PLAY WITH SAMSARA AND CHEX WARRIOR
>>
>>3190518
Yeah, I'm. >>3190517. Enjoying the game with the arachno soundfont and it feels pretty fresh. I happen to have the console doom wad so gonna play it after I finish Knee Deep in the Dead. Is the console music wad in midi or pre-recorded?
>>
>>3190535
Doom 64 EX. Game looks good but I just find it boring.
>>
>>3190526
Say that to my face fucker, not online, and see what happens.

Doom 64 is dope. Long levels and slower gameplay but it's great.
>>
>>3190535
>and so you jumped on it without doing it right.
it's

a fucking

4chan thread

it is literally impossible to do it wrong, as long as people are posting in it
>>
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>>3190543
OKAY

violence.wad
>>
>>3190537
>Thy Flesh Turned Into a Draft Excluder

I'm a sucker for Doom 1 wads so I tried this. Got through the first map, but barely. Didn't manage to get the rocket launcher or kill the three barons either. Health and ammo are very sparse and all the lost souls are annoying as hell. It's one of those maps where you are given plenty of places to go to at the start but most lead to inevitable death so you have to die a couple of times before you can play the map properly. Not a fan of this kind of map design.
>>
>>3190579
I saw a webm of one of the later levels, where youre running around in a cage maze, dodging baron fireballs, looked fun.
The first level kinda forces you to rely on the berserk near the "lol 30 imps" trap, but the lost souls and spectres trip you up fast. On paper I like this sort of map, so hopefully it'll click later
>>
>last project of senior year
>laptop suddenly has battery problems
>can't work on it wherever I want
>send it in
>comes back later
>everything that didn't have to be installed (i.e. WADs, downloaded files, etc., installer things are still there) is gone.
>nowhere to be found
>there goes my last chance of passing this year
I know it's not really related to DOOM, but what'll take my mind off this bullshittery?
All I wanted was a new battery and charger, not a brand new laptop.
>>
>>3190518
I played a bit of Master Levels.
>>
>>3190598
If it has an HDD you can probably recover some of that (unless it was thorougly formatted). If it has an SSD then you're fucked, and use a cloud drive for important shit next time.
>>
>>3190651
Oh fuck, how the hell do I recover HDD shit?
Stuff took me forever to do and it's due next Wednesday
>>
>>3190664
>Oh fuck, how the hell do I recover HDD shit?
Use one of the ten billion file recovery software on the internet

If one fails, move on to the next, but they do kinda work on the smae principle
>>
>>3190518
Yeah, I did. I tried some new map I made and found all these errors. Unpegged walls in doors, random sectors at max brightness in the middle of darkness, wrong/unaligned textures. So I fix that all, play through it again and see if I can find more errors/balance issues.

It's fun
>>
>>3190518
Yeah I played it testing out my new cattle prod and electric death animation. It worked pretty damn well. the death animation is funny as fuck.
>>
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>>3190707
>>
>>3190493
currently the Demonsteele MIDI WAD, Ketchup was also in there for a while, but then I found out it messes with enemies beyond making things gorier so I've ditched it
>>
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>>3190723
Here's a cheeky video of the prod in action:

https://youtu.be/zL8pk1VOFsc

The pinkies dont get a special death sequence because they're tough, but the zombiemen do (I kill one at about the 45 second mark)

You can fool around with the mars map here:
http://www.mediafire.com/download/3ddrzg82v2tk00d/Mars_one_27.wad

You're not supposed to start with the cattle prod, (you can find it later on...) but I currently have it in the starting weapons just for testing, so its there.

If I can find the rest of the frames for pic related I'd love to use it as a HUD face for this
>>
>>3190757
Liking the Silent Hill ambience. That cattle prod death is pretty funny, but feels kinda out of place in this more spooky setting?
>>
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>>3190768
yeah I agree. You dont pick it up till much later (its used with altfire on any weapon btw) so hopefully the ambiance has soaked in by then and the player is just happy to have something to keep imps at bay.

I'll definitely limit the Death.Elec state to just the human enemies. It might be possible to make it more brutal as well, perhaps having their corpses charred and smoking afterwards...

The prod also makes twin scorch marks when it hits a wall!
>>
i want to be the bad guys in doom
it would be a really hard game
>>
>>3190791
Just shortening the death cycle would probably be enough. The charred state sounds like a good idea too.
>>
>>3190795
>Be cyberdemon
>Know how to lead rockets now
>Win
>>
>>3190795
>>3190801
naraka was pretty fun while it lasted, desu
>>
>>3190795
>Mass amounts of AI buddies, all with shit weapons and AI
>A single enemy who is totally overpowered and keeps healing himself. every 30 seconds

I dont think it would be fun for very long. UNLESS you could pick up the marines weapons before he did and use them against him...
>>
>>3190803

This sounds like it'd be an interesting basis for a mod.
>>
>>3190795
look up Beast Incarnation
>>
What are you guys thoughts on Thief?

I've started playing it recently, and I'm enjoying it a lot. Really love that he levels are designed with exploration in mind.
>>
>>3190808

Thief 1's pretty neat, Thief 2 is really good, Thief 3 is sort of okay, Thief 4 is fucking awful.
That's really all that can be said.
>>
>>3190808
Awesome game. Great setting, tough levels, great gameplay. Only game that ever did steampunk right imo.
>>
>>3190816

What is this? Why did you delete it? That gun looks nice
>>
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>>3190823
I was gonna make a thread for it but it doesn't justify one on second thought.
>>
>>3190827

So is this a Doom mod? Tell me more anon, health and armor looks great but what the hell is all that stuff on the right?
>>
>>3190827
Is this a gun thing, a level thing, or both?
>>
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>>3190803
>Encounter lost soul
>Charges at you with chainsaw spewing from its mouth
>Spectre sniping you with BFG from the dark


Also, battlestation thread? :'^)
>>
>>3190808
I tried Thief II. I enjoy the gameplay, but the second level was like a Sandy Petersen map, just big and boring quadrangle rooms, and that made me quit.
>>
>>3190830
>>3190831
It's a stupid TC that I've gotten almost nowhere with. It's about a nomadic hacker stoner cat who goes around shooting nazi borg rabbits who form an evil empire slowly overtaking the galaxy.

Something like that, I dunno,
>>
>>3190845

That sounds kinda like Jazz Jackrabbit. Tell me more.
>>
>>3190845
>>3190848
I got more a Bucky O'Hare vibe, but yeah, sounds interesting.
>>
>>3190848
There's not really much more to it. You can try a stupid unfinished build if you want:

https://www.dropbox.com/s/b1sdu4lx7zefyrv/zq.7z?dl=0
>>
Forgot to mention, use IDFA to get weapons, press 3 twice to use the shotgun seen in the screenshot.
>>
>>3190845
I like how cartoony and silly it sounds.
>>
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>>3190450
cool map. except you forgot to build its nodes. otherwise is fine in doom2 complevel.

http://temp-host.com/download.php?file=zq87ry
>>
>>3190853
Eternity hey? Interesting choice of port. You just gotta plop a Doom 2 IWAD in the main folder to make it go, right?
>>
seems like warosu has died again :(
>>
>>3190873
Nope, just run test.bat. i.wad is the IWAD. Also, don't play regular Doom with it, it's a custom Eternity build (modified physics).
>>
>>3190845
>>3190879
sodaholic?
>>
>>3190880
yep, i am that fool
>>
>>3190882
heh, there's only a couple of people i could think of who're doing eternity source mods, and then there's the cat thing. welcome to /vr/
>>
>>3190882
Oh god no.
>>
>>3190882
>>3190880
fuck
>>
>>3190879
Well I just gave it a go and yeah, I can feel this. The atmosphere reminds me of shit like Jazz Jackrabbit. You should continue working on it cause I bet it'll be great.
>>
Would anyone be interested in watching a slowmapping stream where I take /vr/ feedback? Pic related, 1.5 hours of work.
>>
>>3190920
It would be interesting I guess. I've never touched GZDoom Builder.
>>
>>3190880
>>3190882

I was more interested in the project when I didn't know it was attached to you.
>>
>>3190920
I'd be interested
>>
>>3190920
I like watching dev house streams. Might be fun.
>>
>>3190920
sure, I suck at mapping though so I'll just be watching to pick up any cool tricks and maybe make a map at the same time. I seem to work better when there's someone else working too.
>>
>>3190848
>Jazz Jackrabbit
I just played it yesterday after years. Then I though I'd try 2 as well since I never plyed it before.

Don't play 2.
>>
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Okay so, chests for GMOTA

Once I get these in, the red one will replace the plasma gun, the blue one will replace the rocket launcher, and the black and whitish cyan one will replace the SSG.

You'll swat them open and it'll give you a subweapon (Blue), a subshot (red), or both at the same time (white-cyan), and then close, letting players open them again. This'll solve subweapon drought for co-op, provide a little less randomization with item placement, and make sure the player can get what they want if they go looking a little.

The kicker is you can't get POW from the subweapons dropped from these chests, no golden boners, and no hammers.

Sound reasonable to you guys?
>>
>>3190814
>Thief 4 is fucking awful.

Yeah, I actually did play a tiny bit of that a few years ago. Felt like the prime example of a developer being under the "cinematic experience" delusion. Felt too hand-holdy, too, with the level design being too restricted on how to proceed.

While Dishonored kinda suffered from giving the player too many powerful tools (and therefore, making the game easy), at least that game had the level design to allow for exploration and creativity.
>>
>>3190938
>and the black and whitish
kegan, is that you?
>>
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>>3190942

Yes.
>>
>>3190938

yeah sure why not
>>
>>3190942
>the post is about gmota development
hmm maybe? take a wild guess!?
>>
>>3190948

Woah anon control your enthusiasm.
>>
>>3190949
woosh
>>
>>3190957

swish
>>
>>3190957
>>3190960

AAAAAAAAAAAAAAAAAAAAAAAAAAAA


WA-PSH
WA-PSH
WA-PSH
>>
>>3190938
I really need levels with the snes rpg look to play with this.
>>
>>3190968
lol, haven't seen that for a while.
don't recall it having a watermark either.
>>
>>3190938
right so you can bang the chests over and over until you get the subweapon you want?

will you still be able to find random subweapons elsewhere?

POW should be less common anyway, makes having it more special. some of those things were crazy
>>
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>>3190880
>>3190882
Who?
>>
>>3190981

Yes and yes.

I think right now I have a POW giver item, I might make that more rare, like only boss monsters drop it.
>>
Is there some good video tutorials on how to use GZDoom Builder? I'm kinda getting interested in it.
>>
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>>3190834
I've been fucking around with this.

Player starts as an imp, in a usual imp starting position.

meanwhile a rogue marine is killing everything in sight, and he's headed your way (as soon as I can get patrol points working well)

Also I'm not having much luck swapping the players sounds for the imp. The tearing attack and fireball are fine, but I want the player to make imp sounds when he unfs a wall etc.
>>
>>3191006

ChubZ doomer is cool guy

https://www.youtube.com/user/Chubzdoomer/playlists
>>
>>3190989
a doomworld forums member who made a lot of graphics for freedoom and who i recall making several threads requesting help modifying the eternity engine for a TC he was trying to make.
>>
>>3190921
>>3190929
>>3190931
>>3190932
I'll probably throw a stream up next time I'm about to spend a decent amount of time on editing, then, after I've tested the viability of streaming on my third-world-tier internet.

