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

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

Thread replies: 801
Thread images: 180

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HERE'S YOUR FUCKING DOOM THREAD
TALK ABOUT OTHER COOL SHOOTAN HERE TOO I GUESS

THE FUCKING LAST THREAD >>3204313

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

THE FUCKING INFOSHIT
>Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
>Doom download: https://yadi.sk/d/469ydBaLndVCJ
>Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
>Quake pastebin v7.1: http://pastebin.com/cpjZmazY
>Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
>Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg

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

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

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

B-B-B-BUT I WANNA TALK ABOUT D-D-D-DOOM 4??? ;_____;
>>>/vg/141863963
fuck off
>>
complain about how there isn't a news post here, or reply to this one with news

or something
>>
you know, you could let the anon that cares do it

it's going to be up for another hour or two on page 8
>>
please stop yelling
>>
>>3210412
I'LL YELL IF I WANT

I THINK YOU'RE AN OKAY GUY, ANON

HOW'S THAT MAKE YOU FEEL
>>
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>I'll just try this here 10x enemies mod.
>Surely it can't be that bad, right?
>>
>>3210417
10x makes even the ordinary maps crazy.
>>
>>3210417
You obviously just turned off god mode to make the screenshot
>>
good work on putting teh /vg/ thread on OP
we don't want THAT again, do we?
>>
>>3210417
well try 100x.wad
>>
>>3210417
>>3210420
>>3210425
>>3210429
demonsteele has a mode like this

pretty crazy
>>
>>3210416
WELL YOU KNOW WHAT THAT MAKES ME FEEL PRETTY DAMN GOOD
>>
>>3210425
It took me some bullshit amount of tries to get past E1M1's first fucking room, but I got there legit. I can't get past the very next map, but I aim to legit beat Doom 1 and 2 like this. I imagine Doom 2 will be easier to manage hordes because of the super shotgun.
>>
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Truly a Work of Art.
>>
>>3210443
Don't bash it anon. I see a lot of potential in that area. I see what could be made into an e-city, or a computer chip for a fuckhuge super computer.
>>
>>3210456
>Don't bash spritebashing
>>
>>3210456
I WAD TALKING ABOUT THE FUCKING NUKE
>>
>>3210468
Oh. Sorry, don't really care about gameplay mods too much.
>>
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Since the last time I tried ripping Metroid Prime Hunters it's gotten a lot easier.
>>
Why are Barons of Hell so god damn terrifying? They're basically just bigger imps but hearing that roar makes me flip my shit every time.
>>
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Is Doom 64 worth playing? I just found a cart at a flea market for two bucks.
>>
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>>3210549
They are not pushovers and will beat you crap in if you let them. It's also really hard to kill them with non-explosive and non-energy weapons.

>mfw I'm pistol starting Plutonia
>mfw I reach the level where I have only a simple shotty to kill two barons in a small room

>>3210550
Yes it is. Nice that you got the cart.
>>
>>3210550
It's the true Doom 3
>>
>>3210550
It's definitely worth 2 bucks
>>
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>Revenants try to make a thread
>Endless agitation
>>
>>3210550
I think it's worth playing with Doom64 EX, definitely, but I can't vouch for N64 FPS controls.

https://www.sendspace.com/file/gcgs9w Here's a proper dump of the cart to use with Doom64 EX's WAD tool, some sites distribute modified copies of ROMs.
>>
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metroid's ship looks dumb as fuck lmao
>>
>>3210587
that's not metroid's ship, it's zelda's
>>
>>3210603
you're thinking of zelda
>>
>>3210605
uh, no, pretty sure i remember super mario 64 correctly
>>
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>>3210613
yeah then where was the star
>>
Does SHUT UP AND BLEED guy ever visit anymore? We haven't heard anything from you lately and I.... I miss you and your updates you mother fucker, ;_; !
>>
>>3210619
which one, chronoteeth or ispook
>>
>>3210583

iono, I was able to rebind the controls to where I could play it very comfortably. The problem was how dark the N64 version is.
>>
You guys ever focus so hard in a match your crosshair perfectly locked on to a rocket flying across the hallway in front of you?
>>
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it's a stupid roundabout method but at least i can get a lot of the textures
>>
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where in the fuck is the news post

what is happening to this thread

my comfy is being damaged
>>
>>3210640

It's the usual weirdness whenever someone else makes the OP, combined with people really angry they can't talk about Doom 4 here, so it's a double-dose of shitflinging.
Play Doom, have fun, and talk about the stuff you like.
>>
>>3210538
>>3210616
what are you doing with this
>>
>>3210653

Ripping textures for Doom and such, I assume.
>>
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>>3210643
Ancient Aliens keeps slapping my shit around

I felt immense relief when I beat the level in ep1 with the roaming cyberdemon and the waterfall arachnotrons, (especially after the secret with the rocket-launcher and missiles that spawns PAIN ELEMENTALS AND REVENANTS) but the very next level drops you in the middle of a mixed horde of lower level monsters with like 4 archviles peppered in

i appreciate a challenge, but this shit is a painful slog at best on UV
>>
>>3210653
what if he's
working on maps for metrood?

let's hope he won't forget to make backups
>>
>>3210663
ancient aliens is pretty but god damn it's hard
>>
>>3210653
i'm rip
>>
>>3210674
i really, really like it aesthetically

all the sounds and new sprites and crazy animal power teleportations really lend weight to the whole thing, but the oppressive difficulty sours it a bit
>>
What's the best way to play Dark Forces? There's no source port, is there?
>>
>>3210674
Yeah, I love how it looks. The constant monster ambushes, closets and gimmick levels need to go but.
>>
>>3210687
Nope. DarkXL is aiming to be close enough to being one through the use of reverse engineering but it's still far from perfect.
>>
>>3210663
>i appreciate a challenge, but this shit is a painful slog at best on UV

It's a painful slog no matter what difficulty you put it on, there's very little difference.

Honestly I can't recommend it at all.
>>
>>3210718
Maybe it'll be fun with Russian Overkill?
>>
>>3210404
soooo..... any news?
>>
What's the tune that plays when you die in Blastmaster?
>>
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I started working on a doom marine helmet model. Obviously it's very rough and a definite work in progress, but what do you guys think?
>>
>>3210759
Looks pretty good. Good job so far.
>>
>>3210759
did you base it on a properly scaled 120% height doomguy

looks cool
>>
>>3210749

That's the game over tune from Robo Warrior, same game where the other tracks are from

https://youtu.be/nNXejO9Hc_A
>>
>>3210762

I'm mainly basing it off of the Punchatz poster.
>>
>>3210763
Thanks!
>>
>>3210759
Looks breddy good. At this rate in about 10 years or so we'll have enough decent 3D models to make a 3d doom that doesn't blow.
>>
>>3210405
News: two shitty thread OPs in a row. And you've been told before that putting news in pastebin is utter shit because it breaks the >>post links
>>
>>3210775

That's the goal. I should have the helmet done this weekend, along with a shotgun model. My ideal goal is a UE4 version of DOOM. However, Bethesda & id-in-name-only would fire off cease and desist letters left and right.
>>
>>3210616
I have never seen that map outside of a super fucking pixelated DS screen
>>
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>going through the default bot list in UT
>see this

What did they mean by this?
>>
>>3210780
As I said before: you better make something "Doom-inspired" with monsters and weapons being same in properties, but different in names and apearance. For instance Cacodemon would turn into an Evileye or some such, just add several more tentacles with eyes etc.
>>
>>3210789
>What do YOU mean by this?
>>
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>>3210417
>kill all enemies I can
>the walls don't go down
Hell doesn't want me.
>>
>>3210795
either there's a baron still alive somewhere, or the baron was replaced by a copy that lacks the appropriate code pointer
>>
>>3210795
Did you check if some of the barons ended up outside?
>>
>>3210797
I had to noclip to check, they were all dead, so >>3210796 is probably right.

Pistol starting E2M1 is proving to be harder than E1M1 was.
>>
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>>3210763
>>3210767
Here you go, I made a little addon of sorts for Blastmaster.
I find the death music with Doomguy slowly falling down hilarious for some reason, and took it a bit further so that Cyberdemons now also lose the game whenever they die.
http://www.mediafire.com/download/o5axtowdb6327q3/Blastmastercows.pk3
Make sure to load this with Blastmaster in the correct order, or else it won't work!
>>
>>3210795
>>3210796
Yeah, I seem to recall 10x having that problem.
>>
>>3210813

I'm flattered you made an addon for my mod, and that's pretty amusing honestly.
>>
>>3210820
If only I could use the original music file in the mod as a playable sound (instead of playing it as music), so the filesize wouldn't be bloated with an .ogg file. Glad you like it anyway!
>>
>>3210210
Maybe, but the Shambler goes faster, has a faster attack speed (both lightning bolt and claws), while the Tank moves like molasses and takes a long time to prepare his attacks, despite having 3 attacks (and no close-range attack either).
I'd say the Shambler wins this one against the Tank or Tank Commander.
>>
>>3210869
also shambler has 50% explosive resistance
>>
Wondering if I should resign myself to contributing to other peoples' rather do my own. Seems the kind of mods I made and want to make don't really interest the community at large.

Less stressful to make small bits that anyone can use as well.
>>
>>3210891
That depends on if you want to make something for others or yourself ultimately. I for example am fine with the maps I make having a small playerbase/audience.
>>
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yes hello

why are these holes being here for
>>
>>3210921
Demons gotta poop too.
>>
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Hello /vr/,

What Doom wad should I play?

I've never really played much besides TNT and Plutonia.
Is there maybe some fairly newer wad that is widely regarded as good?

PS Toasty!
>>
>>3210938
Back to Saturn X 1 & 2
>>
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>>3210939
Looks sick, thanks
>>
>>3210938
Scythe 1&2 are the best experience I've gotten out of any single player FPS ever, not just Doom. They're so fucking good.
>>
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>>3210951
I liked the look of it and have just started it now
>>
In case anyone wants a tidy pack of quality maps for UT99, here's a compilation of the maps that were recommended by CliffyB. There are 35 maps in total, with the majority of them being for DM.

http://www.mediafire.com/download/2ha2ggf2b9576yr/Ownage_Maps.zip
>>
>>3210951
For me, UAC Ultra is just a wee bit better.
>>
>>3210718
>>3210663
I honestly don't think Skillsaw does very good monster placement. There, I said it.

>inb4 scrub, shitter, cuck, etc
>>
>>3210440
Good luck dude
>>
after making the remake of two D!Zone maps (and on the way to make a 3rd), i've decided to stroll around with DECORATE for adding new resources... here's the result:
https://www.youtube.com/watch?v=B_uj6VFetNY
(the music is into the wad, not added into montage)
>>
Anyone here have a high res scan of the Doom comic that isn't a poorly compressed mess?
>>
>>3210894
I'll still be making the same type of content because it's what I enjoy doing, but perhaps for other peoples' projects with wider mass appeal. I make mods because I enjoy it, but it feels pointless releasing things that no one is really interested in. Hard to improve as a modder without feedback for example.
>>
Im going to have a 5 hour plane ride this weekend, apparently you can play Doom in a PSP with a sourceport and it supports some wads, has anyone tred doing that? wich mapsets should I use?
>>
>>3211072
I've tried it. It's an okay port, could be worse. I don't think it supports anything past vanilla compatibility. Doesn't control too well so don't expect to be nearly as good at killing demons as you might be on PC.
>>
>>3211072
Well if you're playing on a PSP, maybe something on the easy side would be recommended, such as DTWID.
>>
>>3211003
Cheers lad, this looks like some good stuff.
>>
>>3211072
Back when I tried it the port would shit its pants on any even slightly complex map - for example, even just the '95 megawad Cleimos 2 would start lagging, and I don't doubt TNT/Plutonia and the later levels of Doom 2 would get awkward to play but I didn't spend that much time with it after realizing the framerate would drop even on such non-demanding maps.
>>
>>3211072
Sunder
Sunlust
nuts
>>
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Here's a really old level I made a couple of years ago. I edited it a little bit to make it more playable, and actually properly align some textures.

It should be vanilla, or atleast Boom compatible.

http://www.mediafire.com/download/ce144w5on5zw55x/HECK.wad
>>
I've googled this.

Is there an up-to-date list of sites to use for wadseeker?
>>
https://www.youtube.com/watch?v=OipJYWhMi3k
>>
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>>3211225

OH DUDE. YES
>>
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>>3211225
>scrapped Aztec-themed episode
>>
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SBARINFO is pretty neat.
>>
>>3211225
>1 hour of ahoy
I will either love this or hate this. No middle point.
>>
>>3211267
"Your plasma battery feels warmer"
Dipping batteries in lava when?
>>
>>3211271
FUCK! I did not think of that. Adding that in now.

What about the ammo bars? Like them?
>>
>>3211273

Not him, but I like them.

dropping batteries into lava and shit sounds almost like a Lasgun battery from WH40k.
>>
>>3211275
Thanks. Talking of WH40K, I'm thinking of ripping this old space hulk FPS game for sprites. The images are in the CHP format, what do I open those with?
>>
Are there any good full blown RPG wads with proper stories as well?
>>
Anon making that pocket SSG and pistol here.

I'm contemplating a melee weapon as well, I've done fists for a few other projects and now I wanna try something else.

I'm thinking either some kinda high tech extendable baton or a hand axe of some kind, maybe a folding one as well. They'd both perform the same, I'm just trying to think what would be cooler.

What do you guys think?
>>
>>3211273
bar doesn't tell me how many times i can shoot
>>
>>3211320
I'm thinking of adding a number beside the bars, but the weapons consume several rounds per shot, and SBARINFO doesn't allow you to divide the ammo count by the ammo consumption, so I have no idea how to do that. Sorry.
>>
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https://www.doomworld.com/vb/wads-mods/87891-my-first-wad/
>>
>>3211294
You can never go wrong with an axe
>>
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Metal Slug Doom!
https://www.youtube.com/watch?v=tdKFl7uK4Yc

Who else plays this?
Did you try Coop?

Any way to make the Nazi-Soldiers splatter and gib?
>>
>>3211404

From the vid, it looks slow and boring. Litteral opposite of Metal Slug.
>>
>>3211225
Oh neat. I liked this guy's Doom retrospective.
>>
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>>3211435
its actually fun as fuck!

