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RIP AND TEAR YOUR POSTS [DOOM THREAD/RETRO FPS]

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DOOM THREAD / RETRO FPS THREAD, NO KNOCKOFFS ALLOWED EDITION - Last thread >>3223458

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

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

SO YOU WANT TO PLAY SOME...
Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Quake pastebin v7.1: http://pastebin.com/cpjZmazY
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

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

COMMUNITY PROJECT
Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desustorage.org/vr/post/3019509
>>
>>3230168
===NEWS===
[05-19] Original dev of Chex Quest is remaking it on UE4
http://www.chexquest.org/index.php?topic=5307.0

[05-19] DOOT
https://twitter.com/patrickklepek/status/733061632545435648/video/1

[05-19] Anon mod release:
https://www.dropbox.com/s/2ptiz7sqr1z607q/plasmaBurst.pk3?dl=0

[05-19] Midi covers from anon >>3224369
https://www.dropbox.com/s/2mrl1rjc7ubdfhn/DEFENDERS.mid?dl=0

[05-19] Anon made speedmaps >>3223012
http://s000.tinyupload.com/index.php?file_id=81941233607651924415
http://s000.tinyupload.com/index.php?file_id=21678336224653867121

[05-18] Some madman tries to remake Doom on Unreal 4 engine (goes as well as you'd espect)
https://www.youtube.com/watch?v=fG8Lb9G7ul8

[05-15] Very good DOM maps for UT
https://sites.google.com/site/fragnbrag/Home/domination-maps

[05-15] Some details on the "Booty Project"
https://desustorage.org/vr/thread/3210404/#q3214427

[05-15] Newstuff #497
https://www.doomworld.com/php/topstory.php?id=4585

[05-13] RetroAhoy releases review of Quake
https://www.youtube.com/watch?v=OipJYWhMi3k

[05-08] Ancient Aliens: new megawad by Skillsaw et al.
https://www.doomworld.com/vb/post/1604948

[05-08] Colourful Hell v0.85
http://forum.zdoom.org/viewtopic.php?t=47980
- Dakka compatibility patches
http://jinotra.in/downloads/mods/doom/dakka/dakka-0.06alpha-2016.05.08.pk3
http://jinotra.in/downloads/mods/doom/dakka/colorful_dakka_85.pk3
>>
>>3230178
[05-07] Quake 3 Revolution stuff:
- Doomguy's taunts
https://clyp.it/fgajeyq1 https://www.sendspace.com/file/t8c7jo
- Voices
https://www.sendspace.com/file/fhbms4

[05-07] The /newstuff Chronicles #496
https://www.doomworld.com/php/topstory.php?id=4579

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

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

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

[05-05] Anon map release: Olde1.BSP (Quake 2)
>>3192765
http://quakeulf.suxos.org/3d/olde1.bsp

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

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

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

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

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

[05-04] Anon map release: ToxStream.wad
>>3190450
http://s000.tinyupload.com/index.php?file_id=87667114705175576066
>>
>>3230183
[05-03] Quake3 unused costumes, found by an anon
>>3187738 >>3188754 >>3188802
>>3188876 >>3188895 >>3189250

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

TO SUBMIT NEWS REPLY TO THIS POST.
If you think something is a newsworthy, backlink to this post as well. Let's make proper OPs since now on together!
>>
first for OP isn't a faggot
>>
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Second for HDoom
>>
>>3230197
Update never ever.
>>
>not one
>not two
>but three news posts
MAKE DOOM GENERAL GREAT AGAIN

What are some good combinations of mods and maps that feel like you're playing another game? Not like a TC, but more along the lines of a reimplementation of a commercial game in the Doom engine.
>Accessories to Murder and Epic give a nice Serious Sam 3 vibe
>BTSX E2 + Metroid Dreadnought is the Metroid game we all wish we'd get
What else is out there?
>>
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4th for not playing Vanquish last week
>>
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I just want to have this out there again, make sure everyone aware a new MIDI content producer is out there. I have brought you all Age of Wonders Defenders MIDI!

https://www.dropbox.com/s/2mrl1rjc7ubdfhn/DEFENDERS.mid?dl=0

https://www.youtube.com/watch?v=jXWgTdq0hGA [Embed]
>>
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>>3230168
>>3230178
>>3230183
>>3230186

Today, OP was a red-blooded heterosexual
>>
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>>3230178
>>3230183
>>3230186
now all we need is the doc
>>
>>3230209
I wasn't aware Mike Bos did age of wonders soundtrack
>>
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Reposting because last thread ended.
>>3230101
Would a seeker missile leading their tracer be possible/has it been done?
>>
>>3230227
that looks like a bad ut2k4 mod
>>
>>3230186
You can remove ToxStream and TheGrind, they've been uploaded to Idgames with two other maps.
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/baalhdad
>>
>>3230227
>>3230236
What is this?
>>
>>3230236
Possibly because it is.
>>
>>3230246
Troopers: Dawn of Destiny with Unreal monsters, I think. It's just a random image.
>>
kegan, the shotgun pump sound in combined arms is too loud compared to the firing sound

setting a_playsound ("shotgun/pump1",0) and pump2 to volume 0.6 and making the pumps mono makes it better. i don't know why, but things always sound less sharp / sizzly when mono instead of stereo. this helped it match the shotgun firing sound which has no sizzle.

here's some flacs, smaller than the original oggs, that i put to mono and in one of them i lowered the tonal ting at the end https://www.sendspace.com/file/u3j6c8
>>
>playing a mapset for the first time
>just unf a wall totally at random while waiting for some other shit to happen
>didn't see anything odd about the wall, just something dumb while waiting for a bridge to raise or whatever
>found a secret
I'm not sure how to feel about this. Does it reflect more on my ability as a Doomer to recognize secrets so quickly that I don't even know I'm doing it, the mapper's ability to design a secret so well that the player just instinctively finds it without any hints, or was it just pure luck and I'm thinking too hard about this?
>>
>>3230306
if you ain't seen anything odd then it's just random
>>
Can SBARINFO call an ACS int and use it in number calculation (like an image's x/y coordinates)?
>>
>>3230306
What map?
>>
>>3230313
nope
>>
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>>3230316
Epic Map03, I'd never gotten this far into it before or seen any videos or it or anything. I didn't even look at the pillar long enough to see if there was anything weird about it.
>>
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>>3230317
Fuck, why not?
>>
>>3230330
probably because "the hud shouldn't affect the game", which makes sense
>>
>>3230342
What? this is the game affecting the hud. I want SBARINFO to change how it displays certain information based on what an ACS script is doing.
>>
>>3230353
the only way to get info from a script is by running it, since SBARINFO can't access any ACS map or world variables.

running a script to get a value from it could easily change other things.

there is this for DrawNumber though, upon further inspection:

>GlobalVar <num> - Prints the specified global variable in acs.
>GlobalArray <num> - Prints the value in a global array with the index of the playernumber.
>>
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>>3230321
I just found that pillar, there's absolutely nothing to tell you it's a secret unless you looked at the automap, as it's invisible on the map. But even then that doesn't mean anything as the mapmaker seems like like randomly hiding linedefs for no reason.
>>
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>>3230313
i figured the point-and-click anon was using SBARINFO + ACS wizardry.
haven't seen him in a couple threads, though.
>>
>>3230364
he is almost certainly using SetHudSize and HudMessage.
>>
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>It's an 'activate a switch that opens stuff at the other side of the map' (with no shorcuts) kind of map

or

>It's a large area crammed with demons with no space to dodge and no walls to cover kind of map
>>
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>>3230375

How about wide open spaces with chaingunners out the ass?
>>
>>3230358
Okay then.. can SBARINFO calculate based on how much of an inventory item the player has, then (using in place of an int)? Like using CheckInventory as a number or something.
>>
>>3230375
Didn't Skillsaw do this a lot?
>>
>>3230391
Skillsaw does ARCHVILE WITH NO COVER traps a lot.
>>
>>3230405
Archville has high pain chance with anything rapid fire though

Git gud
>>
>>3230409
Wait, monsters have different pain chances with different weapons?
I didn't know that
>>
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>>3230409
True, but it isn't exactly the most fun encounter, especially when used ad nauseam.

Hunted is a good example of a gimmick map where the use of Archies in unpleasant environments tailored to make it pressing and hectic, and it is good, it was an entire map built on one concept, done well.
However, it was only one map, and it didn't reuse this gimmick throughout all of Plutonia

It sometimes strikes me as if he's aiming purely for "GOTTA BE HARDCORE BRO" over fun. I really want to like Vanguard, but the monster count in some of the levels are just a chore, it's not challenging my skills, it's just challenging my patience and attention span.
>>
>>3230417
they don't, and automatic weapons don't trigger pain chance better than the ssg.

ssg fires every 51 tics with 20 pellets

chaingun puts out 13 bullets in 52 tics

plasma puts out 17 bolts in 51 tics

each bolt/bullet/pellet has the exact same chance to proc pain chance
>>
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>>3230417
Not for different weapons, but rate of fire or gross number of hits related to speed is to be considered if painchance is important.

The Cacodemon has a quite high painchance, so the chaingun and plasmarifle will work very good on him.
The chainsaw too, but only if he has nowhere to run, err... float.

Then you have the supershotgun, which doesn't shoot fast, but each discharge is a lot of projectiles, so a near full, or outright full score of shot on a monster, has a typically high chance of pain, it's guaranteed to make most monsters flinch roughly half of the time (and this is an integral part in the previously mentioned Hunted)
>>
>>3230421
>but the monster count in some of the levels are just a chore, it's not challenging my skills, it's just challenging my patience and attention span.

So many wads do this, it's so unfair. Specially some that look REALLY good (Prodoomer, Ancient Aliens, Knee Deep in Zdoom). That's why wads like Return to Saturn X (at least episode 1) are so fucking good because they never feel tiring. It's just about the flow.
>>
>>3230421
The final map of Vanguard was just awful. Fighting in a boring nondescript lava cave full of hurt floors and enviro suits for 15+ tedious minutes.
>>
>>3230409
>High pain chance
It has a 3.91% chance to flinch from every hit.

Archvile without cover traps usually has them come in pairs and if you're pistol starting like you're supposed to you don't usually have a plasma rifle to try and roll the dice on it.
You're supposed to run far after knowing the trap is there ahead of time
>>
>>3230430
Yeah, I loved the design and atmosphere of Vanguard, but only to a point, the lava cave shit just had me go "fffffffffuck it I know where it's going from here"

I have never gone from high to zero enjoyment so fast in a levelset that good looking, though I suppose that one level with roughly 150-250 monsters dancing on concrete pillars, as you circlestrafe the entire concourse around them, was a pretty telling warning sign.
And the garage full of mancubi.

>>3230428
I think that a lot of big name mappers don't actually have a very good grasp of good gameplay flow or good monster placement, like, they're not untalented, they can have very beautiful and interesting maps that would be fun to explore, but the gameplay is just substandard over half of the time.
>>
>>3230417
Nope. It's the same for every weapon, but rapid fire = more hits = more chances to stun.

Super shotguns also have a very high stun rate, since the stun chance is calculated for each pellet. You can easily stunlock an archvile with the SSG if there are no other distractions.
>>
>>3230452
Super Shotgun only has a 78% chance to cause pain on an Archvile per shot.
Skillsaw loves using 2-5 Archviles for his Archvile traps.

Do the math here.
SSG is still godly against Archviles and I really like Skillsaw's maps, I just don't care much for this style of trap in particular since sometimes you can't get away from taking a hit
>>
>>3230457
That's about 4 out of 5 shots, assuming you score a full hit, so that's actually a rather reliable way to stun an Archie

>Skillsaw loves using 2-5 Archviles for his Archvile traps.
This is just tedious, if there's nothing to break line of sight, or at the very least large space to maneuver and other monsters to distract with infighting, that is just annoying bullshit
>>
>>3230462
>if there's nothing to break line of sight, or at the very least large space to maneuver and other monsters to distract with infighting, that is just annoying bullshit
That is the complaint about Skillsaw's use of Archviles for the most part.

Sometimes they can be used well. Valiant had a few creative Archvile traps.

Ancient Aliens did not.
>>
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>>3230375
>>3230384
>>
>>3230425
While the SSG has a greater chance of stunning once every one and a half seconds, the plasma rifle's smaller chance is broken up into many more individual possible stuns. It's also actually capable of doing sufficient damage to kill an Archvile within the 66 tics his attack takes to execute, something the SSG can never do. I'd put my faith in the odds of either stunning or killing before a higher chance to only stun.
>>
>>3230471
I just want to point out that I really like the plasma because it's such a good weapon.
>>
You know Joel, that Swedish streamer who is part of the Vinesauce group?

Well, he finally did a stream with Doombuilder. It's a whooping 4 hours.

https://www.youtube.com/watch?v=zzfqsSm7JBc
>>
What's this about GLOOME having gotten a breakthrough?
>>
>>3230480
I'm not the biggest fan of its sound or visuals, but functionally it's fucking great. Best weapon to carry with you into hostile territory.
>>
>>3230471
>66 tics on Archvile attack
>Plasma rifle gets 1 shot every 3 ticks
>22 shots
>22 x the average of 5-40(22.5) = 495
>Archvile has 700
Not sure I'd want to be betting on this even though it should spike up higher(But never hit the max damage of 880)
Granted if there's absolutely no other options then fuck yes I am going to use the Plasma Rifle over the SSG here, unless that's not an option either.

Skillsaw uses more than one Archvile to prevent this strategy though.
>>
I just started playing DOOM 1 for the first real time, 2nd last level of E2, and god damn I didn't think I'd enjoy it as much as I do.

Only doing Hurt Me Plenty. Had to redo E2 since I thought I'd just pistol the cacodemon in M1.

Is there any tricks I should know about?
>>
>>3230489
I dunno, anon, what is it?
>>
>>3230496
If you move forward while strafing you will go faster.
The BFG9000 is a close range weapon.
Ultra-Violence mostly determines enemy count along with Hey Not Too Rough and Hurt Me Plenty
I hope you have fun with Doom
Don't touch E4 until you're confident in your abilities. The first two maps are the hardest official maps made by id
>>
>>3230483
Whoa, Joel makes Doom maps? it's the first I've heard of this.
>>
>>3230496
After finishing Episode 3, move on to Doom 2, then go back to Episode 4. That's the order they were created in and Episode 4 will fuck your shit right up if you go straight to it from Episode 3.
>>
>>3230504
Okay, thanks. Your first tip sounds like DoomRL where you're almost always wanting to move diagonally.

Is there any options I should be (de)selecting? I'm using ZDoom from the pastebin and also playing Ultimate, and have a 16:9. Everything seems fine, but I'm just wondering if there's any other recommended tweaks
>>
>>3230514
sorry, meant 16:9 monitor. Playing default resolution.
>>
>>3230514
No jumping, no crouching. This breaks levels a lot.

If mouselook is on and you want to keep it that way you should turn off autoaim.
If mouselook is off that is how Doom is meant to be played, with vertical autoaim.

It's really up to you on how you want to play it though.
>>
>>3230526
oh, jumping should be off? This should up the difficulty a bit then, at least secrets-wise.
>>
>>3230530
You don't have to turn it off if you trust yourself to just not jump.