>>3191006
It's just Doom Builder 2 with extra features, so any DB2 tutorial will work.
>>
>>3191013
it's funny how actual third world internet is much better than third world tier internet. like you go to former soviet countries, and there's no proper roads and the buses run once every two hours, but you can get 200Mbit broadband down and up for the equivalent of €3/month
>>
>>3191008
I'm surprised how easy it actually seems to make levels for Doom. Hell, it's probably the reason why so many people make Doom levels still today. How exciting.
>>
>>3191007
Huh, was literally thinking about similar idea this morning.

"What if a doom mod where you play as an imp? No wait, that's a stupid idea. Cyberdemon. You play as a cyberdemon. Slaughtering the dumb marine fucking shits by the hundreds. YEAH... Wish I could code."
>>
>>3191031
>"YEAH... Wish I could code."
Decorate isn't even real coding. You just write a bunch of lines like
CLAW A 1 A_FireCusomMissile("ImpBall")
Where the first 5 letters is the sprite's name, followed by the frame count and whatever action you want to perform. It's incredibly easy unless you want to do complex circumstantial actions or transfer of data between actors.
>>
This might seem like an odd question but is there anywhere I can find the MIDIs for the Blood Alpha? They are really awesome and I want to feature them in levels.
>>
>>3191012
Oh, sounds alright to me.
Not the same person that tried to get Eric Harris in Freedoom, right?
>>
>>3191038
I have fairly little experience in modding and 0 in doom modding. Making maps in hammer and some small scale stalker mods about sums it up.

How would you go about literally turning the player into a cyberdemon, complete with viewpoint being cyberdemon height and inability to move when firing a rocket volley? Just for general education sort of purpusoses
>>
>>3191043

There's an elemental problem with that idea, which is that a player that big (whether it's possible to make or not) can't access like 85% of the vanilla maps at the least.
>>
>>3191043
You'd need to take a look at the PlayerPawn definintion. It has what you'd need, even viewheight.
http://zdoom.org/wiki/Creating_new_player_classes
http://zdoom.org/wiki/Classes:PlayerPawn
>>
>>3191043
>How would you go about literally turning the player into a cyberdemon, complete with viewpoint being cyberdemon height and inability to move when firing a rocket volley?

Make a plaintext file called "decorate". In it, put this:

Actor CyberPlayer : doomplayer
{
Radius 40
Height 110
Mass 1000
(other properties)
states
{
(copy the doomplayers states with the cyberdemons sprite names here)
}
}

and then make a separate text filled called "mapinfo", containing this:

GameInfo
{
PlayerClasses = "Cyberplayer"
}

then just zip both files up and drag into gzdoom. You'd have to replace your weapons with cyberdemon weapons, for which you'd need one of the many Decorate custom weapons guides.
>>
>>3191042
no that was maz hades aka mazmon7734
>>
>>3191048
separate text file*
>>
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Glowing lights I put too much effort into those. Also the cancerous hud.
>>
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Got the menu in-game! Looks super rad.
>>
>>3191069
That's a really nice looking menu.
>>
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>>3191069
Also as an addendum, here are the skill selection pictures. Modeled after TSP's, I added the last two for fun, but they're not really within the scope of the project.
>>
>>3191068
>>
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I wish Heretic got more attention
Hell, I wish there were more fantasy FPS games.

I'm talking about oldschool FPS, not with modern consolised junk with crammed in RPG upgrade systems and canned animations up the wazoo.

Seriously there's so much to work with in a fantasy setting yet no one's really bothered with it.
>>
>>3191069
>>3191076
ww's diaz?
are you working on tsp or what?
>>
>>3191069
>>3191076
How do you make those "custom difficulties"/any links to guides (perhaps ones you used)

>>3191083
I think the problem is that wizards/magic very much lends itself to a "leveling system", as magic's power is seen as inherent to user, not an item, even staves and such merely being amplifiers, not "flat powerlevels"
>>
>>3191090
Yeah I get that, but still, I want a game where I'm a wizard running around at ludicrous speed, throwing all sorts of fireballs and lightning bolts at hordes of demons. Like Doom but with magic.

I really don't like how every game needs some sort of upgrade mechanic nowadays, because most of the time it's just menial shit like "+5% damage to all enemies". I miss the old days of Duke and Doom where they didn't gimp you for no reason.
>>
>>3191083
>I wish there were more fantasy FPS games.
TES series?

Did you play Hexen?
>>
Doom 4 > Doom 3 > shit > original Dooms
>>
>>3191083
I wish there were more western FPS games. Outlaws is great but not enough. I tried looking for mods but I only found a bunch of multiplayer maps.
>>
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>>3191098
>>
>>3191101
>Western FPS games
... I'm pretty sure like 90% of FPS games are western.
>>
>>3191095
they do it so people keep playing, there's terrible progression systems in every game now. maybe everyone forgot the reward for playing the game should be the game
>>
>>3191097
TES isn't an FPS.
I'm talking about a game where all you do is shoot enemies and navigate a map.

I did play Hexen, it had a little too much backtracking and puzzles for my taste. And the characters only having 3 weapons for most of the game didn't really help much.

>>3191101
This too.
Aside from Outlaws and Call of Juarez, I don't there are that many of 'em. Funnily enough, I loved Call of Juarez Gunslinger, despite it having a lot of shit from modern games I usually dislike.
>>
>>3191104
He means western as in with cowboys you dumb ass.
>>
>>3191101
Have you played red dead redemption?

Western FPS does seem to be rather under-represented...
>>
hillbilly hoedown

you get a pitchfork and a blunderbuss and have to shoot an infestation of prarie dogs

the final boss is a man sized pig in a gingham dress riding a truck
>>
>>3191115
Sequel to Redneck Rampage?
>>
Starbase maps are pure fucking cancer they sucked cock in D2 they suck cock in every wad who wants to play this boring, brown shit? Also city is underrated theme and we need more open maps in general.
>>
>>3191117
how do you define "starbase"?

I'm genuinely interested
>>
>>3191119
The levels with the techbase textures I guess? I dunno, I like those textures.
>>
>>3191119
Meant to say fucking starport. Like the first maps from D2.
>>
>>3191107
You're asking for something very specific that kind of undermines the fantasy aspect. Might as well play Ziggurat.

I was going to suggest you try Wheel of Time, but it's probably not run & gun enough.
>>
When I was a kid and knew only few words in english I always thought it would be cool to have maps set in a city instead of just having it as a texture only years later I realised the maps with fucked up city in the background WERE the city maps holy fuck ID is retarded they looked as much as a city as the E1M1.
>>
>>3191129
I wanted to like Ziggurath, but the artstyle is really forgettable and the level design is practically nonexistent.

I just want another simple Heretic game. Why is that too much to ask for? They don't have to spend millions on voice acting and canned animations and RPG upgrades and codex entries and multiplayer. Just make some good levels and cool magic weapons and preferably cool enemies and I'm fucking sold
>>
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https://www.youtube.com/watch?v=_2gQQUjx3j8

Where's the cure?
>>
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>>3191013
I can get editing to look fine but gameplay ends up looking like ass. It's workable, though. I'll probably do a trial stream over the weekend if I'm not buried in coursework.
>>
>>3190463
>wearing quake's sigil on his armor
But that was the whole thing he was fighting against
>>
>>3191149
The cure is to keep playing Doom and stop being so melodramatic about everything.
>>
>>3191149
The multiplayer is DoA, but I'm not completely brought down by the single player campaign yet. It looks like it'll be good for a playthrough at least, even if it's a much more "close player in an arena and kill monsters till the doors open again" kind of gameplay compared to normal free flowing Doom.
>>
>>3191164
He who fights with monsters should look to it that he himself does not become a monster...

Perhaps after defeating the great old one, the ranger became a bit touched in the head
>>
>>3191149
As if Doom 3 was any good lmao.
>>
>>3191201
>making dreams come true
>>
Is there any more useless enemy than Pain Elemental? Enemies who spawn enemies are boring and Lost Souls exist pretty much solely to waste players ammo.
>>
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>>3191201
>>
>>3191204
I always have a heavy sigh when I see a couple in the distance. More annoying then Revenents or Chaingunners.
>>
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>>3191201
>>
>>3191204
Solution
Get a mod that replaces all Pain Elementals with Cacodemons, and sets Lost Soul health so they do to a shotgun blast instead of SSG blast.
>>
>>3191208
or make lost souls sentient projectiles
so when they charge, they become large, shootable homing projectiles and when they hit something they die
don't even have to get rid of the pain elemental
>>
>>3191217
like the floating missiles in Hell Ground
>>
>>3191204
The real issue is that lost souls are A) too large and B) too durable. The enemy-spawning enemy concept itself adds some nice strategic depth to combat, like archviles do.
>>
>>3191083
the issue i have with heretic is that it doesn't feel wizard-y enough
like, you get new weapons and artifacts and all, but ultimately it's little more than a doom reskin

a first person wizard game should imo have more to it than a classic FPS

i'm talking about level ups and spell making
grab runes instead of weapons (most of the time), combine runes to make spells, kill things with spells!
sure, sometimes you should also find scrolls and wands/rods that you can use to cast spells, but they should feel pretty limited (they're consumables in d&d after all)

also, duels against boss-tier enemy spellcasters
>>
>>3191261
we talking magicka-style runes or what

are we arse mines now
>>
>>3191261
Sounds pretty much like Lichdom. I liked it a lot, but the game is too damn short.
>>
>>3191269
i was more thinking about dungeon master (maybe with a way to prepare a few spells between levels)
but that looks similar enough
>>
>>3191261
There's already a few games out there with magic crafting and stuff, that's why I'm looking for an oldschool FPS with magic.

My ideal case would be like 6 or 7 spells with alternate fire mods, item pickups like the Build Engine games, and maybe powerups like Quake.

I've been thinking of ideas for a game like this in my free time, on the off chance I ever have a chance to make it
>>
>>3191287
What about Ziggurat? Pretty fun fantasy arena shooter.
>>
>>3191301
Didn't like the overall art style and wasn't a fan of the roguelike map design.
>>
>>3191314
roguelikes don't have map design :^)

>inb4 "that's the joke"
>>
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Klesk got a facelift in Q3Rev.
>>
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>>3191336
Maybe a little more Spawn and less Shadow.
>>
I can't seem to get monster placement right, the map is open so it always ends up with all of them seeing you. Maybe I should stick to hallway-room-hallway stuff.
>>
>>3191348
Add some simple walls here and there without creating hallways, maybe some box shapes, some hills, a canyon, false walls, etc.
>>
>>3191348
take advantage of big-ass obstructions and ambush monsters
>>
Who would win in a fight between Doom guy and Sarge? No power ups only guns.
>>
>>3191358
who gets their bfg first?
>>
>>3191358
Doomguy. Sarge is the Tier 1 Arena Lord, Doomguy is a Tier 6 Arena Gladiator.

>>3191361
I think Doomguy would since it's one of his favoured weapons, the other two being the railgun and rocket launcher.

Sarge is a shotgun, rocket launcher, and plasma gun kind of guy.
>>
Guys, remind me, what was the name of map that allows you to view every monster and item in the game?
>>
Have you noticed that despite the fact that Doom takes place in the future Shotgun and SSG look outdated as shit? And chaingun is retarded what's the point of chaingun that uses 9mm ammo? Gameplay wise chaingun sucks too the only reason to ever use it is because you somehow managed to run out of shotgun ammo and rockets at the same time.
>>
>>3191367
Try not using the chaingun when a map locks you in a room and throws a dozen shotgunguys and chaingunners at you
>>
>>3191367
Painlocks, sniping, quickly dealing with low heath enemies.
>>
>>3191367
>Gameplay wise chaingun sucks
>>
>>3191367
I thought the point of Doom was to be fun? I mean, come on, a gateway to hell opens up, and you want "realism"? And your gonna talk smack on the chaingun?! What happened to you anon? You use to be cool.
>>
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Here's the mod that lets you play as an imp.

http://www.mediafire.com/download/b80b8pt2d7jczzq/Peace_1.wad
runs with the doom2.wad

I've only done the first map of doom2 so far, but I suppose it wouldn't be hard to do a few more. Just choose a random imp starting position, and script a doomguy to run around killing.