And hard as hell!
>>
>>3211347
>"hitlerkk.wad"
>those screenshots
>"holy shit!!!"
Why did this make me laugh so hard
>>
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>>3211347
Holy Shit!!!
>>
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>>3211597

Jesus fucking christ you think there's enough lost souls in that room
>>
>>3211605
no

have the archvile flames explode into pain elementals
>>
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>>3211597
>>
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>>3211613

WOULD YOU STOP SAYING SHIT LIKE THAT? THERE ARE PEOPLE LIABLE TO HEAR YOU AND MAKE IT A REALITY.

PEOPLE LIKE ME
>>
>>3211620
Is this the seed sown for Hardcore Doom Wars II?
>>
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>>3211620
all according to plan
>>
>>3211286
Serpent: Resurrection
>>
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Not sure if this is the right question to ask here, but I'm using ACS, and I'm wondering if I have multiple if statements then an else statement at the end, will the else statement apply only when none of the if conditions are satisfied, or just the last if condition, ignoring those previous?

if (blah)
{
stuff
}
if (bleh)
{
things
}
if (bluh)
{
morestuff
}
else
{
otherstuff
}
>>
>>3211985
Sounds like you might be more interested in a switch/case
http://zdoom.org/wiki/Switch/Case
>>
>>3211404
>Metal Slug Doom

So... Action.wad?
>>
>>3211995
That looks like it only accepts one outcome, the thing is what I'm trying to to is check player movement (if (keypressed(BT_MOVELEFT)), if (keypressed(BT_MOVEFORWARD), etc.), and having each direction do something different, but not exclusive of each other. The else statement would be if the player isn't touching anything (i.e. not moving at all)
>>
>>3212017
do "int arse = 0;" at the start of the if whatevers

have them set arse to 1 if the ifs do anything

check if arse is 0 at the end - if it is, nothing happened
>>
>average bd player
https://www.youtube.com/watch?v=k0vCvJaaBRc
>>
>>3211985
you can do if (a) { } else if (b) { } else if (c) { } else { }
or you can use a switch (provided the cases are constants).
>>
>>3212017
as in

int arse = false;

if (a)
{
// things
arse = true;
}

if (b)
{
// thangs
arse = true;
}

if (c)
{
// thongs
arse = true;
}

if (d)
{
// thungs
arse = true;
}

if (arse == false)
{
// oh balls nothing happened
}
>>
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>>3212024
>see thumbnail
>immediately give up
>>
>>3212024
thanks

I needed to see them fetishize demon killing
>>
>>3212021
>>3212029
Ooh that should work, thanks Anon. Scripting is like solving a puzzle sometimes(or all the time).

>>3212024
>>3212032
>watch the first ten seconds
>nope
>>
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>watching RetroAhoy Quake
>notice the qtest footage has higher quality sounds
>decide to check its .pak file
>90% of the sounds used in the final game have their quality at 44100Hkz while in the final game all the sounds are in 11050Hkz quality with only the Thunderbolt sounds at 22050Hkz

Why is that?
>>
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>>3212043
>change my mind
>actually watch it for a little bit

It's like the fucking Doom comic just these people are real. And that makes it horrifying.
>>
>>3212048
disk space limitations?
>>
It's almost bizarre how alive the original Dooms are to this day.

I still remember playing it in 1994 on my dad's friend's computer as a kid who was way too young to be playing that kind of game, but thinking it was so cool to navigate the mazes and blast the baddies with a shotgun.

10 years later I was so lucky to get my uncle in LA to buy me a physical copy so I was the first in Norway to have a physical copy of Doom 3. That game came and went quickly, but then I got the BFG edition which I played solely for Doom 1 and Doom 2. That was so much fun it couldn't have been more fun.

Why is killing demons and hunting keys so fun?
>>
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Spriting is hard, but boy am I glad Marty had these shotgun sprites handless.
>>
>>3212059
I completely skipped over Doom in its heyday, but I did play Wolfenstein 3D on my uncle's laptop. It was neat. Then I moved onto GoldenEye.

I didn't actually get into Doom until high school with all the source ports and multiplayer mods and all that, but even then it's now my favorite shooter by far.
>>
>>3212059
its fun having an enemy you know deserves it and leaves no questions, the key hunting can provide a breather once the monsters are dead, letting the Adrenalin stabilize for the next encounter
>>
>>3212061
In the school of high I played mostly Quake 3 Arena and Perfect Dark.

>>3212063
I think the Doom monsters are both cute and charming.
>>
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>>3212071
>I think the Doom monsters are both cute and charming.

>tfw you've played this game so much that the monsters have lost all scare value
>find Imps amusing because of their dumb snorting sound they make when wandering
>find Revenants hilarious because of how they yell and walk all stupid and throw absurd haymaker punches
>find cacodemons adorable
>>
>>3212073
>demons are just stupid shaved gorillas
>pain elementals are flying meatballs
>fatsos are just really mad they can't scratch their back
>>
>>3212024
i see nothing wrong with this
>>
Is there a good method, or at least work flow for making head sprites for the hud? I'm trying to design my first custom hud and I'm just not sure how I SHOULD be doing this right.
>>
>>3212073
Doom has one of the most lovable collections beasts in gaming.
>>
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>>3211249
>Scrapped Chain Lightning Gun
>>
>>3212074
>>3212073
>>3212071
>tfw doomguy has spent so long in hell fighting demons, often the same ones revived time and again that he can only see them as friends who converse in combat now
>>
>>3212073
Sometimes I take a monster that's not in the levelset I'm playing (like the nazis, or some custom monster off Realm667) and bind a script that lets me spawn a single friendly one at my position.

The script kills the last one, only allowing one instance of the monster to exist, so it creates the illusion of me having a tag partner/pet as I play.

It's autistic as hell but I have fun with it.
>>
>>3212024
well, at least they name the monsters correctly.
>>
Guys I just had a snapchat filter show up today with the DOOM logo on in

Is id making another Doom?
>>
>>3212125
>slowbro megaevolution.jpg
>>
>>3211249
... do you think Romero still has that somewhere on an old hard drive?
>>
>>3212098
>Cyberdemon looms over ominously
>*grins*Hello old friend*cocks shotgun*
>>
>>3211072
I recommend D-Touch on Android, if that's an option for you
>>
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Am I an utterly irredeemable casual piece of subhuman trash for exclusively using WASD and freelook?
>>
>>3212193
Fuck no.

When I first played Doom, I did it in DOSBox without mouselook or anything, it wasn't until a year later that I found ZDoom and discovered what I had been missing out on.
>>
>>3212193
Not really. A lot of wads nowaday with the insane amounts of monsters assume you're using a more fluid control scheme than the original.
>>
>>3212202
>>3212204
That's good. I wasn't sure if I was being egregiously impure but it sounds like that's pretty standard. I have no idea how anyone ever beat the main games on nightmare with the standard controls. Flying a 747 would be less complicated than moving fast and accurate enough with the old controls to beat it on nightmare.
>>
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>>3212193
I use an analog stick, freelook, and jumping + crouching.

Just feels so free and fluid.
(of course I'll never break sequence on Vanilla or Boom style maps)
>>
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If the Revenants have two shoulder launchers, then how come they only shoot out one fire ball?
>>
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>>3211347
>>
>>3212219
I once tought one cannon was the pointer which targets you and then shoots the missile with the other cannon
>>
>>3212219
>give the revenant even more ways to attack
No friend
>>
>>3212219
One shoots heat seekers, the other shoots generic rockets.
>>
>>3212207
> I have no idea how anyone ever beat the main games on nightmare with the standard controls.

That's the whole point. It was added as a joke under the assumption nobody would ever beat it. It turned out to be possible, yes, but that was never the intention.
>>
>The PROP_FROZEN PlayerProperty doesn't prevent jumping
>PROP_TOTALLYFROZEN prevents player from doing anything at all
What do I do?
>>
>>3212262
Create an invisible ceiling over their head and remove it at the same time as the frozen
>>
>>3210440
If you do it, post a screenshot with "BIDNIGGA" written somewhere.
>>
>>3210443
This is totally 1007.
>>
>>3211404
I think the hard part of turning Metal Slug into a FPS is the vision.
In Metal Slug, you see everything.
In FPS genre, you have to look around to keep track of everything.

I think it's really hard to make the perfect balance of "holy shit bullets everywhere!" but still fair enough to not get shot by something random you didnt see behind you that was behind a column 2 seconds ago
>>
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>>3212059
Today to kick off the release of that which shall not be named, I played Chex Quest 3 to express my own private spite. Everyones all stoked to play that game and I would rather play Chex Quest so fuck you all.

And then I played some Duke Nukem 3D, Sunlust.wad and BTSX_e1.wad

Man today was a fun as fuck friday.

>>3212218
I can`t bring myself to having mouselook (vertical aiming) and jumping and crouching.

Instead I bind my space to turn right and control to turn left, then mouse2 to turn strafe on. And this way instead of jumping and crouching I can SR50 really fucking easily.

It's funny I feel mouselook, jumping and crouching break the game and I use SR50. But for idtech1 SR50 feels way more natural and makes it harder to sequence break, and SR50 features in speedrunning where crouching and jumping doesn't.

Also I went full arena fps and rebound all the weapon keys:

1=rocket launcher
2=chaingun
3=shotgun
Wheelup=BFG
Wheeldown=Palsma
rifle
Z=pistol
X=Chainsaw

And honestly when I'm playing GZDOOM I bound C to "use shotgun" and F to "use fist" so it actually brings up the actor weapon instead of needing to cycle through SSG and chainsaw respectively.

>>3212071
Whenever I find myself believing the monsters are cute I play a slaughtermap or turn -fast on. That notion gets knocked out my head quickly.
>>
>>3212250
Yeah I remember reading about that. Basically Nightmare was added to troll one guy who kept complaining that the game wasn't hard enough.
>>
>>3212285
>You can't just disable/enable player functions
Graaaaaf
>>
>>3212330
Yeah, that's exactly how it got in. Id is fun like that.

The guy got exactly what he asked for.
>>
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>tfw bought D o o m 4, played it for a couple of hours and now im just listening to the 3DO soundtrack of Doom.

I've made a mistake.
>>
>>3212362
I like the ZX Spectrum songs

https://www.youtube.com/watch?v=3v7cFGneuaw
>>
>>3212375
https://youtu.be/6um9uGfIKjI

I like this one
>>
>>3212362
>not playing it before buying it
You'll probably blame the industry for this too.
>>
>>3212329
>>3212362
do you honestly think saying doom 4 by name was what got posts deleted
>>
>>3212390
Maybe we should be calling it Do4m.
>>
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>Using pain elementals and revenants in the same trap
>>
>>3212396
Aren't pain elementals unable to be resurrected?
>>
>>3212412

Someone should not not make that a thing.
>>
what megawad/level pack should I play if I want something really atmospheric, the kind of thing that stays with me even after I stop playing?
>>
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I just wanted a download of DirectQ

Which one do I choose?
>>
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>>3212424
>Hellbound (it gets a bit heavy on monsters later on, so if that's a bother for you play on HNTR)
>Epic 2 (it gets a bit heavy on monsters a lot of the time)
>Back To Saturn X, Ep1 and Ep2 (Ep3 is still wip)
>Double Impact
>Unloved

And then there's Nihility, only Ep2 is available currently, and as a rough demo, VERY good, uses alpha/beta assets and clever dehacked trickery to give it a very old kind of Doom feel, best new mapset I've tried this year, has no music yet though, so put on your own in the background, I recommend something tense and creepy (I'll actually recommend AGAINST the Aubrey Hodges PSX/N64 ambient music, as I think it doesn't fit the style that Nihility is going for, you want something with a melody/theme, and Nihility already features ambient sounds)

And not strictly a megawad, but any map made by Lainos is typically some very grand and atmospheric shit (though expect some framerate drop in some of them), they're all vast, have atmosphere so thick you could cut it with a steak-knife, and have a very particular gloomy aesthetic that stays with you for days.
>>
>>3212412
Pain elementals and lost souls can't be resurrected, because they explode without leaving a corpse.

Cyberdemons, masterminds, and archviles are also unable to be resurrected.
>>
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So while listening to doom 2 music I came upon one of those METAL REMIX MERAKE things and decided to check it out.

How in the holy fuck do you manage to turn The Healer Stalks/d_stalks into fucking metal?! It sounds like shit
>>
>>3212390
No I just don't like it on that level.
>>
>>3212459
1.9.0
>>
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>mfw when I realized the name of lunatic.wad was a pun
>>
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>>3212468
>someone makes an arch-vile that can be resurrected
>usual revenant horde now has 5 arch-viles that resurrect the other before you can kill him
>>
>play until ragequit
>an hour passes
>start playing again
>this will literally never end as long as doom mods keep being made
th-thanks id
>>
>>3212073
I still think agitating skellies and chaingunners can suck dick.
>>
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Can anyone help a doom mod newbie out?

I want to play doomrpg but i heard its perfect with doomrl arsenal and its monster pack but i dunno how to combine it

anyone care to help?
>>
>>3212193
No? It's not how you played Doom back in the day sure and it might make some maps seem a bit easy, but there's no shame in it.
>>
>>3212617
Get ZDL, learn to love it
>>
>>3212621
links please?
>>
>>3212623
http://zdoom.org/wiki/ZDL
>>
is ZDL faster than dragging multiple mods onto gzdoom / writing a bat or just friendlier?

>>3212623
https://www.dropbox.com/s/o68iafxaisjify7/ZDL.zip?dl=1
>>
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>>3212631
>>3212630
>>3212621

Thanks, what other doom wad combinations would you guys recommend me to try?
>>
>>3212637
Sunlust + Accessories to Murder

You have to load Sunlust first and then Accessories to Murder. The reason is Sunlust has some custom weapon graphics and if it's loaded after AtM then you see Sunlust's sprites and not AtM's.

https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/sunlust
https://dl.dropboxusercontent.com/u/76650/project%20files/ww-doomnukem.7z

It's a lot of fun!
>>
>>3212639
I wish I could play AtM, but for some reason it breaks my OpenGL renderer the moment I load up a new game. No other weapon mod does this.
>>
>>3212670
Boot it up and before you start a new game, open the console and type r_drawvoxels 0

If you're using the latest version of GZDoom ( http://devbuilds.drdteam.org/gzdoom/ Top on the list) and this is happening, you should report a bug. http://forum.zdoom.org/viewforum.php?f=2
>>
>>3212680
Last I tried it was in 1.9.1
>>
Does the DoomRpg master file include doomrl arsenal and monster pack?
>>
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>just now realized after 20 years of playing this fucking shit that the sound effect for the pinky demon's death is unsynched with its animation
>>
If I want to play the original Doom 1 and 2 for the first time in all the classic glory of how they played at the time, Chocolate Doom is the way to go right?

