[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

KAWAII SOULS

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

Thread replies: 697
Thread images: 154

File: Doomguy-chan.png (7KB, 259x184px) Image search: [Google]
Doomguy-chan.png
7KB, 259x184px
DOOM THREAD / RETRO FPS THREAD, KAWAII EDITION - Last thread >>3255210

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

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

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

[06-01]DUMP3: BFG Edition has started
http://forum.zdoom.org/viewtopic.php?f=19&t=52276

[05-31]Shivers new sprite pack for whatever >>3257036
https://www.dropbox.com/sh/pyllolwsc9fohjv/AADv4BwWr8tXAMI_qGNEJnbsa?dl=1

[05-31]Anon's latest Monster factions/infighting >>3257710
https://drive.google.com/file/d/0BxbbtKR5bll_ZWNWS0ktN0RVS3M/view?usp=sharing
https://drive.google.com/file/d/0BxbbtKR5bll_TVB4TGN6U0ZYX2M/view?usp=sharing

[05-29] ZDoom forums suffer brute force password attack >>3251591
http://forum.zdoom.org/viewtopic.php?f=3&t=52195

[05-27] Anon's first ever WAD >>3248748
https://my.mixtape.moe/nfllhf.wad

[05-27] Dishonored in Doom >>3248337
http://forum.zdoom.org/viewtopic.php?f=19&t=52254

[05-27] /newstuff #499
https://www.doomworld.com/php/topstory.php?id=4591

[05-27] OBLIGE v7.37
http://oblige.sourceforge.net/forum/index.php?topic=479.0

[05-27] Monster factions by scroton >>3247481
https://drive.google.com/file/d/0BxbbtKR5bll_Nmd6S2U5YnViY2c/view?usp=sharing

[05-24] DUMPs now on /idgames
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/dump-1
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/dump-2

[05-24] Anon mod update: Impatience >>3239714
http://www.mediafire.com/download/147jrc6922649jm/Impatience_38.rar

[05-23] Preliminary DUMP 3 info >>3236948
http://pastebin.com/QYXUCMHZ

[05-22] New, higher res scans of The Doom Comic
https://www.doomworld.com/10years/doomcomic/comic.php

[05-19] Chex Quest dev remaking it in UE4
http://www.chexquest.org/index.php?topic=5307.0

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

[05-19] Midi covers by 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

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
File: aaa.png (152KB, 437x708px) Image search: [Google]
aaa.png
152KB, 437x708px
>>3260638

>tfw someone used an edit of your dumb sprite from your dumb mod
>>
How the hell do I make stairs? I can only get the first step to rise, how am I meant to make that trigger the others raising?
>>
>>3260651
http://zdoom.org/wiki/Generic_Stairs
>>
>>3260657
I was using Stairs_Buildup, didn't realise this existed.
>>
>>3260657
>>3260660
and its not working either, only the first step goes up. Is there some way I need to number the stair sectors, or arrange the lines?
>>
>>3260289
I started this map on May 30th and found out that DUMP was happening on May 31st, please forgive the minor faggotry.
>>
>>3260667
This is what I can find quickly
https://www.youtube.com/watch?v=nMeOhhjdHZU

Zdoom wiki sadly has no examples.
>>
>>3260648
>drawing Revenants as Kawaiiletons, much like how Tumblr draws Papyrus

This is a promising trend. 7/10 thoroughly rattled
>>
>>3260675
Yep, it was alignment of lines, they had to point towards the direction of rising. Thanks.
>>
File: slowwork.png (1MB, 1252x635px) Image search: [Google]
slowwork.png
1MB, 1252x635px
I am pretty slow at this. At least found a good midi for the stage as well, and the entrance wound up really nice.
>>
File: crocodile.png (172KB, 660x366px) Image search: [Google]
crocodile.png
172KB, 660x366px
Hey guys I have a question. I remember some anon working on a mechwarrior mod some time ago. It was released or maybe a WIP of it?
>>
>Download the newest version of GZDoom
>Drag the shit into my folder, everything seems to work fine
>Start Hexen
>This shit happens

pls help
>>
>kind of want to try making weapons for dump3
>not sure if the weapon concept is good (or even doable)
>not sure how the sprites would look (probably terrible)
>can't code for shit

yeaah, i'll pass
>>
>>3260712
step in to the portal, mortal
>>
>>3260714

>giving up before even trying

At least tell us your weapon idea.
>>
>>3260715
It's not a portal. It's a door that got fucked over and replaced with skybox textures.