Doom was not originally designed with jumping or crouching in mind so you can easily mess things up and get stuck or skip massive portions of levels.
>>
>>3230506
I'm not sure whether he makes them, but I think he brought up once that he knows how to make them?

Personally, I wouldn't mind taking part in a map contest should he host one.
>>
>>3230530
I would just go with PrBoom+ for playing through vanilla Doom.

This is coming from someone that mods for (G)ZDoom, the times I actually play Doom for fun anymore I do it in PrBoom+.

Great movement, great feel, comfy mouseturn, smoothest running, most maps are made with Boom in mind and you can record demos to boot.
>>
>>3230556
I can't get over vanilla doom thing->thing collision

like goddamn I bumped into the thing, why is my momentum still going forward

yes this fucks me up, especially with skeletons and pink goblins
>>
joel from vinesauce uses doombuilder for four hours

https://www.youtube.com/watch?v=zzfqsSm7JBc
>>
>>3230101
Yeah, just use any of the code to update the velocities of the projectile every tic and there you go.
>>
When making a level for Doom 1, what do you consider the most important Do Nots to avoid doing?
>>
>>3230483
Oh neat. I didn't know he made Doom maps.
I enjoy Joel's streams, so watching him build a Doom map for 4 hours sounds like a good night.
>>
I like those punishing WADs with hordes of enemies. In fact, I get bored playing the commercial WADs and I have to put on -fast on them if I want to keep entertained.
>>
>>3230731
well first off, do not pet the cacodemon
>>
>>3230731
Don't overuse Barons?
>>
>>3230731
Keep the layout intuitive and go easy on the closets
>>
>>3230727
Whoops didn't see the repost
>>3230227
You could use this
http://forum.zdoom.org/viewtopic.php?f=37&t=48211
I haven't looked at it in a while and am still on phone so can't but iirc it's well commented. Just make another version of the function that sets the calling actor to the velocities at t instead of spawning a new projectile. Also there is an unused version in there which uses quadratic formula and law of sines instead of just brute forcing the law of sines, at the time I thought I was fucking it up somewhere but I have since realized that I was using an outdated acc git version that apparently had some issues, so that might've been the culprit. You wouldn't really need it unless you wanted it to aim towards a collision moe than 11 seconds later though.
>>
So which of those Community Chests are considered the best? I'm playing through one now and it has some decent levels, but sometimes there's a level that makes no fucking sense and irritates the shit out of me. One had me wandering around for 20 mins before I gave up and skipped to next map. I said out loud, "Fuck whoever made this." I then read on the wiki that the dude who made it died awhile ago.
>>
>play btsx e1 map15
>far into the man cyberdemon spawns right next to me and kills me
>never saved

fug
>>
>>3230783
>man instead of map
sorry
>>
>>3230764
I think 4 is the most well regarded. Also thanks to it's very good texture pack that comes included for use in your own levels if you feel.
>>
>>3230504
This guy again.

I don't understand Inferno. Is it the 'hard mode' of Doom 1? It just seems like I have to keep evading and hope for an exit.
>>
>>3230806
Map 1 is rough as shit if you don't know what you're doing but it gets better. Not that it isn't still difficult.
>>
>>3230783
thats not just far into it, you were right next to the exit. that sucks
>>
>>3230814
yeah, that's just shit level design in an otherwise great megawad
>>
>>3230808
I got to 3, only bypassed 2 after getting frustrated with it and watching a speed run up to and including 2.

I'll try again tomorrow. Don't want anymore spoiled for me. Might even end up writing some notes lol
>>
>>3230819
>Don't want anymore spoiled for me
The big boss is the Icon of Sin.
>>
>>3230576
>What if I told you how fast Doomguy goes isn't necessarily equal to his speed?
>>
>>3230819
shoot the final boss until it dies
>>
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>>3230829
>>3230837
I meant speeding through levels.

But damn. I can't wait to figuratively kill Romero.

>pic
hmm.
>>
>>3230864
>not using the legacy captcha
>>
>>3230727
>>3230749
The problem with that is that the missile would be completely unavoidable as it would have no maximum "turning angle", right? The way to avoid a leading missile is to fake it out after it's compensated too far in one direction.
>>
>>3230764
Citadel at the Edge of Eternity, right?
I hear 2 and 3 are really good, dunno about 4.
>>
>>3230874
I use appchan x. Otherwise /gif/ webm's would auto play at full volume.
>>
>>3230885
No, just lead it into something or outrun it.
Keep in mind this might be even easier than a normal missile because it will correct to your current heading, but your current heading might mean a collision inside a wall. For instance, if one is coming down a hall towards you, you start from left side and juke right, it turns to its left to "track" you and hits the right (from your view) wall and dies. This could also be done in a open arena, so long as you have a wall somewhere. The only way it would be undodgeable is on a raised flat surface surrounded by damaging floors, in which cases regular seeker missiles would pose a problem too (the best case scenario being stable orbit, which still doesn't get rid of them.)
It would be trivial to add a clamp to the maximum angle change though, just use one arg and then it behaves like a decorate seeking missile.
Btw, the predictable nature missiles that intercept 100% of the time is why in tsp the hard mode monsters have a thrre way split between normal missiles, intercepting missiles, and missiles aimed at a random angle somewhere between those two paths.
>>
>>3230908
"fake it out" was refering to crashing it into a wall as well, though it would be more difficult to do when the missile has a max turning angle.
>It would be trivial to add a clamp to the maximum angle change though, just use one arg and then it behaves like a decorate seeking missile.
I.. I don't know how to do this. That's why I'm asking if someone else has already done it.
>>
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>go to sleep
>have a dream about part of a quake map, extremely detailed (even has the flickering pixels where the void leaks through a wall joint)
>wake up and immediately scribble down a sketch
>realize it's poop but start attempting to recreate it anyway

IS THIS HOW IT STARTS
>>
>>3230925
Yume Nikki Quake when?
>>
>>3230925

>(ab)using lucid dreaming for mapping purposes

could this be possible?
>>
>>3230946
>tfw have never been able to lucid dream
god that would be incredible, especially if you're someone who can remember their dreams well after they wake up

>using the weird shit your mind generates when you're asleep to make creative as fuck maps without needing the fucking architecture degrees all the best mapmakers have
>>
>>3230918
Ah, I see. Though having no max turning angle would mean that it would be easier to fake it out, as it would be easier to get it to take an extreme angle when you move. This is assuming it isn't absurdly fast.
Do you know acs or c? There are tutorials online for both, with far more for the latter. Basically most things you will learn about c basics will apply to c, biggest difference is it doesn't have floats or double variable types and uses fixed point which is big ints. I forget the actual numbers right now and if I look it up my stupid phone will eat this post, but for precision say you have 1000 equal to 1.0, so 500 is 0.5, and you have to use fixedmul and fixeddiv (I think those are the names, again can't look them up) and fixed sqrt cause 0.5 * 0.5 is not 500 * 500 which would return 2500 or 2.5 but rather (500/1000)*(500/1000) which gives correct 250 or 0.25.
For the clamping basically just take the current angle at the start of the script, and when you figure out the new heading if the difference between the new and old angle is greater than the max angle, set new vector in old angle +/- max angle.
If you don't, I can maybe do it later. If you're on IRC or discord might be faster to bug someone else to do it because it's not much code and I'm currently on a stupid vampire schedule because I'm doing a bunch of dumb crap in the new attic for a while.
>>
>>3230953
Whoops, this is meant for>>3230916, thought it ended in an 8 after I accidentally deleted last digit but was wrong.
Anyway I looked it up now and the number I used 1000 in place of is actually 65536. Also, forgot to mention, fixed point is not something unique to acs it's just not as common used in c where float and double are available. Carmack used it for Doom map coords though, which is why it's in ZDoom.
>>
>>3230925
I do this sometimes. Or I get inspiration right before going to sleep.
>>
>>3230953
>Basically most things you will learn about c basics will apply to c,
Meant
>Basically most things you will learn about c basics will apply to acs,
>>
why does fireblue exist
>>
>>3230968
Cause Mt. Erebus needed to look firey and blue.
>>
>>3230908
I think, you could also make "prediction" code check if there's a wall in the area it predicts rocket to hit the player, and fire closer to the player instead, or make an iteration of wall checks, that will make it shoot at a wall near the player.
>>
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http://celephais.net/board/view_thread.php?id=61316

New Quake map for Arcane Dimensions, a remix of E3M2, apparently something that didn't make the cut for the upcoming AD update in June.

It's a very pretty map, though a bit too similar to the original. The most different part is the final arena, which I think is pretty dull compared to its original counterpart and is visually strikingly plain and bland compared to the rest of the level.
>>
>>3230968
Possibly one of Doom's most enduring mysteries.
>>
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>>3230992
Them little flame trails coming out of the lava though
>>
>>3230992
Neat, I'll see how it is when I'm done pooping.

>>3230996
Those are Quoth things iirc, lots of maps in Arcane Dimensions use them as either orange flame trails or white mist/smoke trails to denote secrets or jump-into-the-tube areas (you can even see a few in the start map).
>>
>>3230990
>predictive homing missile

You just need to have the missile spawn an invisible actor and store it in it's tracer pointer, then you have the invisible actor warp to the target with the target's velx, velz and vely in the x/y/z offset arguments. Probably gonna have to do an acs call for each
>>
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>>3230749
>>3230953
>>3230958
I'm trying to learn ACS but this is really, really flying over my head and too advanced for me right now, I'm really sorry.

Have you seen this projectile intercept script?
http://forum.zdoom.org/viewtopic.php?f=19&t=50517
I feel like it's a lot simpler than the other one and might be easier to work out the clamping/change velocity thing. (Or at least it's not as mind boggling for me to read, the one you linked is full of so many little ints everywhere and I don't know heads or tails of what's going on! I feel awfully stupid)
>>
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Guys, I have an ethics question here. I know a common and generally accepted practice of the doom community is to reuse sprites made for other games or other wads in your doom mods.

Nobody seems to see an issue about that (I mean, Eriance's sprites pop up EVERWHERE, if this was a problem, the guy would have grounds be pissed)

Now, how do you feel about reusing someone else's maps ? I somehow feel like it's more of a gray area but I can't articulate why. Is it legit as long as you give proper credit ?
>>
>>3231019

The thing is, Eriance specifically said "yeah sure you can use my sprites for whatever" and released them into quote-unquote "public domain". Hence why they're now in Freedoom as well.

A lot of mapsets (especially on /idgames) have little clauses in their Readmes which state it's cool or not cool to use the wad as a base for your own mod.
>>
>>3231019
It'd be best to have permission.
>>
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who /Doom95/ here?
I refuse to change ports.
>>
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I must have missed it (but I did CTRL+F on the previous 2 threads) but I am surprised /vr/ did not talk about this
http://i2.wp.com/calavera.studio/wp-content/uploads/2016/05/mini-doom-2.jpg?fit=854%2C480

Seems lovely.

>>3231034
I remember having to get into some kind of DOS looking screen to play in multiplayer with my dad, fun times.
>>
>>3231036

the chaingun and the shotgun share ammo. And some of the sounds are weird, and the music is too loud

Fuckin nailed the art style though I adore it.
>>
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>>3230216
>>
>>3230992
Ran through E3M2 as a quick refresher, forgot how fun a short McGee map can be. If you're playing it from a shotgun start (on Hard, of course), you've got to trade grenades with the Ogres a lot so you can save nails for the dual Shamblers and use the extra grenades you get for the zombies, and the Fiends are definitely annoying given that you only get the super shotgun after the Shambler fight. Couldn't remember where the damned second secret is, though (unmarked lower right corner of the crucified Jesus).

Let's see how the AD remix plays, then.
>>
>>3231027
>>3231020

Thanks guys, I guess I'll investigate readme's and hope I'll find what I'm looking for.
>>
>>3231054
Ah, okay. It's THAT kind of remix map.

The change from blue runic to more typical orange-brown rust-hell is iffy.
>>
>>3231065
Reminds me a bit of Unreal.
>>
>>3231065
Without a grenade launcher, you're forced to use the Shadow Axe to get rid of zombies which is honestly not very fun given the confined quarters and needlessly long delay between hitting a button and actually being able to move around again, not to mention the chance of them wandering the wrong way and preventing you from actually getting the axe until you've wasted shells temporarily downing them.

The next Ogre area is pretty alright looking, as is the moonlight-lit top floor (where you get both the SSG and GL) but there's no Quad Damage to be found on the ground floor this time, just a measly 15-health pot that only opens after you've hit the center switch. Thanks, dev.
>>
Took a while because I wrote replies but phone died just as I was posting them. Am at pc now but about to go to sleep.
>>3230990
The most reliable method I've found while working on this for another thing a while ago was launching fastprojectiles from the target that die in a tic and have speed and heading set so that they die when they reach the point you're trying to check. If you don't want it to stop if it hits another actor give it +thruactors. The drawback is that this is not instantaneous and takes a tic to get done. Forcespawning something somewhat works but is prone to both false positives and false negatives under certain circumstances.
>>3230998
Warping is generally spot on when it comes to displaying things, but where the game or acs thinks things are can be really wonky. Try to spawn something from a warping actor and you will see it sometimes spawning it nowhere near the line from the start to end point of it's warp. Using setactorposition can be more reliable but that has it's own set of issues that comes with it, as it can be finicky about what it will do.
>>
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>'The Hungry' Lost Soul variant in DoomRLA
>Fast as fuck
>Does a shitload of melee damage
>One of them can kill you very quickly
>They come in groups

What the fuck is this horseshit? Out of all the souped-up variants why is this one the deadliest?
>>
>>3231068
I can see the resemblance, yeah.

Once again the gimmick is "close the door the player expects to go through in their face," and this time the normal floor is gone and the not-secret has become the correct passage (helpfully marked by a blinking red arrow).

The lava lights things up way too much, I feel. No shadowy crucified Christ with the head just out of the range of the light? Lame.
>>
>>3231000
I've seen it and briefly looked at the code a couple of months ago, iirc the interpolation is based on target average movement rather than treating target heading as something that will continue at same and using law of sines, which would probably end up being more and less accurate, depending upon the circumstances (as in, if I worded that poorly, in some cases would be more accurate and in others less.) The taking the player rotation into account isn't something that my script is doing at all. IMO if you want to keep the player on their toes, the more methods you could employ to interpolate the better, and randomly switch between which one is used.
It looks like it is nicely integrated into decorate; if you find it easier to use then go for it. Probably use it with
http://zdoom.org/wiki/A_ChangeVelocity
the only thing is you would still have to go into acs to clamp the max angle the projectile can change without a lot of ugly decorate jumps or using the new scripting branch stuff. But any method you use will have to do that.
>I feel awfully stupid
Don't. Everyone gets overwhelmed with this stuff at first and if code is difficult to understand half the time it's the fault of the coder. I don't remember if I actually commented this that well or if it was the lightning spawning script that I commented well. Or maybe I commented neither well. I'm on a sleeping pill as I type this.
In any case most of those little ints are just switches. I may be on irc again at some point, but most of the time I'm not really there. Like I said before, vampire schedule.
>>
Maybe I should try to complete Doom 2 with Hideous Destructor. Managed to also beat first maps of Deus Vult 2 and Sunder on it
>>
>>3231089
>doom 2's level design
>HD
stream it, i want to fucking see this
>>
>>3231080
You faff around for a bit, deal with fun Fiends in tiny hallways and fight some skullmissile throwing robe-wearing losers (who die so easily, why are they so overused in AD maps?) before doing fun fun fun first person platforming.