Also, do you need to know level layouts and enemy spawn locations before cranking up the difficulty? I've heard Doom is really good if you don't use quicksaves at all and just play each level as it is own thing, but from playing games like Serious Sam TFE/TSE on Hard and Serious initially I felt like the game was practically designed around you quicksaving each room.
>>
>>3212776
Yep, Chocolate Doom is what you want to use if you wanna feel like you're playing Doom back in 93/94.
And honestly, I don't think much quicksaving is needed in the original Dooms. They're not too difficult on Ultra Violence. A good challange.
>>
So how can i play DoomRPG with doomrl arsenal and monster pack? when i load all of it it just opens doomrl and nothing else
>>
>>3212776

If you want the classic experience, then yes, Chocolate Doom is definitely the way to go. It's the closest to vanilla play there is.
PRBoom+ is vanilla with a couple extra perks and a lot of mapsets, so that's another good option.
>>
>>3212776
Just play it in whichever way you want, man

If some neckbeard ITT makes fun of you for texture filtering or whatever, just call him a dumb cunt and move on
>>
>>3212782
Some moments on some levels in Doom II are pretty damn hard on UV. I can think of a couple right off the top of my head...
>>
>>3212784
PRBoom+ is what you should use if the mapset you're playing isn't made with ZDoom in mind. Higher frames.
>>
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>watching the completionist talk about doom
>uses dosbox
>100%ing doom

mfw


here is the video if you're curious senpai

https://www.youtube.com/watch?v=LQ7DWGyc7JQ&ab_channel=ThatOneVideoGamer
>>
>>3212783
pls respond
>>
>>3212783
>>3212827
Shortcuts.
>>
>>3212838
i still dont get it.

so sorry for the newfaggery
>>
>>3212841
http://zdoom.org/wiki/How_to_autoload_files
>>
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How does this image make you feel, /doom/?

I think this is the first time I played edgy doom, cause I was more of a Build engine kid
>>
>>3212858
horrified, between the filters and hi-res textures
>>
>>3212858
like it's time to get back into bulimia
>>
Can anyone link me that pistol start mod. I remember reading about it here on my phone and forgot to download it and now I can't find it.
>>
>>3212794
>annoying intro
>fat spic
>grown man with a tenor voice pitch
>trying to cash in on a game of the same name that's coming out
Dropped like UT99 campaign on godlike
>>
>>3212794
If I had a nickel for every-time someone in a doom video has said "back in the day"
>>
http://www.mediafire.com/download/trk7yt4v9egtrnv/SmoothDoom-WeaponsOnly.pk3

Just a few aesthetic fixes and minor basic tweaks.
>Added recoil frames on the SSG
>Fixed ticrates on the Shotgun
>Tweaked a couple frames on black glove pistol so it doesn't look squished to Fuckland, Atlanta and back
>Polished up the plasma rifle's recoil animation (which had like, one frame in it that was also fucking QUALITY) and a minor bug that ocurred when you had visual recoil enabled and smooth bobbing disabled, making the recoil effect inconsistent and annoying.
>Fixed some shit involving the animation for the chaingun upon stopping fire with bullet casings on, which caused the spinning animation to end abruptly
>Added ONE(1) new shell casing death sound effect, courtesy of Marty Stratton and Co.
>>
>>3212886
Then you'd be able to pay for entertainment instead of wasting countless hours watching manchildren on youtube :^)

>>3212902
>Marty Stratton and Co.
inb4 deleted
>>
>>3212680
>>3212670
Even better, open it in Slade and then delete the voxeldef files and the voxel models, and you never have to type anything into the console again when playing AtM.

GZDoom handles voxels abysmally and I don't understand why WW would even bother with them, especially for shit like items and empty casings, that shit will add up VERY fast, he must have a monster PC

>>3212776
>I've heard Doom is really good if you don't use quicksaves at all and just play each level as it is own thing
You could do that, but know that it's not required, the game plays just as well when played progressively.
>>
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Can we talk about painkiller for a bit? Levels reserved for last 2 difficulties are the absolute worst levels in the game, right?
>>
>>3212924
yeah, fuck prison and forest
>>
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>>3212924
Not an answer but
>that chapel level with the leaping things
Playing that on the highest difficult was one hell of a ride.
>>
>>3212907
At this point its pure conjecture but playing the whole "you spend time on here" card is very stale. But how else are you supposed to respond to my faggot ass cliche I suppose.
>>
>>3212941
>>>/vg/141863963
>>
>>3212924
>Can we talk about painkiller for a bit?
No
>>
>>3212841
Don't be sorry, just fucking Google it. Asking for a link to fucking ZDL and waiting for a reply takes much longer than searching for "ZDL doom".
Its really not complicated.
>>
I'm really having problems running Doomrpg Doomrla, i keep getting this error

Unknown patch 'MA75X0' in texture 'MA75Y0'
Unknown patch 'WSTEX0' in texture 'WSTEY0

what am i doing wrong?
>>
>>3212940
I'd consider 4chan less of a waste of time than 99% of gaming youtube channels, moderately higher probabilty of insightful information being exchanged, because millions of monkeys slamming away on million keyboards
>>
Doomb question guys, is there a way to turn off the voxel pick ups some mods have and make them sprites?
>>
>>3212982
See
>>3212680
>>
>>3212639
strange, Im trying this but it seems its not loading AtM at all
>>
>>3212989
how are you doing it

you may need to write a quick bat file or use zdl to be sure it's all in the right order
>>
>>3212991
using ZDL: Sunlust first, then ww-doomnukem
>>
>>3212992
all i can think of is maybe you forgot to extract ww-doomnukem.pk3 from ww-doomnukem.7z
>>
I want to kick my quicksaving habits, is it possible to make a timer in gzdoom that will autosave automatically every X minutes? that way I can just rip and tear and not have to worry about it?
>>
>>3212994

Yes. I'll make one for you. How many minutes do you need?
>>
>>3212993
Oh nevermind, was pointing to a wrong folder where AtM was earlier. Thanks anyway
>>
>>3212997
Well I wanted to see what would give a good flow. But I think restarting a level after 4 minutes would be annoying so lets go with 4 minutes.

I would like to know how to do this so I can tamper.
>>
Since a decent while ago I can't right click -> "open with" with (g)zdoom. It refuses to add itself the list of programs when I browse to it's location and select it. What gives?
>>
>>3212048
Did anyone make a mod out of this for regular Q1 yet?
>>
>>3212974
This is true. But even just game videos shown on here have that whole casual "hey guys I played doom back in the day, its was really good for its time!" milktoast persona.

It completely misses the point of what makes the game great: that its still new and fresh thanks to solid gameplay and user-content.
>>
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>Doom 64 map 8 yellow key

Fuck me.
>>
>>3213020
>It completely misses the point of what makes the game great: that its still new and fresh thanks to solid gameplay and user-content.
Gameplay's solid as ever, but presentation is woefully outdated

And at the end of the day only 12 year olds watch these videos, guess how much they care about your supposedly solid gameplay, gramps
>>
>>3213002

http://www.best-ever.org/download?file=autosavetimer.pk3

Here you go. It's bound to a cvar "autosavetimer", defaults to 4.

This is a pretty nifty little idea, anon, I may whip up a version for my next project.
>>
>>3213037
Thanks a bunch guy!

Have a funny picture.
>>
So I just found this repository of "remixed" monster WADs http://www.realm667.com/index.php/en/beastiary-mainmenu-136-69621

Can I just use them as normal, or are they mostly just resources for mods and need a "summon" in the console to spawn?
>>
>>3212680
Aww sweet, that fixed it. Bloody voxels.
It's a nice feeling weapon set. Very meaty. I like how the basic shotgun in a double barrel now.
>>
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>>3213041
>that pic
>that filename
>>
>>3213043
Yeah that's for content creators to take liberty and decide which actor tag they want them to replace. You can go hogwild as long as you credit the source.

Each one of them have their own actor tag number but 1 second in slade and you can change the actor number to replace what you want.
>>
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So I played rise of the triad remake for a bit

Was multiplayer ever anything but completely deserted? I picked it up like a year ago for bargain bin price
>>
>>3212752
>not realizing that the Demon is the one doom monster whose death sound has a thump in it, for when it hits the ground.
>>
>>3213079
skeletons do too
>>
>>3213080
Oh yes, That too
>>
>>3212964
You might be running the PATCHES that let DoomRPG support RLA, and forgot to actually include RLA itself. It does not come with DoomRPG, only the patches do.
>>
>>3213073
from what i understand there was an active multiplayer community when it launched, but given how terribly optimized and advertised the game was, that small pool must have dried up
>>
>>3213073
It's the typical nature of all recent multiplayer side stuff. Played with for a bit at launch then dropped to the wayside and never played again.
>>
>>3213094

Not really but ok.

Not retro but

>Still play USFIV on steam with friends I met on steam and in ranked often
>>
>>3213094
>>3213092
Who buys games on launch anyway, you save like a new PC worth over time if you wait a year and a bit.

Last game I bought "full price" was witcher 3, but since I'm such a good goyim they gave me 38% discount for owning previous two games.
>>
>>3213114
And that is why the devs are fucking based. Loyalty discounts should've been standard practice in the gaming industry from the beginning.
>>
>>3213116
Well in retrospect waiting a year for TW3 would've been a smart move too, patches improved it quite a bit, especially performance wise.

And it's been 50% off like 4 times since release
>>
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>>3211003
By the way, if anyone else is playing UT99 with the D3D10 renderer like I am, you have to set SimulateMultipassTexturing to False to fix issues like this on DM-Forwhomthebelltolls. I haven't noticed if any of the other maps have the same problem.

I think it's better to use the enhanced OpenGL renderer if you can get it to work smoothly, but it's a stuttery mess on my end. I blame AMD.
>>
>>3213121
>I blame AMD.
Yeah they are notoriously shit with openGL, god knows why.
>>
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>tfw Loque is on your team
>>
>>3213117
>TW3

is this game retro fps?
>>
I just installed Project Brutality but am finding my ammo counter doesn't tell me shit, when I try to manually reload it doesn't work probably because the gun is already full of ammo but again I can't tell and often open a door to face my enemies only to be stuck reloading like a dipshit.

How do I turn this reload system off?
>>
>>3213269
You can't. The reload system makes it more REAL.
>>
>>3210687
just use DOS BOX my man
>>
There aren't any tutorials for the Eureka editor, are there?
>>
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>it's a "requires a two-jump technique combo" powerup
>>
>>3213305
Just hammerjumping gets you there
>>
>>3213305
I forgot, can you wall kick in UT99?
>>
>>3211169
The cyberdemon comes way too early in the level.
>>
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>Playing some Doom
>>
>>3213324
Nope, lol.
>>
>>3213330
what canon is that armour from
>>
>>3211280
They do not open in GIMP.
just looked at those sprites, they are pretty good.
https://youtu.be/5rDoADMiwK4
>>
>>3213334
Probably classic with some liberties taken
>>
>>3211280
>>3213339
http://forum.zdoom.org/viewtopic.php?t=37544 Space Hulk was already ripped
>>
>>3213339

That's not the game I have, I have the one from 1993 here:
https://en.wikipedia.org/wiki/Space_Hulk_(1993_video_game)
>>
>>3213324
>>3213305
>>3213332
Hammertime!
Impact Hammer jump is a cheaper version of rocket jump. Also it's well timed altfire can redirect projectiles flying at you.
>>
>>3213318
Hmm, you're right. I prefer doing the lift jump first because it allows more room for error.
>>
>>3210404
Not Doom related, but is Wolfenstein 3D worth a go through ECWolf? I can't seem to find a good torren (I know, I know) of it and Spear of Destiny so I dunno if I'll bother. Just want to kill some Nazis is all
>>
>>3213357
I used the ZDoom Wolfenstien TC instead of ECWolf, and enjoyed it for what it was (a even more basic Doom.) Chaingun a best.
>>
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>>3213357
>Wolfenstein 3D
it sucks

u might like one of the wolfendoom scenarios tho :)
>>
>>3213334
I think thats a recolored planetside 2 image
>>
Trailblazer 1.3
http://forum.zdoom.org/viewtopic.php?f=19&t=47494
>>
>>3213269
Sounds like you need to git gud fampoonie
>>
>Mod adds bullet casings
https://clyp.it/0ftjiwph
>>
>>3213441
Oh neat. There's a junk crafting system now? Interesting.
>>
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>>3213471

>GMOTA is canon

This makes it even weirder because I plan on taking Blaz into a game of his own one day
>>
>>3213550
Please don't use Unity engine
>>
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KNOW-MORE.gif
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>>3213550
> a game of his own
>>
>>3213556
>implying kegan would ever be able to decide which engine to use
>>
>>3213556
>>3213564

GameMaker most likely


>>3213557

I wanna make a Ys clone one day, but even more beat em up styled combat, punching, sword swinging, throwing subweapons, and grappling shit.
>>
>>3213567
>GameMaker
>Game
>Maker
oh god no
>>
>>3213570

Better Gamemaker than Unity, and I think it'll be fine for the scope of what I wanna make, if not, well then I'll pick something else up. But I'm getting way ahead of myself. I got a lot of other shit to make before I go forward with those plans
>>
list some games with cool, thick, fonts
>>
>>>/vg/141863963

Into your thread, guys.
>>
>>3213580
If you need a coder and or 2d/ui artist when the moment comes I'd be happy to come aboard.
>>
>>3213305
Translocator
>>
I wonder if Japan likes Doom.
>>
>>3213703
they don't seem all that into first-person shooters. there's a few mods from japan but i haven't found much of a community

there's more interest in south korea but i don't remember the shitty forum i found for it, pretty sure captain j goes there as well as the zdoom forums
>>
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hudson.jpg
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>Ancient Aliens + The Trooper weapons
>>
>>3213703
It has enough of a fanbase over there that the Japanese Community Project could've been made. They had nothing but console versions of Doom for the longest of times over there.
>>
>>3213703
there's a small but dedicated fanbase
>>
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doomstrut.gif
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>>
>>3213703
https://www.doomworld.com/vb/post/1583715
>>
>>3212193
if anything, free look gives you more chances to miss your shots than you would normally have (assuming you turn auto aiming off as well). i personally play freelook with auto aim on, and try to aim below elevated enemies that are really far away; if the auto aim doesnt kick in, then i know im not meant to kill that enemy from that distance and try to move closer. i do this to avoid chaingun-sniping everything and making things too easy
>>
>>3213269
Hit - to remove the standard hud.
>>
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>>3213728
>The Trooper

Didn't know about this weapon set. So many guns that all feel good to use.
>>
>>3213673

I just might hold you to that.