This has happened to every door in every non-Doom IWAD I try to play.
>>
File: 1407271035529.gif (324KB, 340x255px) Image search: [Google]
1407271035529.gif
324KB, 340x255px
Whenever I try to open QuakeSpasm, I get the error message "W_LoadWadFile: couldn't load gfx.wad." I got the links from the Quake pastebin. What should I do to fix this, I just wanted to play some Quake.
>>
>>3260714
>No experience making sprites/art
>No experience making weapons
>Probably is shit but I'll make it anyway for the experience
Yeah, it'll be horrible but it'll get made.
>>
>>3260719
Here's what happens when I walk near the door.
>>
>>3260736
And here's what happens when I open it.
>>
>>3260736
>>3260743
That's not skybox texture but just flatout no texture/missing texture I believe?
>>
>>3260716
chainsaw tier:
something bull themed, probably using golden gloves and that horned helm from romero's spring dump
primary fire: charging flurry: the faster you are, the more and the strongest you can punch
secondary: uppercut. 'nuff said, nice knockback
hidden secondary: bull rush. works pretty much like super metroid's hyper jump: get fast, crouch, secondary. knocks all enemies in front of you back and up pretty far


BFG-tier:
a sacrificial dagger and a blood orb. i was thinking about using that dagger bonus thing from the doom beta as a pickup sprite
primary: blood ritual: uses ammo (or your own health if out of ammo) to make an AoE grow, unleash it to force pain on the enemies inside it.
secondary: stab. weakish damage unless the enemy is affected by the ritual, drinks the enemy's blood (giving ammo)
>>
>>3260747
Oh damn!

So, how do I fix this? I never messed with any of the IWADs. All I did was update my version of GZDoom.
>>
>>3260760

The gloves would be pretty easy to do anon, with the exception of the runspeed thing, that'd require a little ACS trickery.

the dagger and orb again would be fairly easy though, though seeing as you can't have custom monsters, having them react differently depending if they've been hit by the AOE or not would again require possible ACS trickery.

If you lack experience, I'd say make the gloves and horns into something more simple, like
Primary lets loose with punches, you could use the golden gauntlets from DRLA, and secondary does a charging attack for mobility and extra crunch

your orb and dagger could work a little more directly, where stabbing enemies builds up blood and then primary fire unleashes the orb
>>
>>3260776
>the dagger and orb again would be fairly easy though, though seeing as you can't have custom monsters, having them react differently depending if they've been hit by the AOE or not would again require possible ACS trickery.

can't you just use inventory items for that?
like, the ritual gives the enemy an item/token that locks him in pain and that give him a big weakness to the knife's damage
>>
>>3260791

How would the weakness take effect without being able to edit the monsters pain states though? I mean you could make the dagger's melee attack an invisible projectile (Which is the best way to do melee within the doom engine in my opinion), and then when it hits a monster it does a check to see if said monster has the dummy item, and if so, do either a big explosion or a small one that does extra damage
>>
>>3260772
Do you get any error messages on startup? check the console.
>>
>>3260812
I got tons of "remapping textures" errors when I loaded up Guncaster on Ultimate Doom, but I don't get them on Hexen. It loads too quickly.
>>
>>3260828
> It loads too quickly.
Press your § key while in game and scroll up to the top
>>
>>3260804
you're right, a check to see if the enemy has the dummy that gives a flat *100 to the dagger's 3d6 damage would probably work nice
>>
https://www.youtube.com/watch?v=4dNkfCJ96PA
What does /vr/ think of this?
>>
File: Sam_Neill_21498[1].jpg (15KB, 250x250px) Image search: [Google]
Sam_Neill_21498[1].jpg
15KB, 250x250px
>>3260451 >>3260434
>>3260070 >>3260052
>>3260037 >>3260008
Well now I'm all ready to go with my nice little bundle of 1,984 separate pickup actors (thank fucking god for strparam) and the executealways instead of executewithresult but still things are not working.

