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THE FOOD CHAIN

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Thread replies: 770
Thread images: 155

DOOM THREAD / RETRO FPS THREAD - Last thread >>3190457

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

FAQ/PASTEBIN
http://pastebin.com/GnWMDhg0

SO YOU WANT TO PLAY SOME...
Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Quake pastebin 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

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

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

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

[05-06] Anon map release: zimmercanyon / codoka
>>3191789 >>3194026
https://drive.google.com/file/d/0B4mwJRa7e5VpNG1lRHZWWXU5Y28/view

[05-06] Anon mod release: Impatience
>>3191379 >>3193741
http://www.mediafire.com/download/a9mgp8lt3lc1av5/Impatience_3.wad

[05-05] Anon map release: TheGrind.wad
>>3192945
http://s000.tinyupload.com/index.php?file_id=64773528746981611554

[05-05] Anon map release: Olde1.BSP (Quake)
>>3192765
http://quakeulf.suxos.org/3d/olde1.bsp

[05-05] doom'16 weapon sprite rips for g/zdoom
http://forum.zdoom.org/viewtopic.php?t=51919

[05-05] Arch-ville v0.98
>>3191871
https://www.dropbox.com/s/cj8z70sxe3f6cqm/Archville%20revised.wad?dl=1

[05-05] Anon map release: ARSENAL REMADE (remake of a D!ZONE map)
>>3191553
https://www.sendspace.com/file/x1unrn

[05-05] ZQ {full title unknown} (wip)
>>3190845 >>3190853
https://www.dropbox.com/s/b1sdu4lx7zefyrv/zq.7z?dl=1

[05-05] Anon map release: Mars One (wip)
>>3190757
http://www.mediafire.com/download/3ddrzg82v2tk00d/Mars_one_27.wad

[05-04] Anon map release: ToxStream.wad
>>3190450
http://s000.tinyupload.com/index.php?file_id=87667114705175576066

[05-03] Quake3 unused costumes, found by an anon
>>3187738 >>3188754 >>3188802
>>3188876 >>3188895 >>3189250
>>3189327 >>3189454 >>3190319

[05-02] A Brief History Of @doom_txt
https://www.doomworld.com/vb/post/1600786

[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

===

To submit news, please reply to this post.
>>
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>Slaughtermaps
>>
2nd for tips and tricks is shti
>>
>>3194247
But what could be more fun than 134 pinkies hidden behind a collapsing wall?
>>
>>3194258
134 stealth chaingunners behind a fake wall.
>>
>>3194258
134 chaingunners? 134 revenents? 134 archviles?
>>
>>3194262
134 cyberdemons
>>
>>3194269
134 Romero heads.
>>
>>3194262
100 revenents and 34 archviles?
>>
>>3194276
In 134 icons of sin.
>>
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>>3194241
TID 0 is DoomPlayer... right now i have a script that prints the name of the target, but the target is always DoomPlayer because (counter-intuitively) projectiles always identify their "target" as the actor that fired them

so step 1 is figuring out how to switch "target" to the actor actually being hit, which is the point that i'm still at 3 days later

the zdoom wiki can be really helpful but in my experience there's a lot of functions that are barely (if at all) explained, lacking examples or explanation of how and where to use them, or the syntax required to make them work properly... i'm starting to feel like ouroboros because i'm just looping over and over through the same 7 wiki pages hoping i might see a piece of information i missed or waiting for something to fall into place so this all makes sense
>>
>>3194304
Try the zdoom IRC, or zdoom forums. Or doomworld forums. I dunno.
>>
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>decide to replay UT singleplayer campaign on godlike
>see how many teeth, keyboards, and monitors I lose in the process
>oh hey DM-training
>looks like this
>every other map looks like a grey lego set with 2 textures
>spend my time getting spawn camped by godlike bots cause all the weapons are on respawn timer
>barely remember any maps
>am I supposed to be this slow
>why can't I walldodge
Yeah, I'll go reinstall Q3A and give that a shot, at least scenery is nice and bots are retarded
>>
>>3194304
>projectiles always identify their "target" as the actor that fired them
this is so a monster struck by a projectile can tell who it came from to chase after. it's been like that since vanilla. surprised zdoom didn't change it.
>>
>>3194304
Try using SetPointer().

http://zdoom.org/wiki/SetPointer
>>
>>3194327
Interesting, will check it out, thanks
>>
Oh hey, glad you liked my hungry shambler pic OP
>>
>>3194323
Well you did choose to play on Godlike.
>>
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I had some free time, apologies to the guy who drew this revenant

>>3194413
Yeah but adept's easy, masterful feels like chickening out and if you go inhuman might as well bump it up to godlike
>>
>>3194427

I like it !
>>
>>3194238
after doing the map Arsenal_remade, i've decided to remake another D!Zone map.
this time a deathmatch map called CWWAD
it's still WIP, but i'm doing pretty well at remaking it.
http://imgur.com/a/LzIYi (old map)
http://imgur.com/a/xRq9Z (remake)
>>
>>3194440
also, here's a video of the original map:
https://youtu.be/BmGGyh6Z_Uc?list=PLQvY23Sy6MM80Tpc7lmXuWWjOK1Z5703g
>>
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Been reading Masters of Doom. Great book, but then I got to the part where Romero leaves, and Carmack (or somebody else in id, don't remember in details) suggested him to split id in two companies: the Carmack part where the game engines are being done and a game based on this technology, and a Romero part, where the team would utilize the new game engine to make innovative game without the pressure of making a new game engine, and Romero refused. The worst part is that I thought of the exact same thing before reading the book.
>mfw Romero could've stayed at id doing what he wants if he didn't succumbed to Doom's success if he stuck to that plan
>mfw every new id engine could've used a brand new Doom game as their first game to showcase the new tech, thus clearing the pressure of making a brand new, huge innovative game on top of making a new engine
>mfw Daikatana could've been a good game if that plan went through
>mfw we live in the bad end timeline
Damnit Romero. I hope you can clear your name with BlackRoom because your level design and approach to games now are excellent
>>
>>3194240
>[05-05] Anon map release: Olde1.BSP (Quake)

The map is for Quake 2 btw.

I'm currently working on the other two maps that make of the unit right about now, though. Also did some tweaks based on the feedback I have got.
>>
>>3194323
>godlike bots

That's basically pro-level play (on some maps at least)

I would wager adept or masterful are probably good enough to wreck roughly two thirds of all human players.

Steve Polge's bot AI is a beast.
>>
>>3194517
>Steve Polge's bot AI is a beast.
They've improved on it since, though high skill bots still have improbable aim, which is a shame
>>
How do you feel about maps that are (obviously) inspired by maps from other games. I'm currently going through the classic HL multiplayer maps to get some inspiration.
>>
>>3194323
have you tried new UT?
>>
Guys where can I find a wad of No Rest For The Living, the xbla exclusive maps? I'm not gonna cuck myself by buying doom 3 bfg btw

also is it any good?
>>
>>3194548
>cuck

This is an 18+ board, newfriend.
>>
>>3194549
What would you call buying bfg edition then friend?
>>
>>3194531
If you play UT2004, this is the mod for you

https://forums.epicgames.com/threads/990964-Smarter-Bots
>>
>>3194550
nhb "wasting money"
>>
>>3194545
Yeah, played it a lot. Got used to movement and firing arcs and whatnot, so old UT is proving difficult.

>>3194553
>If you play UT2004, this is the mod for you
I don't cause it sucks :^)
>>
>>3194548

http://www.mediafire.com/download/y8f0x6jkb6y90j4/NERVE.WAD
>>
>>3194548
>also is it any good?
its extremely good. justified its cacoward
>>
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How many of these can you name, anons?

And how many of them have you played?
>>
>>3194564
Let's see, I can identify:

Half Life, Doom, Quake, ???, Serious Sam TFE, Hexen, Rise of the Triad, ???, ???
Turok, Quake 3, Duke Nukem 3D, ???, Wolfenstein 3D, ???, ???, ???, Blood 2
???, ???, Blood, Counter Strike, ???, Unreal, Redneck Rampage, Return to Castle Wolfenstein, Heretic
Shadow Warrior, ???, GoldenEye, Painkiller, Quake 2, ???, ???, Dark Forces, Halo (?)
Crysis, ???, Serious Sam TSE, ???, ???, Turok 2, South Park(?), XIII, Strife
???, ???, Deus Ex, ???, ???, ???, ???, Metroid Prime(?), Doom 2
>>
>>3194564
That SS1 screenshot looks janky as fuck, I don't remember those robots looking like that. It's like someone tacked on a badly made high resolution sprite mod.
>>
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>>3194543
Actually, since HL was released in '98, it's retro.
tfw hl is retro :/
Anyone else loved this map? Better than even crossbow camping that hill like a faggot was just spamming rockets from there.
>>
>>3194564
WTF Halo screenshot is doing among the rest?
>>
>>3194584
Which one is Halo?
>>
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>>3194589
Rightmost column, third from the bottom

>>3194579
And longjump is so much more fun than doublejump
>>
>>3194593
Isn't that Tribes?
>>
>>3194564
>willful exclusion of multiple FPS games that are actually different in the current era
>listing Doom twice for Then
>listing Far Cry in then, while excluding it for Now

I'm not the biggest fan of modern 'realistic' shooters, but man, that's some indication of cherrypicking right there.

Anyway, of the games there I've played

>Half-Life
>Doom
>Quake
>Hexen (though I don't think it's very good)
>Rise Of The Triad
>HacX (not very good either)
>Quake 3 Arena
>Duke Nukem 3D
>Wolfenstein 3D
>Red Faction
>Blood
>Counter Strike
>Return To Castle Wolfenstein
>Heretic (boring)
>Shadow Warrior (never particularly liked this game)
>Goldeneye 64
>Quake 2
>Strife
>Final Doom (which is practically cheating to list, since Doom is already listed)
>>
>>3194564

Not sureโ€ฆ

? / Killzone 2 / Crysis 2 / MW2 / Arma?
? / BF3 / Black Ops / Crysis / ?

Half-Life / Doom / Quake / Unreal Tournament / Serious Sam? / Hexen / Rise of the Triad / Marathon?

Turok / Quake 3 / Duke 3D / Perfect Dark / Wolfenstein / ? / ? / Red Faction / Blood 2

? / Timesplitters / Blood / Counter-Strike / ? / Unreal? / ? / RTCW / Heretic

Shadow Warrior / ? / GoldenEye / Painkiller / Quake 2 / Soldier of Fortune? / AVP2 / ? / Gaylo

Far Cry / Tribes / Serious Sam? / ? / ? / Turok 2 / South Park / XIII / ?

? / ? / Deus Ex / ? / ? / ? / The World is Not Enough / Metroid Prime / Doom again

eh, p shit. I recognize some but I donโ€™t know their names.
>>
>>3194559
thank you kind anon
>>
>>3194564
>How many of these can you name, anons?
90%

>And how many of them have you played?
~60%

Both retro, obviously, modern ones I'd struggle to name even
>>
>>3194601
>>3194564
While not excelent, Syndicate is a solid modern shooter with an interesting gimmick, also Serious Sam 3, Rage, Singularity, Bulletstorm, Borderlands, Shadow Warrior 2013, Juarez series, Bioshock, Hard Reset...

Well that's all non-military themed modern shooters that I played and enjoyed. If I missed any good game, please tell me.
>>
In Quake 2, are enemies actually appearing out of thin-air in the first level in hallways?

Also, how do I handle the stroggdogs? Just circle strafe and hope for the best?
>>
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any other maps where this shit gets pulled?
>>
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>>3194601
>I'm not the biggest fan of modern 'realistic' shooters, but man, that's some indication of cherrypicking right there.
neo /v/ pls

FPS is homogenised af now. It seems to be getting a little better this gen but last gen was an abortion. You couldn't find three different FPS's from three different developers looking this similar (and playing exactly the same) back in '98
>>
>>3194636
Well, low res and low poly graphics forced designers to be creative to get their point across.
>>
>>3194636
>This gen
Yeah Overwatch and the new Unreal Tournament look cool.
>>
>>3194643
I think that the more important thing to draw from this, is that the designers had a more creative point to get across to begin with.

They could just as easily all make low-poly Modern Shooter a la Counter Strike.

Though it is true that limitations can foster creativity and I'm sure it's led to a lot of great stuff with the FPS genre.
>>
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>>3194594
>>3194593
He means fourth, anon can't count.

>>3194620
Syndicate had no reason to be called Syndicate, it has nothing to do with Syndicate or Syndicate Wars

>>3194636
I'm not saying it's not homogenized, merely that it's cherrypicked and willfully excludes FPS that actually do stand out from current times.

>Neo-/v/
Why don't you go and fuck yourself?
>>
>>3194669
>syndicate
I know, still a decent game.
>>
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wheee
I managed to write a GLSL shader (or well I built upon a simple rotation one)
>>
>>3194678
I can still see repeating sprites but it does look nice. Maybe a bit modern for the Doom level in the background but I bet that's just the sprite choice and not your new shader.
>>
>>3194678
420 man
>>
>>3194623
No, they are always there. You can download the source .map-file for base1 to check their positions.

I recommend using GTKRadiant to open it up.

As for the Parasites, just keep your distance and use the minigun/RG/RL/GL/hyperblaster. Their "tentacles" will track you even if you strafe.
>>
>>3194636
that is cherry picking

you know most of those games at the time were called doom clones? all of those games could easily be confused to someone not familiar with them. like for example, my friend saw me playing blood. he thought this was a doom game. same with all build/monolith games at the time including cyclones, system shock very well may be doom, all these games look so similar and you don't even notice it because you are too busy shitting on the next generation just as every generation before us have shit on the next generation. humble yourself you dumb nigger, you are THAT KID to everyone you know
>>
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>>3194678
looks like you're trying to make a hot boner
>>
>>3194705
cyclones is raven software, i mixed it up haha probably because they all look THE SAME
>>
>>3194564
The "what FPS is like today" is verrrry cherry picked of just modern military shooters, while not including the ridiculous amounts of WW2 shooters in the "used to be like" section.