Primary fire is melee attack, altfire is fireball. For some reason can't open doors or anything yet, so just focus on trying to kill the doomguy.

I'll probably have it so that after killing doomguy a few times, you complete the level as he ragequits.

Patrol points never seem to work for me. Does Thing_hate interfere with them?

I also whipped up an imp mugshot. Having imp sounds as the player is great fun!

Also not sure about the name, I tried to think "what's the opposite of doom" and "peace" seemed to fit. The moments of peace before a crazed marine turns up and blows away everything that moves.
>>
>>3191379
Impish, Feeling Impish, Impish Mood etc imo

Thought process = Doom -> Mood ; Imp -> Impish ; Mood -> Feeling
>>
>>3191379
Empathy
>>
>>3191386
Or better yet, Impathy.
>>
>>3191390
Has a nice ring to it
>>
>>3191390
DING DING DING DING

mind if I use this?
>>
>>3191390
I think anon was saying Empathy already did it.

http://forum.zdoom.org/viewtopic.php?f=19&t=17215
>>
>>3191393
I wouldn't have suggested it if I didn't want you to use it
>>
>>3191396
Shieet. He's put a lot of work into this though, cool mod. Imp feels a bit clumsy though

>>3191404
If only it wasn't so close to the other mod, now I'm not sure. Its a great name for the mod so eh, might as well use it, and considering the other mod is in the same vein it works out ok.
>>
>>3190457
>breaking the 5 doomayo tradition
REEEEEEEEEEE
>>
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Any Klesk fans? I know an anon asked me about Klesk in Quake 3: Revolution.
>>
You know because of that joke Doom comic and Brutal Doom people think Doom guy is some sort of serial killer but I was always under the impression that he is a pretty calm and tactical man mostly because in his status bar he looks around cautiously looking for potential enemies and supplies we don't see him in perma pissed off state.

How do you imagine his personality?
>>
>>3191068
That's actually pretty nice.
>>3191069
Coolio.
>>
>>3191269
>arse mines
those were great fun
>>
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>>3191440
He has a pet rabbit and has his own strong moral compass.
>>
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>>3191447
>he has

not anymore lol
>>
>>3191440
The comic is the main reason people think he's a psycho. That was also mainly because he had a berserker pack at the time.
>>
>>3191440
I dunno. I think I kinda self insert/immerse? So DG's mood is my mood at the time.
>perma pissed off state.
New game has this I think.
>>3191447
Liked the other Klesk more I think.
>>
Protip: The less human a character appears, the less violent people will be toward them.

It may only be verbal abuse and not actual shootbangs but it's worth trying online.
>>
>>3191458
Why would that be a thing?
>>
>>3191456
Even though the comic is thought to be complete nonsense, it actually has deepest lore.
>chaingun runs out of ammo quickly after killing just a bunch of dudes
>enemy infighting
>BFG works like the underlying game mechanics (lots of small holes caused by tracer beams)
>>
>>3191462
Ape stuff?
>>
>>3191440
Same really, I think the comic and the memes kinda ruined Doomguy.
>>
doomguy jerks off
>>
>>3191467
It was actually going to be an ongoing comic wasn't it? Then no more issues were made.
>>
>>3191440
Just a regular guy (as regular as SPESS MEHRINES get), who has obviously a sense of morals (didn't shoot civilians), and is just trying to do what the right thing.
>>
>>3191458
>>3191462
Here's the study for anyone that cares. http://www.tandfonline.com/doi/abs/10.1080/15205436.2012.714440

>The Perception of Human Appearance in Video Games: Toward an Understanding of the Effects of Player Perceptions of Game Features
>>
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>>3191352
>>3191353
How's this? I'm still not quite happy with it.

https://drive.google.com/file/d/0B4mwJRa7e5VpODhqRXhLQWRWdFU/view?usp=sharing
>>
>>3191484
The music makes me feel like I'm in Sonic.

Could make the path up the side of the canyon on the left a bit more obvious, the revenant spawn in the pit was pretty tough, died at the archvile.
>>
>>3190493
omgwpns and dump-2 for the time being. I'm having laziness problems getting past map 45 so dump will be in my autoload for at least two more months now that I mostly play psx games
>>
>>3191503
Well at least thanks to that Doom 4 Emulation wad I know that the weapons feel pretty alright. I like the shotgun and the assault rifle.
>>
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>>3191467
>>3191456
Comic is interesting, actually.
Doomguy seems to have three conflicting personalities there, fighting for dominance - first, high on berserker pack, he's about as coherent as a cokehead on PCP and bath salts, and cares only for bloodshed - let's call this one Berserker.

Then, after it wears off, his military training takes over, and the Marine emerges - he starts making plans to survive, and making regular action movie quips.

Then, we see a glimpse of his real side - let's call it The Paladin - when he falls into radioactive waste. It appears that he is concerned about environment (which is kind of shitty working in a base which seems to mostly produce tons of radioactive waste) - while he doesn't mention it, we could probably understand that he got himself a pet rabbit because he cares about nature to some degree.

Then this personality is quickly subdued by immediate needs of survival, and Marine returns - since he still needs to make military plans to survive and desentitize himself to violence with bad quips.

That is, until he finally gets his hand on BFG 9000, and Paladin makes its triumfant return.

We finally see Doomguy's true face - he is, in the end, a good person, who is willing to fight for what's right - if someone told you this guy was sent to Mars moon base for refusing to shoot at civilians, you wouldn't be surprised at all. Under all that action hero demenour, in the end he fights primarily to save the Earth. I call that personality "Paladin" since between the demons from hell, and his final words being "Amen to that" Christian symbolism here is pretty strong.

The best part about these personalities? In addition to fitting really well with whatever small we DO know about Doomguy in game's canon, they also really well exemplify what average Doom player is feeling at different times through the game - you switch between "rip and tear!" to "eat lead, demon scum!" to "oh fuck, there's better be a medkit up ahead".
>>
>>3191536
I think it's just shitty writing.
>>
>>3191536
For the record, I'm not saying it's particularly DEEP comic or something - it's clearly meant to be some stupid gorefest comedy fun kinda like Peter Jackson's "Brain Dead".

I just think this comic is seriously underrated in how well it adapts its source material (name one other videogame comic from this time that stays so close to source without turning into illustrated strategy guide), and I really hate the "Doom comics is everything wrong with comics in the 90s" meme.

It's just an indie comic. It's not great or amazing, but it's definitely not terrible in any way.
>>
>>3191536
I guess you could think of it like he's actually a player in a game like how he actually is, or it could be just >>3191540. Who knows.
>>
Man, I wish I could figure out someway to stop megawad fatigue while playing Doom. I feel like I can get up to map 20 or so then just burn out and quit. It sucks.
>>
>>3191545
>but it's definitely not terrible in any way.

for where this came from - Marvel - yes, it is.
>>
after a bit of days of stopping, i've managed to complete the map ARSENAL REMADE.
it's a pretty simple map, based on a D!Zone map called ARSENAL:
https://www.youtube.com/watch?v=-9Pn7Olk8jg (original version)

my remake:
https://www.sendspace.com/file/x1unrn
>>
>>3191553
How do you get out of the room with the pinkies? I kill them all then I can't leave the room.
>>
>>3191440
People can't even read that comic straight. Whole "rip-and-tear" sequence is result of him using the berserk pack. After that, he becomes more careful and even contemplates the environmental harm of toxic waste.
>>
>>3191560
They just see the rip and tear panel and don't need to see anything else. It's the whole reason Brutal Doom exists.
>>
>>3191551
Huh, I didn't know it was made by Marvel. Still, Marvel was peddling complete and absolute shit in the 90s - there is a reason why company went bankrupt. I mean, entire graphic novel, Kingdom Come, was created for no other reason but because a comic artist was disgusted with Marvel's shameless "gritty" pandering.
>>
>>3191567
>Marvel was peddling complete and absolute shit in the 90s
Are you implying they aren't peddling complete and absolute shit right now?
>>
>>3191549
The fact that people seem to think it's mandatory to turn last 10 maps into a fucking slaughter wad doesn't help either.
>>
>>3191561
Even in BM you can only rip and tear with berserk pack.
>>
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>>3191589
>The last couple maps of Scythe, specially MAP26

I hate this kind of shit, so much.
>>
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>Bitterman is green
>Bitterman has head tentacles
>The Strogg turned him into a lovecraft tentacle man cyborg
>>
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>>3191589
>Scythe 2
>First 20-or so maps are fucking amazing
>Around map 23 it turns into a fucking slaugher fest

I'm still upset
>>
>>3191589
I don't get the appeal of slaughter maps

they bore me to tears
>>
>>3191595
he doesn't look too bitter about it
>>
>>3191595
he has ear vagina
>>
You know in Doom 64 doom guy decided to stay in hell I'm wondering if demons started to worship him at some point as the biggest badass to ever live they seem to have a might makes right society.

BTW is infighting an intentional mechanic or some sort of bug?
>>
>>3191559
see the two panels in the room? one of them unlocks the door.
>>
>>3191594
>Scythe last map
>at one point the only way to proceed is to teleport into the starting platform
>which is accessible by monsters at that point
>monsters which I didn't bother killing and left to infight eachother
>teleport into a gorillion hell knights and die instantly
ebin
>>
>>3191614
Cool. After knowing that, it's a tense little map. Almost died. Had fun.
>>
>>3191208
Solution
Git gud
>>
>>3191630
there are two secrets. finding them will make the map easier, also counting that this is my first mapping, i tried to make it a bit difficult, but also not frustrating.

does anyone ever tried to remake maps from the D!Zone collection?
>>
I wonder why zDoom is able to read .spc files.
GMOTA's music selection is pretty good, especially Jun Ishikawa's songs.
>>
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>>3191635
Well there was the 1994 Tune-Up Project, which remade a bunch of maps that were probably on shovelmap compilations like D!Zone.
Didn't find the secrets, sorry.
Had fun though. You should try your hand at remaking some more crap D!Zone maps. Sounds like good practice.
>>
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>>3191601
this, desu famicom

>download cool ass looking .wad
>it's slaughter
>>
>>3191645
>>3191601

I'm going to make the last levels of my mapset extreme slaughter, just to piss you off.
>>
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>>3191645
Sunlust looks really fucking nice but fucking surprise it's a slaughtermap wad.
>>
>>3191649
that's pretty petty m8
>>
>>3191653

I'm kind of a petty person.

Also the knee-jerk overreactions to things that barely count as slaughtermaps lately are really starting to piss me off, so I figure I might as well take it to the logical extreme.
>>
>>3191650
I'm at map14 and so far no slaughter, can't you enjoy the non slaughter levels? you're missing out on some A+ material.
>>
>>3191661
okay, have fun making the spite map and we'll just not play it
>>
>>3191665

I will, actually. Thanks.
>>
>>3191663
I'll give it another go at some point. The levels looked really, really nice. Can't imagine how long it took to make with all that extra sector detail on everything.
>>
>>3191636
>I wonder why
Because it was coded in?