The pickup states are sometimes returning true when they shouldn't be, and sometimes the script to make them invisible isn't working. I'm still not quite sure why. I suspect the script to not make them invisible might be not working because I'm testing this in an offline skirmish but I really can't be sure yet, and I want to solve the pickup issue first.

Log has revealed that there aren't any extra things getting spawned, at least as far as I can tell before log fills up the console, and when things are given to the player they are, as far as I can tell, matching the passed "intended player" arg, which they shouldn't be because each is now passing this as a simple number to the pickup script. Both the script and the decorate default to a fail state. I have even in a small test removed the pickup state for the inherited actor, the one that passes "0", the arg which should be the one that allows the player to pick it up at all, and it still picks it up sometimes.

I'm not sure what I'm doing wrong anymore, and I dearly hope I haven't ran into some bug.

Here is all of my acs, the script names should be pretty explanatory:

http://pastebin.com/Kkfkf2kZ

Here is a relevant snippet of the decorate code:

http://pastebin.com/QaTB5GWi

Here is the entire file itself:

https://drive.google.com/file/d/0BxbbtKR5bll_WDZkUGpzYndxX3c/view?usp=sharing

I'm at my wits end. I'm going to bed.
>>
>>3260831
>§ key

What in the ever-loving fuck is that weird alien symbol?
>>
File: Screenshot_Doom_20160601_195446.png (361KB, 1768x992px) Image search: [Google]
Screenshot_Doom_20160601_195446.png
361KB, 1768x992px
How do I go about editing Default Doom sprites? For my Pain Elemental gun, I need Doomguy "holding" a Pain Elemental. How do I do this? Probably scale it up a bit too since it looks like a midget Pain Elemental now.
I am completely new to Decorate/sprite making etc.
>>
File: tilde_illustrator_1.jpg (26KB, 465x241px) Image search: [Google]
tilde_illustrator_1.jpg
26KB, 465x241px
>>3260841
>>
File: Big sheet of hands.png (3MB, 2000x4500px) Image search: [Google]
Big sheet of hands.png
3MB, 2000x4500px
>>3260859

I'd say just grab yourself a hand sheet like this one here, and work a little magic using photoshop, GIMP, paint.net, or Krita.

You should make the firing animation Doomguy punching the pain elemental in the back of the head to shoot lost souls
>>
>>3260834
I always liked that Demon model.
>>
>>3260865
Since Dump has special rules regarding no alternate ammo, and pocketing a pain elemental would be silly anyway, I already have fire and altfire worked out.
Fire is basically "forcing the mouth open", whereas alt-fire is ripping the pain elemental's mouth edges to beyond what they can have, ripping it completely open, spewing several lost souls in various directions.
This is also the way to swap weapons, since you can't pocket a pain elemental after all
>>
File: ow.png (3KB, 74x116px) Image search: [Google]
ow.png
3KB, 74x116px
>>3260865
>Those few hands that are placed on backwards
>>
>>3260875

aw so it's a one time sorta deal, an expendable weapon? That's a bit of a downer for an uncommon find like a chainsaw.

You better make it fucking powerful to make it worthwhile, because I'd be hard pressed to take that over the reliability of a chainsaw.
>>
>>3260863
Yep! Here it is. Tons of missing textures errors. It's a fucking mess.
>>
>>3260876
That's a right hand.No issue.
>>
>>3260881
You're staring at the underside of the arm, the hand is literally backwards.
>>
>>3260712
>>3260772
Downgrade to a previous version. Sometimes the newest dev build is fucked.
>>
File: 1464740379486.png (225KB, 986x553px) Image search: [Google]
1464740379486.png
225KB, 986x553px
>>
>>3260923
Thanks, anon! That fixed it.
>>
>>3260880
Huh, I suspect you're running one iwad with another or something. Definitely more than the iwad being loaded there at least.
>>
>>3260928

>Romero says I'm canon
>>
hey mens what are the most epic HD high res modifications to make quake improved?
>>
>>3260834
When they were a new thing I thought Risen's models were surprisingly decent.
>>
Anyone know of a download for the master levels for doom 2? I can't find any
>>
>>3260938
Yeah, I had something similar happen a few years back. When they say dev builds are beta quality, that's the kind of thing they're talking about.
>>
>>3260638
I'd play Kawaii Doom
HDoom is nice, but sometimes I just want kawaii.
>>
>>3260967
Steam
GOG
>>
>>3260948
that looks like shit
>>
>>3260967
look for NERVE.wad or NRFTL+.wad
>>
>>3261015
Thanks man, I'll keep an eye out for it.
>>
>>3260967
there is a master levels zip inside iwads.zip, the first link in the FAQ in the OP. i have extracted it for you.