>>3213740

Everyone else give up now because this is the best goddamned gif.

https://www.youtube.com/watch?v=8wZGVazbJYY
>>
Reverse HDoom when?
>>
>>3213672
New thread is here
>>>/vg/142140683
>>
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>>3213728
>>3213797

>that hideous recoil on the weapons
>the awful melee

No sir I don't like it
>>
>>3213815
Suppose to be accurate I guess. Shit like the semi-automatic shotgun and assorted machine guns are nice to use. It's just nice variety without going too crazy.
>>
>>3213728
now try it with helstrum
>>
>>3213801
>I just might hold you to that.
I believe you can deduce who I am. Just say the word.
>>
>>3213821
>Search for the other two mods The Trooper's post talks about
>Get nothing

How's Helstrum and that other one?
>>
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>>3213821
These weapons don't feel right and I don't like this over the top darkness and hell design.
They remind me of this cup.
>>
>>3213878
I'd drink from that cup ironically.
>>
>>3213867
helstrum is the new x-weapons - http://forum.zdoom.org/viewtopic.php?f=19&t=37254

the trooper is helstrum with a loadout - http://forum.zdoom.org/viewtopic.php?f=19&t=49569&sid=a638c27c2570e81d24d8ba064573b533

i'll let you decide the quality.

>>3213878
i don't see the problem, that's a nice ass chalice
>>
>>3213882
From which side? Would you have the face towards or away from you?
>>
>>3213894
Huh, interesting.
>>
>>3213895

Not him but away, obviously, you need the spooky ass skeleton bro to glare at your enemies while you drink, stopping them from hating on you because you're so much fucking cooler than them
>>
>>3213895
Face away from me. I don't want no skelly peeping my chin as I drink from his brain cavity.
>>
>>3210550
I would have bought Doom 64 already if it didn't use that shitty controller pack. I can't believe nearly every single third party game on N64 requires that garbage. Can't believe cheap ass devs couldn't put some EEPROM in that's shit.
>>
>>3213895
if it's the skull of a guy you killed you gotta look into its face. that's the rule. man up
>>
>>3213914
but how will drink enter mouth
>>
>>3213918

Use a crazy straw. Sip in comfort while you look into the empty sockets of your slain foe.
>>
>>3213905
>>3213908
>>3213914
So you drink from the back. But when you put it down you have to turn it round so it's facing you.
>>
>>3213923
Of course. Might as well just be a normal cup otherwise.
>>
>>3213924
THis is too much effort for something done ironically
>>
>>3213927
Look, buddy, if we admit that we just plain old like things then we face ridicule.

Stop trying to peek behind the curtain.
>>
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https://youtu.be/GGNLSxxuA0s

These weapons are awful
>>
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do it right.png
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>>3213918
bitches don't know how to quaff these days
>>
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>>3213937
>>
>>3213931
thats some hd class recoil
>>
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SHTFB0.png
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>>3213931
The guy could have used the flashes from the shotgun and it would look ok, the weapon sprites are ok.
>>
Is the digital PS3 version of Doom 2 any good?
>>
>>3214068
why would anyone play doom on a ps3
>>
>>3214068
man just play it on pc come on, get you a mouse and keyboard
>>
What is the ideal time limit for a speedmapping project?
>>
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>>3210434
Makes sense for a mod with DMC influence to have a mode like the Legendary Dark Knight mode
>>
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>RetroAhoy finally did Quake and rekindled my drive to play it
>Ancient Aliens released
>I find the forbidden game okay
This month has been pretty tight so far
>>
>>3214095
>that facepalming demon on the ground
>>
>>3213931
Everything about that looks crude and terrible.

>>3214075
>>3214071
Some people like gamepads, and playing on their TV.
To answer his question, get Classic Complete, it's a bit less butchered than BFG Edition, and has more content.
>>
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and then there's this faggot.png
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>Thre are still people thinking Half Life 1 uses Quake 2's engine
>There are people RIGHT NOW who mutes Quake's QuadDamage triggering sound
https://www.youtube.com/watch?v=be8Xxi-ZdU4
>>
>>3214079
there isn't one really. 60 minutes is probably minimum, up to, well, all day
>>
>>3214095
>a mod with DMC influence
heh
>>
https://www.youtube.com/watch?v=zb6Eo1D6VW8

You guys want to see cringy, clickbaity videos about Doom?
OH BOY HAVE I GOT SOMETHING FOR YOU
>>
>>3214174
Cringeposting goes on /v/.
>>
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>>3214174
>game theory
>>
>>3214174
No I don't
>>
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>>3214174
YOU KEEP THAT GAME THEORY BULLSHIT AWAY FROM DOOM
>>
>>3214174
>Doom WASN'T 3D!
I'm not even gonna click.
>>
>playing plutonia for the first time
BOY DO I LOVE OPENING DOORS WITH 5 CHAINGUNNERS BEHIND THEM
>>
>>3214174
I think one of the guys of that channell made a video called "How Doom's Demons Are Racists" or something like that.

It's private now.
>>
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>>3214164
>mfw I suggested the monster multiplier mode
>mfw I got the idea for it from DMC4's legendary dark knight mode
You can deny it all you want, but there's no escaping the truth.
>>
>>3214203
Did you die?
>>
>>3214095

>DMC influence

anon, Term's never played DMC
>>
>>3214203
you have the luxury of deciding when and if you want to open the doors

better than going to open a door and a wall dropping down behind you with chaingunners behind that instead
>>
>>3214203
you have the luxury of deciding when and if you want to play doom
>>
>>3214215
>anon, Term's never played DMC

Oh yeah, and I also accidentally sucked a dick last night.
>>
>>3214174
https://www.youtube.com/watch?v=_bl33_J3B-s

Anti-cringe administered
>>
>>3214221

I don't get it.
>>
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>>3214203
not that but,
>an archvile on the first level

which dipshit gave romero that idea?
>>
>>3214095
>>3214164
>>3214215

Not entirely true.
I played 4 after people kept talking about how I was totally inspired by it.

Though outside of occasional suggestions for people to make it more DMC-esque (see >>3214212 and air juggling), there's really not that much influence.
>>
>>3214226

was romero even involved with Plutonia? I thought that was a third party mapset
>>
>>3214214
Followup question: and do you think a player should be able to get through the map on the first attempt, without dying?
>>
>>3214228
No. Plutonia was made by D. and M. Casali. The poster is misguided.
>>
>>3214209
>"How Doom's Demons Are Racists"
See, that's why we don't talk to the demons.
>>
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>>3214234
kek
>>
>>3214234
Maybe theyre just misunderstood
>>
>>3214241
Does that guy ever do anything besides laugh uproariously while clutching himself
>>
>>3214245
Well it's a jpg not a gif so I'd say no if I had to guess.
>>
Anyone knows any other stupidly fun wads like pol.wad?
>>
/newstuff #497
https://www.doomworld.com/php/topstory.php?id=4585
>>
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>>3213931
I don't see what's wrong with them besides the silly muzzle flashes.
>Just noticed the bullet casings spawning a couple metres in front of the pistol and not even aligned to the eject animation
>>
>>3214261
Theres been loads of jokewads. Whether they are funny is debatable though.
>>
you know what is worse than perfect hatred?
against thee wickedly
fuck those quaranteed damage lavapools
>>
>>3214174
well that guy is stupid

the z dimension was used for physics, as well as item, projectile, and hitscan collisions

pretty sure that makes it 3D
>>
>>3214209

wait what

I DEMAND AN IN DEPTH EXPLANATION OF SUCH BULLSHIT

>>3214227

hey term, whats up with this new booty project of yours? looks pretty cool
>>
>>3214369
>I DEMAND AN IN DEPTH EXPLANATION OF SUCH BULLSHIT
Seems like a bad idea to me.
>>
>>3214369
the explanation is clickbait + youtube money
>>
File: hqdefault[1].jpg (16KB, 480x360px) Image search: [Google]
hqdefault[1].jpg
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http://forum.zdoom.org/viewtopic.php?f=19&t=51887
>>
>>3214382
No.
>>
>>3214382
this is john holgado levels of wtf

all it needs is "also I'm not homosexual" at the end and we're set

but really dude needs help
>>
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>>3214382

>all of that word salad

This motherfucker's a legit schizo
>>
>>3214325
There's a secret with a rad suit and the level is short enough to blitz through
>>
>>3214382
>diamond computer language code

i am lost & i want my mommy
>>
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- Design - Crimson Skull Final 2.png
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>>3214369
>whats up with this new booty project of yours?

New game, since looking back on Nocturne in Yellow there's a lot of stuff that really grills my cheese sandwich and the one month deadline was kind of bullshit.
Push is also ded so that frees up a slot in my "can work on two projects at a time" limit.

tl;dr: Play as a space pirate in space. Go from planet to planet grabbing cash, fight off aliens and demons.
Gameplay is kind of a mix of DemonSteele (dual-wielding though primary is always a gun, gottagofast, dodge lots of projectiles) and Dreadnought (big sci-fi beams, enemies fall fast, and aerial mobility).

Kind of aiming for a first-person shmup, lots of enemies shooting lots of projectiles but everything blows up real easy.

Have a totally-original-do-not-steal protagonist, drawn by DrawFrag.
>>
>>3214427
Remarkably slender ankles.
>>
>>3214427
boots should be thicker, heel should be more pronounced
i like the design, though
>>
>>3214223
Okay that's better. Nice to see LGR finally do a Doom video. Hopefully, he'll make a Quake video eventually
>>
>>3214427
>Play as a space pirate in space. Go from planet to planet grabbing cash, fight off aliens and demons.

so...anti-samus
>>
>>3214398
>>3214404
>>3214426
Quoted wrong post. But yeah. Surprised ZDF hasn't followed suit & removed the guy yet.
>>3214436
Could be a grill in disguise...
>>3214442
You beat me to it.
>>
>>3213023
I just key grabbed it
>>
>>3214382
>1. 3d rapping tech...... this is a 3d scanning and a rapping the old texture and remodeling it into 7k standard tech

>2. 7d rapping tech..... this is a 7d scanning and a rapping the old texture and remodeling it into 7d standard virtual tech......

>3.7k rapping tech..... this is a 7k scanning and a rapping the old texture and remodeling it into 7k standard virtual tech......

>4. we also use dynamic lighting for all our mods.... this means that we have used a 7k dynamic lighting system that allows the world look stunning in all lighting enviroments......

>5. we also use dynamic lighting for all our mods.... this means that we have used a 7d dynamic lighting system that allows the world look stunning in all lighting enviroments.....

>6. we also use dynamic lighting for all our mods.... this means that we have used a 3d dynamic lighting system that allows the world look stunning in all lighting enviroments.....

>7. we also use dynamic lighting for all our mods.... this means that we have used a 5d dynamic lighting system that allows the world look stunning in all lighting enviroments.....

>6. we also use dynamic lighting for all our mods.... this means that we have used a 5k dynamic lighting system that allows the world look stunning in all lighting enviroments.....

>7. we also use dynamic lighting for all our mods.... this means that we have used a 3k dynamic lighting system that allows the world look stunning in all lighting enviroments.....

This list is so beautiful I'm gonna force everybody to scroll past this post to read the rest of the thread
>>
>>3214453
Afraid I will be hiding your post. Nothing personal. Just want to preserve the life of my mouse wheel.
>>
>>3214376
>>3214379


I was talking about the reasoning behind that premise, even if its clickbait, how do you reach that conclusion?

>>3214427

that sounds pretty halal
>>
>>3214432
>>3214436
I'll see if we can thicken up the boots, thanks.

>>3214442
I'm a giant Metroid fanboy. Samus influence unapologetically blatant.
>>
>>3214464
I said it seemed a bad idea because I expect it will lead to a /pol/ derail.

Fair warning given. Carry on.
>>
>>3214450
i assumed it was a grill, but the thing about the design is that it's transferring from armor to leather
it looks good and drawfrag did a good job, but the boots are very thin and the heel doesn't follow the flow of the foot
it would be better to have a thicker boot with a chunky two-inch or three-inch heel on it
>>
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27Hrd.png
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>>3214223
https://www.youtube.com/watch?v=P8VeIH_Ijn8

Superior anti-cringe deployed
>>
>>3214436
>>3214450
that character seems inspired by captain harlock, who had a prety androgynous figure
>>
>flipping through doomseeker
>literally no servers that are even close to vanilla
makes me sad desu
>>
>>3213441
>That new minigun
Pure sex, it plays rock while shooting from it, while both the minigun and his little friend Browning wipe out everything.
>>
>>3211225
wait if the sourcecode was released why is quake 1 not free?
>>
>>3214558
>finally find one
>it has one player and is password protected
[muffled frog noises]
>>
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>>3213416
Correct you are, it was originally a TR soldier.
>>
>>3214564
The source code and the game resources are two different things. The engine is free, but you still have to buy the resources to legally own them. This is also true of Doom and most other open source games out there, although some have also been made freeware by their creators.
>>
>>3214583
oh of course how stupid of me
that's what you get for being a retard not knowing anything about coding
>>
>>3214427
Agreeing with the others. Design is great but the boots need to be bulked up.
I get more of a Vile vibe than Samus, myself.....
>>
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>that guy that thinks Doom 2 is better than Doom 1 because muh super shotgun and ignores how much worse the level design is
>>
>>3214624
Completely superior monsters
Worse levels

Superior monsters offset the level quality
Super Shotgun offsets boring close quarter combat with monsters that have Cacodemon HP and higher with linear projectiles without relying on the Plasma Rifle or BFG
>>
File: file.png (2MB, 1598x900px) Image search: [Google]
file.png
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A Shameful Display
>>
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face.png
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>>3214369
It basically was something like a "joke", the guy opens a door and a... "demon protest" is going on and then the demons talk about what they're supposed to really be and blah blah blah... like for example, an imp talks and says something along the lines of "use imps are not really evil, the imps in mythology or stuff did pranks to call attention BRUH" or something like that.