I don't think I understand the question.
>>
>>3191670
But for what reason?
>>
>>3191669
Forget about it looking nice, the gameplay is on point all the time. I think I'm in love.
>>
>>3191673
Because it's cool?

It may just be an extension of FMOD. They sure don't run on OpenAL.
>>
>>3191674
would you say you sunlust for it
>>
>>3191109
Isn't that a third person game, though? I guess cowboy GTA could be swell, but I would prefer a FPS.
>>
>>3191684
the sun is looking pretty hot right now
>>
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In the tutorial level's spawn room you hear the beeping of a monitor (monitor_02.wav) with a heartbeat-like beeping and see bones and cyborg parts suspended in tubes.

Vadrigar have the ability to bring the dead back to life, as can be seen with Bones.

You are then instructed to kill Crash.

Crash died, and was brought back as a supernatural cyborg skeleton ghost pulled from the void.
>>
>>3191438
Ooh he looks pretty rad! I remember those skins being like the first "exclusive" thing I saw about Q3 Revolution.

>>3191595
I've always wondered about Bitterman. He's supposedly the Q2 guy, but what is up with those head tentacles?
>>
>>3191438
Sorlag a best
>>
>>3191101
http://www.smokin-guns.org/ It's pretty much Quake 3 but spaghetti western.

My biggest complaint is that it has a locked FOV at like 75 because the devs are convinced that it's a cheat.
>>
>>3191639
i would like to make another one, but i was losing interest also during the creation of this one.
maybe i will do it, it's just that i do DOOM mapping like... once a year? so it's more like a trying to do a map than a hobby in which you spend time.
maybe i just need to find the right map to remake.. i will see what i can do.
>>
boy we got four quake 3 posts in a row
>>
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>>3191601
>>3191589
>>3191649
We seriously need to add a "slaughtermaps for beginners" or something for the infographic, or at least the OP FAQ. HR1/2, AV, late Scythe maps, Cybersky XXXI, debatably Plutonia would be good places to start.
Not every slaughter is nuts.wad.
>>
>>3190928
A real big fan, huh? So who might you be in the community?
>>
sodaholic is cool he makes the sprite
>>
Seriously though, aside from my involvement in a certain project and the aftermath, I don't get why people hate me. I've mellowed significantly in the past couple years.
>>
>>3191367
>Gameplay wise chaingun sucks too the only reason to ever use it is because you somehow managed to run out of shotgun ammo and rockets at the same time.

I can only imagine how many times you've struggled through an area having to dodge and hide while waiting on on your shotgun's refire rate when, you could've been dancing through it the chaingun.

Holy fuck, the game's been out for 23 years and you still haven't figured out proper weapon choice.
>>
>>3191713
>aside from my involvement in a certain project and the aftermath
Make that multiple projects.
>>
>>3191613
Romero said it was intentional in some IGN commentary.
>>
>>3191709
Late Scythe maps barely even qualify as slaughter. That people legitimately get tripped up on that is depressing.
>>
>>3191725
I know, but they're commonly bought up, and I figured it'd make a good starting point.
>>
Requesting Quake Live's PK3s uploaded to Mega

I see two outdated torrents for full installs with no seeds, but I just want the resources.
>>
Some of you guys are alright.

Don't go to Downtown tomorrow
>>
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>>3191041
To get people interested I will bump my question with an image, particularly of my map.

I have only beautified this first room but I have layed out a good percentage of it and designed some more fights. It will be the first map that I actually care to complete and make of a UVMAX style quality.

Doomguy died from his previous battle with the Icon of Sin, and his body was mysteriously found a Plutonia themed temple city. Hell invaded again and this made Doomguy so mad he broke out of his sarcophagus.
>>
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>>3191709
Plutonia can get harsh, but it's never particularly unreasonable, it's more likely to use difficult monster placement than "LOL 20 BARONS XD" (although Go 2 It is an exception).

To me, slaughtershit is when that's all there is to the gameplay, here's a large open area, and here's 300 monsters at a time. Cleared that? Good, here's 200 revenants and several pain elementals.

I love Epic 2, but it's sometimes guilty of this, and it tarnishes my enjoyment of it.

I much more prefer quality monster placement than quantity monster placement, 8 cacos closing in from various directions at different timing, that's interesting, just letting loose 30 cacos from one place is tedious and just a chore.
Shit like that doesn't make me enjoy a level, or make me want to explore it and take in the atmosphere, it just makes me want the find the exit as fast as possible so I don't have to slog through more than I have to.

Hellbound was great (if a bit dark), but at around the 20lvl mark, large hordes of monsters would become more and more common, I REALLY reached my entertainment threshold with the mapset, and that's a shame, because I loved it until this point.
>>
>>3191752
There's definitely a distinction between careful placement and monster spam, sometimes both at the same time.
I had a similar problem with Hellbound, but desu I really didn't care for vanilla gameplay even on the earlier maps, I skipped straight to playing it with gameplay mods.
>>
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This is pretty much done now. HMP is the same as before, HNTR is different but I'm not sure if it is actually easier and UV is both of them at the same time.

Download:
https://drive.google.com/file/d/0B4mwJRa7e5VpODhqRXhLQWRWdFU/view?usp=sharing
>>
>>3191697
deepest lore
>>
>>3191645
>gee I wonder what's behind this door, I sure bet it couldn't be 100 pinkies
>oh look, the wall collapsed and 65 revenants came out
>>
I can't mod, I can't map but I can shitpost:


PENIS
>>
>>3191802
it's valuable all the same.
>>
>>3191789
not bad!
a bit difficult and with a bit of enemies, but many of them are avoidable because of large spaces, so if you can escape some of them you can save some ammo.
also, i like the map design.
what engine did you used to make the map? vanilla doom or Zdoom?
>>
God tier:
SSG, Rocket Launcher
Good tier:
BFG, Plasma Rifle
Kill yourself tier:
everything else

the reason why I put BFG and Plasma below RL is because RL ammo is way more common therefore the weapon is more reliable and you don't use plasma as soon as you get BFG because you save ammo in case some shit is gonna happen

btw did Brutal Doom fucking nerf BFG or is that me?
>>
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have any of you guys played Shadow Warrior Classic Redux on Steam? is it worth a dollar? or should i play the classic version for free?
>>
>>3191821
nope, BTURL DUM really nerfed the BFG.
first, you will get damage from it if you are too near.

second, it seems it has been de-powered, or it's the other weapons who do more damage?

third, useless loading time
>>
>>3191814
it's in boom format but I tested only with gzdoom because I forgot about testing with prboom.
Thanks for playing!
>>
How did you learn to make Doom maps?
>>
>>3191863
By watching the ancient tutorials on the doombuilder website and then just doing it over and over. The first results looked shitty, but practice makes... I won't say perfect in my case, but adequate?

Also, now to post this with link.

Arch-ville 0.98 done!
https://www.dropbox.com/s/cj8z70sxe3f6cqm/Archville%20revised.wad?dl=1
Built and tested in Zdoom, and I -think- it should work in any source port that supports ACS.
Jumping/crouching not required to finish level, but is needed for a few secrets.

0.98 because 1.0 will be the version that is the secret level in my bare minimum 16 level megawad. But I want to release this standalone too. In the picture you can see the doombuilder view of the old version (top) and new version (bottom). Put in spoiler in case you don't want to see the layout before you play.

I've taken some feedback on previous version and reworked basically the middle section of the map. Added a few paths, a few more secrets, fixed some textures, brightness levels and perhaps most importantly, put down a bit more ammo and health. That being said, it still feels a bit tight on some points. As always, feedback, demos, pure hate, disgust etc. always appreciated. Not quite sure how balanced the final fight is, and I imagine I'll be tweaking it some more inbetween making the other levels of the megawad and implementing difficulty levels that aren't UV.

And though I in the end was unable to make the thing a "whole" thematically, I'm still quite pleased with this map. It's a bit of a mess, but I'm accepting it because muh gimmicky secret level.
>>
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>>3191871
Goddamnit, forgot pic this time. Oh well. Posting, it ain't easy.
>>
>>3191863
From the doombuilder tutorials and then messing around a lot. A LOT.
>>
>>3190457

Guise, I've run into a big problem and I can't figure it out. I made a custom font for a custom status bar and for some reason, only the % symbol shows up. I've replaced all the numbers with files of the exact same format and of the exact same size and yet it just won't work. Tried renaming them and making a custom font definition and it doesn't work either. Should be the easiest thing but it REFUSES to cooperate.
>>
Anyone play the Eric Harris Wads?
>>
>>3191914
For vanilla or zdoom? If the latter, how exactly have you defined your font?
>>
someone made D44M weapon sprites that aren't just screencap rips

> http://forum.zdoom.org/viewtopic.php?f=19&t=51919&sid=193b510ccf9d15c42b48aa0628f1c584
>>
>>3191929
Nothing special, about the same quality you'd get from a random D!Zone map
>>
>>3191932

For zdoom. First I just used the same names for everything (STTNUM0, STTNUM1 etc...) in hopes it would replace it, but only the % symbol works. Then I tried copying and pasting the font definition from the zdoom wiki :

STATUSFONT
{
0 XTTNUM0
1 XTTNUM1
2 XTTNUM2
3 XTTNUM3
4 XTTNUM4
5 XTTNUM5
6 XTTNUM6
7 XTTNUM7
8 XTTNUM8
9 XTTNUM9
%XSTTPRCNT
}
(except I changed the first letter to X and did the same thing for the filenames)
>>
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>>3191937

Noice
>>
>>3191929

no, fuck off.
>>
>>3191943
Rename your character image files to for example ABCD followed by the unicode char number for each letter, then put this in your FONTDEFS lump:

STATUSFONT
{
Template ABCD%03d
}
>>
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>>3191937

God fucking damn

I love when people just come in and dump some big steamy goodness that they've worked in for a while
>>
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>>3191943
Here's the folder for one of my custom fonts for example.
>>
>>3191953
> that they've worked on for a while
i'm just linking shit as usual
>>
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Stream Anon again.

Still on the lookout for potential cocommentators for my D44m stream. As long as you happen to be a fan of Doom, are curious about D44m, and are willing to join me in general, feel free to leave your Skype name or whatever contact you use!

Also a slight update, not sure if this'll matter to most of you, but I'm planning to stream via both Twitch and Youtube, to kinda try to expand my reach/audience a bit.
>>
>>3191937
the hands (especially the wrists) look pretty awkward if you ask me

other than that, it's gud
>>
>>3191957

I know, I was talking about that guy
>>
>>3191962
>>3191937
Everything looks kinda stiff imo.

I'll wait for better rips/rip editst I think
>>
>>3191972
what do you like anon
>>
>>3191974
posting the same shtpost each week, apparently
>>
>>3191978
More like each hour.
>>
>>3191974

dicks

i love dicks
>>
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>>3191986

Something like this ?
>>
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So I'm playing through Golden Souls and I remembered the complaints people had about the monsters being "too beefy". So I decided "well I'll still have fun with it, just need to put something like monsterhealth 0.5 in the skilldefs".

So I went inside the mapinfo and found that monsterhealth is already modified depending on difficulty. ITYTD is 0.2x health, HNTR is 0.3x, HMP is normal, UV is 1.5x health, and Nightmare is 2x health.

Shame on him for not including that in the description, I suppose, but it makes me wonder if the UV-or-die crowd were the ones that talked about the combat dragging on.
>>
>>3191929
Mediocre even for their time.

>>3191939
This. The only thing that stands out about them is that he scribbled some more blood onto the death animations with MS Paint.

Doesn't look very good.
>>
>>3190518
I played E1 and got to M3 before I quit.