http://temp-host.com/download.php?file=up95xu
>>
>>3261024
Well fuck, I already had that downloaded, now I feel like a tard.
>>
>>3261010
it is hd resolution
>>
Somebody needs to make this a mod:

https://www.youtube.com/watch?v=Co6d3h-NpS8
>>
>>3261032

no, it is shit resolution
>>
>>3261038
I made this back in 2014: https://www.dropbox.com/s/eqzgrxuhrz1axs2/peacefulrevenantrealm.wad

It's just a dumb map without any new assets (except for music) but it was inspired by that video.

Might as well reply to the news post as well since I didn't the first time I posted this here: >>3260640
>>
>>3261065
Now I feel evil for intruding on such a peaceful place.
>>
>>3260834
It's okay. I think the baron and hell knight look a little strange when they move. Death animations don't look like they had as much work put into them as the locomotion. It's a start.
>>
How do I set the ownership of a projectile in ACS or decorate? So it doesn't collide with the thing that spawned it (and preferably not with it's spawner's spawner either)
>>
>>3261081
projectile's owner is its target, so set its target
>>
>>3261086
..so it's that easy? I knew the projectile's owner was stored in it's Target pointer, but I didn't know the collision stuff depended on that.
>>
File: 1464480348766.png (728KB, 869x554px) Image search: [Google]
1464480348766.png
728KB, 869x554px
>>3260928
>>
>>3261102
yeah, but I don't know if even SpawnForced/SetPointer is "instantaneous enough"' to set the target before collision runs, the projectile is determined to hit you, and it's sent to the Death state and deals damage

worth a try either way
>>
Are there any zandronum mods around with fairly complex multiplayer scripting like cs-style buy menus, objective based gameplay, rounds and whatnot? I've no experience with client/server ACS and would like to pick some apart.
>>
>>3261110
If it's not fast enough I can just make the projectile itself be non-solid on it's first frame so that's no biggie I think
>>
>>3261115
Stronghold.
>>
/r/ing that cute doomguy drawing where he's happily laying in a puddle of blood.
>>
>>3260706
Not sure what song you picked, but this instantly came to mind for me:
https://www.youtube.com/watch?v=PHfe0jhEAyU
>>
>>3261179
Top Floor from Castlevania Aria of Sorrows, actually, is what I currently have set.
>>
>>3261215
Wow, so I wasn't too far off. Castlevaniamind. Nice taste.
>>
>>3261226
If you are curious, here's how map opens up:
https://my.mixtape.moe/btfztt.webm
>>
File: 1389222106298.gif (1MB, 320x232px) Image search: [Google]
1389222106298.gif
1MB, 320x232px
>>3261249
Seriously great. Getting me pumped as fuck to play it.
>>
File: BLDRA0.png (10KB, 320x200px) Image search: [Google]
BLDRA0.png
10KB, 320x200px
I found this thing in a unfinished wad I made, I might turn it in a weapon for DUMP 3.
>>
File: 1456259026016.gif (1MB, 233x291px) Image search: [Google]
1456259026016.gif
1MB, 233x291px
>>3261249
>a secret right when you spawn

either way, this looks tight
>>
>>3261249
Great start. I'm working on my map too. Normally I wouldn't reference my past work like this, but the pictured section is optional. The bloodfalls on the right will go soon. I have something special in store for the player monster-wise too. It's probably not going to be 40 revenants this time, but it'll be good. I have to save something for the end, after all.