It was awful
>>
>>3214558
Hosting, no password.
>>
>>3214654
Well thanks for giving us the server name.
>>
Which one of you fuckers made that wad with the /co/ porn on the walls?
>>
Are there any Unreal-style level wads that don't replace any weapons?
>>
I know I'm incredibly late on this but I've had a lot of rl shit come up.

Does anyone have links to the latest levels posted for the /vr/ Boom Ep 1 project? As far as I know there was a revision of the E1M3 someone made and another one posted after that but there may have been others - I lost track.
>>
>>3214675
gotta link the wad now. for research reasons..
>>
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zdaemon-gamma.png
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>>3214638
what's wrong, it looks just like when I play ZDaemon with my pals from Doomworld
>>
>>3214638
the sprites rotate towards the camera and not WITH the camera
i can't deal
>>
>>3214663
search doom vanilla. Vanilla is the best flavor.
>>
>>3214743
I like my doom with strawberry jam
>>
>>3214749
i like my doom with extra vaseline
>>
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haelin.jpg
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GMOTA/CombinedArms/Blastmaster anon, what settings do you use to record your videos before webm-ing them? They're nice quality.
>>
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how to suck at strafejumps.webm
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>>3214759
I use shadowplay, then encode to VP8 in handbrake, then -vcodec copy in ffmpeg to webm it

Fraps will give the best source quality since it's uncompressed, and the webm will look marginally better in the end
>>
Holy fuck Scythe is kicking my ass.
>>
>>3214638

Didn't they also flip textures on the classic maps eastereggs?

Like they were put in at the last minute with no care at all.

Wonder if someone is going to try and recreate Doom 4 in a WAD. SP seems all right.
>>
>>3214763
Sad to say this, but while FRAPS is uncompressed, it is also not loseless - it produces minor artifacts and color coding problems (like improper red encoding), that makes any videos produced later from it as the source to have more artifacts that they would have otherwise (because all the minor artifacts FRAPS produces get encoded as well).

So far the best loseless Codec I've seen is Lagarith.
>>
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is melting
>>
>>3214775
Once I play through it, I'll rip all the weapons with mods and animations at 35fps 720p. Then someone should be able to produce quality sprites out of it. Or maybe Ill learn how (my actual artistic skills are lacking)
>>
>>3214779
Flip that force lossless RGB capture button (warning: 1080p@60 will choke any HDD on the market, so you best have a dedicated fraps SSD)
>>
>>3214638
>That red dot on the medikit
>The pill medikit cencory version somehow feels better
>>
>>3214789
i'm pretty sure it's supposed to be a pill, but that doesn't render properly
>>
>>3214798
tilt your screen back, you can see where they drew over the bottom of the cross
>>
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>>3214789
>>3214798
>>
Is French Doomguy or PSX Doomguy a gentle and thorough lover?
>>
>>3214638
Wolf TNO did a much better job with its retro level.
>>
>>3214764
I finally got off my ass and started up my first runthrough (UV for ep 1 and 2, HMP for ep 3). Outside of MAP07, ep 1 was pretty breezy, but Alm really ramped it up for E2. On MAP17 right now; managed to find the first secret level, but didn't find the secret exit in that. Semi-looking forward to the slaughter in E3 (dunno how well my skills will hold up, even on HMP).
>>
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>>3214763
>handbrake
I have never heard of this. This is more steps than I thought it would be.
>>
>>3214763
>those extra steps
>not just using webm for retards

But why anon?
>>
Hey guys, I know it was more than a day ago, but could I please get an answer to this? >>3212086 If anyone has any input I'd really appreciate it.
>>
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>just finished Master Levels for Doom 2 on UV after beating Ultimate Doom, Doom 2, Plutonia and TNT, all on UV as well

Well sht, I did it. All the OG Doom games not counting 64, which I guess I'll do later. Not like I haven't been playing PWADs this entire time, but it took me like 8 years to actually do this since I got into Doom back in 2008.
>>
>>3214885
Congrats, man. Well done.
>>
>>3214878
about any tutorial for drawing a head will be alright, then scale that down to hud size and touch up pixels

don't forget to make it 83% of the normal height to accommodate the 120% vertical scaling
>>
tfw I'm helping new doom shooters on twitch by teaching them about prboom+ and the glorious world of sourceports, and how the bfg edition sucks

even giving them a cfg file for prboom to get them playing w/o any trouble


they're all so thankful


it makes me feel fuzzy inside
>>
>>3214885
now do plutonia 2
>>
>>3214893
you damned them all to no mods

the only thing that makes doom worth playing
>>
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>>3214842
Handbrake is fast and can into 2 pass VBR

Also why the fuck no other UT game had domination as standart game mode? Even with bots this is frantic tense action

2k4 had double domination but it was crap, just like 2k4 itself
>>
>>3214902
how so? ezpz with prboom, you just drag the wads into the folder and select them with the launcher
>>
>>3214914
>just like 2k4 itself
you take that back you slow-plodding pixel-peering UT99 fanboy hack fraud FUCK

just kidding, I just like 2k4 more
>>
>>3214919
got no decorate my man

got no acs
>>
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>I used to play Brutal Doom with filtering and "high-quality" resizing
>>
>>3214914
Double Domination seemed to cocktease you with victory way too much, but I still liked it.
>>
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>just hit the city levels in Doom 2 for the first time
I want to play Doom 1 instead
>>
>>3214943
Don't worry anon.

It will only get worse.
>>
>>3214943
i dont understand this meme

city levels arent that bad
>>
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>>3214914
https://sites.google.com/site/fragnbrag/Home/domination-maps

This guy has some pretty good DOM maps, most of them are stupidly huge though
>>
I want to make a game using the GLOOME engine. Couple of things I want to ask though since I was directed here.

1: Could it handle random map and weapon generation? Say weapons from a list that have modifiers generated on them?

2: Where would I get started on this? I have the GLOOME Master Git but I'm not sure what tools I need.

3: Alternatively is there another engine that could do what I'm trying to do? I've already looked at Unity. I can't quite get the movement Doomlike.
>>
>>3214968
it can probably handle randomized weapon gen (see: legendoom)
maybe even a few graphical differences using decorate

you'll probably need slade to organize everything, GZdoom builder to make levels and the usual mess for making sprites/voxels/sounds
>>
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>>3214638
There's a fog shader, don't know if this is because of graphics settings or if it's just missing from some of the classic levels for whatever reason but the gameplay also doesn't mesh very well with the original monster placements.
>>
>>3214976
That scale looks completely fucked up.
>>
>>3214968
EDGE maybe? The website says it's made primarily for Total Conversions.
>>
>>3214982
It is
OG DG was a midget
You should see the Bruiser Barons fight
>>
>>3214989
edge has been outdated for a decade my man
>>
>>3214994
Last update was in 2011, how many features do you need to make a modern-day Doom clone?
>>
>>3215018
no more than a gamemaker 3d engine

but if you want to have options to make something then don't use an outdated piece of shit port, instead use gzdoom / gloome which is far more flexible
>>
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edgy doom is so fucking dumb I'm never certain if I should be ashamed for unironically enjoying it

brings out the inner 13 year old in all of us, and let's not pretend the 13 year old is hard to bring out
>>
>>3215018
i still can't believe you're defending the use of edge with "how many features do you need"

what the fuck is wrong with you
>>
>>3215029
I don't see anything wrong with my suggestion. Perhaps he should challenge himself and try and use Chocolate Doom instead?
>>
>>3215046
Chocolate doom is for purists, not for modders. 99% of whatever you want to do probably won't work in it.
>>
>>3214976
Perhaps it is tied to either DOF, Blur or chromatic abberation settings, which I all turned off because I hate them. Rest are on max except texture paging (I dont have 5 GB of VRAM)

>>3214982
>>3214992
Not only scale, but balance as well. Pinky can tank 12-14 shotgun shots at point blank. Berserk does not give you health. etc.
>>
>>3214930
Why not?
>>
>>3214968
Random map generation? No. If you can program, you can try and write code for that yourself using OBLIGE as the starting point.

Generated wepons can be done in many ways using Decorate and ACS. The code would be pretty intricate but it is definitely doable. Also GLOOM supports multiple flash-like states, which allows you to render Weapon with a layered sprites, meaning you can make a Borderland-esque weapon generation from separate parts and make every generated weapon look unique. I have pondered about such algorithms for a while, but I have no artistic skills to actually draw something. I initially wanted to make a Borderlands TC, but then decided it would be too much of a massive time waste on something not many people would play, since very few doomers enjoy Borderlands and very few Borderlanders enjoy Doom.

GZDoomGPL may be up your alley - it is more up to date with modern GZDoom features (GLOOME was not updated in 11 months) - you can merge the code of the two if you need specific features.
>>
>>3214957
They're hundreds of times better in the Hell of Earth starter pack
>>
>>3214759

I use dxtory. Be mindful most newer versions of gzdoom don't respond to it for some retarded reason.

Then I use webm for retards to convert it
>>
>>3215027
Being 13 is that age where you're absolutely sure of your opinions and are far too young to realize that pretty much everything you think is wrong or far more complex than you took it for.

There's nothing wrong in recognizing the infantile pleasures you can get from stupid, simple things, but if that's you're only source of pleasure than you'd best be 13 and have the excuse of being young enough not to have anything more complex driving you.

I wouldn't worry, anon, you seem to be able to recognize the difference between enjoying a thing despite its stupidity and enjoying a thing because of its stupidity.
>>
>>3215072
>>3214957
Doom 2 has largely very good maps until about the second third, where quality starts to suffer, many of these are city maps, and many of these were made by Sandy, and no disrespect to the man (I love him, really), but he can't make city maps worth shit, where he shines is A), taking Hall's unfinished levels and tuning them up, or B), making something completely abstract and bizarre because that's how he rolls motherfucker.

Cities are just not something he does well, and it shows.
>>
>>3213079
that's literally what I said.
>>
>>3215071
>I have pondered about such algorithms for a while, but I have no artistic skills to actually draw something.
try working with placeholders then?
simple colored shapes should do the trick.

it will look silly as it'll all just be placeholders, but maybe it'll get someone who can make sprites interested
>>
>>3215098
no it wasn't, you mentioned nothing about the thump, or that it was the only one that does the thump
>>
Daily reminder that if you have the sfx slider higher than the music slider you're a pleb
>>
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>>3214698
here's the e1m3
i figure its a good time to upload the most updated version

https://drive.google.com/open?id=0B4A_W_qt7N94VkdjOEFxNWRIZTA
>>
>>3215174
i have both on max, come on nigger, insult me.
>>
>>3215061

The berserk itself doesn't give health but you can one shot everything and get health from that.
>>
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>>3215174
That's a retarded thing to say daily...
pic unrelated. not sure if it's the most up-to-date version either.
>>
>>3215191
For one the download link for Quake doesn't work anymore in that picture and Quakespasm is just a fork of FitzQuake that itself has stopped being worked on.
>>
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>>3213037
This is great for kicking my quicksave-whoring. My grandma could beat the game if she saved as much as I did. I suggest this to people to autoload if they are bored and annoyed at their own savescumming.

I have started playing pistol-start only. I would always play WADs continously and I am missing a whole new world of balance, like its a whole new video game again. The stakes are higher and it actually makes shit exciting.

What I have done is bound all of my F keys and numpad keys and my arrow keys to console commands
"skill 3; map mapx" so at a moments notice I can pistol start any map and its so chill to be able to just play any map whenever I want, I can just drop in and try shit out. Man this completely opens up worlds for my playstyle.
>>
>>3215027
for the love of god, anon
put your texture format back on RGBA8
>>
>>3214759
>>3215083
Unfortunately I already made a webm and its quality is a bit arse. I'll try dxtory next time, thanks!

Working a bit more on my mod again, I finally got Unreal movement in a place that felt comfy. Thanks very much to Term for the old DemonSteele dodging code.
>>>/wsg/1083512
MAP01 of violence.wad, before anyone asks.
>>
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So this is why they call this map DM-Cannon

Showdown is a neat idea, but I wish weapons actually respawned, cause you can sometimes end up with all your team deceased and impact hammer and hope your opponent is gonna grab overcharge and kill himself (if you manage to evade him)

>>3215209
Ah, so that's why it looks wierd
>>
>>3215235
you're welcome
>>
>>3215235
Did shooting him screw up his trajectory or something?
>>
>>3215235
Yeah. Fun, innit?
>>
>>3215241
No, shooting the amp platform launched him out of bounds into instant death

I saw him pull the flak udamage shit last round, so even though I picked spawn first, I gave up the flak-chan and amp-sama to do this. No regrets.
>>
>>3215243
Oh, here I thought it was frame perfect shot timing, heh.. nice.
>>
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>>3215220
Another webm before I try dxtory, just wanted to show the dodge more. Everything is placeholder! everything.
>>
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>>3215245
Feel sorry for the guy, cause we played like 5 matches and 4 of those he had 2 skill 2-2.5 bots for a team

But me teaming up with him against 3rd guy was even more one sided

typical european sunday morning, nobody playing anything

>>3215289
I don't know what you're up to you crazy bastard, but I want your synthwave collection
>>
>>3215309
It's AD_79's sweet choice of music, not mine! But here. https://dan-terminus.bandcamp.com/album/stratospheric-cannon-symphony
>>
>>3215338
I can dig it

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

have a rare dynatron
>>
>>3215349
What's your opinion on newest doom?
>>
>>3215174
I have music off
>>
>>3215365
Nice try, Scruffs, ain't falling for it
>>
>>3214930
Nothing wrong with that.
>>
>>3215426
b-b-b-b-but muh cringe culture!!!
>>
What source port should I use if I'm looking to co-op with a friend, preferably through a desktop server browser interface? Last I used was ZDaemon a few years back, is that still the best option?
>>
>>3215432
ZDaemon is old and busted. Anything to do with multiplayer these days is done with Zandronum.
>>
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>>3215421
Not him, and I don't hate the occasional non-/vr/ post, but it's too much at this point. This isn't a mod for an old game, it's a new installment. Stop it.
>>
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>>3215437
I said, okay. However, any youse sad tossers up for UT99? It's nice and retro
>>
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If you don't want me to post WIP shots publicly rekkr-anon, just say the word.