For some reason the game is less entertaining if played with a mouse and at 60fps.
I guess because it makes it too easy.
>>
>>3191990
Put an extra 0 in there after the D for each of them (so every number is composed of 3 characters). Otherwise yeah that should work. Keep in mind that "ABCD" was just an example though, could just as well have been "BUTTS" or whatever
>>
Hello Doomfriends, question:

Is there anyway to run Doom on OS X?
>>
>>3192021

http://zdoom.org/wiki/Installation_and_execution_of_ZDoom#Using_the_terminal_.28for_Mac_OS_X.29

Enjoy.
>>
>>3192021
ZDoom and Chocolate Doom both work for OSX. The former is less authentic but supports the most mods and features, while the latter is nothing but authenticity.
>>
File: source port compatibility.png (54KB, 626x439px) Image search: [Google]
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>>3192021
>>
>>3191937
The sprite art is good, but the animation is lifeless.
I'm looking forward to how this develops.
>>
>>3192015

I know, but I'm fucking lazy and went with your exemple verbatim hah.

Still doesn't seem to work. Blimey, been stuck on that for hours.
>>
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>>3192028
>>3192031
>>3192034
Thanks a lot guys, this board is so nice ;_;
>>
>>3192036
Did you put the files in the Graphics directory of your pk3? I think both Graphics and Textures should work though.
>>
>>3191871
Played through all I could play through. I guess the colosseum area isn't finished? I also had to noclip to leave an area near the yellow skull key, it seemed like a floor was supposed to lower. I died a few times at the first double archvile trap but after that it was smooth sailing, I think the secrets are the only thing that kept me alive though even if they had archviles in them as well. Speaking of secrets, the one soulsphere secret where the tunnel collapses was my favorite moment in the entire level. Messy level with mean traps especially at the start, but exploring it feels like exploring a trapped tomb as a treasure hunter, the treasure being those needed hidden soulspheres. Very nice. Looking forward to the megawad.
>>
>>3192039
It used to be better ( ._.)
>>
>>3192040

Using a good old .wad file, does that make any difference ? I havent touched decorate in years.
>>
>>3192052
The font graphics aren't after any marker like S_START or P_START yeah?
>>
>>3192052
Oh, that might explain things. I would strongly recommend using the pk3 format instead. Check out the "using zips as wad replacement" article on the zdoom wiki for guidance.

>I havent touched decorate in years.
Nothing we've discussed now relates to Decorate though.
>>
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>>3192045
Could you point out roughly in this picture where you got stuck in the yellow key area? Didn't happen to me in my testrun.

How do you mean the colosseum area isn't finished? Did the encounter not work for you or did you expect something else? The way it (should?) work is:
You have 3 keys, you open the gates, you walk up to the cyberdemon. (nobody in the arena "seats" can shoot/see you, the linedef of the lowest wall blocks all) Hit the switch below the cyberdemon, and wave after wave of enemies will teleport into the arena from the stands. Once the stands are empty, the cyberdemon's platform lowers, "block all" is removed from his linedefs, and you have to kill him. Once he's dead, wait 100 or so tics and map finished.

Though I did just realise that you can then walk back to behind the gates and all the way back in the level, should reraise the bars on pressing the button.

As for that first double vile trap, what one guy did in the original version of the map was hit the switch, then race back past the archviles/ mobs to where you came from so he had more space to move around. I found that an interesting tactic, though ultimately both work.

And thanks for the feedback!
>>
>>3192073

Actually they were and you are officially my hero.

>>3192074

You're right. I havent touched doom modding in years would be more accurate.
>>
>>3191367
>despite the fact that Doom takes place in the future Shotgun and SSG look outdated as shit?
Why?

We've been using shotguns for like a million years already and they work just fine. Why would they need to be changed?
>>
File: playing tag with a cyberdemon.webm (1MB, 630x360px) Image search: [Google]
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Welp, I tried.
>>
>Taking great-grandpa's sawn-off shotgun into space
You're among the stars now great-poppop
>>
Help me /doomg/
I'm playing vanilla D1
I can't get past the second level of the last episode on UV
The Cacaos are 2op
What do I do?
>>
>>3191440
It says as much in Doomguy's Q3 description.

>Distracted and intelligent sounding, (but not a member of the intelligentsia, more like a well-educated tradesman) this guy may be a few cards short of a full deck, but his training serves him well.
>>
>>3191697
Very disappointed that the hologirl model isn't just a static version of a player model; I was hoping to play as a Ghost Cyborg.
>>
>>3192149
is that dump 2?
how is it so far?
>>
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What in the fuck could be using this texture? I don't remember seeing it in Q3A.
>>
>>3192152
Is it Perfect Hatred? If so, basically just replay the map to learn its ins and outs. It's by far the hardest vanilla level around.
>>
>>3192165
Looks like robot tiddies to me, boss.
>>
>>3192152
Try dropping down into the lava and going right and back up a stairwell for a plasma rifle. The anon above is right though. You're seeing the hardest map either Doom has to offer. Survive that and you're ready for Doom 2 (easily) and Final Doom.

In fact, I've seen people here recommend playing Doom 2 first before Thy Flesh Consumed, mainly because of E4M2. I agree with them.
>>
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>>3192081
after pressing this switch (which doesn't seem to do anything) I am stuck in the room. Also I checked again and this time the colosseum worked but on my playthrough when I reached it all the sectors in it had 0 height.
>>
>>3192171
It is
I'm playing it on Doom3's BFG edition, rather than actual Doom 1, so mods are out of the question. Also wasn't paying attention to the level names. Haven't played Doom1 since release. Thanks for trying, anon.
>>
>>3191837
it's worth a dollar.
>>
>>3191960

Fuck off already
>>
>>3192137
They have wooden fucking stock in SF setting.
>>
>>3192021
My experience with doom on the mac is not good.
>>
>>3192191
And it looks great, recognizable, powerful, and not generic scifi tech-boxes.
>>
>>3192179
Dropping down into the lava to snag a rad suit and a megasphere at the opposite end relative to the starting point might help, as would the ammo you get in the stairwell leading up to the room behind the starting point.
>>
>>3192197
that's what i always do
>>
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Quick question: where does the Doom engine stores offsets for sprites (not the GZDoom TEXTURES). I've edited some sprites, and while some aligned properly, and have proper offsets in Slade, others did not, and in Slade tehy defaulted into the upper right corner.
>>
>>3192207
at the start of the patch
doom's patch format starts with width, height, x offset, and y offset fields
>>
>>3192207
Bottom right of the preview window where it says offsets.
>>
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>>3192191
A good shotgun has wood furniture regardless of setting.

Only exception I can think of offhand is Douk Nouk Kem's short barreled shotgun with the vertical grip on the pump.
>>
hey /vr/
what is the definitive way to play q1 in 2016? I'll be playing on a CRT btw.
>>
>>3192209
I meant where it is physically written

>>3192208
Even if the patch is a PNG file? Where does the number stored then? As a meta info inside the PNG file itself?
>>
>>3192219
quakespasm
>>
>>3190518
fuck no, i'm too busy trying to mod it
>>
>>3192219
Quakespasm.
>>
>>3192214
You faggot.
>>
>>3192219
Quakespasm is the way for authenticity and mod support

DarkSpaces is the path for flashiness, HD stuff that doesen't fit the game and LOLNEXTGEN effects.
>>
>>3192223
>I meant where it is physically written
Bottom right
of the preview window
where it says offsets

Your offsets are 0, 0
>>
>>3192223
seems like zdoom invented a special chunk inside the PNG file.
http://zdoom.org/wiki/GrAb
>>
>>3192231
where in the file, not where on screen, i think he means.
>>
>>3192228
>>3192214
Is there a sided vertical doublebarrel shotgun sprite for Doom? I know there's a centered one, but that one doesen't look good.

>>3192231
Not in the Slade you dingus. I meant where that data is stored within the wad/pk3.

>>3192232
Thanks. I guess my editor overwritten that part of a file. I wonder why it didn't do so in other cases too.
>>
>>3192224
>>3192227
>>3192229
thank you
>>
>>3192237
perhaps your editor doesn't preserve chunks it doesn't recognise
>>
>>3192228
Not recognizable enough for the average Joe.

Great gun though, I've got a 500 Cruiser in 20ga sitting ten feet from me.
>>
>>3192239
Second one is Darkplaces not DarkSpaces. Sorry it is late night and my mind derped a bit.
>>
>>3192246
it's okay
i dont want any "HD" treatment for my retrogames so quakespasm will do
>>
>>3192243
Use it on yourself.
>>
>>3192254
Very rude.

Also, Douk's shotgun is missing the safety on the top rear of the receiver if it's supposed to be a 500.
>>
>>3192263
It's a Winchester 1300 Defender, not a Mossberg 500
>>
Why do we have an argument about Douk's shotgun every single month.
>>
>>3192310
That's what the Douk wiki said, yeah. I seemed to remember one of those what-gun-did-you-see-in-that-movie type sites identifying it as a Mossberg and thought that was wrong.

>>3192314
What else would you like to argue about?
>>
>>3192314
Because it's important.
>>
duke nukem more like

rude noobum
>>
Pretty sure the Doom shotgun was literally based on a toy shotgun.
>>
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>>3192325
DOOK SHOOTEM.
>>
>>3192334
So was BFG in fact.
>>
>>3192334
the only real guns were his fists
>>
>>3192325
dork norman
>>
>>3192153
>DoomGuy's got some screws loose
Well shit I would too if I'd had to fight my way through hell and back.
>>
>>3192335
DICK KICKEM
>>
>>3192325
Dink Newman
>>
>>3192325
don't neuter
>>
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>>
You guys are mad because DN3D is a better game.
>>
>>3192370
No, I'm mad because I'm angry.
>>
>>3192370
Dick Lickem is not, and will never be the better game.
>>
>>3192370
doom 3 was bearable
did not finish was a smoldering trainwreck
>>
>>3192370
It's not I who am crazy, it is I who am mad.
>>
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I'm working on a new Quake 2 singleplayer map that is going to be part of a collection of three maps combined into one unit where you get dropped off by mistake into a Strogg facility and you have to get back to the fleet.

This time it won't have too many gimmicks like my last map, but that's not to day there won't be any.

I'm trying to use Quake 3: Arena's level of detail so there are a lot of things all over.
>>
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>>3192381
>>
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>>3192383
It's pretty huge already but because I want nice lights I am not going to add that much more to this .map-file.
>>
>>3192381
>>3192383
Quake 1 and 2 both look like stinky rectum farts with the texture filter on.
Please turn it off.
>>
>>3192389
charming...
>>
>>3192381
>>3192383
>>3192386
This looks nuts
>>
>>3192389
Is autism contagious?

By replying to this will I also get it?
>>
>>3192396
No, but you'll get stinky rectum farts.
>>
>Feelters
>>
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>>3192395
Aw, thanks man.
>>
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>>3192417
why's he got an onahole for a haircut
>>
>>3192416
What are you using to run this so that I can prepare?
>>
>>3192426
I use Quake 2 Pro (q2pro).
>>
>>3192416
Look at how small those dudes are compared to the boxes and screens

wtf id
>>
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>>3192381
>>3192383
>>3192386
These giant images letting you take in all that attention to detail, use of lighting and vertical space...

Looking great, Anon.
>>
>>3192373
Better maps, better graphics, more guns, more interesting guns as well, bosses who don't suck dick (cyberdemon is the only good Doom boss), more memorable protagonist D3ND is better game like it or not fagtron.
>>
>>3192462
>doobie noobie couldn't hold a boobie
>>
Stroggs are one of the most unsetting races in fiction and I think they are underrated.
>>
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>>3192386
What's with the odd sort of cel-shading look going on with some of those models?
>>
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>>3192417
>>
>>3192381
I'll do your "kaizo like :3" eventually.
>>
>>3192489
It's a filter in q2pro. I like it.