Question: Is anyone else listening to music while they work on their DUMP entry? I can't stand mapping without some metal in the background. Right now I'm marathoning Black Sabbath's 70s albums. I'll follow up with the Dio and Martin albums. I've been listening to the latter more recently, mainly because of Bobby Prince being quoted as saying that's what he got from ID software to give him an idea of what they wanted for Doom's soundtrack. After finally sitting down to listen to some of his stuff, I think Martin's underrated.
>>
File: gjp.jpg (2MB, 1524x1353px) Image search: [Google]
gjp.jpg
2MB, 1524x1353px
>>3261249
Good Castlevania atmosphere already
The start reminds me of a map I started a few months back but I had it so that it spawned you on top of a berserk pack and there was a button right in front of you that would activate by hitting it
I haven't worked on it much i'm afraid and I thought of something new for DUMP 3 but I might get back to it some other time
>>
File: lydia_scuba_xdeath.gif (25KB, 180x124px) Image search: [Google]
lydia_scuba_xdeath.gif
25KB, 180x124px
Oh boy, there's a DUMP 3 starting? Shit I need to get started then! I regretted not having the time to be in the first 2.
>>
>>3260726
I laughed for too long about this gif.
>>
>>3261268
Not centered.
>>
>>3260726
I've seen it in another context before.
>>
>>3261314
Oh yeah, the weapons had to be centered... kinda forgot about that... FUCK.
>>
>>3261320
make it dual-wield, problem solved
>>
>>3260706
fug the cage texture looks good in that tint
>>
File: 1409201627561.png (3MB, 1300x800px) Image search: [Google]
1409201627561.png
3MB, 1300x800px
>>3261175
Well, there's this.
>>
File: dual_thing.png (14KB, 320x200px) Image search: [Google]
dual_thing.png
14KB, 320x200px
>>3261323
Like this? (I found the non png thing with the layers and stuff, so I did this kinda quickly)
>>
>>3261337
fucking do-it.wad
>>
>>3261337
Yesssss.
>>
>>3260948
jesus, quakeguy's skin'll fall off before he gives up
>>
>>3261249
>https://my.mixtape.moe/btfztt.webm
wtf you told me it wasn't a hellivator
>>
>>>/wsg/1110845
Got some fairly decent ballistics and visual/sound effects working. FastProjectiles can't have gravity, but they can thrust themselves downward every other frame :^)

Better placeholder hud up next, then ACS cleanups
>>
Its freezing cold where I live
Could someone make a comfy winter doom marine skin with a scarf and long sleeves?
>>
File: Marine.png (3KB, 126x168px) Image search: [Google]
Marine.png
3KB, 126x168px
I made this thing.
>>
>>3261337
make sure to put the hammer on the left gun to the right side
>>
>>3260948

I kinda like the touch of the Quake logo on his eyes when Quad'd.
>>
>>3260640

Dump 3 info is ded pls repost.
>>
>>3261457
http://forum.zdoom.org/viewtopic.php?f=19&t=52276
>>
File: ss (2016-04-07 at 07.25.19).png (222KB, 883x587px) Image search: [Google]
ss (2016-04-07 at 07.25.19).png
222KB, 883x587px
Durex Waste Disposal anon here
I've been slacking real hard on my map because of finals/graduation and whatnot but would DUMP 3 accept my map if I finish it?
>>
File: annihilation.jpg (408KB, 592x538px) Image search: [Google]
annihilation.jpg
408KB, 592x538px
>>3260638
HOW DO I PLAY DOOM WADS COOPERATIVELY WITH A FRIEND.

THANKS.
>>
File: 13321321.png (6KB, 125x91px) Image search: [Google]
13321321.png
6KB, 125x91px
>>3261439
Kinda like this?
>>
Hmm, This creation project gives me an idea.

Yes a BFG tier weapon that instead of shooting a death ball, shoots a Solar Convertor style plasma beam that turns everything between the player and the wall into a pile of death and pain.
>>
>>3261438
he just wants a hug
>>
>>3261467

haha benis xdddd
>>
>>3261476
kinda
get it looking good and it'll look real good
>>
>>3261479

See if this sounds balanced.

Primary: Really big Railgun, Shoots a single beam that does Rocket Launcher(?) damage on direct hit. to everything that it hits. Great for crowd fights. Wind up and cooldown are equal.

Secondary: Shoot out a series of 6 slow moving entities that do damage that would make Yamato proud. Together they look like one big slow moving laser. Would be BFG Tier ammo consumption at least.
>>
File: cute.jpg (91KB, 828x828px) Image search: [Google]
cute.jpg
91KB, 828x828px
>Is that a BFG in your pants or are you just happy to see me?