Anyway: this map takes place in a poisonous swamp/forest that's grown around the ruins of an ancient city. I'm gonna do my best to use as many crazy tricks and hacks as chocolate doom can muster with this.
>>
>actually find a populated UT99 server in my region
>makes me download like a billion tiny addons
>asks me to install some shit including some .dll file

Nah, fuck this.
>>
>>3215473
>I'm gonna do my best to use as many crazy tricks and hacks as chocolate doom can muster with this.
Be careful. It needs to be coop compatible too. I have no idea how fake bridges work, but if it's an issue nix it.

Also, I forget your name. Forgot to write it down and I've been all over the place the last few days.
>>
>>3215497
>>3215473
Nvm found your name. Shit I'm tired...
>>
>>3215497
>Be careful. It needs to be coop compatible too. I have no idea how fake bridges work, but if it's an issue nix it.
I was planning on having the action that raises the invisible platform open a teleport for co-op players on the wrong side of the triggering linedef or otherwise solve it in as good a manner as possible. And if it doesn't work out satisfactorily I'll remove it or keep it decorative of course.

Dunno if you read it when I asked anonymously here before, but do you know if monster hitscan attacks trigger shootable switches and if it's possible to make a constant hitscan emitter Thing? Could be combined off-map like a Boom conveyer belt if so, to make switches that change light levels and open doors at the same time for example and other super-basic scripting.

>Also, I forget your name.
Starts with a "k" and has a laughing kid as the profile pic.
>>
>>3215517
>but do you know if monster hitscan attacks trigger shootable switches and if it's possible to make a constant hitscan emitter Thing?
I have no idea if they'll trigger switched. I don't have any hitscanners as-is, but it's possible to make one that just fired. Thing is it would only shoot once, or repeatedly. And nothing else. Would be worth looking into I suppose.

Sent you a bunch of text.
>>
>>3215473
>>3215517
>gonna do my best to use as many crazy tricks and hacks as chocolate doom can muster
Soo... BSPTree hacking for portals?
>>
>>3215531
Don't do this.
>>
>>3215531
I've no knowledge about the stability of linguortals, and they seem a bit too unweildy for what little they can actually add to a map. Seem like more of a curiosity than anything else.

>>3215523
yes, I meant shooting continously. Flip a switch in the map > row of platforms with trigger sidedefs and different heights descend in front of the hitscan emitter outside the map > these trigger multiple one map even each. You could also be a funny guy (tm) and put a voodoo doll in there.
>>
>>3215557
one map event each*
>>
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>>3215473
>>3215497
I guess since we're talking about this, other people should feel free to ask about mapping for REKKR. I'm on the irc most days (revae) and steam with the same name... Prefer mapping experience, or some examples, but whatever. If you're map is good enough it can make it in, if not it can be released as a "bonus" in some fashion.

rules and restrictions apply. ask your parents before ripping and tearing. not for women who are pregnant or may become pregnant. ask your doctor if rekkr mapping is right for you.
>>
>>3215557
Sounds neat. I'll look into it. No promises though. Like I said, I'd like to focus on solid level design over gimmicks. Both is okay, but it could become a distraction from more important gameplay stuff. Couldn't hurt to have the capability though.
>>
>>3215486
What region?
>>
Okay guys, what IS the most widely accepted way to put the player's starting point in a map?

I'm asking this because I've seen people getting upset over starting a map with the enemies facing away from the player
>>
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Welp, this level is enough to bring my PC down to its knees apparently. Getting <40 FPS whether on software or OpenGL renderer.

>>3215579
Southeast Asia, I'm in the Philippines.
>>
>>3215583
I liked e4m2's and e1m8b's openings. You get to analyze the situation and weigh the tactical benefits of every move available to you.

The first couple of maps in a wad should probably have fairly low-stress starting points however.
>>
>>3215596
>Southeast Asia, I'm in the Philippines.
Well sucks to be you, enoy your starcraft
>>
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>199x
x years old
>play doom
>cool as shit
>2016
>can't afford doom
>people still modding ~94 doom
>people will be doing this as long as there are computers that will play games
>20xx
>I die.
>2xxx
>people still modding 94 doom
>xxxx
>ACK ACK AAAACK


feels good, man.
>>
>>3215615
>>xxxx
>>ACK ACK AAAACK
i don't think Edwards network code will still be around by year 3000+.
>>
>>3210891
>>3211054
who is this?
>>
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>>3215621

God damn it I love you
>>
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>>3215621
>>
>>3215596
I know it"s aaaaaaliens.wad but what map number?
>>
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>>3215621
You will be in virtual reality simulating a 2016 grimy basement complete with simulated anons shitposting about doom on simulated 4chan in the year 3016
>>
>>3215626
MAP08
>>
>>3215596

Use PrBoom my g
>>
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>>3215564
I quite like your colormap by the way.
>>
So I'm triggered by the fact that the new Doom is 80 dollars and the multiplayer looks like shit, so instead of spending 80 dollars on a single player FPS I decided to play the original Doom, and I'm enjoying it a lot.

I just beat the first Episode but the only problem I'm having, is that the game is actually giving me a really bad headache after about an hour of playing. Does anyone have this same problem?

I think it's mainly because of the head bobbing, but it's weird because I can't think of a single game that has affected me like this.
>>
>>3215654
You just might not be use to it. You'll be use to it soon enough though, moving around in Doom is great.
Which source port are you using? It's recommended that you use either GZDoom or PrBoom+.
>>
>>3215654
Look when you ask about something like the renderer giving you a headache you have to specify what port and/or settings you're using or advice will be useless.
>>
>>3215661
Plus turn off texture filtering and turn Always Run on.
>>
>>3215662
>>3215661
Sorry friend, I wasn't actually looking for advice, I was just curious if anyone else experienced this.

That being said, I'm using Zdoom with all of the default settings.

It's most likely just a mixture of the head bob, the fast movement, and the low resolution on my huge monitor.
>>
>>3215667
Use GZDoom without texture filtering. It might be better for you.
>>
>>3215667
you can turn off movebob
open console, type "movebob 0" I think
>>
>>3215667
You can disable head bobbing in zdoom. cl_movebob 0 in the console. Turnin up the resolution might help, as could forcing aspect ratio if your current mode appears stretched.
>>
>>3215669
>>3215670
>>3215673
Don't listen to these nerds, what you want to do is enter
fov 270
into the console, it will fix you right up.
>>
>>3215676
"StillBob 255" is a good one too.
>>
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>>3214223
but LGR is cringe m8y
>>
>>3215748
Honestly? He's one of the best Youtube game/computer reviewer people.
>>
>>3215781
Clearly you've never seen a competent youtube game reviewer person

t. not that guy
>>
>>3215787
I don't think anyone has.
>>
>>3215809
Well perhaps reviewer is the wrong word. I've seen good vidya criticism (like, academic criticism), analytics and essays on youtube.

Few and far between, but they do exist.
>>
>>3214218
This fucking bullshit, AND IT HAPPENS ON THE FIRST LEVEL.

Or
>Clear room with a few enemies
>Walk in
>Chaingunners spawn from all sides
>Clear it and go a bit further down
>Second set of chaingunners are revealed
>>
>>3214218
>>3215870
Mod bros really should add a chaingunner that shoots lost souls or a chaingunners that spawn 2 more chaingunners after death

Just as a one off enemy type tucked away somewhere out of the way

Like serious sam TSE went crazy with wacky secrets
>>
>>3215879
What about a chaingunner that has their ammo pack explode and it sends bullets flying everywhere?
>>
>>3215906
Might as well go all in and replace bahavior of all chaingunners with that of headless kamikazes in serious sam

and increase thier move speed dramatically, obviously
>>
>>3215061
>but balance as well. Pinky can tank 12-14 shotgun shots at point blank. Berserk does not give you health.
Thats just because they didn't make custom enemies for the classic maps. The balancing in the actual SP is fine, it doesn't match OG Dooms directly.
>>
>>3215583
it upsets me when a map starts with enemies facing the player (and so directly attacking you)

usually what you want is a safe(ish) spot with a nice view of where you're supposed to go
>>
>>3215925
>chaingunners run at the player very fast while yelling
>death or suicide attack causes an explosion that sends bullets flying everywhere
>they still fire the chainguns at the player while running
>>
>>3216003
Well besides that last part I actually think that would be an improvement of this enemy

You don't have the open spaces of SS, but you have the rocket powered wheelchair that's standart issue in UAC marine corp
>>
You know I just thought of something

I've never completed map15 without going in the secret exit

I don't even know what the regular exit looks like
>>
What was God doing during Doom anyway? Hell was bulldozering through everything and he didn't care.
>>
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Where do I find a download for GLQuake?
>>
>>3216157
>Implying god exists.
>>
>>3216157
Acted through doomguy perhaps? I mean hell lost in the end, and god hasn't been making himself known personally for 2000+ years
>>
>>3215984
I second this. I like to be able to look around for a brief time at the start of a map before I rip and tear.
>>
>>3216168
Try torrents, probably has a bunch of shit bundled in, but easy enough to remove
>>
>>3216169
If Hell does then God must as well.
>>
>>3215652
Thanks, I spent a while on it.
>>
>>3216184
We don't know which hell this is, nor which heaven/god there must be.
>>
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Hadn't worked on this for a while, Some placeholder textures are still visible (eg skull switch on blue blackground)
>>
List of listed DoomRLA assemblies for casuals
>>
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>>3216263

Hmmm. I see. Yep. Mhm.

Yeah, this is definitely too much for me. I'm good with just 8 weapons and my fists, senpai.
>>
>>3216286
the worst part is you will never find enough modpacks to construct even 10% of that list. and you won't need to because you'll get tons of rare weapons from chests and such. and this is good because the interface for weapon modding is clunky as all heck. it's pretty unfortunate.
>>
>>3216290
Just some of the reasons why I prefer LegenDoom to DRLA
>>
>>3216286
To be fair, most of the time you'll just slap together the two-pack assemblies soonest available. Initially the basic weapons perform a little short of their vanilla Doom counterparts mostly due to reloads. Hell, instead of the SSG you get a shittier Double Shotgun you have to deal with most of the time; there's purple drops for something that caliber...which you can also assemble into something greater.

Basic assemblies are very good though, so you don't have to go Knee Deep in the Autism to enjoy the mod. That full list of assemblies would be helpful for somebody that plays Technician, who can turn purples into modpacks and recover one from any modded weapon. Everyone else will just want to get an assembly matching their class benefits ASAP.

That said, DoomRLA can definitely halt gameplay often in contrast to LegenDoom where you get your shit and go. I think it's best suited for one-life OBLIGE runs since modpacks and FUCKING BOOTS have no problems spawning sometimes. Commando class when? Apparently it's got a fists focus which might be neat.
>>
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>>3215473
How's aboot something like this?
>>
>>3216184
well wasn't there that one philosopher wanking over "god is dead" stuff?

there's also the possibility that "hell" is actually just another dimension, lolaliens

>>3216290
unless you play technician (or have one in your team)

>>3216314
yeah, big oblige megawads are pure fun with DRLA+monsters
(the only thing that really lacks from the monster pack is a set of nazi enemies)
>>
the untold history of japanese game developers has a re-release with better translations and also a volume 2 now. talks about the yakuza's role in early japanese videogames industry.

don't have a link to a pdf yet but i figure a few of you weaboos would like to know
>>
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>DM-Essence

This map is great fun for shock combo spam, way too easy to camp the shock core + health pack pickups
>>
>>3216416
https://mega.co.nz/#!1wdQ2TxC!Tn0st8NGX0QIo5GuRLgPYLZ9ApoN0wnFud-Tubvz6do

it's the first version of the untold history of japanese game developers so it's got the old translations
>>
>>3213556
seriously why all the hate for unity

it seems like the obvious choice for a newbie game dev
>>
>>3216420
>noone wants to play unreal gold
UT99 for whatever reason refuses to run on my server pc...
>>
>>3216429
nodevs who want to sound hardcore talk shit about unity. its a defense mechanism to distract from their own shortcomings.
>>
>>3216429
because it's used by newbs it's often associated with the quality you can expect from a newb like no optimization, no options, etc

however other engines like unreal should allow you to set plenty of options at least by ini if the dev didn't bother to include a settings page in the menus

>>3216416
https://mega.co.nz/#F!1VwlnJ7C!ddvS89R3ufnq0wf6hdfBKQ there's also a dvd
>>
>>3216429
Poor performance
>>
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>>3214212

dank doggo, m8
>>
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>>3216437
>>3216438
>>3216443
Well what would you suggest I look at using to make a (relatively) simple 2d game for PC/Android/IOS? Unity seems perfect.
>>
>>3216468
C
>>
I was too young for Doom when it came out and only now am I really appreciating the game. I've read through the FAQ and image in the OP.

What was it like playing Doom in the 90s? Are you supposed to just dick around in every level and press "use" on everything to look for secrets? I know some walls have discolorations to hint about secrets but some secrets seem totally arbitrary.

On top of that I'm having trouble finding where to go to just finish the fucking levels. I'm in Doom 1 episode 2, around 3 missions deep. I finished episode 1 and liked it. Levels are getting more and more mazelike, just like the last few levels of episode 1. I don't like those levels as much.

Some people say the shareware Doom (episode 1) is far better than the rest of Doom 1. Is there any truth to that? Should I just replay episode 1 on normal difficulty? (I did it on not too rough the first time.)

How does Doom 2 compare to Doom?

Are there any HUDs for any source ports that work well in 16:9? I'm using Doomsday right now. I love the classic HUD but it takes up vertical space and makes the game display area even more different than original Doom. I looked up a screenshot of Chocolate Doom and found the play area was 640x403 or 1.59:1. Widescreen monitors and TVs are 1.78:1. If the entire play area was Doom (not true with the classic HUD) it would be too wide compared to original Doom. With the classic HUD, the play area is even wider!