The bowels of the level have a somewhat Quake 2-ish feel with the lighting and vents everywhere, I guess, but use too much Q1 stuff to really be close.
>>
>>3231095
The slight blue tint to the outdoor-lit areas are nice, again (yay colored lighting), but some of the elevators are really fucking janky and stuttery, not sure why- IIRC ad_cruical has the same issue.
>>
>>3231095

are those shotguns projectile based?
>>
>>3231104
The Shambler arena is massively expanded with a few zombies, an annoying Vore (running around the outside is juuuuuust too loose of a circle to lose its projectile's track) and a blue Hellknight wandering around instead of hiding inside the pillars. More enemies spawn, and then more enemies spawn when you kill THEM, and you basically just circle-strafe around until they're all dead.

Not too great.

>>3231105
Yup! Arcane Dimensions uses projectiles for both the single and double shotguns as well as the mod-specific triple barreled Widowmaker. They feel pretty good to use, and the speed is fast enough that if you can lead with nails, you can lead with shells just fine.
>>
>>3231118
>firearms aren't instant
All interest lost.
>>
>>3231118

That's pretty neat, what other weapons and weapon tweaks are there?

>>3231120

Well technically real guns aren't instant either, they just travel really fast.
>>
>>3230216
>>
>>3231118
Oh hey it's those lost soul models I remember seeing some months ago.
>>
Quad Damage hiding in the wall you have to jump on a little ledge to get to. Would have been helpful before roaming around the fight but I guess I can use it for the Shambler(s) instead assuming they're still there.

>>3231120
git gud

>>3231123
>what other weapons and weapon tweaks are there?
Offhand: shotguns are projectiles, three new weapons (Shadow Axe- axe upgrade that does more damage and gibs enemies, useful for saving ammo on zombies and other things if you're gutsy enough; Widowmaker- triple barreled shotgun, SSG upgrade that uses 3 shells at once for triple damage; plasma gun- electo-pooty point and shooty upgrade for the Lightning gun that eats through lots less Cells); various new enemies both variants of existing ones (Ogres, Knights) and new (Golems, the various Hexen enemies), breakable entities like windows, new powerups, few other things I'm forgetting.

Definitely a good mod base (as is the Quoth modbase it in turn is based off), the levels included range from beautiful and fantastic to kind of sluggy but it's worth playing. Apparently there's gonna be a new version with more maps out this summer.

http://www.celephais.net/board/view_thread.php?id=61270
>>
>>3231118
Does normal Quake have those shell ejections? it looks rather silly how they pop out of your face the moment the gun is fired. Needs a timing tweak I think.
>>
>>3230178
>Klepeck

Aw c'mon, give the original guy credit, not the gawker thief https://www.youtube.com/watch?v=hzPpWInAiOg
>>
It wasn't a QD after all, it's a Nail Piercer, which apparently lets your nails go through multiple enemies.

lmao 2shambler

>implying I'm going to sit there in front of two Shamblers, especially if this was part of a multi-map set and I was saving health for the next
>implying your lowering floor and angled walls are going to stop me from cheesing this fight just like in the stock map

Then you shoot a single Fiend and go through the exit portal (or a portal back upstairs, for whatever reason you'd want to do that- there's no Rune to be found here so who cares about secrets?).

Would up finding 2/5 secrets (nail piercer, yellow armor) and getting 86/86 kills. 6.5/10 it's alright but whatever secrets there are I didn't find because I'm dumb, doors-closing-in-your-face is funny the first time but stupid the second, shadow axe vs zombies in close quarters with slow buttons is kind of lame. Overall it's just slower than the original despite not being much larger.

I can see why it was left out of the Arcane Dimensions update but hell, I'd rather play this again than Crucial Error. Also the author got the name of the original map wrong- it's the Vaults of Zin, not Sin.

>>3231138
It doesn't, no, and it does look kind of silly in AD, but I guess they made them eject the instant you fire because AD has instant weapon switching like various other Quake games and mods (in stock Quake, you have to wait for the weapon animation to finish before switching weapons, and can't switch from the Nailguns while firing unless you let go of M1 first).
>>
>>3231069
You can get the GL if you look around.
>>
Just did the first 7 levels of Wolfenstein 3D TC.
I'm into it.
>>
>>3231167
It's fun if a little boring texture-wise. It feels way more arcadey then even Doom.
>>
>>3231167
>a huge downgrade of doom gameplay and level design
>I like it
but why
>>
>>3231172
Maybe because I'm high, but moving really fast though the corridors and being able to shoot everyone quick enough to rarely ever get hit is kind of a power trip?
Not saying I like it more than Doom.
>>
>>3231161
So you can, how about that? That makes 3/5 secrets, then, and gets rid of the axe-zombie mess. Dunno how I didn't see that button.

Maybe my brightness is fucked up.
>>
Is Colourful Doom and LegenDoom cool together?
>>
>>3231207
It is, but as you might expect things can get ugly fast when one of the nastier enemies goes Super Saiyan. You can probably tackle some of the black and white spawns if you get a particularly broken weapon or combo, but you're just straight done playing if those guys exalt on you.
>>
>>3231078
it has really low health, if you know where they're coming from you can (usually) tear trough them with a battle rifle or anything
>>
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Why is it so dark?
>>
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>>3231092
Sorry, can't do that. My connection is way too unstable to stream anything, plus I don't think it would be particularly interesting watch.

But you bring up a good point. I think I have tried it before, but got stuck on The Crusher.
Dead Simple probably wouldn't have fared much better. Perhaps it is best not to.

Excuse me while I try out how dead I am gonna get by loading Sunlust and HD together.
>>
How does this look?

https://www.youtube.com/watch?v=oQgknRg1zrE
>>
>>3231284
Too dark. And too spooky for doom.
And the reload animation is too smooth.
>>
>>3231284
Oh shit it's a party.
>>
I want someone to take the sound of the upgraded plasma gun from Doom 4 and put it in Doom 1/2. So satisfying.
>>
>>3231270
It still has some crazy damage output though
>>
>>3231284
Pump animation should be faster.
>>
>>3231296
I havent checked Doom 4 but I think Doom 64 had a great sound and a neat idea, I remember that if there were no more enemies on the map, it would become silent.
>>
>>3231326
Is there any mod adding Doom 64's enemies to a Doom 2 wad?
>>
>>3231331
there was this mod, that let you choose for each gun and maybe even enemy if they had a doom or doom 64 skin, don't remember the name though, googling just for doom 64 enemies mod you get one for doom 1.
>>
>>3231278

Circle strafe
>>
Is there a wad where Doomguy's statusbar face gets progressively happier for a given amount of overheal he has? Like if you had 110% HP he'd look happier and 200% is his happiest
>>
So, I understand that the two girls in Demonsteele is one half mecha girl and one demon possessed sword girl, but why don't we have a staff wielding magical girl?
>>
>>3231348
>Doomguy
>happy
What.
>>
>>3231350
Give him some other reaction with having greater than 100% health then
>>
>>3231379
How about angry?
>>
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>>3231383
That'll make the pain faces a lot more interesting.
>>
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>>3231350
Have you ever actually played Doom?
>>
How do I stop making boring, Wolfenstein 3d-tier levels that just so happen to utilize the z-axis some times?
>>
>>3231428
That's not happy. That's "fucking insane".
>>
>>3231430
Play with detail. You'll be fucking around with stuff like hell rock formations, lights and computer terminals and such for hours if you let yourself get lost in it.
>>
>>3231434
Insanely happy.
>>
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>>3231434
He's not a fucking Angry Marine, anon. He's a human being. I know Brutal Doom and Doom 4 try their best to convince you otherwise, but remember that Doomguy doesn't have a name because he's supposed to be YOU. If you interpret this as being constantly angry, insane, and literally incapable of ever feeling happiness, maybe you should seek professional help.
>>
>>3231448
Never played Brutal Doom. How is it?
>>
>>3230209
hey anon, I'm wondering, what licence is this under? How should I credit you? I'm thinking of using this in a non-doom project of mine.
>>
>>3231450
Makes you feel like a psychopathic killer. Your guns gore enemies in incredibly brutal ways with them screaming and stuff.
>>
>>3231450

Basically cut the average lifespan of an enemy way down, throw in some harder to dodge fancy glowy projectiles and some bullshit hitscan.

Oh and melee is instant death for both sides.
>>
>>3230952
It's not that incredible. When you're aware, the dream starts breaking apart and it "crashes" if you try to experience something you've never experienced before.

Especially sex
>>
>>3231450
It's sorta okay. There's more fun gameplay mods these days though.
>>
>>3230203
BTSX E2 + Metroid Dreadnought
I need to try this, but doesn't dreadnought make you a little overpowered?
>>
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I think there is something wrong with my Demonsteele.
Lot of maps have lot of the floors lowered, for example, here is DV2's Unholy Cathedral. I am not supposed to get to central area until later, but the blockades have vanished. Only left behind the detailing in them. Really breaks lot of the maps.

I am using the latest GZDoom dev binaries and this doesn't happen with other mods.
>>
>>3231471
Try redownloading DS?
>>
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>>3231469
It does, but things balance out okay since BTSX E2 is pretty hard.
>>
>>3231471
That would be the smaller player hitbox fucking up voodoo doll scripting. Nothing to be done about it except play another mapset.
>>
>>3231479
That might be it, actually.
Shame... Seems like lot of maps rely on it.
>>
>>3231479

>Voodoo Doll Scripting

Please don't do this modern mapmakers.
>>
>>3231478

Holy shit those particles are so sexy
>>
>>3231478

Pssst Show the Shinespark next
>>
>>3231478
This is making me think, what's the best way to handle walljumps/wallrides/etc in FPS vidya in terms of control?
>>
>>3231486

There's no easy way to do it. I pull up mirrors edge as an example.

The problem is the first person view is great for shooting, but when you get into advanced platforming you have to deal with some serious disjunction issues, which leads to vicious motion sickness.
>>
>>3231483
But it's fun
>>
>>3231483
Cross port compatibilty isn't such a bad thing anon
>>3231486
Just make the player bounce at the same angle a rubber ball would, with a velocity reduction factor that works with the rest of the game/mod
>>
>>3231501
I fucked up
>>>/v/338377420
>>
>>3231487
It can get pretty finicky as well. I tried playing Golden Souls today and I must say that GZDoom's physics are slippery as fuck when it comes to platforming.
>>
>>3231448
Ranger is still pissed off all the time though, right?
>>
>>3231515
I think you should be able to hack nashmove (less slippery movement) in there with just a minor adjustment to Golden soul's player class.

Anyway the slippeyness comes from vanilla doom, but it's a fucking mystery why modern ports don't allow disabling or tweaking it on the wad level
>>
>>3231525
Oh yeah, totally. You don't just fight hundreds of Eldritch abominations and come away with a stable mind.
>>
>>3231487
Parkour Fortress (TF2 Mod) does first person platforming perfectly, so the first-person view is the last complaint you should have about implementing parkour.
>>
>>3231527
He should have just given the Shambler the hug it wanted.
>>
>>3231527
And to add onto this, Ranger fights his enemies in worlds they've already conquered. Dead worlds with no hope left. His victories are hollow ones. Doomguy directly saves his species and his planet from the demon assholes who attacked it.
>>
>>3231543
Is it worlds they've already conquered- or were those worlds made for them, with each dimension's inhabitants just as ancient as the runes and glyphs lining its muddy hallways and caverns? Hell is a human concept that everyone understands, the evil place of demons and lava- what do you do when you start venturing into worlds beyond things like emotions or feelings, places where fighting cloven-footed imps would be the best possible outcome?

And moreover, why do the Old Ones have grenade launchers?

Ranger is gutsier than Doomguy, at least, but it definitely left him in a worse state of wear (and if the Q3A player descriptions are to be taken as future-canon, Doomguy stayed at least somewhat level-headed and was always pretty stable while Ranger went right off the deep end once the deep end started staring back).


no one gives a shit about bitterman
>>
>>3231579
>And moreover, why do the Old Ones have grenade launchers?
I though they adapted to Earth's technology. Notice how the most advanced demons have ugly weapons installed on them, it's recent.
Like the Cyberdemon, that rocket lawncher isn't Hell Techno, they probably adapted to UAC's tech.
>>
>>3231273
Change your sector lighting mode.
>>
>>3231586
I was talking about Quake, not Doom. No UAC to be found here, only the unnamed military in the slipgate complexes (whose skull-and-wings icon would be reused for the Strogg but we don't talk about them).
>>
>>3231443
The detail doesn't affect gameplay though. I can work with detail, what sucks about my levels is the gameplay. If I could make tough as nails, fun levels, but only had use of STARTAN textures, I would be fine.
>>
>>3231589
Thanks, it fixed things a bit.
Feels like it's still too dark.

>>3231593
Don't know shit about Quake, sorry.
>>
>>3231034
I grew up using that, before I realised there were source ports.

Outside of the frontend, I don't miss it at all.
>>
Decided to finally get Quake 2 after playing too much Doom. What am I in for?
>>
>>3231638
The warning that you should play Q1 first.
>>
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>>3231638
Something that isn't really Quake.

Speaking of Quakes, how the hell do you get Q3A to play nice on a modern system? I don't have QL because I neglected to link it to Steam years ago and want to see some things beyond shitty compressed wiki pages.

>Ranger isn't a manlet
SOILED IT
>>
>>3231638
Disappointment
>>
>>3231638
Dreadful boredom.
>>
>>3231643
>>3231647
>>3231648
You can't fool me, I played Quake 4, I know how disappointment taste like.
>>
>>3231645
Get either ioquake3 or Spearmint. The latter is a fork of the former with additional features. You could technically run Q3A on modern Windows and use console commands to change screen res but you might as well use a source port.

I don't know if OpenArena even uses ioquake3, but it runs on modern machines fine.
>>
>>3231638

The only good quake. Except 4. My main point is that 3 is shit.
>>
>>3231650
Here's a screenshot of Spearmint's splitscreen
>>
>>3231652
Nice opinion, but I had too much fun with Quake 3 to believe you.
>>
>>3231649
No. You have no clue. Q2 didn't age well like Doom or Quake 1.
I might have been the absolute pinnacle of tech at the time, but playing it today is about as fun as filling your taxes.
>>
>try Giants Citizen Kabuto
>basic weapon doesn't have hitscan
>uninstall
I just wish all FPS had hitscans weapons. These are the best.
>>
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>>3231650
Alright, I'll look into those.

>fucking portal technology and shit
jesus christ Carmack, now I know why id tech 3 is used in so much stuff

>different playermodels hold their weapons differently
>ranger finally has proper human proportions due to not being meant for 5:4
>HUD is still squished

DEEPOST LORE
>>
>>3231654
And it works on OA too if you really wanted to for some reason. Like uh, character models? But you could just port them to Q3A.
>>
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>>3231663
Forgot webum

>It's like Q3A but with freedumbs and anime and furries and bizzare shit
>>
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>>3231645
>Speaking of Quakes, how the hell do you get Q3A to play nice on a modern system?
Install and double click an executable. Maybe fiddle with autoexec.cfg if you're feeling fancy.
>>
>>3231661
>Uninstalling Giants
ABSOLUTELY
HARAM
>>
>Ranger model doesn't have HUUUH
>fucking john carmack model does

id why

>>3231668
Rude.