>>3192451
Aw, thanks mang.

>>3192507
Oddly enough I spent way more time on that map than the one(s) I am currently doing, but that was because I wanted to make a fuckhuge map and I had to work around that all the time.

>>3192447
I know. However I could set the texture scale to 0.5 for the screens, but the boxes have to remain large.
>>
>>3190457
>not 5 doomayo thread

You belong in the trash.
>>
>>3192483
They aren't underrated, they're a ripoff of the Borg, who are an excellent sci-fi race and Strogg pale in comparison.
>>
>>3192462
haha you my friend write like a total retard
>>
>>3192483
Strogg are boring cyborg people compared to Shamblers and Fiends.
>>
>>3192525
Strogg have titties (or at least iron maidens do)

do shamblers have titties? NO

Strogg: 1, Atheists: 0
>>
>>3192532
how would you know, have you looked under that fur
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>>3190493

Can anyone help me on how to configure autoload, I'm new to all of this.
>>
>>3190493
Disable Alpha
>>
>there are people who UNIRONICALLY liked Tricks/Traps
>>
>>3192535
>Fur
Nigga I don't care what the fuck is canon, Shamblers will always be nasty fucking flesh creatures.
>>
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>>3192563
>Unironically like Tricks&Traps, The Pit, and The Chasm.
>>
>>3191379
you should look up Beast Incarnation, probably a lot of things you can steal from that mod for this
>>
>>3192563
>People UNIRONICALLY liked Doom II
>>
>>3192582
>People UNIRONICALLY liked Doom
>>
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>>3192590
>>
>>3192590
>People UNIRONICALLY like video games
>>
>>3192609
>People UNIRONICALLY like
>>
madarauchiha
>>
>>3192569
Your headcanon is dumb. Fur objectively looks better and makes more sense.
>>
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Is there a simple way to get the TID of your actual target? My current script always identifies my target as DoomPlayer because the default target is always the originator of the attack... I figure I've got to use hittracer to log the TID, but as for how to apply the stored TID I'm totally lost.
>>
>>3192610
>People UNIRONICALLY
>>
>>3192548
http://zdoom.org/wiki/How_to_autoload_files

That's about all the info you'll need.
>>
>>3192618
You know if they made a new Quake, they'd make the Shambler a nasty flesh creature simply because it'd be too hard to render all that shaggy fur.
>>
>>3192637
>People
>>
>>3192641
They'd make the Shambler a nasty flesh creature because that would make it look more like Doom, and to the target audience of D44M and other New "id" Games they don't know what the fuck a Quake is anyway other than that thing people tell them is played at LANs (whatever those are).
>>
>>3192643
>
>>
>>3192641
>You know if they made a new Quake

I don't even want to think about it
>>
>>3192641
I don't think it'd be that hard to render shaggy fur. It's 2016, just throw more hardware at it.

>>3192649
We need a kickstarter to pay id to not do this.
>>
>>3191821
>>3191839
You guys seems to not have played Brutal Doom in years. The BFG no longer damages the player, has twice as many tracer attacks, and deals a huge area damage that doesn't hits the player.
>>
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>>3192640

Thanks!
>>
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Building structures like these ought to be a fucking war crime.
>>
>>3190379
>Well, why wouldn't you play with trilinear filtering? They put mip maps into the game for a reason
you can play with nearest filtering in quake 3 and have mipmapping (which is ugly and stupid anyways)

the command is "/r_texturemode GL_NEAREST_MIPMAP_NEAREST". can also set mipmap to linear. you can of course skip mipmapping altogether by just writing GL_NEAREST. it looks much better without the texture blur, i don't understand why people want to play any game with texture filtering
>>
>>3190457
Where's his boomstick?
>>
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>>3192381
>>3192383
>>3192386
This map is now ready for testing (WIP in progress) if you want to try to complete it:

http://quakeulf.suxos.org/3d/olde1.bsp

It's a little over 3 mb to download.

>>3192483
I agree. Also the Strogg and the setting is profound. There's so much symbolism in the game that is still relevant today. We'll become the Strogg if the globalists get their way.
>>
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>>3192742
>i don't understand why people want to play any game with texture filtering

I just don't get it
>>
>>3192648
>>
>>3191734
>>3192772
http://pastebin.com/eaaLZhyC

this is directed to both of you. seems like everything i want to do 4chan blocks, mega is marked as spam, image limit is 4 megabytes, im about to migrate permanently because this is annoying as fuck
>>
3192804
>>
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>>3192819
Ever hear of JPEG my man?
>>
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>>3192828
i didn't want to use lossy format for something like a visual comparison
>>
319280
>>
>>3192819
Thanks, but I was looking for Quake Live. I already have 3 and Team Arena.
>>
>>3192839
oh shit im sorry i don't know what i was thinking
>>
>>3192847
You were thinking "I'm going to help someone" and that's wonderful.
>>
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>>3192829

i like it but the mouth needed to be rounded a bit
>>
>>3192829
>>3192852
what thef fuck
>>
31928
>>
3192
>>
319
>>
we don't even need words to shitpost
>>
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>>3192849
its less for you and more for inflating my ego
http://pastebin.com/E409Zw7Y
>>
>>3192926
Good enough for me, thanks.
>>
31
>>
Another fresh map for you goys.
http://s000.tinyupload.com/index.php?file_id=64773528746981611554
I just need 7 more maps, and I'll pack them all together together and try and get them up on the Idgames Archive if I can. Two deathmatch levels, and nine singleplayer/deathmatch levels. This one could use some fine tuning, so point out any issues you find.
>>
>>3192926
How hard would it be to take stuff from this thing and add them to Q3A?
>>
>>3192951
If you want to look inside then you'll probably need this http://pastebin.com/JKhfzSK0

Unless they removed or changed the encryption.
>>
>>3192951
i am sure there are converters available but i know they aren't completely compatible with one another for one reason or another. there are several differences, like the new machinegun and the new ammo boxes (that completely replaced the old ones) refilling every weapon
>>
>>3192959
I don't believe the Steam version has encryption. I remember pulling the new sounds out of those files just fine.
>>
>>3192959
you can look inside it by simply opening it like you would an archive with 7zip as far as i can tell
>>
>>3192971
>>3192969
Oh good, it's the better of the possibilities.
>>
>>3190463
I put Ranger at highest skill level and Doom at highest skill level in a map of Q3A. Doom won the match. I believe Id would not agree.
>>
>>3192967
I'm mainly interested in taking the maps and game modes, though I wonder if it's even possible to port the latter.
>>
>>3192979
On Skill 1, Doomguy seems to have double the field of vision, 0.5 second faster reaction time, 10x the aim skill, 5x the accuracy, he'll actually crouch, jump, weapon jump, and if it was in the game he'd use grapple, he's twice as aggressive, twice as vengeful, and 3x more of a camper.

On Skill 5, Doomguy and Ranger are pretty similar, though Doomguy has half the reaction time, twice as likely to tell you some random bullshit in chat, weapon jumps 2x more than Ranger, has maximum aggression, vengefulness, and camping...ness, while Ranger is 0.05 away from max aggression, vengefulness, and is 25% of the camper Doomguy is, but Ranger has 0.95 set for self-preservation while Doomguy's self-preservation is 0. Ranger has maximum aim accuracy and skill whereas Doomguy is off by 0.1

tl;dr Doomguy basically only excels in berserking.
>>
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wait what

just a couple minutes ago i was slogging through sewers and warehouses

what the fuck is this worlds.com shit
>>
>>3193017
Welcome to the Matrix!
>>
>>3193036
but what am i doing here

is this the part where i put the game down and read the books

i was doing well enough before when i just had to hunt and kill the dudes
>>
>>3193017
This is zombo.com and welcome
>>
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>>3192943
YA BLEW IT
>>
>>3193049
All I remember about watching a speedrun of this is that you need to finish all the other levels first.
>>
>>3192563
>implying Tricks and Traps isnt the best doom 2 map.
>>
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>>3192368
>>
>>3192618
>>3192535
>Fur

"Not fur." - Adrian Carmack, 2004

http://quakeone.com/forums/quake-talk/quake-central/113-whats-shamblers-hide.html#post1975
>>
>>3192641
>it'd be too hard to render all that shaggy fur.

I think you underestimate how far technology has gotten.
>>
>>3193215
Well, I guess Adrian's word overrides Romero's! Never knew Carmack gave a response as well. Honestly, it could still be either or due to how low-res the original model is, certainly more open for interpretation than Doom's sprites.

shambler looks better with fur, though
>>
I have a theory.

If you saw fur on the Shambler, you're a furry.

If you saw skin, you're still a degenerate.
>>
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>>3193229
>>
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>>3191739

Well, I'm here.
>>
>>3193245
Where's the roads
>>
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>>3193245
WRONG MOVE FUCKER
>>
>>3193249
Where we're going, we don't need roads.
>>
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>>3193253
>>
https://tcrf.net/Proto:Quake_III_Arena/Q3Test_1.09#Players

>Adrian's waifu was Viper
>Sorlag a girl
>Klesk fucks corpses
>>
>>3193229

https://www.youtube.com/watch?v=6DGNZnfKYnU
>>
>>3193262
adrian has good taste even if he's wrogn about his own shambler

>tfw we'll never see his paper Quake concepts
>>
https://twitter.com/romero/with_replies

John Romero tweets about level design and Doom mapping.
>>
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Anyone know why my door texture is being split in hald? In Slade it shows as being 128x128 and everything...
>>
>>3193341
is the linedef split in half? did you check it in doom builder and align textures n shit?
>>
>>3193349
Linedef is solid. Looks fine in DoomBuilder...
>>
>>3193341
>>3193349
>>3193351
Nevermind, I'm fucking retarded. I had it in the texture lump twice, and it was wrong for the first one.
>>
>>3193353
Looking forward to playing your mod when its done. Well it seems more of a TC than a mod, but still...
>>
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>>3193262

>removed synonyms
>Baldy

Didn't want to hurt Tim Willits' feelings?
>>
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>>3193215
>some guy with 8 posts on a forum
>a transcript, not even a pic of the email.
No.
>>
>>3193372
Whichever one is more consistent with the other sprites
>>
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Oh yeah, that reminds me: InsanityBringer reuploaded some old-ass sprite/texture rips you guys might be interested in: Duke Nukem Advance, Ice 9 (GBA game) and SNESWolf

http://forum.zdoom.org/viewtopic.php?p=905360#p905360
>>
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>>3193363
TC is the name of the game. If you have mapping or music skills you can help.

pic unrelated
>>
>>3193372
the left one, since it's more consistent with the hud sprite
>>
>>3193372
The right sprite looks cooler, but the left sprite is what the HUD sprite actually is.
>>
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Are ML, Final and 64 worth playing?
I beat Doom 1 yesterday and i just beat 2 so i was wondering if i should go straight to 3 or play these other ones.
Are they different enough from 1&2?
>>
>>3193386
Yes, play them all.
>>
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Hypothetical question here, is it possible to combine all of the levels in a doom episode into one giant one?
>>
>>3193397

Yes. A couple people already have.
>>
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>>3193397
Yes. There are several mods that do just this.