What do?
>>
>>3261520
>It's a BFG.
>>
File: tfc.jpg (371KB, 1024x768px) Image search: [Google]
tfc.jpg
371KB, 1024x768px
He looks so fat.
>>
>>3261520

Is the person she's looking at really tall, or is she short?
>>
>>3261467
don't see why not
people have submitted previous maps before
>>
File: FINALLY.jpg (112KB, 1024x576px) Image search: [Google]
FINALLY.jpg
112KB, 1024x576px
>>3261529
>it's from a demons's POV
>>
>>3261538
she wants that demon D
>>
excuse my ignorance, but wtf is DUMP3?
is it some sort of weapons mod contest?
>>
>>3261520
No the bfg is in malletspace
>>
>>3261576
http://forum.zdoom.org/viewtopic.php?f=19&t=52276
>>
>>3261576
Check this link in the newspost >>3260640
>[06-01]DUMP3: BFG Edition has started
http://forum.zdoom.org/viewtopic.php?f=19&t=52276
>>
>>3261506
>get it looking good and it will look real good
lmao
>>
>>3261473
zandronum
>>
>>3261528
the food in hell is pretty fattening
>>
>>3261528
He's actually skinny compared to the denizens of hell.
>>
File: thumb2.jpg (15KB, 280x210px) Image search: [Google]
thumb2.jpg
15KB, 280x210px
>>3261585
>>3261587
fucking-awesome
I was just getting back to mapping after a decade. My first and only released map was made on 2005:

http://www.wad-archive.com/wad/INFERNAL

My second project was a map based on the episode 3 intermission screen map, I barely started but never finished it. That was back then when Doom Builder didn't exist and modding was a bit more difficult (no 3d preview of your map).

After browsing /vr/ I found Doom Builder and decided to continue my abandoned project, now I am super pumped making 3d sectors and shit. Hopefully this map will be done just in time to enter DUMP3
>>
>>3261634
have fun anon
>>
>>3261634
Well technically, you're supposed to start mapping/making weapons today. A few people started a (few) day(s) early, but all in all there's mostly people who started today, I believe. Good luck anon.
>>
>>3261528
He's a no neck chump.
>>
>>3261634
I'd switch over to GZDoom Builder. It's newer. Regular DoomBuilder isn't actively maintained.

Also, I have a question. How do I make it so the player requires a key to flip a switch in UDMF format? I tried setting the lock number field on the linedef to the key I wanted to require, but I can still activate the switch without the key.
>>
>>3261695
Well fuck me I answered my own question. Action 13 supports locks. 12 doesn't.
>>
>>3261656
desu I started it 2 days ago so it's not that big of a headstart, and I only have spare time during night.
It should be a bit large since the plan is to have every level of episode 3 (as much as it can fit), in a single map, since it's supposed to be based on the intermission screen of the whole episode.

Also are 3d sectors allowed? is there any limitations (scripting, things that are not vanilla doom, etc)
>>
Any HUD recommendations? The normal one doesn't show if I have berzerk or what kind of armor I have, and the ZDoom alternative is small, even when double sized, and doesn't have the Doomguy face to tell me what direction I was hit in.
>>
>>3261716
>Also are 3d sectors allowed?
yes

>is there any limitations
zandronum 3.0 compatibility, which equates to zdoom 2.7.1
>>
File: 1413772103685.png (44KB, 349x303px) Image search: [Google]
1413772103685.png
44KB, 349x303px
>>3260834
dat lost soul model
>>
>>3260834
Those are the older models. Risen3D is dead by the way.
https://www.youtube.com/watch?v=44vGEicys2o
>>
File: 1451107697456.png (22KB, 640x640px) Image search: [Google]
1451107697456.png
22KB, 640x640px
>>3260865
fug, that's a lot of hands

thanks anon
>>
>>3261772
>Thumbnail

H-Heart?
>>
File: taco_in-a-bag-620x400.jpg (55KB, 620x400px) Image search: [Google]
taco_in-a-bag-620x400.jpg
55KB, 620x400px
Is there some kind of game design reason for the delay between pressing the fire button and the gun actually shooting? I can understand having a slow weapon changing animation to force the player to think about the weapon they're going to bring into a fight and also give the enemies a chance to counterattack if the player needs to change guns, but what meaningful difference does a split second shooting delay have for the game dynamics?
>>
>>3261779
what gun are you talking about, anon
>>
File: 1461591552408.png (10KB, 477x269px) Image search: [Google]
1461591552408.png
10KB, 477x269px
>>3261175
>>
>>3261538
>Talk to the monster
Is that an edit or you actually can do it?
>>
>Plutonia Experiment
>That amount of enemies behind false walls
>That amount of "Teleporter sends you somewhere where your back is to two dozen hitscan enemies"
I don't remember this being this bullshit
>>
>>3261835
Plutonia is basically an official Terry WAD
>>
>>3261812