I made a mockup of an idea I had. Anything like this?
>>
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>>3216469
negro i'm not writing an engine from scratch

i might be ambitious but i'm not delusional
>>
>>3216479
GZDoom is pretty much the best source port and everyone who says otherwise should kill himself. As for secrets not really the places that lead to them usually stand out like wall having a different color and that kind of thing. Doom 2 introduced legendary SSG and iconic Revenant that is spammed by every cunt mapper who thinks ''challenge'' means ''put 30 Revenants and 2 Archies'' in it and vast majority of maps and mods are made for D2 but as for vanilla maps they are pretty meh especially first few ones.
>>
>>3216468
If it's just a simple 2D game then I don't think performance will be a problem. There was that 2D side-scrolling game running on Unity that had framerate drops to something like 20 FPS on PS4 though.
>>
>>
>>3216479
Episode 1>3>4>2
>>
How the fuck could one guy kill hordes of demons that wiped out most life on Earth? They are not even actually that dangerous the former humans have the aim of a blind man aside from Chaingunners who are pretty much snipers, the rest of the assholes fires slow moving projectiles that can be dodged and pinkies are pretty much just pissed off, large pitbulls. Will army in the future be this incompetent?
>>
>>3216518
doomguy is a mary sue
>>
>>3215809
RetroAhoy, MathewMatosis and Noah Caldwell
>>
>>3216501
Oh... How about a multiplayer session on the best sourceport then? What's the name of your favourite GZDoom... server?

>>3216468
Unity's 2D is a gross hack on top of it's poorly optimised 3D rendering, which makes 2D just as ill optimised as 3D unless you have access to the source code (i.e. payed for premium commercial license). Take a look at "Slain!" to see what I mean.

BTW same guy that did GZDoom port to android is making same for iOS.
https://www.youtube.com/watch?v=7TQDQ3qV640
>>
Hey guys. i need your help on a doom mod.

I downloaded doomRPG along with Doomrl arsenal and got em working but im having a few problems and i hope you guys could help me out.

-Can't change class
-Can't get it to work with Doom 1

Also what's the best mod combination with DoomRPG? want to get the best of it
>>
>>3216534
gzdoom doesn't have a server browser like zandronum, instead you get some players by irc or discord or what have you, give them the host ip, and connect

the same way you played multiplayer doom when it came out
>>
>>3216549
>what is iron E.
>>
>>3216526
>>>/tv/
>>
>>3216479
I wonder if the lower density of enemies on lower difficulties makes it more difficult to navigate the levels? It's been a while since I played Doom's base levels but mappers often use monsters to guide the player through the map. Like in E1M7 where the player is sent back in earlier parts of the level to get the blue key, monster closets along the path open up giving the player a clue that he's headed in the right direction.
>>
>>3216549
so, badly?
>>
>>3216549
Clearly the superior method. :^)
>>
>>3216547
pls respond
>>
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>>3216397
That looks quite amazing man.
Even if dynamic sector height doesn't end up working out in due to co-op or whatever, static rope bridges will be a really cool addition to your set of assets.

Mid textures in general is something I'd focus on in general if I was you, since there are so many ways to use them that were never tried in the vanilla doom maps.

Oh and I just realized there might be some architecture I can salvage and repurpose from a few old unrealized projects.
>>
>>3216534
Aside from the fact that GZDoom doesn't have a server browser multiplayer Doom is cancer

>barely any servers for obvious reasons
>every serv has a fuckton of mods so forget about any proper coop you will have some retarded Call of Duty : Doom Edition instead
>>
Steam version of Shadow Warrior gave me cancer.

Lack of Blood source port gave me AIDS.

Why is Duke Nukem 3D community so much smaller (if there even is any at all) compared to Doom if it's a more technologically advanced game? Same question for Quake 1/2.
>>
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>>3214212
>>3216446
those are some mighty fine doggers
>>
>>3216602
more advanced =/= better
>>
>>3216416
https://www.sendspace.com/file/zg64ou

Volume 1 (Gold Edition) and Volume 2 of The Untold History of Japanese Game Developers
>>
>>3214638
>>3214789
>>3214798
>>3214808
Why doesn't anyone just tell the red cross to go fuck themselves?

Like, I give blood every time I'm elligible, being o- and all, but if they wanted to tell me that I couldn't use their symbol from the fucking 1700s in my game I would tell them to suck a long walk off a short dick.
>>
Who would win in a fight between Caleb, Doomguy, Duke Nukem and Lo Wang?

My money's on Caleb he already died once and came back for no fucking reason so it's safe to say he can do it again.
>>
>>3216658
zewimax probably don't want to risk offending anyone or something dumb and pussywhipped like that
that's probably also why kids are indestructible in their games
>>
>>3216661
Caleb>doomguy>duke=lo wang.
>>
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>>3216658
>MFW I would gladly donate but they won't accept my blood
>>
>>3216661
Are we including the game that shall no be nameds lore?
If so Doomguy
>>
>>3216406
>well wasn't there that one philosopher wanking over "god is dead" stuff?
Yes but not that way
>>
>>3216673
found the doomgay
>>
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>>3216658
>suck a long walk off a short dick.
>>
>>3216661
Pretty sure I've done PWADs where you start in a grave. Come to think of it: SODFinal maps 20 -> 21
>>
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>>3216693
actually it's because i lived in bongistan during the Mad Cow scare, could still have prions in my bloodstream

if it was just the mansex thing i'd get tested to make sure i was clean then donate and lie about it
>>
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>>3216746
Cosmic horrors from the nth dimension will do that to a man
>>
Quake had the best jumping sound in vidya history. I wonder how Quake 5 in Q1 setting would look like.
>>
>>3216735
Why do you like donating blood so much?
>>
>>3216764
Probably awful, given that a lot of Quake 1's iconic appearance is due to time restraints and hardware limitations allowing your mind to fill in what it wants (i.e. shambler- fur vs muscle).
>>
>>3216764
I'd rather not see a Quake 5 unless the developer is actually willing to go back to the self-contained and abstract level design format of the original.
>>
>>3216770
He's a reverse vampire, obviously
>>
>>3216420
I played it this morning, heh

what skill you're on?

>>3216432
>>noone wants to play unreal gold
Next you'll be inviting people to play UT 2003, ayy lmao
>>
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>>3216770
Not enough people donate, and there's a constant demand. The last thing I'd want to hear if I wound up in a trauma unit is "We're out of blood".
>>
What's the shambler's equivalent? I mean is it revenant-level, archvile-level, cyberdemon-level?
>>
>>3216805
I mean it's got to be high, but is it a boss or what
>>
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>>3216792
Masterful

AI still seems kinda dumb compared to 2004 and 3, they seem incapable of defending themselves against more than one target at a time. I wonder if Inhuman or Godlike would make them smarter but maybe all that will happen is that they'll become bullshit aimbots.
>>
>>3216809
Yeah they're quite a bit dumber, but I'm so out of touch with 99 I'm having trouble with adepts
>>
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lil OC for you guys.
>>
>>3216818
Not bad
>>
>>3216818
E1M3 secret exit window
>>
>>3216805
I'd say roughly archvile equivalent. Cyberdemon threat level relies so much on level design, so they're hard to compare.
>>
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>>3216798
last thing i'd want to hear when i came out of anesthesia is "we gave you blood from a donor that circumvented safety regulations"
>>
>>3216582
>voxel lanterns
sexy
>>
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>>3216878
well it's all moot anyways since i don't donate

now enough about blood, unless we're talking Caleb and dynamite
>>
>>3216807
It's a Shambler. Definitely nowhere close to Cyberdemon level.

You can't really compare it as Quake doesn't have as many 'boss type bullet sponge' monsters as Doom- the Shamby is top tier discounting actual 'bosses' (Chthon and Shrub-nigger) and expansion pack stuff, and even it only has twice as much health as a Fiend (who gets downed by a half-dozen SSG shots).

It can take more minigun bullets to burn through a Doom big bad than you even have available (without backpack) or a handful of rockets; Shamblers have explosive resistance, but still go down quick without even using up your shotgun ammo and a super nailgun makes them easy as pie. The Shambler's thing is that it's fucking fast and will hurl its lightning if you wander out too far, meaning you can't just circle-strafe it to death like Doom enemies.
>>
>>3216805
Definitely Archvile level, they even have a couple of similarities.
>>
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>>3216883
I think they look pretty awful in hindsight. Should never have attempted diagonal lines with voxels. But it's the first model I ever made, so whatever.
>>
Any idea how to change the controls on Chex Quest?
>>
Is there any wad that allows me to pit Quake 1 enemies against Strogg?
>>
>>3216925
I disagree. They look nice. They just need a gradient, really.
>>
>>3216927
Run it with chocolate doom and set the controls with the setup application

>>3216929
Merge the quake stuff ultra and one of the quake 2 mods for gzdoom. They replace the same things, so you'd have to batch-edit the "Replaces" for all decorate entries and use spawn numbers instead.
>>
>>3210759

If you get to give it enough detail, I may want to 3d print it.
>>
Shit guys, I'm playing around with decorate for the first time in years and I'm totally lost.

I've been playing around for more than an hour just trying to get one fucking weapon to show up in game.

I hate my life.
>>
>>3216582
>That looks quite amazing man.
Thanks. When it's that length though it e
>>3216792
>implying unreal gold is 2k3 levels of bad
nigga...

Also as far as deathmatch is concerned it's about on par with UT99. razorjack>ripper
>>
>>3216937
Well at a low resolution in the software renderer they might be servicable. I would have applied a gradient if wasn't stuck with slab6 at the time. Now there's magickavoxel, and it's amazing (used for the brick wall in combined_arms by the way). Wish I knew how to adjust the voxel color palette though.
>>
>>3216951
i can help you out with some basic stuff, pastebin your DECORATE and i'll have a look at it. also, what are you trying to do?
>>
>>3210780
Just port the shareware levels, and modify them in such a way that they retain the amount required to evoke the original level design, without being bland copies.
>>
>>3214680
Anyone? looking for fantasy stuff (possibly mixed with sci-fi).
>>
>>3216954
>Also as far as deathmatch is concerned it's about on par with UT99. razorjack>ripper
2K3 is exactly 2k4 levels of bad, it just got replaced by a superior version

Same with unreal gold
>>
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Need help on DoomRPG + DoomRL Arsenal

how the hell do i switch classes? i can only be a marine and that's it, what am i doing wrong?
>>
>>3216951

What've you got so far? Can you upload the wad?

...Should I make DUMP 3 be a weaponset instead of a mapset? Throw a whole bunch of new sprites at people, set up a Magnum-Opus-esque ACS array where you can only carry one of a tier weapon at a time, set a couple rules in place (no new ammo types, centered, Doomguy hands, etc), have people design weapons?
>>
>>3216972

The only ones I can think of replace weapons as well (temple of lizardmen), sorry.
>>
>>3216990
MAGDUMP
>>
>>3216990
sounds like it'll be interesting
>>
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>>3216990
weaponset DUMP sounds like an awesome idea, if i can figure out my voodoo doll TEXTURES weapon i'll definitely submit it
>>
>>3216980
I get what you're saying now. I didn't care for 2k4 either though, at least any of the vehicular levels.

Unreal Gold is best in coop imo, which UT99 can do with mods... but there aren't many decent single player campaigns out there for it (either version). Like I said, I can't run UT99 on my server pc so it's not superior in that regard. It won't even run Klingon Honor Guard, or Rune. Not sure what is causing it. Unreal gold runs perfectly fine though.
>>
>>3216967
>>3216990

Right now, I've got nothing. A few lines of code, that do nothing apart from showing a handful of errors. I don't understand why the gun won't work. I'm doing the simplest thing ever, a simple pistol replacement that works more or less the same as the vanilla one. I'd show you the code but right now I feel so fucking retarded I just WANT to find out what I'm doing wrong on my own. I'm sure when I'll find out it's going to be the stupidest detail and it will send me in a fit of rage.

Frustration's a hell of a drug.

Also I wouldn't mind a community weapon pack. Sounds like fun.
>>
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>>3216990

>DUMP 3 weaponset edition
>>
Control autoexec isn't working, am I doing something wrong? Any obvious pitfall people run into?
>>
>>3216989
pls respond
>>
>>3215879
>chaingunners that spawn 2 more chaingunners after death
Isn't that Fractal Doom?
>>
>>3217000

Well, shit, I can't let trips go to waste.
Writing up a tentative ruleset, will post shortly.
>>
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>>3217009
it could be so many things, you have no idea... and neither do we without actually seeing the decorate

i appreciate you wanting to work it out on your own but trust me when i say this is only the beginning of your frustrations: where we're going you won't need eyes because everything you'll see makes no sense
>>
>>3217017
Even if you choose New Game in the main menu?
>>
>>3217028
nothing pops up after that, no class choice like Arsenal.

however, there is a "switch class" in the player options but i cant change it, its stuck on marine
>>
Why the shit are sourceport dooms so fucking dark? I don't remember Doom being so dark even when the light was turned out.

Gamma correction and brightness don't look right.

Is it a Zandronum thing?
>>
>>3217032
Try using the software renderer
>>
>>3217032
looks fine to me, senpai

you can adjust the values, though, so do so to your heart's content
>>
>>3217026
>where we're going you won't need eyes because everything you'll see makes no sense
I'm stealing that line, Event Horizon is underrated.
>>
So I never played Doom before, but they hype for D44M made me try it.

I FUCKING LOVE IT. My only question is, is there a good way to fit the game to my 1600x900 monitor?
>>
>>3217035
But OpenGL is what makes ceilings not stretch when I look up and down, right?

Are these my options? Not shit lighting versus no stretching?