Hell, there's one map (Memorial by Deadall) that combines all of Doom 2 into one big map.
>>
>>3193402
Link?
>>
>>3193404
Have there been ones that combine Doom 1 episodes?
>>
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>>3193402
>>3193404
Sweet, thanks mate. I know what I'll be doing after I play through Doom 64 for the first time
>>
>>3193404
Memorial is cool and all, but it bothers me that the music doesn't change between every map. It's like every 3 or 4 or something.

Has anyone made a dynamic music mod for doom? That'd be neat.
>>
>>3193409
Blanket Doom by Drake Raider does this for Episode 1 http://forum.zdoom.org/viewtopic.php?f=19&t=51521

It inspired a similar mod, Heretic Unabridged, which has done the first two episodes. http://forum.zdoom.org/viewtopic.php?f=19&t=51718

Enjoy your Doomtrovania!
>>
>>3193405
Uh, the most recent one that comes to mind is Blanket Doom.
>>
>>3193404
Did he extracted the maps and combined them or remade them from scratch?
>>
>>3193435
He copy-pasted them into one big-ass Boom map and built new little areas to link them together.
>>
>>3193386
Final Doom is great, and I'd also recommend Memento Mori and Icarus as they share some of the same people, and were made around the same time.
>>
>>3193397
memorial.wad does it for Doom 2.

Good taste in monsters by the way. You've been to a MH thread a few days ago, haven't you?
>>
>>3193453
Maybe. Doom and Monster Hunter happen to be two of my favorite things
>>
Speaking of which, even if it was just Bowguns and different ammo could a Monster Hunter TC based on Z& work?

>>3193457
Going by the hashes on Fireden I'm the only guy on /v/ who has posted that second image, it appears.
>>
>>3193424
Holy shit, it really is like Doomvania. Messing my mind up a bit.
I'm at a loss what the "security doors" I'm opening are though.
>>
>>3192520
Strogg are cool.
Borg aren't.
>>
>>3193372
left
>>
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>>3193341
>gunmetal blue instead of grey
>>
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It's good to be working on this again
>>
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>>3193283
>>
oh we're back. great.
>>
>>3193553
lol at the last one
>>3193558
hmm except it's taking ages for posts to go through
>>
>>3193553
I thought the permachests wouldn't give POW
>>
>>3193554
>E1M1b
this would be the hardest level to remake as E1M1 is so emblematic
>>
>>3193564

I'm working on it I just wanted to get these chests working and make a dumb skeleton joke okay
>>
>>3193554
he seems to be going a bit CrAyZeE!?!?!
>>
>>3193568
you're *always* making dumb skeleton jokes

it's almost like they give you a boner
>>
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>>3193573

Yes
>>
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Going through old stuff, this assault rifle still feels hella good.
>>
>>3193341
Your REKKR mod looks like something that could've been sold on Steam as a separate indie game marketed at the "retro" crowd lol. Probably would've been the better one of the bunch. Haven;t seen such quality original content in a while. Please dont stop and keep going.
>>
>>3193553
if I remember right it was supposed to be an mp fix. If so - make chests spew copies of the same item.
>>
>>3193604
IMO it should be placed further to the right.
>>
>>3193625

Whaddya mean copies exactly? Because once I actually get these properly implemented they're gonna drop transparent ghostly subweapons that only give you the subweapon and no POW
>>
>>3193604
Muzzleflash probably shouldn't 'rotate' like that.
The star pattern should be at the same angles, just at different sizes.
>>
>>3193424

Well fuck me, that was some bloody good fun. I should check out the heretic version. I love me some heretic action.
>>
>>3193628
I meant so it would give same weapon to any player who hits it.
>>
>>3193635
>>3193625
I think it's gone beyond MP fix at this point
>>
>>3193638

That wouldn't help if nobody has a subweapon, this is also to kinda tone down the random factor and how shitty it can be to find a super shotgun spawn and find something useless.
>>
I wish more doom mods would work with other doom engine games.

I was just thinking how fun heretic would be with legendoom thrown in.
>>
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>blood source code will never be released
>rights to the IP may shift eventually
>best case scenario is interceptor entertainment giving it ROTT 2013 treatment
>or hacks like flying wild hog will give it shadow warrior 2013 treatment
>monolith complete bundle on steam never ever
>>
>>3193653
i have hopes for bloodEX
also, rage of mages and gruntz were so much fun
>>
>>3193653
Yeah it really fucking sucks that a real source port for Blood will most likely never be made. Same with Redneck Rampage.
We'll most likely have to deal with that other "source port" that's more of a copy of the game's behaviors then the real thing.
>>
>>3193653
kickstart a private detective and a thief
>>
>>3193653
>best case scenario is interceptor entertainment giving it ROTT 2013 treatment
Eeeeh, ROTT2013 ran like shit for a long time, and I didn't really like the new soundtrack that much. A better scenario would be Night Dive Studios, who did a pretty good job with Turok and Strive.

>or hacks like flying wild hog will give it shadow warrior 2013 treatment
Still upset about that
>>
>>3193643
Just takes a bit of work and some people just don't want to bother. You have mods like Samsara though which makes it that you can play Doomguy in Heretic or Chex Quest or something.
>>
>>3193653
How are Atari still alive?

When's the last time they actually DID anything?
>>
Do people still like train levels? How would I go about making a train level? I want to make a train level.
>>
>>3193664
whoa does rott2013 run good now?
>>
>>3193667
i think an anon mentioned some cancerous SJW-pandering smartphone game(?) linked to them not so long ago
>>
>>3193671
Played it recently and I didn't notice any hiccups
>>
>>3193667
Atari aren't the Atari you think they are. They're actually the company Infogrames using the Atari name, mostly to use all their old properties which all those games ended up puerile.
>>
>Infogrames
>Not games
>Grames

Definition of grame:

>archaic : anger

>archaic : sorrow, harm, misery
>>
>>3193681
knowing how bullshit infogrames games can get, this is hilarious
>>
sorry to burst your bubble but its more likely a portmanteau of "information" and "programmes"
>>
>>3193698
our interpretation is more accurate to who they actually are
>>
>The founders wanted to christen the company Zboub Système (which can be approximatively translated by Dick System), but were dissuaded by their legal counsel.[4] According to Bonnell in a TV interview, they then used a mix-and-match computer program to suggest other names, one of which was "Infogramme": a portmanteau of the French words "informatique" (information technology) and "programme" (a computer program). The final choice, "Infogrames", was a slightly modified version of that suggestion, and is pronounced /ˌJnfoʊˈɡræmz/ in English.
>>
>>3193698
anon you're graming me right now, of course they didn't choose grame for their name because of the archiac definition of grame. it's just a funny coincidence.
>>
>>3193664
>and I didn't really like the new soundtrack that much
I loved the soundtrack, this sort of blend of power metal and funk was original as far as vidya music goes.

>A better scenario would be Night Dive Studios, who did a pretty good job with Turok and Strive.
Night dive don't do remakes. Well, they are doing a system shock 1 complete make over now, but that would be a first.

>>3193667
>When's the last time they actually DID anything?
Alone in the dark illumination. Also blood belongs to WB games (former monolith director is their CEO).

He did not take to soul extraction process required for the job very well.

>>3193671
It ran fine on gtx 680 since day one, recommended specs are quite a bit lower though.
>>
>>3193706
personally i'd translate Zboub as schlong, but yeah
>>
>>3193664
Night Dive's remakes were Kaiser's work.
>>
File: TITLEPIC.png (33KB, 320x200px) Image search: [Google]
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Here's the imp mod again, I'm calling it "impatience"

http://www.mediafire.com/download/a9mgp8lt3lc1av5/Impatience_3.wad

Currently 4 maps chopping between doom2 and doom1 maps, with the player starting in classic imp positions

Once you kill doomguy 3 times, you advance to the next map. The map names are all fucked up at this stage.

I might add in a "press R to resurrect" option when you die, could keep the flow going when you're trying to reach 3 kills.

Also thoughts on imps picking up weapons? currently you can pick things up, but once you switch away from the weapon there's no going back. ever.
>>
>impse
>>
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>>3193653
>NuBlood takes place in the 50s
>all the levels are either boring small towns or spooky outdoors
>Caleb is in his mid-20s and isn't voiced Stephan Weyte
>generic Serious Sam style hordes
>pitchfork is used as a gimmicky melee weapon
>no flare gun, napalm launcher, or tesla cannon
>>
>>3193747
>>generic Serious Sam style hordes
People often forget that serious sam was perhaps the only game to do hordes right. Namely all opponents move faster than you and will bend you over backwards and mouth rape your dumb face if your concentration lapses for a second.
>>
>>3193653
what? Interceptor are the fucking hacks man.
>>
>>3193750
SS TSE was a fucking great game. Also the only totally worthwhile one in the series in my most humble of opinions.
>>
>>3193747
>flare gun, napalm launcher and tesla cannon are in but they've been heavily nerfed to be more equal with the other weapons
>have to complete challenges and milestones to unlock upgrades to restore them to their original strength
>>
File: 2016-05-06 08-04-50_1.webm (3MB, 800x450px) Image search: [Google]
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The rape crew has arrived

and then they killed each other
>>
>>3193773
Marathon?
>>
>Q3A
>Snappy mouselook
>Q2
>Feels like moving mouse through a cold greased pan
Can't seem to find a good sensitivity, what's up with that? Using Q2Pro.
>>
>>3193670
>Do people still like train levels?

I've yet to see a genuine train level in doom
>>
>>3193747

I'd sooner take a gimmicky melee weapon than absolute trash.
>>
File: SuT0hTA.jpg (245KB, 855x504px) Image search: [Google]
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https://www.doomworld.com/vb/post/1603188

Some (2) cool screenshots
>>
>>3193780
Epic (was it 2?) had one
>>
>>3193670
I like train levels.

You could have the train as the map, and the outside world as a skybox, and just have the skybox viewer constantly moving along a "track"

not sure if thats the best way to do it, but should work. Serpent: Resurrection has a boat journey right at the start and that's how I think they did it.
>>
>>3193780
Dark7 has one
>>
>>3193778
Yep
>>
>>3193780
Prod00mer of all things has a pretty well implemented one.
>>
>>3193762
Very faithful hacks, unlike FWH with their 3 monster designs and hil-ari-ous sidekick voices in your head
>>
>>3193780
Brutal Doom Starter Pack has a train segment during the subway level. Done tastefully too.
>>
File: rundoomguyrun.webm (3MB, 320x240px) Image search: [Google]
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Finally got off my ass and got Fraps. Here's a webbum of a work in progress I have going right now. I posted a still a while ago, so here it is in motion. The boxy area you teleport into is going to be transformed when I figure out how the player enters it on foot. So is the area I drop down into at the end. I just wanted to get the 1-2-3 telefrag sequence right that kills off the arachnotrons.

Maybe this will motivate me to keep working on it.

I think I disabled the bilinear filters on the wrong version of prboom+. Oh well I'll fix it next time.

>>3193763
I liked the first and second encounters. The latter was a better game. Maybe playing those is why I love slaughtermaps so much. Grand Cathedral was glorious.

>>3193778
Yeah.
>>
>>3193793
I've already started working on it and while it doesn't quite feel like you're in a train in space I'm probably going to finish it like this.
>>
>>3193816
>rundoomguyrun.webm
I'd love to play it with edgy doom, flying karate kick spam gives you a bunch of speed
>>
https://youtu.be/f8aU4MYDsOQ

Well that's a thing
>>
>>3193780
one of the first levels in TVR! is in a train
>>
>>3193553
What sound are you using for the chests? I've always been extremely fond of the coin and key sounds from Black Tiger.
https://www.youtube.com/watch?v=ZzKStmMAiHM
>>
>>3193852

I was thinking about using that rattle and open sound the mimics make in Super GnG. Black Tiger's sounds are REALLY old school sounding though, they'd stand out compared to the others.