>>3231667
jesus christ why
>>
>>3231662
The splitscreen options it has are surprisingly very friendly to configure compared to some PC games that have it. When selecting player models and key bindings you choose what player gets the changes prior to configuring, and individual players may drop in/out via the menu.

>portal tech

It took until Quake 4 to have the ability to shoot shit out of one portal and have it come out the other.

>>3231670
OA is supposed to be an open source alternative. The quality is a little over the place but provides a game for devs who want to port Q3A to another platform or some shit. I know one Android port of ioquake3 defaults to downloading OpenArena if you don't have Quake 3's data files.

The gimmick is the (somewhat crude) adult content. A major overhaul is in the works.
>>
>>3231670
>Rude.
Look m8 unless you're running windows 10 vanilla out of the box Q3 works flawlessly on modern systems, I reinstalled it not too long ago
>>
>DOES LOOK LIKE THE FACE OF FUCKING MERCY

I've always been a UT guy, but these other silly one-paragraph Q3 characters have charm in oodles with all the model-specific HUUHs and gestures. also why is Crash the only Doom-type with a blank TV screen for a visor instead of an actual shiny one IS SHE NOT REAL

>>3231695
It doesn't like alt-tabbing.
>>
>>3231485
what shinespark
>>
>To kill the Quake's final boss you telefrag him
Somehow, it feels meta.
>>
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Let's see if this is completely unplayable.
>>
>>3231732
Oddly fitting for the setting though, no? How else are you supposed to kill Cthulhu's sister, a shotgun? If Lovecraft (or Call of Cthulhu) should have taught you anything it's that you've gotta think outside of the box to put the Old Ones back the fuck to sleep.
>>
>>3231019
>Nobody seems to see an issue about that
Uh, people do get pissed about others taking their artwork without permission.
>>3231019
>Now, how do you feel about reusing someone else's maps ?
That would cause a shitstorm.
>>
>>3230203

I see your Dreadnought+ BTSX E2 and raise a Roguelike Monsters on Technophobia difficulty for the true space pirate hunting experience
>>
>downloading Quake setup
>1,1GB
>meanwhile Startopia is only 700MB
Whut?
>>
>>3231793
Back years ago, music was the almighty eater of space.
>>
>>3231718
>It doesn't like alt-tabbing.
Alt + enter for windowed or ctrl + f12 for minimize

you can even run it in borderless natively if you have the know how

console kiddies ruining my /vr/
>>
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Man, the whole smaller hitbox of Demonsteele breaking the voodoo-conveyors is pretty big bummer. Lot of Sunlust is absolutely demolished by it.
>>
>mfw watching the Doctor Who "Water on Mars" episode
>a sound effect sounding like it came out of Doom
I must be dreaming...
>>
>>3231842
Doom's sound effects are almost entirely taken from a stock sound library. You'll hear them all over the place.
>>
>>3231812
Do you think I am retarded

Even in windowed mode alt+tab failed to do anything
>>
Anyone here know anything about glsl fragment shaders?

I really want to use the ViewMatrix[2][0] variable in gzdoom which was suggested to me by someone on the forums, but the game refuses to recognize it. Is it a 1.x vs 2.x branch thing? Can't test on the latter, and I know for a fact there's been some hidden changes in how shaders work
>>
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>playing claustrophobia 1024 with a mod that deals with killing spiders

why did i think this was a bad idea?
>>
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p.s ViewMatrix[2][0] is supposed to be the cosine of the player's angle. I wanna make nice water surfaces
>>
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>>3231862
oh. that's why.
>>
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>>3231865

You chose your fate.
>>
>>3231748
I suppose after all the bullet sponges the game featured is certaintly much better than shooting the thing for an hour.
>>
Anons tell me.

Why are Maps 11-19 of Doom II so boring?
>>
>>3231893
>bullet sponges
>wahh i can't instagib everything with my ssg

fukken doombabs
>>
>>3231680
what the fuck is that fov
>>
>>3230925
>>3230946
>>3230952
https://en.wikipedia.org/wiki/Hypnagogia#Cognitive_and_affective_phenomena

tl;dr right before you go to sleep, wake up and you think differently. Nikola Tesla loved this shit.

Just need to find a way to reach the Hypnagogic State that works for you.

I remember someone from history held a plate that would fall when he fell asleep, waking him. There's also http://www.wikihow.com/Reach-the-Hypnagogic-State-of-Sleep Could set an alarm on your computer for 15 minutes and try to sleep, see if you happen to be near sleep. Lots of ways to o it.
>>
>>3231953
EX-QUAKE PRO
>>
>>3231957
This is actually really interesting! I've always wondered if there was a term for that weird sort of feeling you have if you wake yourself up just on the edge of losing consciousness, and now I know.
>>
>>3231962
The best way to experience hypnagogic imagery and the peculiar feeling of your body falling asleep while your mind is awake (It's like a weird tingling all over and then your breath becomes very regular while your body fades away) is to simply lie on your back and count breaths or "watch your eyelids" until it happens.
>>
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You have twenty seconds to justify the existence of the railgun.
>>
>>3231987
fun
>>
>>3231987

Instagib never would have been invented without the glorious inspiration of this lovely weapon.
>>
>>3231987
Allows a disadvantaged player to make a comeback
>>
>>3231987
plink

plink

IMPRESSIVE
>>
>>3231993
It totally would have, though. If Quake never had its railgun Unreal would still have done it with the ASMD.
>>
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>>3231996
E X C E L L E N T
>>
>>3231993
Instagib has been around since Quake 1
>>
>>3232016
quake 2
>>
>>3232023
quake 3
>>
>>3232026
quake 2
>>
>>3232030
quake 1
>>
>>3232032

quake 0
>>
>>3232036
doom 1
>>
>>3232036
doom 2
>>
>>3232036
quake -1
>>
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>>3231284
that animation is sexy, but i agree with >>3231319
>>
>>3232039

Doom 2 remastered edition feature Sgt Marks brutal doom and Master levels. pay 25$ for Plutonia and Evilution map packs now
>>
>>3231284
Still don't t think the shotgun sprite should go into the screen like that. Unless the shotgun doesn't have a stock and the main character is a limp wristed girl with no firearms experience
>>
Just tried Quake 2.
Gotta admit, it's fun and pretty good (way above Doom), but for some reason the GoG version has choppy animation and no music. At all.
And frankly, I don't like the gibs.
>>
>>3232075
I got the GOG release specifically to grab the music files. I haven't tried launching the game through whatever executable the GOG release is using though, I used the Yamagi Quake II source port. You'll have to read up on how to set up the music files if you want to try using that.
>>
>>3232075
By choppy animation, do you mean there's no animation interpolation? Because that's intentional, like with Quake 1.
>>
>>3230197
Hdoomguy is dead. We need an other one who continues that legacy.
>>
>>3232109
What I mean is that despite the weapons being in 3D, it's as animated as Doom. Which is probably intentional, yeah.
At least now I know where TF2's original bazooka comes from.
>>
>>3232132
Yes, that's intentional. Source ports let you smooth things out but they look weird then.

TF2's Original comes from Quake 1, not Quake 2.
>>
>>3231386
I love these Doom pics. Got any more?
>>
>>3232146
What an idiot.
I meant that I actually played Quake ONE. The offering. The one with chainsaw guys throwing grenaids.
>>
>>3232185
yeah because quake2.exe definitely had model interpolation
>>
>>3232190
>model interpolation
???
>>
>>3232194
as in the model animation is still in distinct frames, but the game smoothly animates between them

quake 1 didn't have it, quake 2 did have it, and quake 3 didn't use frame-based animation at all
>>
>>3232201
Kinda like MikuMikuDance where you set up poses and the software takes care of moving them between frames?
>>
>>3230731
I personally think you should refrain from using Cyber and Spider demons outside of the final and secret maps in an episode.
>>
>>3232201
actually, clarification: quake 3 didn't use frame-based animation on the weapons or pickups

I'm not sure whether player models still did or not
>>
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>>
>>3230731
Don't overdo it with the monsters. I've seen too many games getting too hard too quickly when there's a lot of monsters.
Like Victor Vran, by the end of the game, there are so many monsters on screen you can barely attack.
>>
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>A secret is revealed!
>blur sphere
>>
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>>3230168
>CAPSLOCK on the OP's subject is back
>>
>>3231034
Enjoy your buggy and janky port.

Chocolate Doom is better for vanilla, PrBoom is better for gently enhanced vanilla.

>>3231078
They're infinitely worse in Shut Up And Bleed, where they'll charge you from a distance and explode in your face if you don't get out of the way.

Just a few of them can absolutely kill you from full health on medium.
>>
>>3232225
From my experience, all that powerup really does is make the enemies miss you a bit more often when they try using ranged attacks on you.
>>
>>3232210
quake 3 uses separate animation rigs for the top and bottom halves of the player models if my fiddling about and watching doomguy run around with helicopter legs is any indication
>>
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Just beat DOOM. If Episode 1 was shareware, then I hope to god no soul ever paid money for the for the full game. This deception is straight up criminal. I have never seen a promising game fall apart like this. If DOOM receives praise over DOOM 2 for "better level design" then I hope I never have to play it. Jesus fucking CHRIST.
>>
>>3232238
>helicopter legs
That makes me giggle for some reason.
>>
>>3231172
Because Wolfenstein 3D is delightful arcade fun?

Final Fight 3 is dated too but I love it.
>>
>>3232239

Here is where I would normally post a slowpoke image.

But you've manged to predate slowpoke.
>>
>>3232225
>next fight throws two dozen chaingunners at you with no cover
Bet you wish you had that blursphere now, fucker.
>>
>>3232248
You mean people buy or play games after its time of relevance?
>>
>>3232251
>mfw this is the entire reason I gave the player an always-available blursphere toggle that just consumes cells
>>
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>>3232030
>>3232032
>>3232048
>>
I've always been a fan of replacing the blur sphere with something useful.

Like a quad damage mod.
>>
>>3232239
Play Quake afterwards, just straight up consistently great level design.
>>
>>3231273
>>3231615
git flashlight mod
>>
So, in Quake, I found the secret Nightmare mode (and got my ass kicked), but shooting the lamp near the Nightmare portal triggers a strange message. What is it about?
>>
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Can we talk about how fucking great this game is? I'm on my second playthrough and I love every second of it. I always hated medieval/D&D settings, and this was the first game that made me enjoy a world like that. Only other game that made me feel like that was Dark Souls.

It's like Hexen but without the convoluted world&level design.

Are there extra levels for this? Noteworthy mods/WADs???
>>
>>3232301
HE LIVES
>>
>>3232301
Leftover from an early version of the game. Shooting the lamp is supposed to open an easter egg area under the Normal mode bridge, but the easter egg got cut out and moved into a later level and no one remembered to remove the trigger on the lamp that gives you the message.
>>
>>3232306
I fucking hate the HUD but I love these gauntlets.

>>3232314
Oh.
Disappointing.
>>
>>3231593
>the Strogg but we don't talk about them
why not?
>>
Now that I'm playing Quake, I seriously wonder if the zombies throwing their guts at you in Painkiller isn't a reference to the zombies in Quake.
>>
i'm dumb and I don't see Doom 64 pc download link in the pastebin, last time I thought I saw it
>>
>>3232348
Cause the Strogg fucking suck. Quake 2 is overrated garbage that has nothing to do with the original. They just slapped the brand on the newest id shooter, much like Far Cry 1 and 2.

I'm still hoping for a proper sequel. If DOOM sells, they should get some Lovecraftian Quake action going on as well.
>>
>>3232372
>hoping for a proper sequel
please god no
quake is only as good as it is by pure fucking chance, there's no way they can recreate it
>>
>>3232372
I honestly couldn't give less of a shit about the theme. There's no chance of a "proper sequel" to Quake because they're just going to betray its style of level design. No AAA dev is going to make a game with short, self-contained and abstract level designs.
>>
>>3232372

If quake 1 is so good, how come every quake after that are all sci fi shooters?

Checkmate atheists
>>
>>3232367

I don't recall there being one.
>>
>>3232379
Not talking just about the theme, Quake 2's gameplay is awkward and clunky and has nothing of Doom and Quake's fluid movement. Everything in that game feels jerky and unsatisfying.

>>3232381
Cause generic sci-fi is easier to make than surreal horror.
>>
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Please try my graphics demo and please let me know what you think about the graphics. Obviously nothing is representative of anything, this is just a sandbox for animation, resolutions and overall graphics. Make sure to rune the game at 1080 and at Fantastic graphics or else it's going to look like shit. Thanks guys,

https://www.dropbox.com/s/etlklc91oap8655/exe.rar?dl=0
>>
>>3232372
I liked Quake 2, I thought it was great.

Would love to see Quake 1 get revisited though, Doom 4 is good, maybe they'll make a new Quake good?
>>
>Why did you quit from the registered version of QUAKE? Did the scary monsters frighten you? Or did Mr. Sandman tug at your little lids? No matter! What is important is you love our game, and gave us your money. Congratulations, you are probably not a thief.
Games were really abrasive back then.
>>
>>3232439
http://doomwiki.org/wiki/Quit_messages#Extras
>Don't quit now! We're still spending your money!
At least they're honest.
>>
>>3232372
>Cause the Strogg fucking suck
They may be generic, but I still think they're cool with the whole assimilate useful beings with cybernetic surgery shtick they have going for them.
>>
>>3232460
>hey, ron! can we say
'fuck' in the game?
ayy
>>
>>3232430
Not if they continue to half-ass the enemy encounter design
>>
>>3232460
>Crash will sometimes flirt with Doom
For all the shit Quake 3 get, the bots had some really fun messages.
I still remember that one time a bot told me to shut up.
>>
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>Quad and Invulnerability locked up behind glass

What can possibly go wrong?
>>
>>3232465
Well, encounters could use some polish, but I they seemed to be open to criticism, I think it's not TOO entirely unreasonable to expect that they'll take that to heart for a sequel, or if a new OG Quake would ever happen.

I think we're on the cusp of a new golden age of FPS
>>
>>3232503
Oh yeah, obviously multiplayer would have to be better too, but yeah, a considerable step forward at any rate.
>>
>>3231284
i like the look and feel in general, but that shotgun animation is _fucked up_.
>>
>>3232529

>Wolfenstein 3d babbies
>>
>>3232542
>Hoop and Stick babbies
>>
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>>3232542
Say that to my face, and not online!
>>
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>>3232259
>>
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>>3232546

Guten Tag Sweinere
>>
>I'M KNEE DEEP IN THE DEAD!
>I HURT YOU PLENTY
goddamn it
>>
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How do I get motivation to continue making my WAD?
>>
>>3230168
was Quake meant to be played with software rendering? honestly never played it on an OS before Windows 98se so I had no expectations other than obvious graphic and frame rate deterioration. Gotta say the animations finally felt at home.
>>
>>3232564
you will dishonor your family, your county, and mostly yourself.
>>
>>3232564

Well if your WAD is a Wolfenstein 3d styled level you have my pity.

otherwise I suggest taking a break, or try making something while under the influence, then posting it online before the alcohol wears off and you realize what you have done.
>>
>>3232564
tfw I want the answer to this so bad

just motivation in general
>>
>>3232564
I want to play your wad. Finish it then fag.
>>
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>>3232557
TOD IST MEIN LEBEN!
>>
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>>3232580
ok
>>
>>3232573
90% of motivation is just fucking doing it

like i love making music, but i'll procrastinate and not touch my gear for weeks at a time, and every time i sit down and start fiddling i always wonder why i stayed away so long

a big part of it is also seeing results: if you're bashing your head into a wall for hours a day and seeing little or no progress you probably won't last too long

make small, reachable goals
>>
Why do I hear a constant, high-pitched squeal in the background when using gzdoom?
>>
What else has the Quake teleporter exit SFX been used in? I know I've heard it before.
>>
>>3232593
Can verify.
Even when it's unfun, and annoying, just sit down and force yourself to work on it even if you have no motivation to do it.