Anywayy I'll just list those I've played to save space.
Half-Life, Doom, Quake, Unreal Tournament, Hexen, Rise of the Triad, Aliens vs Predator
Turok: Dinosaur Hunter, Quake 3 (Team) Arena, Wolfenstein 3D, Red Faction
Unreal Tournament 2004, TimeSplitters 2, Timesplitters, Unreal, Heretic
Shadow Warrior, Quake 2, Aliens vs Predator 2, Halo
Carnivores (though the picture is of the sequel), Turok 2: Seeds of Evil, Strife: Quest for the Sigil
Turok: Rage Wars, Deus Ex, TimeSplitters: Future Perfect, 007: The World is Not Enough, Metroid Prime, Final Doom(?)

>No Command and Conquer: Renegade
>>
>>3194685
Yeah the decorate side isn't exactly perfect. Anyway on the technical side there are two sprites where one is mirrored and spins counter-clockwise, and both have shading applied so they appear to be lit from above at all times which gives them the volumetric effect. Ignoring performance, even filling a room with the things should look pretty well.

Crackdown explosions anyone?
>>
>>3194705
Well something that actually has changed is that modern fps games have a monstrously higher budget than old ones (generally), which leads to design by commitee and "playing it safe".
>>
>>3194705
>>3194712
It's pretty clear by now that post is bait.

Let's stop replying to it.

Thanks.
>>
>>3194712
>No Command and Conquer: Renegade
It's a pretty bad game. Enjoyable for a single playthrough, but it feels like an ambitious but ultimately not very good TC rather than a real game.
>>
>>3194723
Yeah, a lot of it isn't Retro anyway.
>>
>>3194713
Is the shader spinning them, or is it a sprite animation? Did you try twisting it with a shader?
>>
>>3194712
>verrrry cherry picked of just modern military shooters
This, of course the weapons and environments are going to be similar if they're patterned after current conflicts.

"FPS Now" doesn't list

>Far Cry
>Borderlands
>Bulletstorm
>Wolfenstein
>Bioshock

To name a few series that stand out visually from the Call Of Battlefield style of games.
>>
>>3194734
Yes, the shader is what's applying the spin as well as the shading. The sprite/actor only grows in size and fades out in a loop.
>>
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>>3194564
>>
>>3194749
What's next? :O
>>
>>3194753
>thief
>fps
lmao
>>
>>3194753
Also missing from the list of good FPS: Firestarter, Venom: Codename Outbreak and Vivisector: Beast Within.
>>
>>3194759
Well, IDK screenshot is definitely from Thief tho. Author of the pic is to blame
>>
>>3194756
Applying better physics to the decorate side, so smoke can trail across level geometry. Better shading/highlighting and possibly some warping in the shader?
>>
>>3194760
> Vivisector: Beast Within.
wat
I have never heard of this.

I'd add Giants: Citizen Kabuto myself.
>>
And now he's fully outed himself.

Report, filter etc.
>>
>>3194796

Yes, mom.
>>
>>3194753
>Doom2
That's Map32 of Plutonia senpai
>>
https://www.youtube.com/watch?v=f8aU4MYDsOQ

>d44m_on_doom_3_engine.avi
>>
>>3194427
without the shoulder cannons it just looks like a regular skeleton
>>
>>3194859
>tears skeleton jaw off
>red jelly comes pouring out
>>
>>3194753
>XIII
man, remember when ubisoft was good?
the fuck happened?
>>
>>3194898
i am skeleton jelly
>>
>>3194898
>>3194912
bone marrow?
>>
>>3194912
I am eating jelly?
>>
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>>3194912
>>3194925
>>3194928
>>
>>3194934
that was bloody beautiful
>>
>>3194934
From "Multiforce" by Mat Brinkman
>>
>>3194934
what

i thought that ended when he got eaten

is this all of it, or is there more?
>>
>>3194952
There's more in the full comic book but I'm not going to dump a whole comic in /Doom/. Google Multiforce by Mat Brinkman for the whole thing.
>>
>>3194956
noice, thanks anon
>>
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Are you here, DoomShock anon? I desperately need your guidance and experience.
>>
>>3194969
Yeah?
>>
>>3194910
Ass Ass in Greed happened.

Experimental game that was not even that good suddenly caught on then got milked to death and then further into undeath of an uncool rotten sort.
>>
>>3194971
do you have a steam id or something i can reach you at? i'd rather not clutter the thread up

or add me if you have one, http://steamcommunity.com/id/Harbltron/
>>
>>3194323
>>spend my time getting spawn camped by godlike bots cause all the weapons are on respawn timer
This is why arena shooters are terrible
I don't know why anyone likes them
>>
>>3194859
Looks better than doom 4 2bh. I actually wanna play that.
>>
>>3194986
>You're supposed to play them against actual ppl m8.
My post was about being spawnkilled while you randomly spawn wherever the fuck with no garaunteed weapon, not the bots
>>
>>3194983
Well, they figured out the "weapons stay" thing for free for all and TDM after year 1999, this is a quirk unique to UT99 and Q3A

Plus UT has its mutators to modify pretty much any aspect of the game, but you obviously can't run them in campaign mode
>>
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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?
>>
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>>3194564
>>
>>3194993
Weapon stay is off by default on later UT's and Quake's TDM

UT does have weapon lockers and shit, or just spawning beside a pack of weapons in general, since the first one

So what's the fucking point
>>
>>3195002
>Weapon stay is off by default on later UT's
Only for duel mode though? Now you've got me all confused.

>UT does have weapon lockers and shit, or just spawning beside a pack of weapons in general
Unique to vehicle modes, if you mean a pack of 3-4 weapons right near team spawn.
>>
>>3195008
>Only for duel mode though?
Duel too, yes. But TDM as well.
>Unique to vehicle modes
Assault on '99 didn't have vehicles.
Also I don't just mean a pack of weapons. In 2k4 and later, you start besides this locker thing that gives you a loadout.
>>
>>3194998
Interesting novelty I guess. It's most fun in LMS Coop.

I have no idea if there is a 3D version of any of them.
>>
>>3194859

>doom 3 engine

i chuckl'd
>>
Is anyone hosting anything?
I wanna play with /doomg/
>>
>>3195090
https://www.youtube.com/watch?v=5hsxYBuT6jU

just played a bit of this, host went to bed.
>>
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>>3195090
suggestions for a server?

i usually just throw up Fisticuffs or Rifle Instagib, but variety is the spice of life as they say
>>
>>3195129
Down for anything, really.
>>
>>3195159
instawew it is
>>
>>3194753
Tribes 2 isn't there. both are just Tribes
>>
Want to learn how to make maps but I'm on Lunix, so I'm trying to decide if I should go for Slade or start booting into Windows every time I want to make maps.

What makes Slade shit for editing maps?
>>
>>3195171
People have created excellent maps using vastly inferior editors. Only a bad craftsman blames his tools.
>>
>>3195090
>>3195159
>>3195162

:: [BE] Montreal :: The Speed of Death

pass: iddqd
>>
>>3195176
I'll go for it then, no reason not to try it at least.
>>
>>3195171
Its UDMF support is lacking last I tried, but for Hexen format and anything simpler, it's not a bad editor at all. It's just simple and doesn't have the 50 billion little gadgets GZDB has.
>>
>>3195187
And to add onto my own post - you might actually be better off with SLADE 3 as your first editor - I'm noticing a lot of maps using GZDB's features without getting the fundamentals down, resulting in maps with like 5000 lines when they could get away with, say, 800-900 easily.

It's easier to start with something simple, after all. Let's you concentrate on what's important.
>>
>>3195190
Do those GZDB features allow you to do things you simply cannot do with SLADE, or do they just make the process easier?
>>
>>3195129
Zandronum 3 runs Accessories to Murder (last stable version anyway) without any errors.

https://dl.dropboxusercontent.com/u/76650/project%20files/ww-doomnukem.7z

Wonder if it works online.
>>
>>3195197
They make things easier. GZDB also has prefabs, which, being someone who prefers 2000 to 2002 style maps, just seems like a bad idea to use extensively.
>>
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>>3195198
ZANDRO 3.0 STABLE RELEASE W H E N
>>
is the classification for stable with regard to zandronum anything other than arbitrary?

the dev build works well enough.
>>
>You will never have an offline skirmish in a mod with reloading

Just pwn my shit
>>
>>3195214
I just assume 'stable' means 'we finally got you fuckers to test it enough for us to call it stable'
>>
>>3195002

I have the Weapons Stay option turned on right now in 2004 but I can't remember if it was like by default.

It's definitely default in UT3 though. You have to use the Weapons Respawn mutator to make it behave like UT99 again.
>>
>>3195215
>offline skirmish

In Doom? Do the source ports that offer the option even have decent bot AI?
>>
Anyone see a great implementation of a FPS penis, as in a replacement for the weapon sprites?
>>
>>3195253
Yes, no. :(
>>
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>>3195256
never seen anything like that but now that i think of it i'd be more surprised if it didn't exist
>>
>>3195261

I figured there's some general thread on 4chan that features HQ source cocks. Would you source your pics from /soc/, /hm/ or /gif/?
>>
>>3195263

>rabbit feet
>not Gaia's gift to sapient cocks
>>
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>>3195265
>Would you source your pics from /soc/, /hm/ or /gif/?

I'd put together a folder over the course of a day from all of them

It's all about the perspective at the end of the day, that's the most important criteria
>>
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>>3195265
>>
>>3195293
>legit thought that was a dick at first
>>
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>>3195183
>>3195183
>>3195183

get in here and play some doom
>>
>>3195256
http://brianpeppersgame.ytmnd.com/
>>
>>3195301
kek

http://ripandtearanddance.ytmnd.com/
>>
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>>3195256
I don't know if you actually need it, but I busted this out in Sculptris for you.

Everything I make in there looks like genitals anyway.
>>
>>3195272
>>3195265
>not putting your own cock as the new rawkit lawnchair sprite
>shooting HQ sprites taken from your hotglue folder
God, you nerds are so depressing sometimes
>>
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>>3195309
Preview with aspect ratio.
>>
>>3195313

Would semen be more like a flame sprite or more like fog? Or something in between?
>>
>>3195309

This is great. Interesting choice with the caucasoid flesh.
>>
>>3195314
That's just some ugly blender doll, you need real nice fat cock. If you can't find one down your pants, then doom modding just isn't for you.

>>3195318
The penis RL will fire chinese cartoon figurines covered in a thick layer of semen. Really flexing those creativity muscles now.
>>
>>3195324
I can recolour it pretty easily if you want, it's just two gradient maps on a greyscale penis.
>>
>>3195326
It's too big for Doom. :y
>>
>>3195298
I'd join, but Zandronum is wigging out and not recognizing my wads
>>
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>>3195337
one of them must be conflicting with an existing wad of a different version

look at the load order, delete all of them, then re-download
>>
>wading through wads
>>
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>>3195339

this is literally my life in my free time right now, poring over code from other wads in slade as i attempt to understand how to do what i want in my own wad
>>
>>3195338
I should've worded it better. When Zandronum tries to open, it opens up a dialog to point towards the iwads like it does for the first time setup, but after I do that and run it, the same thing happens again in a loop.

I'll have a webm of it up in a sec
>>
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>>3195356
>>3195338
>>
>>3195360
honestly i don't know

maybe i'm running an older version of zandro? or maybe you are?
>>
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>>3195309
>>3195324
Added some more foreskin folds to the right. It was bugging me.
>>
>>3195364
You using the 3.0 test build? I'm using 151228-1140
>>
>>3195272

I'm excited for what this collaboration might bring. We don't have teleportation or plasma rifles but we could probably warp the legions of hell's Minda with the geological scale of dick picks our moment in history is uniquely suited to muster, the perfect convergence of culture, economics and technology.
>>
>>3195360
Is your Zandronum installation placed in Program Files or somewhere else where it wouldn't be able to write to the .ini without administrator privileges? That's all I can think of.
>>
>>3195370
I don't see why it wouldn't be able to write to the ini, I can use the .exe through ZDL with no problems
>>
>>3195370
I got it working by pasting the wads directly into the Zandro folder
>>
>>3195373
If Zandronum is placed in Program Files, it won't be able to write to the .ini unless you run it as administrator. Using ZDL wouldn't change anything because Zandronum would still be in the same location. Unless you specify another .ini, it'll only look for and try to write to one in the same folder as the .exe.
>>
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>Try playing through Doom 2 on I'm Too Young To Die out of curiosity.

I didn't know these levels could be so empty.
>>
>>3195412
Well it is literal baby mode, anon. Anyone can get to the end of Doom 2 on that mode.
>>
>>3195412
>Bizzaro_Maple_Leafs_game.png
>>
>>3195445
>Anyone can get to the end of Doom 2 on that mode.

Not really, no. ITYTD doesn't remove MAP09 and MAP13
>>
So how does having more than 100% health work?

Let's say Doomguy is at 100% health. He gets shot in the chest and is now at 50% health with a gaping bullet wound.