That is either an edit or SnapMap foolery.
>>
File: itstoodamnsafe.jpg (38KB, 640x480px) Image search: [Google]
itstoodamnsafe.jpg
38KB, 640x480px
Progress! I'm fairly happy with most of what's shown here. The corridor leading up to the final bridge is unfinished. I think I need to put something to force the player into that last arena. The corridor is so empty I was able to take potshots at the enemies. Maybe I'll put a few skeletons in an alcove to the side of it + use bars or something to prevent the player from fleeing backwards. The answer isn't always skeletons, but this time I think it is.

I recorded a webbum (comments above are based on it), but the file came out at 4.3 mbs instead of the 2.95 mb I told the encoder to aim for. Next time I'll use an external host like mymixtape. I wish I hadn't deleted the file before I thought of that. This time you get a quick screenshot of the corridor I mentioned instead. God/noclip makes things like that quick and easy.

>>3261802
Cute in a morbid sort of way. I like it anon.
>>
>>3261779
Every gun in the game has the delay. It's a matter of only a few tics, but it's plainly noticeable once you know it's there.

I can't seem to find any wiki article about it, but here's a wad designed specifically to take it out: http://forum.zdoom.org/viewtopic.php?f=19&t=38235
>>
The other Anon forgot to post but, he finished the Quake 3 Revolution skins: http://www.mediafire.com/download/emnkw4cr77ba55h/q3rskins.pk3

I didn't make those, the other guy did.
>>
>>3261884
Forgot to include this on my post, damn
>>
Thoughts on Generations Arena?
>>
>>3261897
Amazing mod, definetly not dead aswell.
>>
>>3261897
I'm surprised it's still being worked on, thought it would have died by now
>>
>>3261917
>>3261928
Wait what? I thought it got killed of due to legal bullshit, or was that the Quake 2 one?
>>
>>3261802
That's the one, thanks!
>>
>>3261947
The one that had legal issues was the Quake 2 one, the Quake 3 Arena one is still alive.
>>
File: Doom PraetorSuit.png (1MB, 890x1080px) Image search: [Google]
Doom PraetorSuit.png
1MB, 890x1080px
So does /vr/ like or hate D44M's armor?
>>
Am I a casual for using mouse?

Is using anything other than chocolate doom cheating?
>>
>>3262001
I didn't see that before you mentioned it, bulkiness is a double edged sword in design
>>
File: latest[1].png (13KB, 999x660px) Image search: [Google]
latest[1].png
13KB, 999x660px
Am I the only one who has a bunch of trouble with E4M6 on UV pistol start? I think a lot of people mention E4M1 and E4M2 as the hardest maps, but Against Thee Wickedly just feels like such a fucking slog compared to them.

So much of the map forces the player to run on lava, and the lava combined with the tight corridors make unlucky enemy placement that much more fucking terrible to deal with. At least Perfect Hatred only requires the player to run around in lava once right at the beginning, and you're dropped right near a hazard suit.

The verticalness is also super fuckin annoying, as Cacodemons, fireballs, and the cybie's rockets can fly down from outside the player's view. Multiple times I was hit or killed from a fireball I couldn't see or a rocket coming in at an awkward angle.

There's other nitpicks that end up making it feel like such a drawn out, stilted chore of a map, especially compared with the tighter challenges of Hell Beneath and Perfect Hatred or the really fun flow of E4M9. What do you guys think?
>>
>>3262001
Looks like it actually would protect against some damage, though. Far too many games have skintight armour and act like it can halt a bullet's momentum like it were mithril.
>>
>>3262026
>>3261993
I like the overall plating but lots of the little details are both ugly and unneeded. it could do to smooth itself out a bit and get rid of some of those random lines
>>
>>3262013
Romero himself always played with a mouse, so I think it's the intended way to play.