It'll be a pain in the ass. It'll be painful. It'll be a serious grind. But it'll be worth it, anon.
>>
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Anyone up for some duels? Give me your best shot.

[Doomshack.org] Progressive Duel (NS)
>>
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DooM, DooM 2, Quake, Quake 2
Which has the best soundtrack?
>>
>>3232616
Quake, no contest. Doom is the runner up, Doom 2 and Quake 2 don't even rank.
>>
Why do people hate doom 2's level design yet love doom 1s?
>>
>>3232641
Quake has a soundtrack?
>>
>>3232598
That's just Graf, don't mind him.
>>
>>3232645
It's less about hating Doom 2's maps and more about hating Sandy Peterson's (or at least some) maps. Doom 2 has some very fine levels in it, but there are some like Downtown which uses too much verticality to the detriment of vanilla gameplay
>>
>>3232598
it has something to do with extremely high fps, I get it at 700+fps
>>
>>3232657
Ambiance music like Doom PSX/64.

It's pretty well done too
https://www.youtube.com/watch?v=gkktyOA06NQ
>>
>>3231862
>>3231865
What mod is this?
>>
>>3231469
>doesn't dreadnought make you a little overpowered?
It does, but I've been finding that after a while of playing (like, full energy tanks and 255+ missiles) the mod likes to crash when I enter/exit from morphball. I don't know why, maybe it's all the items.
>>
>>3232564
the more you edge the bigger your wad will be
>>
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>>3232768
kek
>>
>>3232616
Really wish the soundtrack also had a midi version of each song. infatuated with midis at the moment because I can hardware playback now :D
>>
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>>3232782
forgot pic
>>
>>3232616
Dooms rip-off metal soundtrack is much better for blasting monsters than Quakes spooky ambiance imo.
>>
>>3232658

>FUCKING MODDIES, LEAVE
>REEEEEEEEEEEEEEEE
>>
Just out of curiosity, if you guys had a character that wielded a powerful melee weapon, and a shotgun with an altfire where he throws a grenade, what would be a good altfire for the melee weapon?

I was thinking either some kinda energy wave, or a boomerang that when it clobbers a monster, it yanks them towards you for easy meleeing.
>>
Hello, is there any decent game recording software that can simultaneously use outside codecs (I'm thinking Lagarith Loseless), and record game and microphone channels separately (so I could make a vid without my voice, and a separate audio channel for commentaries), and also record (G)ZDoom? DXtory doesen't seem to hook on the newer version.
>>
>>3232904
a chain of sorts to pull enemies towards you, kind of like the Painkiller. That or an attack that pushes enemies away from you.
>>
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>>3232557
>>
>>3232672
>>3232598
I've never had this.
I'm looking at getting a brand new computer soon, should I pump up the graphics to make sure the framerate doesn't get that high?
>>
>>3232904
Aim down sights, of course.

Serious answer, it depends on what the melee weapon actually is.
>>
>>3231019
>>3231020
>>3231027
Generally people won't care if you package maps into a compilation.
>>
>>3232946
I got rid of it by turning on v sync in gzdoom's options
>>
>>3232950
>Chillax
>>
>>3232947

A big fuck off two handed sword
>>
other then brutal doom, what mod can satisfy my berserker blood lust?
>>
>>3232904
>Powerful melee weapon
What kind?

>Sword
Sword waves
>Axe
Boomerang axe or huge power slash
>Hammer
Giant slam of smashing faces in
>Spear
Alt fire changes it to a fun weapon instead
>>
>>3232958

Obviously I suggest you make the secondary attack a whirlwind style attack or a wide range cleave. Lower damage, but hits EVERYTHING within range.

>>3232959
You want guns? Trailblazer

You want swords? Demonsteele
>>
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>>3232616
I like Doom and Quake 2's music the best tbqf

>>3232645
It's more like Doom 2's level design is such a mixed bag, the first third of the game is mostly really good, then after that part the levels are either very mediocre or not good at all, mostly anyway.

Like, Ep1 and 2 of Doom is my favorite, and Ep3 and 4 feel not always quite as fun (but never bad), then the first 10 or so maps of Doom, I love them, but map 12 just completely makes it lose steam for me and it's hard to get it back after that point.

>>3232670
I think the problem is that Sandy Petersen, while not a bad mapper, was left doing more maps than he probably should have.

He's at his best when doing abstract and surreal maps, like a lot of Ep3, but the thing is, Doom 2's supposed to be Hell On Earth, and they needed some more realistic environments, like the city and industrial kinds, and since he was left having to pick up a lot of Romero's slack, he had to do some city levels, and Sandy just isn't good at making sensible or realistic environments, his style is also kind of noticeable, and you sort of feel it a lot, you get some fatigue with his maps after a while of playing them one after the other.
>>
>>3232967
what about ripping?
>>
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>Dark Side of the Moon Version 2.wad
Which one of you fags made this?
>>
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How are the Quake 1/2 expansion packs?
>>
>>3232657

So you bought the game on steam, huh.

No worries, it happens.
>>
>>3232978
Are you talking about the map someone edited to hang the PC or moonbase anon?
The original moonbase alpha that guy made shortly after the board got made was great and so was dark side of the moon but the former is forever lost to the void now that the download link expired.
>>
>>3232958
I'm guessing the primary attack already fills the "wide attack that hits a lot of things at once" role. How about a shoulder tackle that stuns enemies, and also pushes them back (including hurting them if they are knocked into a wall, ala Disc of Repulsion) if you start the tackle next to them? I mean the character is obviously beefy enough to swing a giant sword, might as well throw that beef around too.
>>
I'm having some compatibility issues with knee deep in zdoom and smooth doom, halp
>>
>>3232985
>They still haven't patched the Steam version for it to have music
Well at least I can use DarkPlaces with it, along with a music patch someone made for it.
>>
>>3232975

Sadly, few mobs allow for the good ol fashioned rip and tear.
>>
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>>3232987
All I know is the name of the wad and that it's shit. It looks nice, tons of detail and everything, but holy shit there's no room to maneuver or dodge hardly anything, there's not nearly enough ammo to deal with the archviles, and the monster encounters are designed like shit. Fuck this wad man.
>>
>>3232981
Haven't done enough for q2, q1's are neat.
>>
>>3232920
Just record game audio with the recording software, then record your voice in audacity.
>>
>>3233017
What recording software? Fraps, Mirillis and OBS use their own codecs. Bandicam skips frames, DXTory doesnet hook.
>>
>>3232981
I haven't gone through the reckoning, but ground zero is "TURRETS: THE EXPANSION PACK"
>>
>>3232990

The two aren't compatible.
Simple as that.
>>
>>3233003
Oh, I thought you meant the terry trap some guy made out of it.
>>
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>>3231453
>>3231453
The Midi Cover is done by me, Myrdred. You would have to contact Michiel Van Des bos the guy about liscence specifics for the actual tune, but as this is basically the tune note for note it wouldn't be appropiate for you to make money off what you release, but all is fair else-wise. If you wanted something like this for a commercial product I would need to pull a Bobby Prince on it.

Look for Myrdred in steam with that same BLEM logo and I can talk with you as well.

As for REKKR, what I made the music for, I want to get to making original tunes, and given that it deserves a Hexen-y sound, I wanted to go into the direction of: "imagine an alternate universe where Michiel had to compose the music for Heretic/Hexen and invent something new off that". If you want some new dank shit you can drop a line.
>>
I played Doom myself years and years ago and probably play it every year to this day, but I don't know anything about the current culture so bear with me.

I want to try making a few levels, but I admittedly don't want to do it if it nobody will end up playing them.

Is there a market for Doom levels that are vanilla? By that I mean using just Doom 1/2 assets and textures and not relying on any great innovation of level design/mechanics, etc.

Just some solid levels that let's assume for the purpose of this question, don't suck.
>>
wonder what that neural network with the MIDIs has done so far
>>
>>3233061
I think there are always some guinea pigs who are willing to try out new shit.

The guy whos making REKKR, a nordic theme TC needs mappers.

However I feel most people will stick to maps associated with Cacowards: either made by people who end up on it, or maps featured in mods.

If you want to get good though, like with anything you should network. Find people you can either collaborate with or who are willing to test your levels. Testing levels by yourself is both a chore and not really as effective.

Also people are really cool with playing vanilla textured WADs, and part of mapping skill is working within constraints. I recommend you play Going Down, it is perhaps the best played and best looking WAD that uses pure vanilla assets (except for spoilers but that is a technicality for outside of 31 maps).

I recommend finding a community project to collaborate with. This is why I want there to be a new /vr/ one. I had a neat head-canon idea of having a community project featuring tyson levels. community projects are a great example of something that brings out pros and noobs together united under a certain set of constraints.
>>
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>>3232958
Does it have halfswording? That should be the altfire, if you can get sprites for it.
>>
>>3232981
Quake 1's expansion packs are okay. Armagon is pretty cool and Dissolution is pretty meh. Haven't played Quake 2.
>>
>>3231048
>what is this, a dose for ants?
>what is this, a generic prescription? thanks obamacare
thanks, doc
>>
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>>3232904
What if he pulls out a Micro Uzi or something and does a magdump? Just fire off the entire magazine in an instant.

https://www.youtube.com/watch?v=Fr1vHgtNqbQ

Can easily fire off 32 rounds in 32 tics, really fast, only put a muzzleflash on every other fire frame to give a more dynamic impression, even better if each muzzle-flash is different in shape and size from the other (you can just flip and rotate it multiple times, scale it, etc).

Gameplay wise, it'd almost be like a large, slightly drawn out shotgun blast, but it's got a different feel to it, and you can kind of direct the shot pattern, if that makes any sense.
>>
http://forum.zdoom.org/viewtopic.php?f=19&t=51944

what cool things has this new acs library made possible
>>
>>3233060
What do you use for midi-ing? I kinda wanted to fuck around with some. I have no experience in composing and no musical inclinations that I'm aware of. But I did fuck around with a bass guitar for a while in high school.
>>
What Doom wads will make me feel like a macho man?

https://www.youtube.com/watch?v=zkTV2--PcDI
>>
>>3233126
nothing, really; those are all convenience functions
>>
>>3233126
>thread
It doesn't really make new things possible, it just males the path to doing existing things not retarded.
>>
>>3233147
Why did it quote thread
Also meant *makes lil
>>
>>3233139
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/stardate
>>
>>3233128
pictured is FL Studios. You can even make MIDIs without a synth, you just need some guesswork and troubleshooting to get the sound right. Get a soundfont like SGM-v2.01 and look up some tutorials!

All you have to be is a fan of music to be able to make shit really.
>>
>>
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>>3233154
>>
>>3231748
didn't cthulhu get killed with a boat?
>>
>>3231842
they had the doom door sound effect in that episode with the space satan
>>
>>3233150
when I think macho I don't think purple
>>
>>3233168
there's GMOTA, where you punch skeletons into individual bones and don't afraid of anything
>>
>>3233152
I'll look into it. Thanks.
>>
>>3232461
aren't they just the Borg, except angry?
>>
>>3233164
From what I remember, the crash from the boat just puts him back to sleep.
>>
>>3233119

Tempting. But I wanna stick with a more medieval themed set for weapons. His shotgun is actually gonna be a blunderbuss.

I just wanted to keep my descriptions vague because I got something planned
>>
>>3233061
>is there a market for vanilla
Absolutely, some of the most hailed mapsets are Vanilla and Boom format.

I suggest giving Boom a look, it's basically like Vanilla, but it just allows you to do a few more practical things and work to slightly better limits, it's like Vanilla but more convenient for a mapper, like a couple of more linedef and sector types (like in Vanilla Doom, there only exists a linedef to scroll a texture to the left, but Boom has linedef types for scrolling a texture whichever direction you want), it generally allows you to do some simple things that would otherwise require more fiddly trickery to pull off in Vanilla.
>>
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>>3230168
Quick question, been feeling like an idiot over this but how would I get metroid or GMOTA to work on a WAD that's not one of the standard ones like Doom 2 or something.

Trying to run it through on GZDoom but I can't figure out how to use it on something else and I'm sure there's an easy way to do it, but most google results seem to be just how to open a custom WAD.

Just want to try GMOTA on some megaWADs.
>>
>>3233164
What? What?

Fuck, no. He's not dead, he's just not currently alive due entirely to the positions of the astral and celestial bodies. At some point their conjunction will revive him. Nothing so puny as a boat would kill him, nothing humanity has ever invented would even phase him.
>>
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>>
I wonder what it'd be like if Mechadon and Vader did a megawad together.
>>
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>>3233191
I-is that loss?
>>
>>3233184
drag both onto gzdoom or use zdl https://www.dropbox.com/s/o68iafxaisjify7/ZDL.zip?dl=1
>>
>>3232981
I've heard people say that scourge of armagon is better than vanilla quake
>>
>>3233189
what if we just kept hitting him when ever he gets up?
>>
>>3233207

No. We try to distance ourselves from /v/ around here. :-)
>>
I know colourful hell and legendoom work together, but are there any other examples of monster wads that are either compatible with other things or even better with most things? Would prefer something more serious than colourful hell if possible, though I imagine I can't be too picky.
>>
>>3233238
Given certain incidents around here, that obviously isn't true, at least not anymore.
>>
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can someone edit this image and make the woman doomguy, and the kids demons, preferably imps
>>
Is it possible to make brutal doom work with other pwads?
>>
>>3233240
LegenDoom is supposed to be compatible with most monster mods from what I understand. Try running it with Dark Doom Creatures.
>>
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>>3232658

fucking lol
>>
>>3231019
Nobody can stop you, I'd say credit them. I was thinking of using some of Sgt Mark's city maps as a base for a post apoc mod I was working on. I don't give a fuck, I would just make it clear that it's not my map.
>>
>>3233251
what would that accomplish?
>>
>>3232616
Quake 2, easily.
>>
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Anyone else thinking about the Vinesauce Doom mapping thing?

No idea if it's actually happening.
>>
>>3233251
Yeah, if it's just maps. Or just steal shit out of it and merge them if you want it that badly. I stole the "flaming running zombie man" and a bunch of the flame sprites for my molotov mod.
>>
>>3232657
The soundtrack was literally the best part of quake. Its what made it into an immersive experience. Without the soundtrack it would be just be a gloomy maze shooter.