But if he's at 200% health and is shot down to 150% health, does he still have a bullet wound? Does it just not bother him?
>>
>>3195464
The soulsphere is like a forcefield around his body. Same with the blue bottles, just little amounts of soulsphere energy in liquid form.
>>
>>3195464
>videogame logic
Just don't think about it. It's numbers, man.
>>
>>3195183
Server is now rip, it was fun shooting y'all with guns.
>>
>>3195412
That makes me wonder, where there any custom wads that made UV the easiest difficulty and ITYTD the hardest?
>>
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>>3195479

it was good times
>>
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Term's brought up a good point regarding the POW-less subweapons that will be spawned from the perma chests

How the fuck -AM- I gonna communicate to the player that you can't get POW from these subweapons? I was thinking of a ghostly transparent pickup but that's probably not enough,

and yes this shit is gonna hang me up for awhile because GMOTA is enough of an obtuse garbage mess that doesn't communicate very well to the player.
>>
>>3195524
>How the fuck -AM- I gonna communicate to the player that you can't get POW from these subweapons?

that is a very good point

i can't think of anything short of big text that says "THIS DOESN'T GIVE POW"
>>
>>3195524
make weapons that can give POW sparkle
>>
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>>3194247
>casuals
>>
>>3195524
make the pow unique instead of the non-pow unique
>>
>>3195527

Hmmm... More visual effects on standard subweapons? That's not a bad idea. But how's that explain that it's a POW thing?

>>3195534

Whaddya mean? Because right now, POW status is attained by picking up two of the same subweapon or just finding a POW-up.

I implemented the POW system because it sucks ass finding the same subweapon twice. But unfortunately I've hit a whole new problem. I regret implementing this system
>>
>>3195537
if it gives pow make it look unique
>>
>>3195538

Well that's the problem, any subweapon can potentially give POW if you pick it up twice. So any two daggers will grant POW status
>>
>>3195537
sparkly shit = special cool powerful, everyone knows that

I'd say fuck the upgrade system, just have the POW pickups be their own thing, and have picking up the same weapon refill your mana bar for it
>>
>>3195543

Well I mean subweapons don't use mana, they just use stamina which regens pretty quickly, though subweapons for the Blazter use mana.

I definitely could make the POW more rare, an upgrade item that can only be found from killing boss tier monsters or very rare pickups found in levels, if I did it that way I'd make POW carry over from subweapon to subweapon though.

Christ this mod is a mess.
>>
>>3195539
well then make the non-chest ones that can potentially give pow sparkle, and the non-pow chest ones not sparkle i suppose, unless you can change how something looks for only one player

but then you'll have to make everything look sparkly and glowy so that the non-pow items look really bland
>>
>>3195549

That's why I'm kinda leaning towards >>3195543
>>3195547

Making POW far more rare and valuable and just picking up two subweapons just gives you blue or red mana respectively. The only potential downside to this would be players could patiently swat at chests and keep picking up dupes to get extra mana.

Or they could just beat up monsters and get energy so I guess that's not too much of a problem
>>
>>3195531
s-source?
>>
>>3195570

http://maniacpaint.deviantart.com/art/Rarity-H-319810560

Took me a decent amount of searching.
>>
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LOVE PSX Doom TC.

Dislike the limitations of the game, such as removal ofArch-vile and other enemies.

Changing the Geography is not a huge priority.

Would like to also keep things KISS, and to have full compatibility with the PSX Doom TC releases.

I'm going to go through the game and edit the maps and restore the enemies. Anyone want to help out?
>>
>>3195615
I wouldn't mind a WAD that just changes the music in the Dooms to the PSX music.
>>
>>3195171
a third alternative is eureka

http://eureka-editor.sourceforge.net/

'apt install eureka' if you are using debian
>>
http://aubreyhodges.bandcamp.com/music

Notice that Hodges has the scores for his games on his bandcamp and is selling them. So does he own the rights to the soundtracks? I would have thought that such work would be for commission and he'd forego any right to them.
>>
>>3195649
https://github.com/cecekpawon/Bandcamp-Yo-Ben

Bandcamp downloader Greasemonkey script
>>
>>3195657
That's weird, I'm getting an error trying to download it.
>>
>>3195662
Here's an older version I have installed that works fine.

http://pastebin.com/1U53PyPZ

If it's still an issue, maybe you should delete your bandcamp cookies.
>>
>>3195662

You have installed greasemonkey right?

>>3195657

I was more curious about rights ownerships. Since typically when you do work for a game, the rights for your work go to the company not you. But here we see him selling his scores, so presumably he had a better contract than most and he owns his own scores.
>>
>>3195669
That worked.
How do I download stuff from Bandcamp with this? What's the difference between WGET and M3U?
>>
>>3195682
WGET makes a .bat file to download it all with the program WGET, M3U is a playlist of links to the MP3 files, the # links are normal links to the MP3 files.
>>
>>3195689
Well I clicked download WGET and used the bat file and nothing happened but a quick command promt. Do I actually need WGET installed on my computer beforehand?
>>
>>3195495
the Impatience wad in the OP news works like this. The harder the difficulty you select, the more monsters are on your side. The lower the difficulty, the more you'll have to kill doomguy yourself.

>>3195674
Depends on the specific contract. Many composers like to retain their IP, but they can charge more if they straight up sell their music and retain no ownership.
>>
>>3195691
ye
>>
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>>3195616
look man, if you want to post about streaming Doom, then do it here

if you want to post about streaming D44M, go to /v/
>>
Do I have to use a .pk3 to use voxels? or can I use them in a wad file?

Do i need a VOXELDEF or something or can I just throw them between SS_Start and SS_end?
>>
>>3195802
http://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement

>voxels/ - contains voxel objects normally found between VX_START and VX_END
>>
>>3195803
Thanks buddy, friendo ole pal.

I just discovered the voxel vehicle pack and Ooooo boy that VTOL is going into my mars map
>>
>>3195649
>So does he own the rights to the soundtracks?

Correct me if I'm wrong, but Williams Entertainment pretty much doesn't exist anymore.

I don't think anyone would object him about the songs he did for both Doom 64 and PSX Doom
>>
>HacX (not very good either)
i'm playing it during these days.
yeah, it's a bit mediocre in some points, but a pretty nice TC in my honest opinion.
the problem is that in some points the level design it's a bit amateurish, or even abysmal, especially "the cyber circus" level, which really look like some clusterfuck similar to amateur 1994 maps, or even Terry wads.

is there a way to make maps for Hacx?
>>
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we /doomphysics/ now
>>
>>3195847

looks cool
>>
>>3195847
I can feel the framerate drops from here!
>>
>>3195926
You use AMD too?
>>
>>3195928
N-No, it just looks like a ton of rendering passes in a big area.
>>
>>3195847
cock smoke
>>
>>3195841
I can appreciate what HacX tried to do, but it doesn't really feel like a professional game/Doom TC that was sold for money. Doesn't help that it was a idtech 1 engine game made during the times of idtech 2 and BUILD. It was DoA.
>>
>>3195946
yeah true, also the guys behind Hacx were going to make also Hacx 2, too bad the project was abandoned during the creation, here's a full story:
http://drnostromo.com/hacxOld/Hacx2.html
>>
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Let's try that again.

Hello there.
>>
>>3195926
It's actually not that bad, even in the 1.x renderer with my gtx210. Standing in the stream and looking through it causes some drops, but in an open area I can spawn like 3 emitters without issue.
>>
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>>3195990

I LOVE THE CHAINSAW
>>
>>3195991
now use it on software

yes I know software doesn't do shaders but software *hates* drawing a lot of translucent sprites at once
>>
>>3194442
i'm the same guy that is making cwwad map.
i have a problem! this map is a DM map, but i've created it using Zdoom in Hexen format (and using gzdoom to test it), but it doesn't work since gzdoom it's only made for single player, so i tested it using zandronum, and it works, but only in testing mode, also it still behaves like single player map (no weapons respawn, when dying restarts level instead of spawning)

how can i set it for a server? or is it a problem that i did it with Zdoom, so i need to remake the map with Skulltag in doom/hexen format?
>>
>>3196000
you didn't actually set deathmatch on didja

use these commands:

deathmatch 1
skill 4
sv_weaponstay 1
sv_doubleammo 1
sv_itemrespawn 1
sv_respawnsuper 1

skill 4 is nightmare, weapons do full damage there
the super items are just the blursphere and invulnerability if going by vanilla
>>
>>3196007
oh and then "map <map_name>" afterwards
>>
>>3196009
where do i set it? is the MAPINFO file?
>>
>>3195926
>I can feel the framerate drops from here!

I can't believe GZDoom is completely abandoned aside from those who keep it on par with zdoom.
>>
>>3196010
you put it in the console
>>
>>3196015
is there a way to put all of this trough script?
>>
>>3196024
yes, shove it into a file and either put "+exec path/to/config.cfg" on the command line, or run "exec path/to/config.cfg" in the console

first one's better for server hosting, for fairly obvious reasons
>>
>>3196024
>>3196027
alternately if you're willing to use zandronum-only stuff there's this

http://wiki.zandronum.com/CMPGNINF
>>
>>3196014
That's not really true since we got the 2.0 renderer at least
>>
>>3196029
ok, i'm testing now with zandronum, and yeah it works, basically for now i will set all manually.
also, another thing, i've installed zandronum, but there are some old skins and mods i've put in the past, and they still remain even if i uninstalled it various times and the file are not there anymore... how is it possible?
>>
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>>3194238
Posting concept art of new Doom.
>>
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>>3196043
The dead Baron really makes this one.
>>
>>3196043
>those original textures
they look so out of place
>>
>>3196046
Dead Barons making me think this is neo Tower of Babel.
>>
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>watching Dansgaming stream Doom in GZdoom on twitch
>it seems he and many in chat thinks source port means it's running in the Source Engine
>>
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>>3196053
Well of course right? Duh!
>>
>>3196053
I don't think should be laughing.
>>
>>3196046
I can hear the music already
>>
>>3196046
Personally I think the baron breaks it, he looks like an out of place doll.
>>
>>3196043
Cool that they included some textures from the original, I remember the stream also showed that one that looked like a wall with a spine sticking out.
>>
>>3194240
newstuff 496
https://www.doomworld.com/php/topstory.php?id=4579
>>
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>>3196046
>dead baron
wait....
>>
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I spent too long making this

I spent 15 minutes making this
>>
>>3196114

I love you.
>>
>>3196114
Revenant enters a strange place.
https://www.youtube.com/watch?v=4v3zGllz15g
>>
I tried Archville. Pretty tricky. I didn't last very long on any of my attempts ( <5 minutes). Guess I'm not the only sadist making maps in these threads.
>>
>>3196160
after dying a couple of times I started playing very cautiously, seemed to work out for me.
>>
>>3195252
For TDM?
>>
>>3196114
>See if you can keep up with my afterimage!
>>
>>3196114
this is hilarious but
it would be horrifying with spiders
>>
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>There are people that texture properly during mapping
>>
>>3196201
I put down at least some different flats and walls to better keep track of what certain places are going to look like
>>
>>3196212
There's a difference between basic things (I put a sky in the outside area, I put a door texture somewhere where I might put a hallwayer later, the platform is textured). But besides that, I pretty much use only a handful of textures during mapping. One for switches, one for doors, default wall, the bars and liquid.
>>
>>3196201
At what resolution are you playing this?
Status bar is tiny
>>
>>3196114
Don't ever talk to me or my sons ever again!
>>
>>3196314
1768x992
I don't really care about my tiny hud, despite people saying shit about it over and over
>>
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>>3196082
That's pretty good. I don't remember this dead baron for some reason.

The gore and corpse sprites are some of my favorite elements of doom.
>>
>>3196374
They're on the doors inside the start room of Tower of Babel from E2.
>>
>>3196374
it was in the stuff romeo posted during his "epic spring cleaning"
>>
>>3196319
>>3196114
I didn't come here to laugh this hard.
>>
should I build a real gaming pc aleady instead of just playing on my laptop?

heard that shit turns you into a basement dweller. i'm kinda scared ;_;
>>
>>3196396
If you have the money, sure? I don't think the kids at school will make fun of you because you built a computer.
>>
>>3196396
You define who you are, not what you posses. I recently went from painting "flat on table" to getting an easel. That doesn't make me a massive twat who thinks all art is shit or whatever the stereotypes for painter are.
>>
>>3196396
>Build PC that runs vidya at 144 FPS on a 4K screen
>Play Doom all day
>>
>>3196408
>tfw you get 500+ fps when playing doom on such a rig
>>
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>>3196408
At least you can play Doom: The Golden Souls without dropping frames on the larger levels?
>>
>>3196408
>on a port that doesn't even really benefit from 144hz because the ticrate is still bound to 35 per second
>>
Alright, I'll try this again...

What would be an ideal time to stream in general? As I mentioned, I thought 11PM would be a good time (cus thats usually when I would stream) but is that a good time to stream in general? If not what would be a better time?
>>
>>3194753
I'd add Chasm: The rift and Requiem: Avenging Angel to the list.
>>
>>3196408
yeah that's the main problem I have

I know I'll just keep playing retro shooters, kek

but i still dont wanna go half way. all or nothing.

i also have some rsi in my left wrist from fucking laptop gaming (so i cant really play it anymore) but i dont know if using a proper keyboard will be alright for it. gonna get a normal keyboard and hook it up to see how it feels.
>>
Doomguy's cut taunts from Quake 3 Revolution
https://clyp.it/fgajeyq1

He talks about demon snot.