Guess I'll only ever play Demonsteele forever from now on because flashlight and nightvision.
>>
>>3217040
Use a source port like PrBoom+ or GZDoom for widescreen resolutions
>>
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>>3217040
You playin' it on a source port, senpai?
>>
>>3217026

Alright, now GZDooM's fucking crashing when I try to start it. I must be doing something VERY WRONG.

https://www.sendspace.com/file/wcro60

Please be nice senpai. This shit is based on crap code from another project that I never finished from years ago. I was never good at decorate, but at least it used to work.
>>
>>3217041
Well you can change the sector lighting mode in the OpenGL preferences menu. GZDoom has a "Software" sector lighting mode that closely emulates the software renderer but I don't think Zandronum has that yet. If you just want a brighter display then some of the other sector lighting modes should suffice.
>>
Autoexec.cfg to modify controls isn't functioning, like the game doesn't recognize it with GZDoom, what am I doing wrong?
>>
>>3217046
>>3217048
Oh, I was using ZDOOM. Is there any way I can port my save over if i switch?
>>
>>3216990
Fuck, now I actually have to learn pointers.
>>
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>>3217074

>welcome to my nightmare... i think you're gonna hate it...
>>
>>3217072
ZDoom does support widescreen resolutions. If you're not seeing your desired resolution in the video options menu, scroll through the aspect ratio option.
>>
Hey guys, I just finished the Hell on Earth starter pack. I really enjoyed the levels. Everything felt like real places, and most of the decoration seemed like it had a reason to be there.
I'm kind of bummed now, though. I'm pretty new to Doom WADs, and I'm afraid I won't find another I enjoy as much as this one. Do you have any recommendations for really great level packs? Thanks in advance.
>>
>>3217084
Ehh I ended up just switching it in the config file. Thanks though.

Any reason to switch?
>>
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>>
okay guys, just to make sure i didnt fuck up, what order of wads should it be on ZDL if im running DoomRPG With DoomRL Arsenal, Monster pack and HUD?
>>
Can someone post the copypasta picture with the guide to mods and other bullshit?
>>
>>3217097
did you consider looking in the OP
>>
>>3217087
If you're just going to stick to the original game and not use any gameplay mods, then there's little reason to use GZDoom over ZDoom. I guess if you want to play with mouselook and avoid the Y-shearing effect in the software renderer used by ZDoom then that would be one reason to use GZDoom.
>>
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>>3217056

Ok, fixed a couple of simple things so far, you were using '0' for a bulletpuff, which is a no-no, so i switched lines 32 and 50 to use "Bulletpuff" instead of zeroes.

The next problem is that you have no icons for "9mm" or "Glocked", but I don't think that justifies the crash that i am also experiencing when attempting to load the game past the menu.

I was going to move your textures into a TEXTURES folder and see if that helped, but you formatted it as a WAD instead of a PK3 and WADS don't do directories.
>>
>>3217104
I've been playing with Mouselook the whole time and I didn't notice anything.

I guess I might switch once I start trying mods, but for now i am having a blast so fuck it
>>
>>3215615
>x years old in 199x

Don't worry, we're all over 30 here.
>>
>plutonia map11
>a maze of archviles
WHO THE FUCK THOUGHT THIS WOULD BE A GOOD IDEA?
>>
>>3217113

Thanks, not having any icons never caused crashes in the past, not that I recall anyway so I kinda ruled it out.

No idea how that 0 ended up on the bulletpuff though. I'm fairly sure this is a part I just copypasted from my old wad and it worked fine.

If you want you can convert the file to a pk3, I always used WAD files back in the day but maybe I need to embark on a train towards the FUTURE !

Btw I'm trying to do an update to the old Zombie Doom TC from 95, I've always fucking loved it. That's what the guns are for.

Some anon posted a link to resources and seeing some of the files just sparked my imagination.
>>
>>3217131

just found another minor gaffe in the code, raise/lower was using GLOCB0 instead of GLOCA0

also i mashed all your decorate into a single file because there's no point in splitting it up if it's this simple

still tinkering with it, might be able to get her running for you
>>
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http://pastebin.com/5ybmhW0n

Tentative DUMP 3 concept write-up. Probably gonna take place in June or July.
Anything seem off or something that might be wonky?

Picture unrelated.
>>
>>3217142
Dodger dog master race.
>>
>>3217139

Thanks a lot. I've modified sprites for 20 something weapons, that's why I had kept everything separated. I can always do that again later anyway. Thanks again. Once I know what I did wrong, I'd wager I'll be able to start making some progress.
>>
>>3217142
i'm just going to make 4 bfgs and a slaughter map or two
with bfg spawns errywhere
>>
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>>3217142
>Thought that thumbnail was going to be an array of weapon sprites
Oh okay.
>>
>>3217142
>- Weapons should be centered, with exceptions made for dual-wielded weapons.
What about melee weapons? Or gunblades
>>
>>3216896
>Shamblers have explosive resistance, but still go down quick without even using up your shotgun ammo and a super nailgun makes them easy as pie.

Shamblers are also very vulnerable to kiting and making them use their melee, even moreso than some other Quake enemies. Granted, it's rare you're fighting it one on one and have the chance to do that, but the SNG turns them into fuzzy, toothy mincemeat for sure.

I couldn't figure out how to make the nailgun sit nicely on the table because it would fall out of the world if it intersected a brush or solid entity, so I thought for a minute and made it work using a func_illusionary and clip brushes and felt so fucking smart

Is there a better feeling than learning neat tricks when learning to make maps?
>>
>>3217179
>What about melee weapons?

Yeah, angled for that would be fine.

>gunblades

Prooobably centered, though I guess it'd be a case-by-case basis.
>>
https://www.youtube.com/watch?v=vsVfud5nE2A
>>
>>3217086
People tend to go "play BTSX-E1" whenever someone asks this, though I've never played it fully.
>>
>>3217212
it's a nice map set
>>
>>3216990
>>3217142
I'm no spriter but I have some ideas, hopefully at least one of the sprites thrown at us will fit what I'm looking for.
>>
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>>3217151

Congratulations anon, I fixed it (for the most part)

no longer crashes, gun is in game and usable, but needs serious tweaking/adding sounds/aligning with HUD

i left annotations in your decorate so you can see what i did, hopefully... that was fun

https://www.dropbox.com/s/l7hcgcv77dtp2k2/ZOMBFIX.pk3?dl=0
>>
>>3217212
Thank you for the reply. I'll look into Back to Saturn X. I noticed it's in the 2GB "SYWTPSFD" pack in the OP, as well as several others. Do you recommend any of the others in the pack (or not in that pack)?
>>
>>3217236
Not that anon, but that's cool of you to help out. If only the other generals were as good as this one...
>>
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>>3217240
it's win-win, i just learned stuff about textures by addressing his problem
>>
>>3217236

Bloody amazing man ! It's pretty much time for me to go to bed but I hope today will be a long and productive day thanks to your efforts !
>>
bake new bread fuck
>>
>>3217212
Holy shit this is beautiful. I'm still in the first level of BTSX-E1, but I'm really excited about what's to come. Thanks again for the recommendation.
>>
>>3217251
I think Requiem, Doom 2 Reloaded, UAC Ultra and Threshold of pain I/II are pretty gr8 overall and have some smooth pacing. You should start with those alongside BTSX for maximum comfy.
>>
>>3217142
>>3217173
Same, kek
>>
>>3217173
>>3217264
it doesn't have to not be a sprite
>>
>>3217253
Oh man, I'm really excited now. Thank you for the recommendations. I should be set for a while.
>>
>>3217236

For some reason I can't align with HUD, I can move around my sprites all I want, they all stay on the left of the screen for some reason.

Fixed a few mistakes and got the reloading to work properly. Had my ammotypes mixed up.
>>
>>3217273
Go into the textures editor, right under the bottom-left there's a tab, set it to HUD then align your sprites
>>
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>>3217276

You mean like this ? Not doing anything currently for whatever reason.
>>
>>3217289
don't forget to save what you've done before you try implementing it

align GLOCA0 where you want it, then close the textures editor and it will prompt you to save, then save the pk3, then run it

if GLOCA0 is aligned properly you'll see it right away when you get into game, then go back and align the rest
>>
I really want Doomguy to put his super shotgun in my mouth and turn my head into pulp. Just my opinion.
>>
>>3217303

Everything's lined up and saved. It just won't obey for whatever reason.

I guess I'll just sleep on it. Heh
>>
>>3217312
I want Ranger to HUUUH his HUUUH HUUUUH my HUUUH HUUUH HUUUH while HUUUH HUUH Shambler HUUUH HUUUH HUUUH Romero HUUUH HUUUH UGH UGH UGH UGH ARRHGHGH
>>
HDoom were the demons are the ones doing the fucking when?
>>
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>>3217083
Why hasn't someone sampled Coop's music for a Doom megawad yet?
>>
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Does anyone know where i can find that PK3/WAD that multiplies all the monsters in a Wad by x2, or x5? I've looked all over and i'm stumped on what the filename was.
>>
>>3217321
are you moving it using patch properties x/y or the offset values at the bottom?

use the latter and not the former, just did it on my end and it works fine
>>
>>3217335
you mean cutmanmike's 10x.wad? if so, it's on /idgames.
and then there's 100x.wad, but you don't want that, duh.
>>
how the hell can i change class in Doomrpg+Doomrl arsenal?

When i start new game it just puts me into the game as marine. didnt give me the choice of classes. HUD shows normal doomguy and not a marine or anything.
>>
>>3217321
>>3217340

oh also zero-out the x/y values you changed, or it'll all still be fucked
>>
>>3217335
>>3217341
https://www.doomworld.com/idgames/utils/exe_edit/patches/10x
>>
>>3217349
>>3217340

Where do I modify these patch properties ? I only see the offses. Straight in the text file ? i fiddled with it and it immediately crashed.
>>
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>>3217129
this dirty rotten sadist
>>
>>3217185
>a shambler with eyes
Good fucking work anon. now my brain is leaking.
>>
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>>3217363
>Straight in the text file ? i fiddled with it and it immediately crashed

oh god no, leave the text alone, except for double-clicking it to get to the editor

here
>>
>>3217375
don't forget to click on GLOCA0 in the patches window to the left so you can get the x/y info and make sure you didn't change them from 0/0
>>
>>3217374
Everything's better with googly eyes.
>>
>>3217364
>ayyylmaoing silently
>>
>>3217375

Oh shit thanks. I never realized the texture editor was a separate thing.

Back in the day, I worked exclusively with XWE which is a significantly more primitive entity.

Once again you saved my ass !
>>
>>3215473
I'll get to writing music for this monday and tuesday and see what I can come up with. Post away so I can get muh atmosphere.
>>
>>3217390
Agreed, heh.
Now please excuse me, i need to go to teh hospital, or this brain leak will probably kill me.
>>
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>>3217393
TEXTURES is love, anon
>>
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>>3217386
>the patches window to the left

wow i /am/ hung over
>>
What's your favorite mod?
>>
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>>3217375
>double-clicking it to get to the editor
I.. I didn't know that's how people were doing it, I thought they were manually editing a txt file or something. It still looks difficult either way
>>
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>>3217390
>>3217185
I love googly eyes
>>
>>3217419
Either Combined_Arms or one of PillowBlaster's mods.
>nothing beats being a brickmancer
>>
>>3217432
heh
>>
>>3217248

okay

>>3217447
>>
>>3217419
>>3217435
https://www.youtube.com/watch?v=zrSwaA-FAj4
>>
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>>3215517
Htiscan dummy totally works and can shoot switches. The only caveat is that he always shoots toward the player near as I can tell... The solution to this would be to place him far enough away that no matter where the player is in the map he'll hit the switch, and to make the switch large enough to ensure it.
>>
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Well that was a chore to get through. It was neat though. What was the purpose of those hallways to either side of the last level though?
>>
>>3217419
Quake 1 stuff ULTRA, have *way* more fun with it than Q2stuff's unbalanced mess.
>>
>>3217460
That's the one that combines all the Doom II levels into one right?
>>
>>3217458
Another thing: only 3 actions can be switched by gunfire. Open door (stay open), floor raise to next floor, and floor raise to lowest ceiling.

So... have fun getting creative with that.
>>
New nuDOOM general
>>>/vg/142332881
>>
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>>3217454
Another thread without a proper OP? Damn..
>>
this is the NEW THREAD, by the way

>>3217447
>>3217447
>>3217447
>>
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>>3217512
WE WANT OP

WE WANT OP

WE WANT OP


WE WANT OP

WE WANT OP

WE WANT OP


WE WANT OP

WE WANT OP

WE WANT OP
>>
>>3216518
>How the fuck could one guy kill hordes of demons that wiped out most life on Earth?
He used, like, guns and shit.
>>
>>3217518
don't worry, i'm OP

i'm here to save everything
>>
>>3217454
this board is officially /sp/ tier
>>
>>3217546
i can't tell if that's a compliment or an insult
>>
>>3217468
yeah. Lots of extra enemies were added too. Nice music also. I really didn't like the fact that "The Pit" was flipped though, that was confusing and very off-putting.
>>
True DoomOP plz don't abandon us, we all know the new thread OPs are fags and usurpers
>>
>>3217920

You're weird.
>>
>>3211225
>quake snowboarding
>airquake
>quake rally

wow and i though doom's mod scene was complex
>>
Holy shit why is Thy Flesh Consumed so bad? Feels rushed as fuck and "super hard" just because. Fuck Perfect Hatred in particular.
>>
>>3211404
Action DOOM did it better
>>
The retro ahoy vid was excellent

also should i play quake 2 and 4 or the lore is not good enough?

>>3212059
it's aesthetically one of the simplest yet most engaging games around regarding sound and artwork, being one of the most memorable sprite based games on pc

the gameplay is easy to understand and leaves a mark in the player

the game is ridiculously moddable compared to almost all FPS in existence and nowadays ridiculously easy to obtain and play the mods. Both quake and half life had great modding communities, but the difficulty in modding both maps and art sets slowly killed both scenes, something that does not happen in DOOM

And nowadays, they have developed the engines and the community has so many veterans and hobbyists you can always stop a few years and when you come back you'll always have a great map pack, megaWAD or total conversion waiting.


We sorta owe all this to the people who have actively devved zdoom, gzdoom, the idarchive and some other essentials that keep the community alive. we have some really dedicated people.
>>
Is there any good mecha wads out there?
>>
>>3218147
NecroDoom
>>
>>3218078
>Both quake and half life had great modding communities, but the difficulty in modding both maps and art sets slowly killed both scenes,
With any luck Trenchbroom will become more popular and people will make more Quake maps, it's so ludicrously easy to use for a beginner who doesn't want to mess with 2d-only views.
>>
before this thread dies, all I want to say

OP did nothing wrong
Thread posts: 801
Thread images: 180


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