>>3233060
FL Studio
I also use this
>>
>>3232479
now that was left handed!
>>
>>3232904
Shield. Make render hitscans down to a small fraction of what they would usually do. Don't listen to the people who want you to put ranged attacks(shockwaves, boomerangs, lightning, etc) on a melee weapon.
>>
>>3232946
Cap your framerates or your GPUass get his capped.
>>
>>3233248
You can do that in ms paint bro, or at least gimp.
>>
>>3233318
*Make it render
>>
>>3233318
>>3233321

There's no hitscans in my mod.

I like the idea of having an extra ranged utility option with this character's melee weapon, because all he's gonna have is this sword and a blunderbuss, and most of that blunderbuss is gonna have a spray so wide that you're not gonna want to use it at long range.
>>
>be at school
>playing Doom because teachers are on strike
>2 come up to me and ask me if is Minecraft, "because is made of pixels"
>I make one of them try it and he can't even place the full 3 finger set on WASD nor move and and rotate the mouse accordingly
Damn.

Watching that RetroyAhoy video about Quake makes Quake 2 look bad in comparison and makes me want to replay it now.
>>
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why do these exist?
I played one of them, and it's a total conversion of wolfenstein with a few Doom sprite swaps, strange nearly-nude anime pictures plastered in every hallway, and pacman enemies littered everywhere.
>>
>>3233331
what grade you in that's fucked up
>>
>>3233289
Joel seems incredibly passionate about the idea going forward. Watching him make that map was fun stuff.
I bet he's gonna do plenty more Doom Builder streams in the future.
>>
>>3233338
God I hope so, he was so excited I loved it.
>>
>>3233335
They're just silly 90s mods. There's tons of shit like that in the bowels of the id game modding community.
>>
>>3233335
That looks horrifying, I feel sorry for you anon. I am however, laughing at that Hitler head on the mancubus body.
>>
>>3233343

>filename

I agree, that cyberdemon is in a lot of trouble
>>
>>3233338
Speaking of streams when is the next terminusest13 stream?????....?
>>
>>3233345
>2010
>>
>>3233348

right now.
>>
>>3233349
Oh.

Oh...
>>
>>3233335
Mein First Modden

those sprites were probably all that they could find in their gamemaker forum or wherever
>>
>>3233330
If you want to give him a ranged attack for his melee, why give him a melee attack at all? Give him a bow and arrow or something. The melee weapon with a ranged attack is a boring, overused concept in mods.
>>
>>3233354

Because this character needs to be capable of handling himself in a lot of situations.

besides a bow isn't ANGRY enough. I might go with the spin attack idea someone suggested earlier, this guy is a fucking angry claymore swinging brute, and a spin attack that just unleashes hurt on everything in a certain radius sounds good, just wade into a crowd and unleash it.
>>
>>3233335
check out the dev's website

http://acordgames.webstarts.com/
>>
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>>3233353
>>3233345
>>3233346
>>
>>3233362
Looks like someone's just having a laugh with this.
>>
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>>3233361
Sweet lord.
>>
>>3233360
>Because this character needs to be capable of handling himself in a lot of situations.
> I might go with the spin attack idea someone suggested earlier, this guy is a fucking angry claymore swinging brute, and a spin attack that just unleashes hurt on everything in a certain radius sounds good, just wade into a crowd and unleash it.
Sounds boring and too easy. Why make another god weapons mod?
>>
>>3233375

You obviously don't know the kind of mods I make then, but maybe you don't like GMOTA.
>>
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>>3233343
>someone reposts a pic you made
feels good.
>>
>>3233380
Of course I don't like GMOTA. It's generic, in the same tier as Guncaster, Trailblazer, Russian Overkill, etc. Another weapons mod that makes the gameplay a million times easier unless you're playing on slaughter levels. It breaks the gameplay of most levelsets, making them all pieces of cake. A good mod would either retain the difficulty of vanilla levels, or would increase the difficulty. I would play a mod similar to what you're describing, if it actually had thought put into it, other than it being GMOTA with a shotgun.
>>
Anyone know if there's a weapon and monster only version of smooth doom? The "overhaul all the animations" shit is making it incompatible with some other shit I'd like to use.
>>
>>3233403
>A good mod would either retain the difficulty of vanilla levels, or would increase the difficulty.

>>>>>>>>>>>>>>>opinions
>>
>>3233403
wasn't that guy making a version of the mod with enemies scaled to Blaz's abilities?
>>
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>>3233362
Gosh, look at all those secrets!
>>
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>>
>>3232657
It has a bitching cool opening theme
>>
>>3233438
>holding chaingun belt like that will tear off his arm when he fires it.
>>
>>3233448
he's very strong
>>
>>3233448

He doesn't actually keep it wrapped around his arm, he's just doing it for the pose.
>>
>>3233432

I'm already doing it though, the latest version of GMOTA has stronger monster replacements for everything except for the archvile, mancubus, and mastermind
>>
>>3233459
I need to check for the latest version I kinda went on a doom hiatus and am getting back into things
>>
Man, I really don't like Quake compared to Doom. The bullet sponge enemies grind the whole game to a halt repeatedly and feel like the grandfather of stop-and-pop modern FPS combat.
>>
>>3233490
Apparently, it's to compensate for having less enemies.
Look for "Ahoy Quake", it's a pretty decent overview of the game compared to Doom.
>>
>>3233502
I wonder if anyone's ever done a retooled version of Quake to make it flow more like Doom.
>>
I really like playing vanilla and I wanted to make the commercial IWADs interesting by turning -fast on and it instead just made the game really fucking tedious.
>>
>>3233490
The stop and pop thing is only true for the shambler and the vore, and often times the maps make it difficult to take cover from shamblers so you're forced to bait their melee attack
>>
>>3233504
That wouldn't work.
Quake has an average of 20 enemies per level. Doom is probably double or triple that.
>>
>>3233510
You do know you can make maps for Quake, right?
>>
>>3233516
Making maps? For Quake?!? What is this tomfoolery?
>>
>>3233504
some map packs mess around with weapon damage, it really make the shotguns feel better
>>3233510 pretty much any quake map worth playing has at least 60 enemies
>>
>>3230887
It was Map 6:Goin' Down. I gave up right after I killed some barons and revenants. Thought I was trapped in the room and passed through a small part in a gate that was just an illusion after humping everything else in the room. I just looked at the wiki, that maps coming up soon. I'm on 24 now I think? Well, I'll give it a shot when I get to it.
>>
anyone here played lostepis?
>>
>>3233545
You mean The Lost Episode?
>>
>>3233545
What is it?
>>
>>3233448
>>3233452
>who is chaingunner?

https://www.youtube.com/watch?v=gJyXjKQ-Mro
>>
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>>
>>3233331
Vanilla Doom plays fine on a 7th gen gamepad, make them play it on 360 or PS3 (or if they have it on the later consoles, I don't know, I haven't upgraded yet).

Then if they're actually interested in pursuing it further on PC, interest should make them either adapt to playing with WASD+mouse, or they'll seek out some other means that are more comfortable to them (again, a gamepad will actually work)
>>
>>3233336
Well I am older than I should be there, they are like 4 years younger than me born in 1993.
>>
made some little music thing https://clyp.it/muldypbq
>>
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>>3233590
>map screens
I couldn't get anything that looked okay, so I just did away with it. Used the little animations to make the stream run and grass blow in the wind.

Will probably put in a flag at some point too. There are 9 animated graphics on the map screen to play with...
>>
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>>3232658
kek
>>
hey /doom/ for a single barrel lever action shot gun, what do you like better? just using the lever with the other hand like a normal person, or being the coolguy and cocking the lever by spinning the thing like in terminator? I'm trying to come up with some concepts for weapon sprites.
>>
>>3233667
IMO looks wonderful.
>>
>>3233672
Spinning the thing will take too much of the screen. Keep it sober.
>>
>>3233674
Thanks. Working with the palette is a pain in the ass. Thinking of adding some bodies and such strewn about. Blood and what not.
>>
>>3233182
Make the whole blade of the sword (connected to a chain) shoot out from the pommel and pull niggas in
>>
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New Marphy Black video lads

https://www.youtube.com/watch?v=ss8SyOhqk1I
>>
if only for gameplay I'm curious to see the Shield possessed, Hell Razers, and the cyberdemon's sword beams reverse engineered into classic doom format
>>
>>3232598
Coil whine probably. No cure for that except buying a new graphics card that doesn't do it. Well, limiting your FPS can help too.
>>
>>3233667
that's cute. the style reminds me of Asterix
>>
>>3233681
god damn snapmap is fucking pitiful to anyone who knows how to make real shit
>>
>>3233689
When I was a wee laddie I converted a serious sam tech demo map to fit about 1000 gnaars (simultaneously, because I couldn't figure ourt the spawns), it ran flawlessly on Celeron 900/Geforce 3 Ti200
>>
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>>3233682
working on a mod that ports doom 4 weapons/monsters to zdoom
i'm kinda loosing motivation on it desu
also those mid-explosion bfg shots are supposed to be shields
>>
>>3233692
I can hear the punching from here
>>
>>3233692
When I was a kid, I used Worldcraft to create a House of Fun with many traps.
>>
>>3233681
That monster limit, that fucking monster limit.
>>
>>3233694
are you connected to the guy who remade the Doom 4 guns as sprites?
>>
>>3233707
no, just using his sprites
>>
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YOUR LEVELS ARE HUGE

THAT MEANS YOU HAVE HUGE SECRETS
>>
>>3233694
its a decent placeholder till some one makes legit sprites
>>
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Anyone has any idea what's up with this Project Brutality crash? All I loaded is the stuff on the left, on Doom 2, it seems to play normally, then the game freezes.
>Using
>gzdoom-g2.1.pre-1778-g1a63167
>MapsofChaos.wad
>Project Brutality.2.03
>Doom2mus.pk3 (just a music mod)

And how could it consume so much RAM?
>>3233716
Project Brutality has a BFG that adds a neat looking shield.
>>
>>3233728
>>3233694
Personal note, I was slightly dissapointed that the player could not take the security zombie's sheilds for themselves as like a melee alternative
>>
>>3233732
Shields are awesome.
>>
>>3233694
Keep going, anon! I like a lot of the sounds from Doom 4.
>>
>>3233694
Is this the EDGE one?

EDGE is shit but still nice effort if you're the EDGE Doom 4 guy
>>
>>3233694
I'm gonna rip nuDoom weapons in 720p*35fps somewhat soonish, hope this helps. I'll try to Doomify and animate them, but dont count on it.
>>
>>3233681
This is just fucking pathetic
>22 year old engine can do what a brand new one can't
https://www.youtube.com/watch?v=wh261nfSn3E
>>
is Downtown the absolute worst point of doom2 ?
>>
>>3233810
That's a source port.
>>
>>3233820
NUTS.wad runs on the original engine, 10000 monsters.
>>
>>3232598
that's coil whine, it's a sign that your gpu is dying from too many frames
>>
>>3233176
and Ranger is just Doomguy except angry
>>
>>3231034
Holy shit, that takes me back.
>>
>>3233824
>NUTS.wad
Doom can only draw 128 sprites (monsters, projectiles, decorations, pickups, etc) onscreen at once, so it's a moot point.
>>
http://poal.me/8eagub

This should be interesting
>>
>>3231036
What is this?
Where can I get it?

Looks cute
>>
>>3233831
Coil whine isn't always caused by too many frames and it's not a sign of anything besides sloppy engineering

t. grad student majoring in electrical engineering
>>
>>3232306
Sadly there aren't that many wads/mods for it. Would kill for a Heretic reboot in the style of DOOM though

There are a few weapon mods that are pretty unbalanced, and some map replacement levels I think, but I haven't played a lot of 'em.
>>
>>3233863
>sloppy engineering
That'd be Grafh, alright

>instead of implementing real voxels, just make the engine render each individual voxel as a 1x1x1 model

Fucking hell.
>>
>>3233871
He's talking about the hardware, guy.
>>
>>3233872
I had a chuckle, it's called comically missing the point

Doubt it would be fun to discuss magnetic induction with you guys anyway
>>
>>3233882
is magnetic induction when you shoot the demons with magnets
>>
>>3233889
If it's a railgun
>>
>>3233907
do I shoot the railgun at the demons
>>
>>3233914
Yes, it's a gun that uses magnets to make a magnetic shot go towards an enemy really really fast, so it hurts really lots, very good weapon if it's portable
>>
>>3233920
nonononono

does the railgun itself get shot at the demons
>>
>>3233923
No, you hold it, then you point it at the demons and pull the trigger, this makes the really super fast shots go out
>>
>>3233923
Rocket Rocket Launcher

A weapon that shoots rocket launchers, that fly around and shoot rockets.
>>
>>3233923
A railgungun?
>>
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I've
>>
>>3233923
>tfw no EPFCG-powered railgun warhead for your rocket launcher
>>
>>3233930
that'd be a rocket launcher launcher
a rocket rocket launcher would be a rocket that shoots rocket launchers
>>
>>3233914
No, you shoot magnetized railway spikes at the demons, hence the name
>>
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>>3233681
Is Serious Sam the only fps game that can handle 1000 enemies on the map by default without source ports?
>>
>>3233935
Whoops.

I've been learning to map for few days now but I still can't get any grip on making maps looking good. How can I improve the looks of this shitty looking area?
>>
>>3233929
why would I shoot tiny thing at demons when I can shoot big thing at demons

gun is bigger than bullet therefore it hurts more
>>
>>3233942
More or less, but the bulk of enemies get teleported in over the course of the map generally
>>
>>3232473
The bots keep asking me if I like men

Is that normal?
>>
>>3232473
>Crash will sometimes flirt with Doom
wat where, all I can find is

>"When you see Doom, ask him why he never calls."
>>
>>3233948
plus they're pretty dumb and have a bad habit of getting stuck on level geometry. Although Kleer and KamikAAAAAAAAAAAAzes will try and strafe when you aim at them sometimes.
>>
>>3233269
Afaik, Mark is pretty liberal about people using his stuff (he rips stuff from everyone without asking anyway).
>>
>>3233935
You can make vertical part of the stairs to have different texture to make staircase more distinct, add metal pillars to the corner, maybe some pseudo-window in the wall with a different texture like a demonic face or something, and a small pool of blood below the corpses.
>>
>>3233942
Dead Rising is a TPS, but handles enormously huge hordes of zombies.

AFAIK Source engine handles loads of entities rather well, but you may need to simplify them a bit.
>>
>>3233949
Biker keep calling me a yellow-belly camper.
>>
>>3232904
altfire pulls enemies in, or if it hits a wall or giant enemy, you to it
>>
>>3233948
>>3233954
Still pretty impressive how a bunch of slavs 15 years ago on a budget could make an engine that looked good for the time and could seamlessly handle more than a 100 enemies on screen at once running at you while loads of explosions and particle effects happen around you.
I just thought that now when we have computers ten folds faster than back then that big budget developers can cram more shit out of them than 12 enemies at once.
>>
>>3233971
That's why serious sam sold so well, it was basically a tech demo and was priced dirt cheap

And their engine didn't look good for the time, it looked fucking incredible for the time
>>
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>>3233935
>>3233943
Put a cover over the upper path with support pillars holding it up, protecting the walkway from rain that would pool up into that area on the right.
>>
>>3231034
Haven't seen that screen for a while.
For some reason I always thought the baron had his back to doomguy and was throwing a fireball through his legs.
>>
So SLADE requires some Microsoft Visual C++ 2015 Runtime bullshit that I don't have installed, but the link to download it doesn't work and I can't seem to find it on their site.