Don't know how to get the individual files out but VLC somehow managed to just play the whole thing so here's a long WAV.
https://www.sendspace.com/file/t8c7jo
>>
>>3196435
>Doomguy is Space Bloodguy
>>
>>3196418
why the hell are you asking us
>>
>>3196435
Why is Doomguy such a fucking edgelord in Quake 3? Sounds like Blood's protag kinda.
>>
>>3196435
I don't remember talking in Q3, did Q3R have lines for everyone?
>>
>>3196418
Who are you
>>
>>3196454
There aren't lines for everyone, and they weren't used except for the Vadrigar as far as I remember myself.
>>
>>3194726
The multiplayer was much better than singleplayer. Only thing they really needed was a player who could create buildings and NPCs like shotgunfrenzy.
>>
>>3196450
So, it's fire and brimstone is it?
>>
>>3196462
The multiplayer was somewhat enjoyable, but the maps were tiny and devoid of strategic depth. Worse than tribes or even bf in every way.

What I did like was some of the weapon designs, and the maps and characters seemed like they were based on cool concepts though badly executed.
>>
>>3196454
Opened the disc back up, there are lines for Anarki, Doom, Hunter, Klesk, Sarge.

It's also in French and German, and I bet the German disc has it in German.
>>
>>3196450
I imagine going through through hell slowly turned him into one.
>>
>>3196418
If you want to have you stream, have your stream. You don't need to spend posts begging for us to tell you games to play, then begging for people to play with, then begging again for people to play with, then making a fucking Youtube video for promotion, and now asking the best time to stream? Seriously?
You're getting pretty fucking annoying.
>>
>>3196487
https://clyp.it/emznqjma

French Doomguy
>>
i love french doomguy
>>
>>3196507
Hon Hon Cyberdemรณn
>>
>>3196507

BONER NO

STOP

I'M STRAIGHT

GOD DAMMIT
>>
FUCK MY ASS FRENCH DOOMGUY
>>
un grand demon diabolique avec une grande derriere
>>
>>3196507
Doomguy is now a character from Wakfu.
>>
>>3196507
>https://clyp.it/emznqjma

Guess we know who the protagonist of HDoom is.
>>
>>3196507
as a french guy i find this pretty neat
>>
>3193424
>Blanket Doom by Drake Raider does this for Episode 1 http://forum.zdoom.org/viewtopic.php?f=19&t=51521
>Half the maps are mirrored
Oh, come on. Do it properly. It bothers me that these "make Doom into one map" wads do this.
>>
>>3196564
DOOM:ONE is the better "connect all the levels together to make one map" mod. Even includes one new level each episode to break things up.
>>
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>>3196564
meant >>3193424
>>
>>3196573
Alright, I'll try that out, thanks!
>>
http://forum.zdoom.org/viewtopic.php?f=19&t=51944

>ACS-X is an ACS library containing various useful functions and features, including basic pointer access.

I don't really know what it's good for but I guess someone that actually uses ACS will find it useful.
>>
>>3196492
Hey man, I was just asking for advice is all. I'm just looking for ways to further improve myself with streaming, seeing how I'm relatively new to it and all. As for the begging, I wasn't trying to beg, I was honestly just trying to get community feedback because I want to get you guys involved and interact with you as well. I don't mean to be annoying, I'm just trying to expand myself and reach out, especially seeing how hard it is to get people to watch you in general. Yeah, I know everyone starts small, I honestly get that, but I feel like if I didn't put myself out there as much, no one would watch me. I'm not forcing anyone to watch my stream, I'm just asking for feedback from those who happen to be interested in watching me stream. If I just started to stream something without putting myself out somehow, I feel like it'll just be playing a game rather than having others watch it. Of course I'm not doing it for attention by any means, but I just feel unmotivated to stream if no one watches it.

And hey, I'm not saying all this as an excuse, but rather an explanation for all this. I don't really expect you to change your view on me but what the hell. And obviously, I'm not butthurt or w/e by any means.

Besides, wasn't there an anon who mentioned he was planning to stream on Steam/Twitch on one of these threads before? Not to say he's better/worse than me or vice versa.
>>
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>Playing Inferno
>Always stop playing when I get to Unholy Cathedral
>>
>>3196409
>put in voxels
>framerate somehow still drops to like 20
BRAVO GRAFH
R
A
V
O
>>
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>>3196610
>start up resurgence
>a hellknight & several pinkies in front of me & the only thing that can save me is the shotgun in front of them
>quit before the imp attacks
>>
>>3196632
that's because it's rendering it real good for you
>>
>>3196638

Resurgence is so bad.
>>
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>>3196610
if you don't like it, just skip it. unlike map09, nearly the whole level is optional.
>>
>>3196649
Huh, it really is that simple. I'll keep this route to heart.
>>
>>3196638
Isn't Resurgence the kind of maps where you gotta run away from everything and avoid a slew of projectiles all the time? Like enemy puzzle maps almost.
>>
>>3196639
That's funny.
>>
>>3196658
like kama sutra map03? i believe it's mostly slaughter maps
>>
>>3196648
Resurgence is so good.
>>
>>3196528
>implying HDoom will ever get any work done on it between all the cheesy horror movie streams
>>
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If you think shit like this looks good you are the lowest common denominator cancer of the Doom community and need to kill yourself immediately.
>>
>>3196709
all the effort on this and not once did they go "wait no this looks awful"
>>
>>3196709
Is someone making *another* "Doom in Doom 3" mod or is that just one of the old ones?
>>
>>3196709

To be fair, that project is for the Doom 3 engine, not any modern sourceport
>>
>>3196720
What's the name of the project?
>>
>>3196709
is that e1m7?

i wouldn't want the game to look like that myself, but i am very happy the community is wide and broad enough, and the game itself sufficiently openly moddable, that all manner of things, even those, are not only possible, but have actually been done.
>>
>>3196709
Reminds me of how a lot of Quake 3's UI and overall graphic design looks like a beginner's Photoshop project.
>>
>>3196709
looks like doomsday & risen3d made an abomination & it's so cute
>>
>>3196709
Somewhat related and heartbreaking http://archive.is/gnUj1

>A Pixel Artist Renounces Pixel Art
>โ€œItโ€™s good, but kind of pixelatedโ€ฆโ€
>>
>>3196709
A shitstain on the ass of the universe
>>
>>3196729
I hope the guy that wrote that knows that he's just as big of a faggot as the guys at IGN.
If you want to do pixel art, don't be fucking suckup pussy who stops doing it anyways just to please some mongrels at IGN.
>>
>>3196709
oh god that 255,0,0 hud numbers burn my eyes in their sockets
>>
>>3196709
That shit is ugly as sin, but you need to cut it with that fucking rhetoric, man.
>>
>>3196709
yes, but does it have ironsights?
>>
>>3196186

For UT3, weapons stay is the default behavior for all game modes and you have to use the mutator to change it.

For UT2004, Weapons Stay has been checked for all game modes where it applies on my end, even ones I hardly play so I assume that it's that way by default.
>>
>>3196729
>Oh noes! Dumb shitters who can't distinguish differences between a sprite and a model won't appreciate my beautiful art!

Well no shit, what the hell did he expect? Artists commonly work in a specific niche for a specific public. If an artist wants to actually make ART, he would have to embrace that not everybody gets/likes it.
>>
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>>3196746

>didn't notice the color difference before you said this
>my eyes when i went back to look at it


HOW DID THEY THINK ANY OF THIS LOOKED GOOD
>>
>>3196435
>...doooooooooooooooooom...
What in the world, this is some terrible voice acting lol.

Also, any idea why BJ wasn't included in Quake 3?
>>
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>>3196610
>mfw my friend thinks E3M2 is the worst
Inferno is cool because you can run through 75% of it.
The only map that pisses me off in Doom is Halls of the Damned.
>>
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>>3196843

>The best map in Doom pisses you off
>>
>>3196834
I think it's just a matter of popularity.
>>
>>3196850
>Halls of the Damned
>Best map

'Hello, here's a key hunt down a bunch of narrow corridors and dark rooms that are all full of pinkies'
>>
>>3194564
Starsiege: Tribes is on their twice.
>>
>>3194564
This picture is cancer fucking incarnate.
Both sections are heavily cherrypicked, choosing only the worst of modern things, and then having a majority of good things in the old section, but they must've realized there wasn't enough stuff, so they loaded shitty games in there too.
Seriously, if you're gonna sell someone on oldschool being better than newschool, don't put fucking South Park on there.
>>
Is ZDL still the way to go for a launcher? I haven't played in many years and am looking to get back into the game. For reference I'll be using ZDoom.
>>
>>3195016
>locker thing with loadouts
Only in onslaught.
Control of weapons and power-up spawns is just a facet of map control in arena shooters. Sounds like that isn't your cup of tea and you just want to point and click on people.
>>
>>3196729
I don't think Auro was bringing out its potential of being done in pixel art in the first place. What a waste of time and effort.
>>
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ITT
>>
>>3196934
This. Did I get teleported into Kenya or something?
>>
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>everything is deleted

doommod strikes again
>>
Ahhh, yeah.
Really enjoying these top quality mods.
>>
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Screencapped this post because I saw a valid point getting deleted.
>>
>>3196990
It's a point that's already been rebuffed, even before it was posted.

http://desustorage.org/vr/thread/3194238/#3196898

Now shut the fuck up and talk about retro vidya.
>>
>>3196990
Doom 3 and SW13 don't have extremely negative opinions and their discussions last a few posts every week.

That's not Doom 4.
>>
>>3196983
this but unironically, tbqh
>>
someone's narrative got btfo it seems
>>
I now have access to the files inside (probably) every .SDT in Quake 3: Revolution so a full rip of Doomguy taunts, French Doomguy player sounds and taunts, and Italian Doomguy player sounds and taunts, should be available at some point today.

Each language has unique grunts from what sounds like the same or similar taunt voice actor.
>>
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>inb4 all discussion of WADS and Gameplay Mods made after 1999 is banned
>>
>>3197001

I unironically want a French Doomguy skin.
>>
>>3197012
WADs and mods are still for the original Doom. You'll notice nobody mentions Doom 3 mods around here.
>>
This is by no means official, but I'd like to see what people think.

strawpoll.me/10154719
>>
>>3197012
Slippery slope much?
>>
>>3197015
I agree completely.
>>
>DOOM/II/ULTIMATE/FINAL/64
>Gameplay, WADs/Maps/Mods, Source Ports
>All other retro FPS welcome
>>
>>3197038
>retro
This is important.
>>
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>>3196435
>after all these years we finally find out what doomguy's "official" voice sounds like
>mfw he's edgier bootleg caleb
>>
>>3197018
we just did >>3196709
>>
>>3197058
french doomguy is canon for me
>>
>>3196435
DOOM SAVARIN
>>
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>that shitty meme mod nash made
>wildweasel doing it for free all over that thread
And here I thought he was a good moderator
>>
>>3197089
>Csonicgo's posts
>>
>>3197089
>only one person was warned and is angry about it
Hi csonicgo
>>
>>3197089
Fuck off, csonic.
>>
>>3197089
sup csonicgo
>>
https://www.sendspace.com/file/fhbms4

Quake 3 Revolution's voices, pretty sure I got everything. English, French, and Italian player sounds and taunts. All the original MP2 format files, no re-encodes.
>>
What meme mod, give me a link sempaitachi
>>
>>3197103
http://forum.zdoom.org/viewtopic.php?f=19&t=51925
Refering to this, I.. think?
>>
>>3197104
thanks, that frog on a unicycle was silly-looking enough to get a chuckle out of me.
>>
>>3197094
>>3197095
>>3197096
>>3197098

>inb4 some bullshit about him not being that guy, and how these threads have no impact in the community and bear no relevance

>>3197103

It's a sprite mod about a boi

http://forum.zdoom.org/viewtopic.php?f=19&t=51925
>>
>>3197104
Huh. So it's another shitty meme mod on par with Moon Doom, I guess.

That's...an utterly unremarkable instance. I guess someone's angry they got warned.
>>
And now we wait for doom_txt to mysteriously vent against Nash, WW, or /vr/
>>
>>3197095
>only one
Well, I wasn't warned, but I did display my disgust which got a verbal warning.
>>
https://clyp.it/knp5uohp

English, French, or Italian?
>>
>>3197126
French.
>>
>>3197126

french
>>
PSX Doomguy is like the English voice to DOS Doomguy's French to Comic Doomguy's Italian.
>>
>>3194323
>that screenshot
fuck dude, the game looks like that unmodded? thats nuts
>>
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>>3196409
I get 600 playing quake.
The only games I play that ask for a reasonable amount of power are FFXIV and skyrim/morrowind with post-processing mods.
>>
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>>3197142
>>
>>3197149
what about

hardcore doom wars
>>
>>3197106
upon further examination i don't get the meme at all though. i mean except the frog on the status bar face. i don't know what "here come dat boy" is about. (and also while writing this i realised i don't care, so please don't explain it)
>>
>>3197151
PSX Doomguy = Brooding, dark, scruffy, ambient.

DOS Doomguy = In your face, brutal, French

Comic Doomguy = Cares about the environment, always in a hallway
>>
>>3197161
>Comic doomguy
A mean drunk
>>
>>3197153
since that mod was removed without a trace of it anywhere & nobody here sharing it, we'll never know
>>
>>3197167

I still have it.
If someone else hasn't uploaded/posted it by the time I get off work, I'll upload it.
>>
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New menu. Need to find an artist to properly do the jolly roger on the top left so it's not such a blurry/anti-aliased logo, but I think it looks neat.

Marty is very good at designing menus.
>>
>>3196993
>Doom 3 and SW13 don't have extremely negative opinions
you're actually retarded.
>>
Does anyone know off the top of their head what the spread angles for the Shotgun and SSG are?
>>
>>3197206
Shotgun A_FireBullets (5.6, 0, 7, 5, "BulletPuff")

Super Shotgun A_FireBullets (11.2, 7.1, 20, 5, "BulletPuff")

It's all on the ZDoom wiki.
>>
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Give me the most fun wads that you have.