God damn what a cool weapon setup though, a sick ass flail and infinite spreadgun daggers.
>>
>>3193849
Cute.
>>
>>3190457
are there any good doom wads with more than 32 levels?
>>
>>3193857
Yea, Black Tiger was one of my favorites and those sound effects are eternally burned into my brain all these years later.
>>
>>3193849

Claycat? The same dude who made the second and third chainsaw maid videos?

fuckin' sweet!
>>
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>>3193849
That was pretty rad.
>>
>>3193849
the cacademon is so well done. I love this
>>
>>3193849
>Published on 6 May 2016
>http://doom.com/preorder.
Into the trash it goes.
>>
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>>3193379
as cool as that looks i would expect it to blow up in my hand every time i pulled the trigger
>>
>>3193883

you are no better than those who want to talk about the new game here. but i guess you already knew that.
>>
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>>3193575
another boner for the archives
>>
>>3193849
Nice.
That Episode 1 transition screen was a nice touch
>>
>>3190471
Did you hear that SeargentMK4 made usable vehicles for doom?
https://www.doomworld.com/vb/wads-mods/87430-vehicular-combat-demo-tanks-helicopters-and-mechs/
>>
>>3193891
heh, shame it had to be zoomed up so much
>>
>>3193623
Not sure people would pay for dehack stuff. Could always plop it into gloome and find out. Would need a bunch of tweaking.
>>
>>3193898
>>
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>>3193898
>>3193914

yeah we heard, but fuck sgt. mark

zandro babbies are going to drink it up like a frosty chocolate milkshake, you heard it here first
>>
>>3193919
What do you mean?
>>
>>3193898
yes, the video was posted here a while back
was around the same time as the other mech mod
funny coincidence
>>
>>3193925
>>3193919
Sorry for the old news fellas, it was new for me
>>
>>3193919
>zandro babbies are going to drink it up like a frosty chocolate milkshake, you heard it here first

what did he mean by this?
>>
>>3193921
>>3193927

i mean that zandro users are going to sperg-out and run this shit on every third server

brutal doom all over again
>>
>>3193928
maybe there will be some good out of it, allowing map makers to add in vehicle levels and enemies
>>
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>>3193928

At this point I'd take brutal doom over complex doom
>>
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>>3193379
>>3193912
>TC is the name of the game. If you have mapping or music skills you can help.

Another guy but I'd be super interested in mapping for rekkr. At least try my hand at it anyway. Lots of local areas that would make for good inspiration.
>>
>>3193926
no problem. it was many threads ago, maybe a dozen, and wasn't newsposted.
>>
>>3193940
it seems like something to be excited about, I know I was. Especially with that mech and the tanks
>>
>>3193941
There's been many examples of mechs and vehicles in zdoom. The revolutionary thing would be good car physics, which have never been done AFAIK
>>
>>3193942
Wait really? Show me some!
>>
How functional was Grezzo 2's car?
>>
>>3193945
Shotgun Frenzy for one
>>
>>3193945
the other mech mod i was alluding to before

[04-16] "If Doomguy was a Mechwarrior"
>>3144137
https://youtu.be/y7Aa9o0P7EQ
>>3139285
https://youtu.be/Z-8CI1XbGPk
>>
>>3193935
Looks pretty. I'm setting up a small linear example map atm, but you can hit me up on the irc after work today (7ish, Pacific time-no idea what that is in Norse lands), and maybe I can throw something at you to play with. Revae
>>
>>3193890
>>3193894
are you a scruffy?
>>
>>3193958
Ok this is really impressive, thank you for sharing anon~<3
>>
>>3193961
..uh, about how many hours from now is that? I got home from work two hours ago.
>>
>>3193967
Shit. That's... 9 hours. Ha. One tick.
>>
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1456851481437.png
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>>3193973
Don't suppose you have some kind of forum account or throw-away email or whatever?
>>
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>>3193935
Are there any pretty temple and jungle wads out there for doom?

Also, how can a fella play Gloom? I fiddled with WinUAE a little but can't seem to computer it with my limited brains. Some other substitute?
>>
>>3192178
I see what happened, a sector that was supposed to open after that switch somehow ended up mistagged. Fixed now. Because the way dropbox works, the link now refers to the updated file. No clue why the colosseum would be flat though? I'll have to look into that some more.
>>
>>3193984
You could try the Temple of the Lizard Men trilogy and the Epic duology.
>>
>>3193984
>Are there any pretty temple and jungle wads out there for doom?
Epic, Epic 2, Temple of the Lizard men (1,2 and 3)
>>
>>3193990
12 seconds fuark
>>
File: TKOD_Lizardman.png (69KB, 592x582px) Image search: [Google]
TKOD_Lizardman.png
69KB, 592x582px
>>3193990
>>3193991

Thanks! I'll try ToLM first. That sounds like fun.
>>
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mug.png
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>>3193982
Not atm. Steam name is same as irc name here >>3193961 though, if you have that. Doomguy profile pic...

I gotta go to work though. I'm afraid you'll have to wait til tomorrow if you're not on the irc. I wasn't really prepared for this today :-p
>>
>>3193984
i think Mark made a fancy jungle wad
>>
>>3194000
First one is a fun little romp through mesoamerican textured temples with slighted edited imp sprites to make them look like lizard people. The second and third ones add on a lot more ZDoom scripting type stuff, like dialog etc. It's a neat little trilogy.
>>
File: 1456537047422.png (66KB, 198x169px) Image search: [Google]
1456537047422.png
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>>3194001
There's no rush man
>>
>>3193984
Brotherhood of Ruin
REAL: Doom2 conversion
Armadosia has some maps in those themes
>>
File: Screenshot_Doom_20160506_175538.png (204KB, 1280x720px) Image search: [Google]
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Do you have a fear of skeletons? You better not. Here's a gimmick map where you're chased by them. Plays in slot map02. The link to my previous map (zimmercanyon.wad) is now dead but it is included in this wad in map01.

Download:
https://drive.google.com/file/d/0B4mwJRa7e5VpNG1lRHZWWXU5Y28/view?usp=sharing
>>
File: doomed skeleton.png (528KB, 927x380px) Image search: [Google]
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>>3193891
You made a critical mistake.

Here, I amended it.
>>
File: steamed_hams.jpg (146KB, 515x476px) Image search: [Google]
steamed_hams.jpg
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>>3194027
good job anon
>>
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>>3194027
>dat shadow
>>
File: 1462546947363.jpg (125KB, 927x380px) Image search: [Google]
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>>3194027
You've made a stylistic mistake.

Lucky we in the doom community do our best to help eachother out.
>>
>>3194049
Way too well-spoken for berserk. More like
SACKING BONES NOW
>>
File: firm reptile.png (202KB, 778x361px) Image search: [Google]
firm reptile.png
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>>3194039
It's easy, the clone stamp tool does wonders in this scenario. Here's a real shitty use of it from a while ago

I could fix up the jaggies and that one patch I missed, though. In fact the Revenant might as well be redone. But not now.

>>3194049
>Use Doomguy comic image
>Still use Revenant sprite

In the context of it being a comic panel it's fine but there isn't a comic Revenant
>>
>>3194051
oh i know it's easy, just nice to see the attention to detail
>>
File: small fix.jpg (125KB, 927x380px) Image search: [Google]
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>>3194050
well, do you know what comic book font is called?
>inb4 comic sans

>>3194051
>In the context of it being a comic panel it's fine but there isn't a comic Revenant
well surely I can find a revenant drawing
>>
>>3194051
>It's easy, the clone stamp tool does wonders in this scenario.
Huh, I duplicated the head layer, overlaid it with a color and added noise

the more you know
>>
>>3194051
>what I saw

I dont get it
>>
>>3194076
It's a joke about how Snake is pretty much invisible, due to his amazing sneaking skills
>>
>>3194093
oh of course, age hasnt slowed him down one bit
>>
File: 1462546947363.jpg (133KB, 927x380px) Image search: [Google]
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>>3194050
ehh, close enough

>>3194093
>Snake is pretty much invisible, due to his amazing sneaking skills
*due to horrifying mental and audiovisual disabilities of everyone else in the world
>>
>>3194110
>due to horrifying mental and audiovisual disabilities of everyone else in the world
Yeah, that aswell
>>
>>3194130
MGS guard syndrome is a real medical condition denoting when you are extremely nearsighted, partially deaf and suffering from severe inner ear disorder all at the same time
>>
>>3193849
>D44M monsters
>preorder link

Guess he got approached by the marketing team at Bethesda. They probably even gave him a nice "thank you" mail for his effort to avoid paying him.
>>
>>3194150
Sure felt like it. Still was a nice little claymation though.
>>
>>3193929
Vehicles have been doable in Doom for a long time, this is nothing new or interesting. Map makers would have added them in a long time ago.
>>
>>3192945
>>3193741
>>3194026
>>3192765
Downloads that haven't got a reply yet.
>>
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>>3194150
Without the link you could be forgiven for thinking this guy is genuinely enthusiastic for D44M (I've seen stranger psychosis cases)

With the link he's breaking FTC regulations
>>
>>3194163
>FTC
*FCC
>>
>>3194159
what was that city map that had cars? doomcenter or something?
>>
Where can i find the default TID for monster classes?

Is it the DoomEd number, or the Spawn ID, or neither?
>>
>>3194212
The default TID? A TID has to be assigned? What are you trying to do anon
>>
>>3194214
wait, so doomplayer gets a default tid, but nothing else? weird

as for what i'm doing, it's the same thing i've been trying to figure out for the past few days; how to use hittracer to ID the class last hit by my custommissile, then making it the target instead of doomplayer

there's more to it, but i need to look at solving my immediate problem of being completely and hopelessly lost when it comes to scripting
>>
So Darkplaces and Quakespasm are the go-to ports for Quake right? What should I use for Q2?
>>
>>3194226
Quakespasm for a more authentic Quake experience. Darkplaces for bell and whistle lighting/particle effects. For Quake 2, use Yamagi Quake 2.
>>
>>3194198
yeah doomcenter has cars and bikes
(and is a fun map to dick around overall), but they disappear when you leave them
>>
>>3194223
I've no experience when it comes to making custom missiles/weapons etc, but I can say the following.

For many action specials, you can use 0 in the field where it asks for the ID of the sector to affect, in which case it will affect the sector on the other side of the linedef that holds the action. In certain ACS things, you can also use 0 to say nothing specific. For example, ThingCount(T_IMP, 3) counts all imps with TID 3, but ThingCount(T_IMP, 0) counts all imps, regardless of their TID.

I guess what I'm trying to say is.... Have you tried using TID 0? Sadly the best I can do in this situation
>>
NEW THREAD

>>3194238
>>3194238
>>3194238
>>
>>3193953
You gotta be kidding right? The vehicles on that mod are horrible.
>>
>>3194449
So just like Mark's. :^)
>>
>>3194150
>>3194158

according to imx-doomer, he was doing classic cacodemons
>>
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What are your thoughts on the ghoul forest series?

Do any of you know where i could get the 3d version of ghoul forest 3?
>>
>>3194656
try the new thread
>>
>>3193667
Yhey published the witcher games
>>
>>3194461
at least Mark's vehicles feels like actual vehicles, not just a big Doomguy that you can't even enter or exit at will. Even the tank has an angle of view limit.
>>
>>3195069
>at least Mark's vehicles feels like actual vehicles
nope
Thread posts: 706
Thread images: 139


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