Help?
>>
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>>3233979
>>3233959
I'm not entirely sure if I got those right. It does look much better though.
>>
>>3233991

Never mind, tried something that sounded like what I was looking for and it worked.
>>
>>3231448
>you found the chainsaw, now find some meat.
Seems like a perfectly rational person to me.
>>
>>3233862
ops I had posted the wrong link, that is "mini doom" made by a studio name calavera.
http://calavera.studio/en/tag/mini-doom/

Anyway, can someone help with this?
>>3233728
I know a lot of you have played Project Brutality.
>>
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Spent lot of morning tackling Scythe 2 on Demonsteele, no saving.
Very fun, although smaller hitbox enables some skips, which I have resisted so far.
>>
>>3233979
>>3233997
That's pretty much what I meant. Neat! I'd also make the covered area less bright since it's in the shade.
>>
>>3232606
Don't ever do this. You don't get paid to work on these things. Wait for the motivation to hit you. Forcing yourself to work when you really don't want to is a fast way to ensure you take even MORE time not working on anything.

Do something that inspires you. Let it come naturally.
>>
>>3232904
Probably some kind of cool demon skull that fires a short range projectile burst.

While you're at it, try putting some Ghouls, Ghosts, and Goblins into GMOTA.
>>
>>3234025
I tried to like DemonSteele but I couldn't get into it's groove.
>>
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>>3232473
Speaking of quotes, I went on the Internet today and I found this:

http://www.rigelatin.net/q3a/quotes/

>everyone assumes Ranger has gone totally nuts
>description even says he's more 'alien than human'
>chat lines are nothing but standard military lingo and tacticool operations

>Wrack (black Ranger reskin) is apparently also Ranger?
>says he's a veteran of the 'Slipgate War,' mentions things you'd expect Ranger to (like Chthon in the lava pit, how the railgun is too easy to use compared to the Lightning and wanting his axe and nailgun back)
>is definitely somewhat nuts

>Doomguy is the one that actually sounds unhinged, talking about demons, voices in his head and endless bodies

The lore is too deep for me.
>>
>>3234048
Q3 was edgy as shit though.
Few of the original Doom and Quake team worked on it.
>>
>>3233719
what the fuck are "legit sprites"? these are legit sprites. if you mean shitty model rips then i guess yeah
>>
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>>3234052
Edgy is a harsh word, but fitting, I guess. Still, it feels almost like they swapped the characters around and gave all the stuff you'd expect to Black Not-Ranger instead.

>[on railgun] "Sissy gun! Sissy gun! We wouldn't use crap like that in the old days!"
>"This doesn't look like the well of wishes..."
>"Nice. You trained with the 'old ones,' didn't you, [enemy]?"
>"Gimme back my axe! I hate this thing."

Good thing no one really cares about the story in this stuff.
>>
>>3234026
Oh right, I added some shading to the covered area.
>>
>>3233946
They're not too small, but eitherway, they make up for their lighter weight and smaller size by sheer speed.

It's like the M16, the 5.56mm isn't a big or heavy bullet, but it moves so damn fast that it makes up for it entirely.

Lots of energy goes into making a shot go that fast, and when it hits an enemy, all that energy now hits him too.
>>
>>3234048

> Death by slime
"Shouldn't this stuff be in barrels ?"

Cute, I smirk'd.
>>
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>>3234034
>>
>>3233330
How about combo potential?
You could design a knock-up feature to use with the blunderbuss assuming the player can switch weapons that fast
Or the weapon could root/freeze the enemy in place to follow up with a meatshot.
Maybe even a wave that pulls enemies closer to a central point just so the bullets can tear through all of them?

I'm glad to see someone with a "mechanics first" mindset though.
>>
Question about Metroid Dreadnought:

What is the purpose of the different firing modes?
>>
>>3234048
>Doom has multiple victory quotes about the fat lady singing
>Crash asks why Doom hasn't called

C A N O N
>>
>>3234134
N-no. It means he's a classy guy who loves him some opera
>>
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>>3234134
>>
>>3234130

I thought about combo-ing stuff too, but this particular character is gonna be very simple and straightforward. Think of this guy like Richter mode from SOTN or the Axe Armor from Portrait of Ruin: Powerful as fuck with a lot of choices in mobility/attacks, but fairly simple in general execution.

Not to mention I thought about a stunner projectile, but that'd be pretty abusable against cyberdemons, a pull WAVE sounds interesting too though.

and I always have had a "mechanics first" mindset.
>>
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>>3234134
Are you the same guy who gets off to Barons or is that some other degenerate?
>>
>>3234138
But their sculpted butts though.
>>
>>3234139
Do you also get aroused by looking at statues?
>>
>>3233338
Think there might be a map contest?
Preferably not a "race to the bottom" with the worst maps being showed off, there's plenty of that anyway.
>>
>>3234145
He wants to do it. In the next couple streams he'll probably start releasing info.
I wouldn't mind playing a Vinesauce community megawad.
>>
I'm trying to run Brutal Doom with Doom RPG for shits and giggles but I run into a few problems. Namely the fact that the assault rifle isn't properly replacing the pistol, and the pistol seems to conflict with itself in an animation-sense. I know jack shit about doom mods, and most of my modding experience involves Bethesda so I'm thinking it's a load order issue.

I'm using the Doom RPG Launcher with GZDOOM 1.8.10

Is there a patch I'm missing or a trick that makes them play together?
>>
Can someone explain why setting the Damage to anything other than 0 on this projectile causes walking over it (activating +TOUCHY) to make it explode not work?
http://pastebin.com/raw/LXXnEdrz

>>3234137
Did you see the tackle suggestion? >>3232989
>>
>>3234165

I did, I had that planned for a feature when you get the speed booster item and break into a run, the character would put his weapon away and start doing a little sprint animation, and if you hit altfire regardless of what weapon you have, you'd end it with a body slam tackle, because that's fucking cool.
>>
>>3234167
Oh, sweet!
>>
>>3234167
Sounds pretty neato man.
I know this is an odd idea, but what about a slow-firing mortar-like attack for the sword, where the blade itself is shot using alt-fire, has falloff, explodes, but you can't swing the sword on account of needing a second to put a new blade on.
I'm no modder so I wouldn't know how hard it would be to make it stick to the ground before exploding though.
>>
Stupid question: anybody know any good maps I can test doomrl arsenal's features with?
>>
>>3234198

That'd be easy to do. And that's a fairly absurd idea, while I do love that concept, that'd overlap with the blunderbuss's altfire which is just throwing a grenade.

That and I kinda want to keep this character's design fairly simple, efficient, and brutal.

The most outlandish thing he's gonna be able to do is using the blunderbuss's altfire in the air will instead point the gun down and blast him upwards for a shotgun jump.
>>
>>3234213
The mod comes with a test map of its own, though it constantly spawns enemies out the ass.

If you want a complete list of assemblies then here you go
>>
>>3234017
What else are you gonna cut with a chainsaw when you're on a Martian moon base? There's no trees.
>>
>>3234230
You're telling me humans in Doom's future haven't learned to terraform shit?
>>
>>3234217
So I'm guessing sharpening the blade and the sparks shooting out as projectiles isn't a viable idea.
The only thing I have left are boring throwing knives, I'm sure you'll find something fitting though.
>>
>>3230925
I've seen parts of levels in my sleep before. I remember most of it long after I wake up. The only problem I have is getting the detail ingame up to what I remember seeing in my sleep. My mapping skills can't compare to my imagination.
>>
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>>3234258
Carmack still looks pretty handsome to me.
>>
>>3234262
Cheeky monkey. I want to give him a noogie.
>>
>>3234243

I think I'm gonna go with the spin attack, which will finish with like, a sonic boom that does a disc of repulsion effect. Simple, effective, and with some defensive properties
>>
>>3234138
That's me. Thicc crash is another fag.
>>
>>3234304
He's far more of an engineer than a game designer. That's why he's at oculus.
>>
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Oh boy time for the most fun map of Scythe 2.
>>
Is Brutal Doom the best mod ever?

Now that I've gotten your attention, what are some good mappacks to use with DemonSteele?
>>
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Is deus ex retro or is it an FPS?
>>
>>3234304
Carmack is a programming nerd. He's probably the closest thing you'd get a 40k techpriest when it comes to mentality. He probably only gets hard looking at code.
>>
Is the /pol/ wad stand alone, does it need other things? I keep getting a black screen when I try to launch from gzdoom.

>>3234428
He might be using apologist as a synonym for people who feel sorry for how Doom 3 turned out.
>>
Tried Doom Retro and holy shit this is a hipster-tier port. Low as fuck brightness because of "muh LCD", no options because "muh minimalism", retarded camera wobbling when hit. Also it claims to support DeHackEd fully, but still fails to load Sky May Be properly. Not pure enough to be vanilla and not improved in any way.
Crispy Doom is so much better.
>>
Hey guise, is it possible to change the "weight" of a pushable object ? I have some big boxes sprites that I've set as +PUSHABLE in zdoom, but I'd like them to not... slide around so easily. Like they've got some heavy shit in them. Possible ?
>>
>>3234430
you can edit settings through the .cfg, but I agree, it's shit. no need for ports like this when there is PrBoom+, Chocolate Doom and alike
>>
>>3234440
Yeah. "wieght", or "mass"(cant remember the actual name) is an actor property.
>>
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>>
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>>3234484
>>
Are there any good music replacement WADs?
I have the PSX/64 OST WADs already.

>>3234474
The amount of health gained from medkits seems to be ridiculously small.

If we had mod tools this would be a problem.
>>
Is there a way to determine the load order for Doom RPG Launcher?
>>
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>tfw my nephew calls me Doom Uncle

On a related note, punching demons in the face remains satisfying
>>
>>3234225

How do I access the test map?
>>
>>3234521
>Bring down console
>'listmaps'
>Find the map's name
>'map mapname'

Pretty sure it's just called 'test', but yeah.

Type 'give keys' or go for the blue key near one of the contributor's self-inserts to access the door that leads into a room with a switch for resetting the map
>>
>>3234459

It appears mass only affects weapon kickback, but not direct character pushing.
>>
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>>3234514
It has the potential not to be, though, due to scalable game design and more flexible modding. Doom 4 can't even exceed 64 monsters in a user-made map. We'll never see anything the likes of Ancient Aliens for Doom 4 because it's simply impossible to balance health and ammo that tightly when enemies pour the stuff everywhere whenever the player is in need.
>>
>>3234429
it should be standalone
>>
>>3234528
thanks senpai
>>
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What are some good wads that fit GMOTA's aesthetic?

I'm having a fun time fooling around with it, but it feels really out of place in Doom 2.
>>
>>3234538
Found at why, my gzdoom kept trying boot everything using Ultimate, so I wasn't launching using Doom II.
>>
>>3234507
That's pretty cute anon. I need to talk my own uncles about what it was like to play Doom when it first came out, since they're both programmers.
>>
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>>3234535
What the fuck is that mod famalam?
>>
>>3234596
Brotherhood Of Ruin for full medieval
Scythe 2 if you want to go Medieval Knight goes to Hell.
>>
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>>3234603
Next time he visits I'm gonna let him handle the shooting while I move around, he should have a blast with that.

Report back to us if they tell you anything interesting, sounds like it could be
>>
>>3234657
what mod?
>>
>>3234660
Dark Messiah Might and Magic Doom Edition
>>
>>3234665
you mean kicking simulator doom edition?
>>
>>3230186
/newstuff #498
https://www.doomworld.com/php/topstory.php?id=4589
>>
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>>
>>3234660
Combined Arms, the melee is pretty fun
>>
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>>3234029
You can't wait for inspiration. You have to go after it with a club.
>>
>>3234131
different firing modes...?
>>
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Hello gentlemen -
Currently playing Pirate Doom through GZDoom, and got to the sunken ship level. When walking through the water, I keep bobbing up and down through the floor like I'm having a seizure. Is there something I need to change? Thanks!
>>
>>3234151

The two aren't compatible, simple as that.
>>
>>3234248
>>3234260

Fucking hell you nerds, it just means he hasn't fucking played it yet.
How can you project so much off of one single fucking comment?
>>
>>3234708
Remember that this is still on /vr/ - retro vidya.
While I think the response is rude, it is better to discuss the new game on its /vg/ thread. Most people are still probably playing ye olde Doom here.
>>
>>3234713
Try adjusting movebob values in the console.
>>
What's the best way to play Doom on Android?
>>
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>>3234724
Thank you!
>>
Are mods like Demonsteele supposed to have there own maps, or just us let doom 2 maps?
>>
>>3234734
D-Touch, atleast that's what I use.>>3234736
>>3234736
It lets you use doom 2 maps.
>>
>>3234741

Neat, where exactly did you get the APK?
>>
>>3234742
Internet. No, seriously, I only googled it.
>>
>>3234719
>>3234481
Both Zeromaster and DraQu don't use glory kills on UN because charge shots will fuck you up as soon as you leave the animation.
>>
>>3234745

Gotcha. Thanks bro.
>>
>>3234747
good for him, I'm not running around at even 60 HP in UN, and glory kills usually work in my favor because I get the hell out of dodge instantly
>>
>>3234714
Well that sucks dick. I managed to get a semblance of it working but I couldn't switch weapons properly.

I just wanted to play what Borderlands should've been ;.;
>>
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>mfw DemonSteele + Russian Overkill
JESUS CHRISTUS.
>>
>>3234741
>D-Touch
got it from apk2download, 404 version apparently, I put the WADS, click on it, click on "full" says that it needs a 0,5 update to run, it can't connect to the server and it does not run.
>>
>>3234803
Can't really help you with that, I had no problem whatsoever.
>>
>>3234805
did you get it from the same place? and same spot?
>>
>>3234808
https://mega.nz/#!70Y3gIBJ!9v88rEhcnl6fUQ9ogdrU35eR-VxrcAFFmJZcxegdk3E
This is the link I used.
>>
>>3234535
What's that mod?
>>
>>3234709
I mean you have like 6 ways of firing your cannon, right? Well when should I use each one? Some of them seem a bit useless
>>
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>>3234630
>>3234823
Bloody Steel

it's like stalker with demons
>>
>>3234834
...you mean the different beam weapons?
>>
>>3234812
Thanks, NOW it works, do you use a phone controller or do you use the touch screen?
>>
>>3234850
Touch screen, but it can be wonky as fuck unless you change sensitivity and shit.
>>
>tfw too dumb to learn to use doombuilder

Just kill me.
>>
>>3234779
wait are the two compatible or something?
>>
>>3234859
I thought Doombuild was old and busted and there was something called Slade or SLADE3 duno now.
>>
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>>3234878
Yes.
http://terminusest13.tumblr.com/post/104448962531/xenixsystemv-demonsteele-and-russian-overkill
>>
>>3234846
Yeah sure, call it what you like
>>
>>3234840
Thanks man, that's what I was searching for.
>>
>>3234886
holy shit
>>
>>3234248
anybody recognize the label in the snes?
>>
>>3234897

Judging that it's John Romero, I'm assuming it is Chrono Trigger

Upon further inspection, it IS definitely Chrono Trigger
>>
>>3234882
Slade 3 is for all-purpose editing.
But, ironically, it can't handle maps and mapping worth arse.
>>
>>3234889
They're your guns. They each have strengths and weaknesses, use whichever suits your current situation the best.

wave beam is stronkest though
>>
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>Pillowblaster worked little on Demonsteele
I see.
>>
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https://www.sendspace.com/file/tznul4

Combed through some Ninja Blade assets looking for useful stuff, only thing that jumped out was a 4 frame bullet spark.