I got nothing to do and i got Doom and Doom 2 to blow some steam off me mateys
>>
>>3197217
Sunlust + Accessories to Murder
>>
>>3197167
It's pretty fucking gay they removed that mod from everywhere, it's practically Doom history in it's utter insanity.
>>
Hey, the ashes tc thread got an update. I fucking love that project.
>>
>>3197181

looks cool
>>
>>3197217
do you like exploring large maps? UAC Experiment is a gigantic E1 techbase with 30+ secrets.
>>
>>3197217
No Rest for the Living is a must-play
>>
>>3197220
I took my own advice and I'm already laughing to cope with the pain.

I'm so fucked.
>>
>>3197176
Please do
>>
>>3197249
Any and all progress is comparable to a small orgasm.

This is how Doom is meant to be played.
>>
>>3197246
I second that. I've seen the first three levels and I think it's the best official content for Doom 2. That excludes final Doom.
>>
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When bored make stupid shit
>>
>>3197301
I was expecting one of the passes to be a skeleton
>>
>>3197308
Kek. I'm not that guy though.

I think I'll make that a secret now though
>>
>>3196910
>Only in onslaught.
They are on Assault too.
And I like powerup control in general. I dislike the model of weapon pickups though
>>
>>3197321
There's nothing wrong with weapon pickups.
>>
>>3197331
Okay
Explain why
>>
Term, you here?
When will we get a proper sprite for Shihong?

Also are you seriously considering moving her buttshield functionality to her side special in Ghost of Perdition? That might be interesting to see to be honest.
>>
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>>3197332
Because it forces you to git gud with what you can find, and adds another layer of map control that armor pickups alone can't provide.

Why don't you like pickups?
>>
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>>3197338
>Three heroes meeting in hell
>Not these three bros
>>
>>3197339
Leaving right now, I'll answer later
>>
>>3197339
I'd rather not arena shooters be more of a "landslide to failure the moment you die" thing than they already are

I mean seriously, not even being able to re-arm yourself? why even bother at that point?
>>
>>3197358
>not even being able to re-arm yourself
The whole point is that you're supposed to re-arm yourself from nothing as punishment for death. Weapons and items respawn quickly enough in traditional shooters.
>>
>>3197358
>not even being able to re-arm yourself

You act as though the enemy who kills you is omnipresent
>>
>>3197367
in quake they sure as fuck are
>>
>>3197368
There's a reason Quake is played on somewhat large, segmented maps. Your opponent cannot possibly see where you are at all times, and can't entirely camp item spawns unless he wants to risk you getting everything else.
>>
>>3197364
not that guy but,
>respawn
>search quickly for a random pickup while fending off the enemy with a shitty sidearm
>find one
>get blown up by a guy that has something better than you cuz he got to something first

nice game logic
>>
>>3197375
>get outplayed
>lose because of it
I never thought people on /vr/ of all places would defend loadouts.
>>
>>3197380
>doesn't like weapons not staying
>therefore he must want loadouts

m8 all that's needed is for weapons to just stay on the ground, at least there you can recover without finding out your rocket launcher or asmd or super shotgun or thunderbolt or whatever is gone because it turns out grabbing all of those items in a loop that's smaller than 20/27/30 seconds is pretty easy
>>
>>3197392
>>doesn't like weapons not staying
The anon I was responding to doesn't like weapon pickups at all.
>>
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I'm reasonably new to Doom. Are Arch-viles really supposed to be this tough? They look pretty emaciated to take all these super shottie shells to the face.
>>
>>3197473
Yeah, they're way tougher than they look with their lanky ass shit. I think it takes 4 rockets or 8 berserker punches or something to take one down.
>>
>>3197473
4 SSG blasts, 4 rockets, or 1 point blank BFG shot kills an archvile. The latter is the easy way to kill them. The rocket launcher's higher rate of fire makes it a good choice too. Plasma's okay, but they can sometimes get an attack off before you can kill them. SSG's the hardest reasonable way because of the slow reload time.
>>
>>3197473
yeah they have 700 hp
>>
>>3197473
Arch-viles should be treated like minibosses, really.
>>
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>>3197473
Yes, they're some of the meanest monsters in the game. Though he looks emaciated, consider that he's taller than you.

Here's some basics:
>has the fastest movement speed of all the monsters
>as long as you are in his line of sight, he can immolate you (however, breaking this line of sight for long enough will also interrupt his attack!)
>he can raise any monster that leaves a corpse (sans the Cyber, Spider, and other Viles)
>he's spooky as shit and laughs creepily below his breath when stalking you
>other monsters will not retaliate against the Arch-Vile, no matter what, if someone hits him with a stray shot, he'll go after them and they're too afraid to fight back (he'll still probably raise them afterwards)
>designed together by Adrian Carmack and Sandy Petersen, meant provide you with a very uncanny and ghoulish vibe (Sandy is a huge fan of H.P Lovecraft, having written many P&P rpg modules based around his works)
>death noise is sample and distorted from a loli shrieking "Why?!"
>was meant to appear in the first game, but was cut for time constraints

https://www.youtube.com/watch?v=HJcf0aOwmiA
Also you should watch this if you're new to Doom, contains very good basic advice
>>
>>3197337
>When will we get a proper sprite for Shihong?
When someone new decides to jump on board as the character artist, unfortunately. Gundere had done a lot, and we even had a couple sketches of a possible third character, but unfortunately she appears to have gone RIP, so the sprites have to be done from scratch again.

I am, yes. Common complaints is that the Hatesphere function isn't intuitive enough to be a powerup, and the non-back specials for Ghost aren't useful.
Two in one, really. Though that does leave what the new buttsphere should do.
>>
>>3197513
Well, it is an aux energy unit, right? Reduce special drain by one point and slow combo loss.
>>
>>3197480
>>3197481
>>3197490
>>3197493
>>3197508
Thanks, friends. I'm at map 11 of Doom 2 and the Arch-vile in that small room really surprised me.
>>
>>3197508
iirc the pro doom monster strats don't mention how to tackle the mancubus. If you haven't figured it out already, they fire a three shot sequence. The first leads to the right to take advantage of the fact that most players dodge to that side.

tl;dr: avoid all three shots by stepping left-right-left in sync with their attacks.

I wish I'd figured that out sooner, just saying. I had to pick it up from watching streamers play doom wads.
>>
>>3197518

That is...a surprisingly efficient, simple, and cool idea.
Thanks, anon.
>>
>>3197524
>mancubus shot sequence
I figured that out by myself while playing some of the more well known megawads by running around way too fast and having to fight mancubi in some total bullshit situlations. That revelation was a real "I'm fucking invincible" moment.
>>
>>3196709
That looks fine, stop your bitching you elitist autist
>>
>>3197543
The problem then is when you're fighting two of them and the shots are out of sync. Dodging one can put you in the path of the other. When that happens I just run for cover and rocket one of them. Once I reduce the enemy count to one, it's easy.
>>
>>3197539
Neat beans.
>>
>>3196507
>https://clyp.it/emznqjma
>"You are jealous because the voices only speak to me"
I thought mind-rape was more of an eldrich thing, more suited for Ranger.
>>
>>3197554
Doomguy probably hears the voices of actual people that died because of hell magic and all that, while Ranger probably hears nonsensical eldritch whispers
>>
>>3197578
Oh, haven't thought of it that way. But it's weird that he is bragging about it, voices of tortured souls should be more "screams and suffering" rather than whispers.
>>
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>watching creepypasta/horror story vids
>PSX/64 Doom music in the background
everytime
>>
>>3197597
>watching creepypasta/horror story vids
>>
>>3197554
>>3197578
From Quake 3 Arena botfiles

>They died in my arms. So many lost friends...but they're with me now.
>He cried, you know. Said he didn't want to die. Then he did.
>Get out of me! Oh, they won't shut up!
>You're just jealous because the voices only talk to me.
>Everybody stop persecuting me!?
>You let them die, (Random player name)! That's why I hate you!
>'Kill more' the voice said and 'hurt them.' The voices don't like you!
>Too many all together... crowded with demons and rotting dead!
>It's better this way. No gore. No body parts lying... everywhere.
>They had cold hands, too. So cold.
>(Suicide) I'm the last... I know I am. It's over now.
>More proof of demonic infiltration!
>For just a moment, your sweet screams of agony made the voices stop.
>I was last once before, and a whole planet paid the price.
>(When ranked first after a match) They all die! Isn't that enough! How many more will be thrown at me?

Looks like PTSD, if possibly cartoonish in its execution.
>>
>>3197606
holy shet
>>
>>3197606
He says this in Quake Live too.
I left on bot-chat one time when testing out the workshop support, and his messages caught me by surprise.
Spooked me a bit.

I also kinda like the interpretation where he just can't handle, and doesn't want any violence anymore.
>>
>>3197602
you're so predictable
>>
>>3197553
>>3197539
>>3197518
>>3197513
Continuing off from my previous suggestion, if it's a question of usefulness, how about the forward special mine in Ghost of Perdition detonating to cause massive push back to all nearby enemies if Shihong walks over it? If aimed directly at Shihong's feet, it'd pretty much just be a pressure grenade instead of causing infighting if you needed breathing room or an escape route.
>>
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>>3197631
Geese is that you
>>
>>3194564
I recognized 40/54, played most of the ones I recognized. Can't say for sure what any of the games are on the top though.
>>
So I decided to download Doom Retro to try it out and its kinda nice, but for some reason it won't play any midi files.

I decided to set a timidity cfg thing but then it still won't play midis.

Plz help
>>
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>>3197647
i love using fighters like geese that use counter-attacks

drives your opponent nuts if you keep smacking them in the face while reversing their attacks
>>
>>3197661
Use Crispy Doom or PrBoom+ instead of that pile of shit lad
>>
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anywhere I can find some tips on doing some more complex geometry in GZDoom Builder?
A bit foreign to me but I feel up to the task of learning.
>>
>>3197678
Crispy Doom's sound/music got fucked in the latest version. OGG playback doesn't work and the sound effect volume is tied to music volume. Then of course, there's also the framerate cap problem where the framerate is lower than it should be instead of 35 FPS and that problem has been around for a while. I don't know what the fuck is going on with this port but they have fixing to do.
>>
What happened to that guy working on the blood sourceport?
>>
>>3197823
which one
>>
>>3197831
I assume he's talking about Blood EX because Kaiser or whatever that guy calls himself posted about it along with some screenshots not too long ago
>>
>>3197846
oh yeah on that "which is teh bezt bild engine game" thread
>>
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>write 1250 lines of DECORATE
>run it
>fails at line 30
>>
>>3197963
CODING!
>>
updated dakka's colorful hell compatibility to meet v0.85

main pk3: http://jinotra.in/downloads/mods/doom/dakka/dakka-0.06alpha-2016.05.08.pk3
addon pk3: http://jinotra.in/downloads/mods/doom/dakka/colorful_dakka_85.pk3

I really should look into making the addons not need the main pk3 to be updated.
>>
>>3197846
>>3197865

Where did Kaiser posted about it? Can't find it. Can you link?
>>
>>3198135
ACTUALLY I'm gonna be upgrading the server I use (for vidya hosting), so in the meantime I'm throwing those two files elsewhere

dakka-0.06alpha-2015.05.08.pk3: https://my.mixtape.moe/gzqpzf.pk3
colorful_dakka_85.pk3: https://my.mixtape.moe/pdtaxh.pk3

you'll have to rename the files once you download them, but other than that it should be good to go
>>
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E4M3 of DTWID-LE, anyone figure out how to get up there?

>>3198143

https://desustorage.org/vr/search/username/Kaiser/
>>
>>3198169
>>3198135
server's back up, you can use the jinotrain links again
>>
>>3197392
Sounds like poor map design then. Refer to >>3197371
>>
>>3198189
you realize how fast you can bounce around dm4, dm6, aerowalk, ztndm3, and a good many cpma maps if you don't care about being heard, right

and without weapons staying, you don't care about being heard because you stole the rocket launchers and thunderbolt, and so all the other player has to use on you are shotguns and nailguns while you rock a thunderbolt, red armor, and megahealth
>>
err... is there a way to prevent items from obscuring the mugshot? this is in gzdoom.
>>
>>3197704
Natural terrain: make a shitload of triangular sectors, press alt-v, then fly around in visual mode dragging them handles up and down

3D Floors: Just make a box outside the map with the 160:Sector_Set3dFloor special on one side pointin to the tag of the sector you want it to appear in. Then adjust it's heights and textures in as usual where it now appears.

Sloping 3d floors: These are a pain. They work like the above, but you have to align the fake sector outside the map with the real sector you want the 3d slope to appear in. Imagine that the fake room is an infinitely wide sloping plane with a limited height that is masked from the map by everything that isn't a sector with the target tag.
>>
>20+ minutes into a level from DTWID-LE
>no quicksaves because this shit is a cakewalk
>two barons are after me
>take an elevator to escape, fuck wasting ammo on those assholes
>greeted by demons and zombies in the next floor
>demon rushes me and triggers the elevator to go back down
>barons are waiting for me, they step inside the elevator, corner my ass and kill me

Fuck's sake.
>>
Is E1M4b any good?
>>
>>3198252
Not as impressive as E1M8b but still well-made.
>>
>>3198252
it's a maze filled with hitscan
>>
>>3198252
Yes. Highly enjoyable map. It has that thing where the map gradually changes and opens up as you progress and I've always loved that.

Also, no keys!
>>
>>3195531
>implying slaughtermaps aren't shit
>>
https://www.youtube.com/watch?v=XXw-k1fPqJQ

Why does this make me laugh?
>>
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>>3198268

>That gibbing that happens BEFORE the framerate destroying explosion
>>
>>3198242
sympathies. it takes me two or three plays of a map before i am comfortable leaving monsters alive for later
>>
>>3197963
eh thats standard, there is usually some minor error when making decorate, especially if you're trying to fine tune something timing or feel-wise, or if you're doing something crazy you've never tried before.

Fault finding what's wrong is ususally quick and simple thanks to the error message supplied. At least you know to go check line 30 and see what's happening.
>>
>>3198135
>updated dakka's colorful hell compatibility to meet v0.85
so i guess that means there's a new Colourful Hell. wonder why the author didn't announce it here. has he quit /vr/?

>>3194240
Colourful Hell v0.85
http://forum.zdoom.org/viewtopic.php?f=19&t=47980
>>
>>3198282
>At least you know to go check line 30 and see what's happening

no, i check line 30 and see that as far as i can tell my extensive class-dependent attack DECORATE section doesn't work, which means the additional dozens of lines to supplement all those functions are also moot
>>
>>3198214
I also want to know this. we might have to SBARINFO...
>>
>>3197167
>>3197264
https://drive.google.com/file/d/0BzqzhkNvE_tdTFBlekNkblE3UHc/view

Enjoy, mate.
>>
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>>3198320
>SBARINFO
>>
>>3198343
I know. its like the last lump I need to know about but dont.
my TEXTURES is pretty weak too
>>
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>>3196709
So this has been outdone at last?
>>
>>3198357
nope, since that's on native doom
>>
>>3198349
>I know. its like the last lump I need to know about but dont.
My solution is to ignore it and do all hud stuff in ACS :^)
>my TEXTURES is pretty weak too
That shit is easy though with the visual editor. You just make cropped patches then place those in the image you wish to use. It can cascade in size/complexity pretty quickly though.
>>
>>3198357
BTURL DUM!!!
>>
>>3198358
>>3198364
Alright, how do we outdo this image lads

Surely we can make it look more shitty
>>
>>3198370
there's no disgusting models in it

also I don't think there's enough SWEETFX in there
>>
>>3198332
>you're not a medkit.jpg
>>
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>>3198375
Might as well repost it
>>
>>3198370
https://www.youtube.com/watch?v=YHpcYyp3P7A
>>
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>>
>>3198392
>plasma
>recoil
>>
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Dare you enter my magical realm?
>>
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gordon turns to jesus for help in the LSD dimension
>>
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it's not working
>>
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>>3198414
>>3198416
>>3198418

what the FUCK are you doing anon?
>>
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SPOOKS WARNING
>>
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>>3198425
Making Half-Life Fun Again
>>
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Only problem with that is you will be randomly gibbed or sucked by a barnacle disguised as a box of shotgun shells
>>
>>3198407
Why would plasma produce less recoil than any other state of matter
>>
>>3198447
Because it's ionized gas, not solid matter, fired presumably through magnet voodoo

t. not that guy
>>
>>3198451
But that still produces recoil. Not very much if the plasma is launched at high velocity, but it's still there of course. Even a laser produces recoil.
>>
>>3198457
Well fair enough, it's all purely theoretical anyway. I don't think anyone has devised a practical way of containing hot plasma yet, much less weaponizing it.
>>
realistic plasma weapons would be melee weapons anyway
>>
>>3198478
melta beg when
>>
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>>3198478
>>3198481
Did someone say fusion hammer? Don't have the superior Great Backstab! version
>>
>>3197217
Been really enjoying these two combos at the moment.

Demonsteele + Scythe

Project MSX + Community Chest 4
>>
>>3198478
>realistic plasma weapons would be melee weapons anyway
No, a realistic plasma weapon would be a linear particle accelerator. They wouldn't be "melee only" like a plasma torch, but they'd be less powerful over long distances. Their main issue is weight to firepower ratio and efficiency. What you gain compared to lasers as I understand it is that since you're shooting heavier particles, you gain better penetration (for a laser, a big problem is that the smoke and gasses produced when the target is hit deflects the beam, so you have to fire the laser in bursts so the gasses have time to dissipate)
>>
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Let's play some bingo, /vr/
>>
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OFFICIAL DOOMGUY FIGURES ARE
HAPPENING
>>
>>3198553
Im not even in the fandom, it's just that find retard screaming "Aaargh Barneyfag!" in every thread even more irritating than MLP kiddies.
>>
>>3198556
what if I beat doom mouse-only
>>
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>>3198556
Eh, I think I did okay.

I'd love a Caco plushie though, but shipping to my country is probably crazy expensive
>>
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>>3198558
>>
>>3198556
poor mitzi ;_;
>>
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>>3198556

Fuck
>>
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>>3198556
>>
>>3198570
Why are these figurines so popular? They look fucking ugly and have no value whatsoever beyond collecting so you can sell them for a shitty price in 30 years.
>>
>>3198584
Cause they have figurines for basically everything ever at this point. Pop! are tyrannical.
>>
>>3198556
mitzi is (actual spoiler, don't mouse over this instinctively) carmack's cat who he had executed, right?
>>
>>3198593
He did what now?
>>
>>3198596
well i'm exaggerating a bit but the cat was sent to an animal shelter knowing full well it would be put down, but it was uncontrollable and he was sick of taking care of it, the story was in masters of doom i believe
>>
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I think I won.

>>3198593
Masters of Doom mentioned that, but I forgot! Too late now.
>>
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>>3198556
>>
>So many people don't know who Buddy Dacote is

He was one of the characters from the Doom bible, and his last name stands for

Dies
At
Conclusion
Of
The
Episode

he was the one who was supposed to die at e1m8
>>
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>>3198556
I never played Doom 64
>>
>>3198616
I played EX and still counted it. Fuck playing FPS games with a controller.

>>3198581
You. I like you.
>>
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>>3198624
>Fuck playing FPS games with a controller
I think it depends on which.
Early FPS obviously didn't have good console controls down yet (though I honestly think the 32X port actually has pretty decent controls on a 6 button for it's time), but modern FPS on console usually controls fine.

No mouselook (though there's ways to solve that), but typically adequate.

I never got around to Doom 64 because back then, my brother told me it was "just regular Doom" and that it wasn't worth it. I wonder if I can find it cheap now, if I can plug in my old 64 to my big flat TV, and if it'll run well at all? I think I need a new gamepad, because the ones I have all have their sticks worn down.
>>
>>3198556
>>
>tfw Doom will always be older than you
>>
>>3198640
btw it's really frustrating that one panel includes doom64
>>
>>3198639
I wish more FPS felt as good to play with a controller as Powerslave felt.
>>
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>>>/v/336900374
>>
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>>3198556
meh, always have played with a mouse. kb aiming's too slow and coarse
>>
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>>3198556
ayy
>>
it occurs to me that i should admit i only counted cyberdemon fist kill because i've played maps like cybie.wad. i've never punched one that could fight back. i feel guilty.
>>
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>>3198556
Piss easy if you've got born before 1993 privilege
>>
>>3198708
there's one that's pretty easy to fight in E4M6
if you know what you're doing, at least
>>
What model or combination of mods should I use if I want a ridiculous amount of blood like Brutal Doom without actually installing Brutal Doom?
>>
>>3198716
Hah, check out this old geezer
I was born in 1995, so I'm older than Final Doom at least
>>
>>3198721
ketchup
>>
>>3198721
Use Ketchup. It's basically the gore effects from Brutal Doom without anything else from Brutal Doom.
>>
>>3198726
>>3198727
Ah, my bad for not excluding Ketchup. I'm playing Demonsteele, and using any Brutal-Doom-based.mod mod like Ketchup results in.. awfulness.
Any other options?
>>
>>3198721
Mayonnaise
>>
>>3198732
well then i guess you're stuck with nashgore
>>
>>3198732
demonsteele has its own gore system doesn't it?
>>
>>3198708
your post made me want to play cyberdreams

10 maps in I stopped wanting to play cyberdreams
>>
>>3198747
You can only kill Cyberdemons in so many puzzley ways before you get tired of looking at them.
>>
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>>3198652
Basically the same thing, right?
>>
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Alright guys, if you could go back in time and change something about Doom/Doom 2, what would it be?

Personally I would:
>change the pistol to something that doesn't become useless after you pick up another weapon. Maybe give it infinite ammo like Q2
>Remove Pain Elementals altogether
>Slow down the chaingunner's attack speed
>Decrease the number of rockets you can hold, 100 is just too much
>Make the Spider Mastermind shoot plasma, like the Arachnotrons, maybe 2 or 3 cannons so it's a challenge.
>Give the Archvile more attacks, so it doesn't just become a game of hide-and-seek. Maybe change his immolation attack to something like Hexen's firestorm.
>Replace Icon of Sin with an actual good final boss
>>
>>3198754
I wouldn't remove pain elementals, I'd make Lost Souls take only a single shotgun blast to kill. I'd also make them explode when they impact with a player/enemy. I'd also put in SSG guy, and make sure every enemy has two attack modes. (EG demon can also do a charge, spectre have small chance to teleport behind player when entering pain state)
>>
>>3198754
Get America McGee and John Romero to make more maps. Turn Sandy Peterson and Tom Hall into tea ladies that make maybe one or two maps. Also make it that you can kill Lost Souls in one shotgun blast.
>>
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>>3198489
>>
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>>3198754
>change the pistol to something that doesn't become useless after you pick up another weapon. Maybe give it infinite ammo like Q2

BROTHER.
>>
>>3198779
>My legs are okay
>>
>>3198781
I'm glad the new Doom has that actually. It also has exploding lost souls like >>3198760 suggested
>>
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>>3198779
thanks m8
>>
>>3198754
Secondary fire modes, and give all ammo types a bfg-tier weapon that feasts on ammo like a fat fuck but is worth it against crowds and big guys.

Playing numerous wads has convinced me that barons and super shotgun were a mistake, because mappers love making you fight too many barons or mancubi with the ssg, or REALLY too many barons or mancubi with the rl which takes forever.
>>
>>3198794
>To prevent mappers from being shit we will take away legitimate tools
>>
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These last unchecked boxes are provided me with some much-needed direction in my life. Thanks.
>>
>>3198754
pour more money into adrian so we can have more art

i would hold his mouth open and make him take it
>>
>>3198754
One more frame of animation for the chaingun. More good maps and less not-so-good maps.
>>
>>3198332
keep this mod alive

hardcore doom wars is art
>>
>>3197380
>get outplayed
>randomly start near a shit weapon, other player spawns near a good one
>outplayed
>>
Feels so strange to be coming back to this and looking at my shitty old coding and balance choices.

But it feels good to start fixing shit. So I'm sure I showed or mentioned this before, but the Blazter's getting tweaked again, you won't be able to jam on the fire button and keep a steady stream of wimpy bullets going now, but on the plus side you'll always finish off with a mid shot so you'll still be able to clobber things at a range if you don't want to charge the buster.
>>
>>3198823
There are no shit weapons in arena shooters, just sub optimal for a certian situation

learn2position, noob
>>
>>3197524
i love you
>>
>>3198824
>tfw my favorite thing about GMOTA is the music and sound effects
>>
>>3198825
you know what also allows for clever positioning tactics and adds meaningful choice without being spawnkilling bullshit
loadouts
>>
>>3198830
>the other bullies on the playground get all the weapons before me IT'S NOT FAIR
my little /vr/ can't be this casual
>>
>>3198830
okay, what?
>>
>>3198825
>quake
>nailgun
>double shotgun
>even super nailgun really
>>
>>3198830
>2 gun slots that you unlocked with XP add to tactics
>didn't have to wrestle that rocket launcher from 5 other guys
>just spawned with one
>tactics
Just say "I suck at any game besides CoD" and I'll let you go easy
>>
>>3198838
Super shotgun is pretty strong up close, super nailgun is for finishing off at mid distance

You're just using them wrong
>>
>>3198825
on quake 3 duel anything that isn't lg, rl, rg is shit.
bio rifle in general
etc
>>3198832
even csgo's spray system isn't as bullshit as randomly spawning with fuckall
it's literally not fair
>>3198841
nobody mentioned xp
and the guy who spawned near the rocket launcher didn't have to fight for it either
>>
>>3198843
>56 damage vs 120 damage rockets
>180dps projectile vs 300dps hitscan

yeah no, thunderbolt and rocket launcher win every single time in every single situation
>>
>>3198850
well quake 1 doesn't have the greatest weapon ballance, I'll admit, but it is possible to win out if you git gud

>>3198846
>and the guy who spawned near the rocket launcher didn't have to fight for it either
But he doesn't spawn WITH IT, you tard, and rocket launcher remains uncontested for first 15 seconds of the match

>nobody mentioned xp
Yeah, you get XP in D44M to get extra armor and other battlefield/cod shit
>>
>>3198862
>well quake 1 doesn't have the greatest weapon ballance, I'll admit, but it is possible to win out if you git gud

I mean when I did quakeworld dueling I literally never saw anyone use anything but GL/RL/LG unless they were desperate and had literally no other choice

in 2v2, 3v3 situations they get more use but even then, it's still all RL/LG if you can get to them
>>
>>3198862
him not spawning with it is meaningless if he spawns next to it basically (ut4 lets you pick spawns, it's an exception and it barely matters) randomly

also nobody mentioned d44m either
>>
>>3198873
>also nobody mentioned d44m either
But it is the reason this argument even exists, otherwise fuck off back to >>>/v/ they'll hugbox your "muh unfairness" pain out

>>3198870
I mostly played Q3A, if given a choice between shotgun and lightning gun for close quarters I'd pick shotgun every time

mid range LG is better than shotgun, but at that point I'd want a railgun ideally
>>
>>3198887
>But it is the reason this argument even exists
it's not, at all
read the thread
>if given a choice between shotgun and lightning gun for close quarters
of course
but what if it were a rl instead of lg
>>
>>3198896
>it's not, at all
Then what is it about? You being completely retarded? Cause that's my gut reaction when somenone says everyone being completely evenly matched equipment wise is somehow less fair than lvl 20 guy spawning with a BFG

>but what if it were a rl instead of lg
depends on the map, if lots of chokepoints, then lawn chair, otherwise shotty with its hitscan mule kick would be preferable
>>
>>3198902
i'm saying they aren't evenly matched because of random spawns
i also didn't mention leveling, unlocks, or starting with bfg, or removing all pickups
>>
>>3198907
>i'm saying they aren't evenly matched because of random spawns
Well there is a random element, but that's why map control and proper positioning is so important, isn't it?
>>
How do you play this game for the first time without save-scumming?