Original full colour and two Doom paletted gradients.
>>
Is there a mod that brings in a remake f doom 3's grabber?
>>
>>3234943
you mean the gravity gun ripoff?
>>
>>3234953
no the other grabber

Also no, the earliest attempt was just to move a barrel which required ACS. I don't know if anyone has done it since. https://www.youtube.com/watch?v=SceAIDtzT0s
>>
>>3234048

>Doomguy dies from lava
"I've been to hell once ... kinda felt like this."
>>
>>3234859
>>3234882
Use Doombuilder for your first bits/hours of mapping, then upgrade to GZDoombuilder. It automatises a lot of doombuilder things. I say use Doombuilder first just so you actually know the basics and in case something goes wrong with the GZD automisations, you can fix it.
>>
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>>3234048
>Doomguy only wants to die and find peace.
Jesus.
>>
>>3233119
I always found it funny how the largest uzi has the slowest RPM, the mini-uzi a bit faster and the Micro-uzi has the largest RPM by far.
>>
>>3234953
are you that stupid?
>>
>>3232473
>For all the shit Quake 3 get
???
>>
I wanted to have little directional bullet sparks that came off reflected from the wall and I don't know ACS so I made a bullpuff shoot a NoClip projectile traveling at speed 60 for one tic and then it fires a Doom bounce projectile backwards at the wall and that bouncing projectile is the spark.

It's so stupid but so far it holds promise, especially after virtually solving the issue of projectiles spawning behind walls.
>>
>>3235070
>It's so stupid but so far it holds promise
this is the priority, really

the player is never, ever going to look at the code, so what works is the priority
the only problem is when it's stupidly obscene and spaghetti and people are trying to study it, and are likely to learn extremely bad habits
>>
>>3234048
>"Peace, but it's only a temporary reprieve."
hah hah....
>>
>>3235090
Lovecraftian Coding
>>
>>3234048
>Doomguy gets telefragged
>'More proof of Demonic Infiltration!'
he's so fucking adorable holy shit
>>
>>3233309
Speedrunners switch between left, right and center for handedness to get those tricky shots lined up.
>>
>>3235070
Don't worry too much about spaghetti; especially in mods like these. If it doesn't cause issues, no questions asked ( unless maintainability is important aspect )
>>
>>3234048
>"I was last once before, and a whole planet paid the price."

DEEP
>>
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>>3234568
http://www.moddb.com/games/doom-4/downloads/doom-resources-explorer-v04

Textures for the models can't be ripped yet sadly
>>
>>3235070
You can use the Bounce state of the projectile, in which it becomes invisible and spawns the sparks after a 1 tic delay. This should send the sparks at the correct angle.

Bounce states are pretty damn useful. Made some cool smoke physics with them recently.
>>
>>3235194
Hmm, might have to draw manually or wait, the plan was to pose the models and then pixelize still images of them, just like id's old clay models
>>
I just want Chocolate Doom with uncapped fps, and higher render resolution with support for boom maps. I don't want anything else, I just want a real simple clean engine that does this.

Does such a thing exist?
>>
>>3235219
crispy doom or you know, actual prboom?
I don't see what you dislike about prboom
>>
>>3235220
Is Crispy Doom boom compatible? I thought it was just limit raising.
>>
>>3235223
Now that you mention it I'm not sure actually. Anyway I think crispy doom is pretty silly with strange bloat features liked randomly mirrored corpses and whatnot, I'd just go with prboom
>>
Any mods that replace Doom music with Metroid music?
>>
>>3234248
That's an old as fuck photo, source or get fucked.

>>3234761
No, really, he's right, you people are reading way too much into that, moreso, there isn't even any link to source the statement.

For all we know, he's playing it right now and having a ball. He was never bitter like that, when doing Dai-Katana, he didn't bitterly dismiss Quake 2 when it came out, he sat down, and he played it, and said exactly what he thought about it, that it was a fucking great game and among the best anyone's played recently, he didn't downplay it or shit on it to build up Dai-Katana.
>>
>>3235194
Hmm what would be better the man cubist or cyber mancubus or find a way to fit the cyber version in as an elite variant
>>
Though the archvile was scrapped for the playstation version of Doom, the audio they had for him was released. Here is some of it.
https://www.youtube.com/watch?v=7oe5wShCxcI
>>
>>3235236
Man I'd love to have a mix pack for monsters, a nice healthy blend of the different doom sound effects through the ages for all of them
>>
>>3235236
that sounds nothing like an archvile.

I'll keep the mother demon sound effects for it instead, thanks.
>>
>>3234138
>Implying you wouldn't fap to a baron or just straight up fuck it if they looked like this
(Site Related)

http://gelbooru.com/index.php?page=post&s=view&id=3144894
>>
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>>3234048
>"I'm outta the closet now. Say it now and say it loud. 'I'm dead and I'm proud.'"
Bones is one cheeky fucc
>>
>>3235236

Man, it's weird hearing the Arch-Vile use completely different sound effects than what I'm used to.
>>
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>>3235285
where're them demon dongers
>>
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>>3234048
why is sorlag making me rock fucking solid all of a sudden

oh god what is going on
>>
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>>3235285
>generic animu face
>oversized zeppelin tits

No thanks, I'm not 12 anymore
>>
yo, new trhread hwen
>>
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>>3235034
Well it's pretty basic.

The regular Uzi has the longest receiver, and the heaviest bolt, the Micro Uzi has the shortest receiver, and the lightest bolt, to the point that the Micro Uzi has a tungsten weight added to the bolt to give it more mass, as it was even faster otherwise, being outright dangerous to handle
(and honestly, it arguably still is, it REALLY isn't a weapon someone can just pick up and use, you need a lot of practice and familiarity with it, the Mini Uzi is a safer and more practical bet 9 times out of 10).

More weight, and more room for the bolt to travel, means more time between shots.
I figure you might be able to make the Micro Uzi cycle even slower by putting a heavier weight on the bolt (though I don't know how this would affect felt recoil), and then redesign it to have a rate of fire limiter, like the old Czech Scorpion has.

https://youtu.be/c3UdbFTAEks

You get the same thing with pistols, they inherently cycle fast, so if it can fire in full-auto, it will fire very, very fast, the Micro Uzi gets into this territory.
>>
>>3234048
why is Klesk so qt
>>
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>>3235285
>those tits
>>
>>3235307

if you stop being interested in tits when you're 12, there's a word for that
>>
>>3235325
>>3235307
>Hating boobs
U gay m8?
>>
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>>3235332
>>3235337
>oversized backbreaking anime balloons
>lol wat r u gay?

I thought I was on /vr/, not /v/
>>
>>3235320
Small machine pistols barely have any kind of tactical use at all desu
>>
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>>3235345
blame HDoom
>>
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>>3235352
You know, it's funny, I used to think the whole "sex sells" thing was exaggerated, that people have standards and whatnot.

But HDoom showed me that you can slap a pair of tits on a turd and someone will enjoy it.

What a time to be alive
>>
>>3235228
I know the video that image is from, they don't even talk about Doom 4, they talk about text adventures almost the whole video.
>>
>>3235345

i'm giving you a bantz, m8, ease up
>>
>>3235365
>pair of tits on a turd

Doom's actually pretty good, anon. You should play it. It's fun.
>>
>>3235365
>pair of tits on a turd
>on a turd
uhhhhhh
>>
>>3235385
>>3235387
Am I being baited or did I not word that properly?
>>
>>3235365
it's also literally only bad when furries do it. but since it's monstergirls, it's okay.
>>
>>3231478
>Not doing a Super Missile jump
>>
>>3235401
By talking about the "sex sells" and "pair of tits on a turd", it seems very much like you're saying that the original product (Doom) was not notable and that it's only "selling" because of the additional sexiness (HDoom).
>>
>>3235415

>Implying

Watch it or I'll dig out my Dick.wad and some old 90s porn wad and I'll show you true terror.
>>
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>>3235285
>female
>anime
>hyper
No fucking thank you.
>>
>>3235415
What I meant to say was you can add sex to pretty much anything and someone will like it, even if the original has nothing to do with sex.

Doom is about shooting demons and navigating mazes, there's like nothing sexual about that. (At least if you're a normal person and not some weirdo who gets aroused at anything with a rear end)

Whether or not the original product is good is irrelevant in most cases. Just look at waifu fags.
>>
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>>3235426
do it i've been to hell and back twice
>>
>>3235435
>there's like nothing sexual about that.
when has that ever been a barrier
>>
>>3235404
Monster girls is so much worse than furries. At least furries admit they look like animals.
>>
>>3235435
>What I meant to say was you can add sex to pretty much anything and someone will like it, even if the original has nothing to do with sex.
This has been a case ever since the invention of media, though.
If something exists, there is porn of it. It's a simple rule.

I'm optimistic enough to think that most people on the internet are not actually clueless, so I'm pretty sure you actually knew this. Doom really isn't an exception to this, anon. There's porn of it. There's a LOT of porn of it.
Sexuality is a base human function and desire, there's going to be outlets to try and fulfill it no matter what.
>>
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>>3235435
>look at waifu fags
I'd rather not.
>>
>>3235435
>What I meant to say was you can add sex to pretty much anything and someone will like it, even if the original has nothing to do with sex.

This really isn't an astounding revelation, dude
HDoom isn't even unique in this regard, there's been Doom porn forever
>>
>>3235453
>There's a LOT of porn of it
How much of that is actually good though, and not just terribly drawn MSPaint tier shit?
>>
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>>
>>3235307
ironic that you say that and then post a splatoon pic
>>
>>3235464
I can't really be the judge of that.

One of the big repeated complaints about H Doom that strikes me is how the demons are turned into "cute anime girls", which is apparently a bad thing.
Last I asked what would be better, one dude went on a big rant about how the demons don't have to accommodate human standards of beauty and posted a lot of stuff that was barely fuckable or arousing as examples.
And, frankly, that stuff is probably the most prominent stuff. H Doom is relatively new, so the animu grills aren't that prominent as compared to dick-withering monstrosities.

So I guess for my own personal opinion? Not a lot of Doom porn is good. Wasn't really anything actually sexy until H Doom came along.
The point of porn is to be sexy. So of course cute anime girls is going to be the big draw.

hi, doom_txt, i know you're reading this thread
>>
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>>3235464
I stand corrected.
>>
>>3235430
>rip and tear
kek
>>
>>3235285
oh wow thats my fetish
i love terribly proportioned anime chicks with giant titties and a shitty haircut
>>
>>3235312
ok, working on it...
>>
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>>3235487
>>3235496
Maybe this is a good example of "Just because we can, doesn't mean we should", when it comes to sexualizing.

Still, at least no one's done porn of Doomguy and Daisy, so we haven't hit absolute rock bottom yet.
>>
>>3235524
>at least no one's done porn of Doomguy and Daisy
do you even realize what you just did
>>
>>3235519
this, but unironically
>>
>>3235524
>Still, at least no one's done porn of Doomguy and Daisy
YOU FOOL
>>
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>>3235524
congrats you've jinxed it
>>
>>3235547
>>3235552
>>3235556
Oh come on, people aren't THAT degenerate.
Right?
>>
>missed a (Cross-Thread)

New thread >>3235545
>>
>>3235464
just check rule 34 really, the thing about sexualizing is that untintentional sexy and cute are always above intentional sexy, if a character is designed to be attractive to normal people (comic book characters for example) they will have porn but not that much, now let's say its a innocent looking anime little girl or some ugly cute nerd girl from some cartoon, there is a fuck ton of art because of the "exotic fruit" and corruption effects

doom seems to fall under unintentional, monsters aren't designed to be sexy but i am sure someone out there would find them attractive, meanwhile others would attempt to sexualize them for the lulz but are too casual to find the originals attractive in the first place so they end up changing the design to make it more attractive to them, creating garbage like >>3235496 aka """"""monster"""" girl shit you're probably familiar with
>>
Oniontrain are almonds are the only artists I know can make worthwhile doom porn as far as I'm concerned
>>
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>>3235481
>>
>>3235569
That was the only semi-decent not-gay pic I could find.

At least they it doesn't have fucking purple hair.
>>
>>3235576
I'm surprised Oniontrain is still around.
He's been making Doom r34 for as long as I can remember
>>
>>3235569
>but are too casual to find the originals attractive
i wasn't aware there was levels of "hardcore" in regards to someone's fetishes
>>
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>>3235569
>meanwhile others would attempt to sexualize them for the lulz but are too casual to find the originals attractive in the first place so they end up changing the design to make it more attractive to them

Fucking hell are you seriously trying to say "your fetishes are too casual"?
>>
>>3235584
>>3235586
>being this pleb
>>
>>3235584
Some people like to have cigarettes put out in their mouth and to be asphyxiated and some people just want socks on when they get a footjob
>>
>>3235586
You would think this is a joke but there are people that actually think this way
>>
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>>3235576
thanks dude but haha what

i don't draw doom porn all that often to be praised so highly above ground

>>3235524
>at least no one's done porn of Doomguy and Daisy
next
thread
>>
>>3235415
He wasn't talking bad about Doom. I don't even know how you got that from his post.
>>
>>3235593
you mean you don't like having both at the same time?
what a fucking casual

get on my level
>>
>>3235586
>>3235584
>being attracted to women
>not being attracted by the original masculine demons

Look at this fucking casual.
>>
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>>3235350
They're niche as fuck, but I always felt that the Beretta 93r would be the most practical, as it has a built in foregrip (you fold it down, hook your thumb through the enlarged trigger-guard and grip it), it also fires in a three round burst, rather than full-auto.

I usually dislike 3rd burst, but for something that fires well over 900rpm it's actually sensible.
>>
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>>3235732
You can always switch to single fire anyway, so why not?
>>
>>3235780
Because it's easy to let off way more rounds than you actually mean to with straight full-auto when it comes to weapons that fire 1100rpm, also a user who isn't experienced enough with one might not be able to control that as well.

With 3rd burst, it's already rapid, and it's already multiple, and it begets conserving ammo.
It doesn't matter as much with a regular assault rifle or subgun, because they fire slow enough that you can easily control the length of your bursts with just minimal practice.
>>
>>3235859
Oh, no I was agreeing with you. The why not was more like "fuck it, why not a 3rd burst. why not a beretta 93r?"

Berettas are aesthetic as hell to me for some reason anyway. The little folding grip could probably be shorter even on the 93r though.
>>
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Why does this happens?
I am new to this Doom modding thing
>>
>>3236160

It means your graphics card doesn't support OpenGL 3.0.
>>
>>3235602

Wait.

Oniontrain, is that you
>>
>>3236160
ya, opengl 1.1 here, can't do shit with anything 3D on this laptop
zdoom runs fine though, use that
>>
>>3236536
He can use a 1.x renderer gzdoom build though
>>
>>3236693
he could
Thread posts: 799
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