I need to save load every few minutes because of ambushes and traps which i can't survive without knowing the layout. And when I try there is an Archvile. Fuck that shit.
>>
all good doom dm maps spawn you with a shotgun and have easily available chainguns, often easily available rocket launchers, and plasma/bfg equally hard to get for everyone. if spawn location matters the map is not balanced very well. that is my opinion
>>
>>3198914
>How do you play this game for the first time without save-scumming?
Be vewy vewy careful
>>
>>3198914
Don't play like a loon. Just be careful, use cover etc. Doom is as much of a puzzle game as it is a run'n'gun FPS.
>>
>Playing Q3A
>Learn where fav weapons are
>I. Am. The Destroyer.
>>
>>3198556
She went down, down to Chinatown!
>>
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>>3198841
>>2 gun slots that you unlocked with XP add to tactics
>>3198887
>>also nobody mentioned d44m either
>But it is the reason this argument even exists, otherwise fuck off back to >>>/v/ they'll hugbox your "muh unfairness" pain out
>>3198902
>Then what is it about? You being completely retarded? Cause that's my gut reaction when somenone says everyone being completely evenly matched equipment wise is somehow less fair than lvl 20 guy spawning with a BFG
>>
>>3198721
m8, just use specials if you want ridiculous amounts of blood.
>>
>>3198914
eh don't worry about it too much, if you want to improve try doing it without saves once you know the map

to this day i still sometimes use savegames when learning new maps, usually after i've died a couple of times annoyingly and am sick of redoing the beginning of the level
>>
>>3198928
Name 3 games where loadouts are a thing, but XP isn't
>>
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neat.
Thinging of adding Gldefs to this.
>>
>>3198942

What other weapons are you making?
>>
>>3198942
Why is it draining ammo constantly and not just when firing? And can those orbs not hurt you?
>>
>>3198942
Pretty
>>
>>3198938
Depends on what you mean by XP. Does skin xp count?
The older CoDs, BFs, and CS 1.6 come to mind.
>>
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>>3198751
>>
>>3198948
>>3198949

The idea of the mod is its all Plasma weaponry, that don't consume ammo that you have to pick up off the floor,because that's filthy, you don't know where that ammo's been!

So,currently, I've got a plasma pistol with infinte ammo, that gets more powerful when you are above certain Heat thresholds (You increase heat by picking up heat packs, or by using the planned chainsaw replacer, and is vented constantly, to answer >>3198949's question)

Got a plasma long rifle that uses similar mechanics to the pistol, the chaingun shown which becomes RIPPER and BOUNCING at max heat, and a the plasma rifle is replaces by a big plasma shotgun charged by shooting other weapons.

I'm planning to make the chainsaw a laser cutter that gives you heat and the rocket launcher a smartgun that homes in on enemies. No idea for the SSG though, the BFG is a sooper sikrit.
>>
>>3198953
in CS loadouts cost money that you earn with kills or round wins, economy is strats

BF 1942/Vietnam I'll take, older CoDs I never played
>>
>>3198938
Urban Terror
True Combat
Action Quake2 (and Action-HL)
>>
>>3198959

SSG should be a concussive blast gun that punts enemies away. This sounds really fucking neato.
>>
>>3198959
>doesn't want to pick up ammo from ground.
>picks up ammo improvements from ground.
I understand you are working with limitations of the engine but your idea is very inconsistent.
>>
>>3198960
CS loadouts still count as loadouts, in my opinion.

If we're not counting skin XP, Overwatch and CS:GO come to mind.
Also Quake Live holy fuck why did they do that
>>
>>3198961
Team Fortess (quake)
Team Fortress (half-life)
Team Fortress 2 (original release)
:^)
>>
>>3198963

What if they're FLOATING HEAT ORBS.

Checkmate anon.
>>
>>3198962
That sounds like a good idea. But really my main problem is I don't know what alternate ammo system to give it. I don't want to tie it into the heat system, becuase I like the triumvate thing the pistol, shotgun, and chaingun have going on with it, and I'm planning to use killing enemies as a method to charge the BFG, and a simple cooldown timer doesn't sound very satisfying to me (not to mention it'll be a pain adding lines to remove cooldown counter in ALL the weapon DECORATE). Any ideas?

>>3198950
Thanks. GLDefs yay or nay?
>>
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>>3198968
Damn.
>>
>>3198971

Make the SSG a crank gun, where you have to push altfire to turn a crank up to build charge, allowing for multiple tiers of charge and different firing modes!
>>
>>3198964
>CS loadouts still count as loadouts, in my opinion.
Technically they're not loadouts, since you spawn with knife and pistol, everything else you buy with money that you may or may not have

CS is its own FPS subgenre more or less
>>
>>3198963
Well, heat isn't NEEDED to fire, so is it really ammunition in the strictest sense? Also, there will be alternate methods of gaining heat.

Also
>>3198968
Sounds like a neat idea,taken!
>>
>>3198975
True, I guess.
More importantly though, the gun you start with isn't complete shit.
I kinda wish the Enforcer could headshot. But then dual wield would be insane, and boring.
>>
>>3198407
You're thinking lasers. A laser rifle would produce no recoil (assuming no moving parts).
>>
>>3198983
How about it can only headshot when singlewielded, as gamey as a solution that is.
>>
>>3198983
Enforcer in new UT is pretty good, takes like 5-6 shots to deal 100 dmg

Hammer also has some shield gun functions, in a sense it literally shoots out a small shield you can hide behind for a second
>>
>>3198989
Could work but yeah it's too gamey and rough a solution.
>>3198990
>Enforcer in new UT is pretty good, takes like 5-6 shots to deal 100 dmg
That's true. But man, does it feel like shit. They need to give it a new animation/sound.

I've seen people complain about it being a bit too good and uninteresting actually, particularly on no weapon stay TDM. The Stinger, however, is far, far worse.
>>
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>>3198961
>Action Half Life
God, I spent an absurd amount of time with that one. I even helped make levels and player models for some of the more popular servers. Fucking miss that game, TS never held a candle to it for me.
>>
>>3198570
oh god that is ugly, looks like a dog
>>
Couldn't the enforcer in UT99 headshot? It wasn't oneshot-tier damage, but it did more and took off heads.
>>
>>3199001
It was amazingly entertaining. I loved kicking people out windows, diving with the sawn-off (perhaps scrubby and whatever but still fun) and more than anything else the damn throwing knives.

Wonder if a zandro mod based on it would be popular?
>>
>>3199002
It's just a generic Pop! figure with battle armor. I swear they can only do monstrous/demonic characters well.
>>
>>3198584
costs less of zenimax's precious shekels than a nendoroid or hell anything with remote articulation
>>
>>3199001
>>3199007
Double Action is a free game on Steam that's pretty much Action Half-Life HD edition.
It's really fun, if not a little buggy, and it has a low playerbase, but it's free, and it's pretty damn entertaining.
>>
>>3198556
barely made the bottom row
some of those are way too fanatic it reminds me of my friend who cannot shut up about system shock 2
>>
>>3199005
I think so, yeah. The Ripper could also headshot, as of course could the Sniper Rifle which is the most dangerous one because UT99's head hitboxes are roughly the size of fucking Jupiter.
>>
>>3199005
I don't think so.
>>
>>3199005
>>3199042
It did the headshot animation, but it didn't do more damage.

And yeah head hitboxes are big. Upper third of the body counts as head I think.
Sniper would be dangerous even without that though
>>
>>3199050
I just checked and it absolutely can, although it isn't guaranteed and seems to be either random or based on how much health they have when they die (similar to negative health/gibbing mechanics).
>>
>>3199070
see >>3199068
>>
>>3199071
Thank you anonymous, I didn't see the post directly above mine that showed up while I was uploading the image and as such I would never, ever notice once it was done.
>>
>>3199070
It doesn't actually do more damage though, is what I meant.
>>
>>3198942
i like it, but you need to fix that firing animation

parts of the gun barrel are vanishing and re-appearing
>>
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Going through some files, fellas.
>>
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>>3198556
Can only name half of the founders
every instance of GZDoom/Zdoom i've played has had pol.wad in it, I unironically have a lot of fun with it.

Literally only older than Doom by 3 days

I enjoyed the Doom movie, it was good for when it was released.

Who is Buddy Dacote and Mitzi though?
>>
>>3199096
According to some anons earlier in the thread, Dacote is a character in the Doom bible, and his name is an acronym for Dies At Conclusion Of This Episode.

Mitzi was John Carmack's cat that he put to sleep because he is incapable of feeling emotion
>>
>>3197181
>Marty is very good at designing menus.
It seems like that's all he's doing these days :/
>>
>>
>>3199098
Why do people love John Carmack so much?
I've never been able to like him. He's quite literally a sociopath, too.
>>
>>3199103
I liked him for his apple computer antics way back when

Now I don't like him because he's a sellout.
>>
>>3198567
make your own
>>
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Is this new? I hardly played Quake 1.
>>
>>3199098
Is Carmack a replicant?
>>
>>3198693
and you are still older than the game?
>>
>>3199106
I can drawn my own.
Not quite the same thing, but eh
>>
>>3199108
That's the menu background for Dissolution of Eternity, the second 'official' Quake 1 expansion pack, developed by Rogue Entertainment. The first pack, Scourge of Armagon, was developed by Hipnotic and is generally better.

So no, not new at all. You should play more Quake 1, though. It's fun.
>>
>>3199113
Not him, but I'm older than Doom. I just started the series with Doom 3 so I was already used to the mouse when I played the older games.
>>
>>3199126
oh well that would explain it
>>
>>3199108
>>3199120
>320x200
So Quake is meant to be played at a stretched resolution like Doom after all? That would explain why the id logo is so squished in all the Quake menus and why everyone looks so stumpy.

This bothers me.
>>
>>3198556
>Born mere months before Doom's release

Cool
>>
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>>3199093
Sure that isn't just the barrels rotating?
Tried to shuffle it a little.
>>
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>>3199108
>>
>>3199137
Pretty sure square pixels in VGA were still a new thing when Quake was being developed, makes sense.
>>
Is Serious Sam considered retro?

I mean sure it was released after 1999, but it is pretty oldschool in it's mechanics - lots of weapons, lots of enemies, lots of secrets and no handholding.
>>
>>3199149
you've answered your own question
but it is mentioned occasionally
>>
>>3199140
Not him, but the "barrels" don't look like rotating parts
>>
>>3199149
It may not technically be, but I'd be fine with it on a retro board since it's like 14 years old and hasn't been popular for a long time, except for the new releases the series which were enjoyable.
>>
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>>3199143
It's weird 'cause some things (menu background, some enemies like grunts and commanders, player bounding box size, Ranger HUD facepic, round elements in maps) are either 1:1 scale with Doom or share the same 'looks squished until you resize it from 5:4 to 4:3' characteristic, but other things (square buttons/windows/pickups/etc in maps [which become various oblong sizes when stretched], other larger enemies, menu text and ingame font) are apparently meant to be shown 1:1. There doesn't seem to be any solid information anywhere about the topic, either (unlike Doom's well-known intended rectangular pixels), and all the sourceports don't touch on it either, only add in modern resolution support.

I guess it's just a side effect of how cobbled-together Quake is. That, or a meta example of Ranger going nuts.
>>
>>3199149
No, on account of the rules. I wouldn't mind a change to retro counting as games that are > 10 years old, but that's not the case right now.
>>
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>>3199140
While the barrels are diagonal (X shape, at least I'm guessing this is meant to be 4 barrels) they are at the same height as the top barrel when the gun is idle, they also aren't positioned much towards the centre of the gun compared to the + frame.
There's no cut-off point for where the body of the gun ends and the barrels start either, so overall it just looks like a rubber fork with prongs that wiggle up and down.
>>
>>3199159
>>3199157
>>3199152
Ah, shame.
Although the Serious Sam threads on /v/ are surprisingly civil and don't devolve into shit flinging the way Doom threads do
>>
>>3199158
Could just be switching systems mid-development and using a newer square-pixel VGA mode.

Maybe Romero would know, but I'm not sure that he's the sort of guy that would know tech stuff like that.
>>
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>>3199163
We don't shitfling that much, until someone mentions the mod that shall not be named or the game that takes after it. I've seen threads on vg that are much worse.

Have some chaingunners. I saw a setup just like this recently in Hell Revealed. One rocket turns "we kill you" into "I reduce you to a fine paste." Credit to the booru. I haven't seen this pic in a thread ever.
>>
>>3199140
>>3199160

if you use TEXTURES to put a band over the gun separating the moving section of the barrel that's supposed to move from the static part, the spinning will (hopefully) look a lot more natural
>>
>>3199178
Booru didn't make it, that's an incorrect credit. It was first posted by an anon as "a fair price.png", and only ever by anons, so I suppose you'd just not include a credit? No one would think you stole it or anything.

Man, you ever see people list Freesound.org in their mod credits? That skeevs my jeebs. The author's name is right in the wav they downloaded.
>>
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>>3198556
>>
>>3198732
droplets
>>
>>3199168
I don't think he would, no, although one of his main rules of mapping is being strict about texture alignment (and sure enough, Quake matches 1x1 environment texture pixel to 1x1 map unit consistently, at least in the default maps and well-made user ones) and if something like that happened mid-dev cycle it would start messing with how the maps look (like that square button becoming a rectangle and how Quake's units would start acting like Doom's- that is, vertical units are longer than horizontal units).

IIRC Ranger has the same dimensions as Doomguy (gameplay wise) but ends up much more squatted because he isn't all stretched out vertically.

I dunno. Quake is one big hot mess and I love it to bits anyway.
>>
>>3199189
>and if something like that happened mid-dev cycle it would start messing with how the maps look
Only on the screen, the textures themselves are still the same pixel-to-pixel unless they went back and changed the textures to match the new aspect ratio, and it looks like they didn't.
>>
>>3199103
because he's cool
>>
>>3199178
>I haven't seen this pic in a thread ever.
look harder!
https://desustorage.org/vr/search/image/5ZbmALxgMsWhFJufx1Z9Yw/
>>
>>3199103
Mmmmmmmmmm
>>
>>3199195
Okay, you got me. I missed it being posted. I also didn't notice the skeleton in the back. He takes two rockets, not one.
>>
Any Doom wads with an Americana theme, complete with some country MIDIs, and visually impressive levels?
>>
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Holy shit, it's actually possible to send arguments to a shader in GZDoom. Nevermind the noisy sprite, I just nabbed it off of google images.
>>
>>3199209
It's spinning the wrong waaaay!
>>
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>>3199193
Right. What I mean is stuff would have to be designed to be squashed in the editor/ingame so it would look proper when stretched vertically on the monitor, Doom style, and some things are like that while other things... aren't.

Don't really know why I've spent so much time trying to figure this shit out, like the whole 'what does a Quake unit equal' thing. maybe i have autism
>>
>>3198942
Sparkly.
>>
>>3199214
..you're the wrong way ;_;
>>
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>>3199178
>I saw a setup just like this recently in Hell Revealed
this bit of map08?
>>
New thread when
>>
>>3199234
i've got it ready but this one still says page 6
>>
>>3199214
>>3199224
i can't visualise this at all

as he starts facing east (angle=0) then that means the compass is wrong to begin with
>>
>>3199239
i mean if you're facing east then east on the compass should be pointing upwards

or am i completely wrong here
>>
>>3199234
We can go til 800 posts easy, /vr/ is very slow
>>
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>>3199229
Yes.
>>
>>3199206
there's http://doomwiki.org/wiki/A_Fistful_of_Doom
>>
>>3199239
>>3199242
I didn't mess with any scaling or offsets at all, I just put the raw output of getactorangle(0) as the argument for the rotation. The point was the shader, not the compass itself.
>>
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>>3199181
>>3199160
This look better?
>>
>>3199271
I'd lower the barrels on the left frame a bit so they aren't the same height as the top barrel on the right frame. Also speaking of the top barrel, it seems to be thinner than the others and breaks perspective.

It does look a bit better, though.
>>
https://www.doomworld.com/vb/wads-mods/87784-ancient-aliens-a-megawad-for-boom/

New megawad by Skillsaw and friends. Looks gorgeous. Plays pretty fucking neat, too, from the first couple levels.
Inevitable crying of "slaughtershit" soon to follow.
>>
>>3199102

http://vocaroo.com/i/s0sUsZZK0p7n
http://vocaroo.com/i/s0Wk6T1XwHH6
>>
>>3199281
Holy fuck this looks great
I'm so glad Skillsaw decided not to call quits after Valiant
>>
>>3199281
cool palette
>>
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>>3199281
>>
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no homo
>>
>>3199281
I think skillsaw just won another cacoward. Great guest mappers too. I've played one of AD79's maps in NOVA 2 and it was good. Joshy goes without saying too.
>>
>>3199314
Makes me wish vanilla doom could do transparency.
>>
>>3199324
Oh god, why did I laugh so hard. And what are those two even.
>>
>>3199336
The weapon in hand is the plasma pistol.

The weapon there is the rocket launcher replacement, the Plasma Smartgun.

I also just realised I could have made a "coming out the closet" joke there.
>>
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>>3199331
Speaking of, is there a way to do an endless ocean sort of thing in vanilla doom? I could just make a huge sector, but is there a better way?
>>
>>3199341
Does vanilla doom not have line special 9, line horizon? Use that, sky on the ceiling, water on floor, and voila, infinite ocean.
>>
>>3199348
what are you talking about? line special 9 is S1 Donut.
>>
>>3199348
It doesn't, no.
>>
>>3199341
Is that your model anon?
>>
>>3199356
Yeh. It's pretty old at this point. I meant to texture it, but got busy with other things. Should probably do that.
>>
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>>3199350
>>3199351
That's a shame for you then. I just looked it up and
>First Available In
>ZDoom 1.23 beta 29
>>
>>3199281
These maps tho

ayy lmao
>>
>>3199362
Yeh. That's alright. I'll just make a large sector.
>>
>>3199358
You should. Rarely do we se 3d models of doom monsters that don't look like dogshit.

Would be cool seing it in 3DGE using the md5 format once you get around to skinning it.
>>
>>3199358
That looks pretty good anon
>>
>>3199293
these seem to be the same? not sure what you are trying to show
>>
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>>3199336
Here's what it's like to use.
>>
>>3199386
Thanks. Never got the wrist turn in the rig working properly, so his hand twists at the wrist instead of across the forearm... Spent a while trying to fix it and that's what killed my momentum.
>>
>>3199408
noice
>>
>>3199341
Mouth and stomach cables have too many fine details, would match up better with the other simple shapes if they were simplified.

Also it'd come out better in sprites.
>>
>>3199442
I disagree (aside from sprites, but I'm not making this for sprites), but I don't feel like arguing about it.
>>
>>3199281
Are you sure it's Boom? Because at this point it looks like a ZDoom map.
>>
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Do you like the music in Memorial?
>>
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>Mess up 3d floor
>Suddenly, spoopy archvile
>>
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>>3199482
>>
Is there a repository or something somewhere that has a huge list of worth playing mega wads? Skillsaw just released a suprise mega wad today called Ancient Aliens.

I don't know how to keep track of all this stuff. I am sure there are lots of great wads I have missed out on.
>>
>>3199497
the cacowards page on the wiki?
unless you mean recent, in which case you'll have to lurk and read reviews like one man doom's or whatever
>>
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>>3199281
>AWOOOOOO
>>
>>3198987
Lasers also would have recoil. Light has momentum.
>>
>>3199483

YEAH
>>
How do I disable my mouse moving my character in Zdoom?
>>
>>3199520
It's in mouse settings. Something like "lookstrafe".
>>
>>3199281
I've played the first seven maps. All were by skillsaw. The guest mappers' levels are later. I think they're great, but he really likes his turrets. One level has endlessly respawning arachnotrons. Not funny.

The overall point seems to be keeping the player in constant motion. That's something I like about Valiant too. The turrets I can do without. Another map had a roaming cyberdemon that harasses you for the whole level. That's more to my taste.

It's also incompatible with smooth doom. I love it, overall, nags aside.
>>
File: not very retro.png (136KB, 1135x620px) Image search: [Google]
not very retro.png
136KB, 1135x620px
Any /vr/ bros playing the good ol' JKA?

Kinda in the mood for some duels
>>
>>3199391
One has distortion for the song at the end, one doesn't Dunno why but I liked both versions.
>>
File: 1462497557872.gif (486KB, 499x375px) Image search: [Google]
1462497557872.gif
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>>3199517
wut?

light has momentum, sure, but no mass; if it did we'd be turned into a fine pink mist by the sun

a laser rifle would not have recoil
>>
>>3199578
You don't need mass for conservation of momentum you faggot. The amount of momentum a photon has is pretty much 0 for all daily purposes though, just like how electrons basically way nothing. Radiation pressure however, is very much a thing that is a direct consequence of photon momentum.

https://en.wikipedia.org/wiki/Radiation_pressure

A laser would indeed effectively have no recoil, but that's only because it's at an absolutely minute scale.
>>
>>3199486
imoutos bury MC in sand during beach episode
>>
File: 20160508234158_1.jpg (437KB, 1920x1080px) Image search: [Google]
20160508234158_1.jpg
437KB, 1920x1080px
Well I forgot how to JKA yet again, anyone knows any fun servers?
>>
>>3199578
>https://en.wikipedia.org/wiki/Photon_rocket
>>
is there a way to use bigger sprites in DOOM? i mean, doom sprites are limited to 32x32 or 64x64, if i want to use bigger sprites (example 235x235), do i need to rescale them (and having grainy results) or there's a way to use them without scaling but keeping them little? (so no giant sprite)
>>
>>3199686
What source port are you targeting?
In zdoom you can use the TEXTURES lump to for example scale a 256*256 sprite by 4.0 (imagine that you're setting the density of pixels rather than the resulting size) which would make it appear the size of a 64*64 sprite, except much less blocky due to the increased resolution.
>>
>>3199686
>i mean, doom sprites are limited to 32x32 or 64x64
no they're not
>>
>3199698
at the moment i'm not making something with it, just wanted to ask since i saw something about bigger sprites in DOOM.

>3199704
also, about 32x32 and 64x64 (or even 128x128 if i'm not wrong) i know they are not limited to only that, but they are the usual resolutions used for simple sprites.
>>
>>3199714
>i know they are not limited to only that
then why did you say they are

>but they are the usual resolutions used for simple sprites
no they're not

a cursory look inside of doom itself would have disproven that
>>
File: carmack.png (33KB, 1239x269px) Image search: [Google]
carmack.png
33KB, 1239x269px
>>3199103
>>
File: 1450219776889.gif (3MB, 240x180px) Image search: [Google]
1450219776889.gif
3MB, 240x180px
Can anyone see a reason that my monster doesn't work? http://pastebin.com/nPF5JGd4

Just tested it out and every Imp spawn in Map01 is one of those damn <!> signs
>>
>>3198370
Why hasn't someone forked Broodle Dyuum to Risen 3D yet?
>>
>>3199686
>doom sprites are limited to 32x32 or 64x64
No it's not.

Also in ZDoom you can use scaling on graphics.
>>
>>3199726
>Risen 3D
That still exists?
>>
File: long level is long.png (45KB, 458x827px) Image search: [Google]
long level is long.png
45KB, 458x827px
>Tfw you're not paying attention to what you're doing with your level and it ends up longer than an intestine
>>
>>3199740
Noodles
>>
>>3199742
I-It's ok, I finished the length of the level now basically. I can broaden it out, I promise!
>>
>>3199724
If it spawns <!> signs, sounds like you didn't put in the sprites properly.
>>
>>3199724
Try
ACTOR StoneImp :doomimp replaces DoomImp
>>
>>3199750
this is the map of that other guy;s picture, right?
>>
>>3199735
It will always exist. Even when the website has gone down, the images will always be there, all packed into your head, haunting you all day and night.
>>
>>3199578
If there is momentum there is conservation of momentum, meaning that something that is suddenly propelled in one direction (like a beam of light) will produce a force in the opposite direction. You don't need mass for this process to happen.
>>
>>3199740
Make that corridor below the two red circles turn 180ยบ and you will have a nice compact map.
>>
>>3199752
yeah, i forgot to change my edits from textures to sprites

the weird thing is that the DECORATE edits seem to be working, but my sprite edits aren't showing up
>>
NEW THREAD

>>3199802
>>3199802
>>3199802
>>
>>3199113
yes? it's not that shocking. granted, I was a nintendo kid and didn't get into PC games until around the win98 days so I can understand. still, doom's always had mouse support and I've always had one.
>>
File: Screenshot_Doom_20160509_000316.png (143KB, 1024x768px) Image search: [Google]
Screenshot_Doom_20160509_000316.png
143KB, 1024x768px
I wanted to play Hellbound because I love this kind of detailed level design, but it's a walk in the park for me. So I decided to add fast monsters to spice things up a little, and it's a blast so far, I'm sweating at every teleport ambush, every time I take an elevator, etc. But now I think it might be too hard, specially for such big levels (I had to add mouse freelook).

Any gameplay mods that make the monsters tougher and doesn't break the mood of Doom too much?
>>
>>3199816
it did but what I remember it was really slow turn and my mouse was a sucky ball one
>>
>>3198204
Have you ever read about scrub mentality? Because you can't seem to accept the fact you can get behind and need to pull ahead and no, you personally feeling you can't pull ahead doesn't matter as any quake pro match on YouTube proves otherwise.
>>
>>3196474
Not him, but you're completely wrong. C&C Renegade was a better tribes with more options and better movement and classes to choose from. Not to mention that it was balanced better.
>>
>>3199918
the hell are you talking about

if the weapons aren't on the map because the other guy took them, how the hell are you going to prevail against a guy with a red armor, maybe a megahealth, and a thunderbolt when you have at best a yellow armor and super nailgun

you can't even whittle him down because the red armor respawns in 20 seconds

when you deny the losing player both the ability to take damage and the ability to deal damage, it,s going to be nearly impossible for him to ever get back into a winning position, assuming players of similar skill level
>>
>>3199281
Jesus, what a trippy thingy.
Thread posts: 770
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