I can't speak to the "accuracy" of playing on modern source ports because I never played Doom on DOS or even with Chocolate Doom, but I believe that so long as you aren't using vertical mouselook and you're not jumping and crouching, you're getting the spirit of the game. Romero uses Doomsday.

I guess having the automap overlay along with knowing the level stats in real time is "cheating," but I don't see any meaningful gameplay dynamics that come from not allowing them.
>>
File: help.png (20KB, 768x146px) Image search: [Google]
help.png
20KB, 768x146px
I have nothing to say about this. just end me.
>>
>>3262035
What's wrong with vertical mouselook? I use it and have not felt like I've been "cheating" or in some way giving myself some kind of huge advantage. I only really use it because it's a more familiar feel after playing modern fps for so long
>>
>>3262098
autoaim is finicky as hell and only works up to a certain pitch and distance

freelook obviously doesn't have that issue, which some people consider cheating

(99% of the doom community doesn't care)
>>
File: toogood.png (29KB, 825x153px) Image search: [Google]
toogood.png
29KB, 825x153px
Is YOUR rig too powerful for Brutal Doom, /vr/?
>>
>>3262146
yes but some how i cant run brutal doom on today's latest gzdoom

all i got is this

Script error, "brutalv20b.pk3:blood.txt" line 610:
Expected ',', got 'l'.
>>
>>3262098
Enemy placement pre-vertical-look was often designed with the autoaim in mind. Immediate examples that come to mind:

- Awkward enemy positions can force the player to move in certain ways to keep the autoaim on that also leaves them in danger (see the Cyberdemon fight in E4M6)

- Enemies that are far away can function as turrets that can only be dealt with once the player gets close enough

- Free moving enemies like Cacodemons and Lost Souls can end up taking autoaim priority and force the player to deal with them first (see the wave of Cacos in E4M2 or the Cacos that fly out during the Cybie fight in M6)

In general, vertical mouse can let the player kill enemies in a way unintended by map designers and has the possibility of trivializing some fights. I'd say it really only makes a major issue in particularly tough levels.
>>
>>3262106
Does chocolate doom/original dos have freelook? If so then I don't really see why it would ever be considered """""cheating"""""
>>
>>3262204
Mouselook, yes.
Freelook, no.
>>
>>3262146
Brutal Doom is so fucking popular with Third Worlders, holy fuck.
>>
>>3262179
You know, the same thing happened to me. I fixed it by editing the code. I opened it, went to the problematic line (line 610 in this case) and I noticed that for some reason the value inside the action function used a lowercase L instead of a 1. There's atleast two or three lines with that problem, so you just find them, change the "L" to a "1" and you should be good to go.
>>
What wads did you play today /doom/?
>>
>>3262230
It was made by a third worlder.
>>
>>3262230
a lot of third worlders have toasters for PCs and gzdoom / brutal doom is literally at like the bleeding edge of what they can play.
>>
>>3261772
The "new" models look awful. The older models fit Doom's visual style a LOT better (and stick to the original designs).
>>
>>3261528
lol youre retarded, based on his dimensions he looks like he has a 32 waist maybe. he looks like a big burly in-shape guy. which is what hes supposed to be??
>>
>>3262245
Thank you anon
>>
>>3262252
It's been a while since I played Doom, but I suddenly started itching to play again once the new one came out. Just finished my replay of Ultimate Doom on Ultra-Violence with pistol starts. I've beaten Eps 1-3 before UV Pistol, but this was the first time I actually committed to beating Thy Flesh Consumed. I liked it a lot more than I thought I would, and it may well be my favorite episode of the four.

What about you?
>>
File: dkmode.png (79KB, 267x200px) Image search: [Google]
dkmode.png
79KB, 267x200px
Are .usf music files usable in ZDoom? I want to use music from Perfect Dark and possibly other N64 games for some of my maps
>>3262252
I decided to try out the previous 2 DUMPs to see what I can expect in terms of quality
It makes me wish I picked up GZDoom Builder before I started my map
>>
>>3262282
>What about you?

Nothing today, but I did finish off Golden Souls last night. It's alright but most of the combat essentially comes down to stunlocking monsters more than a Pink Rathian doing it to a cornered player in MH, the mine mazes were shit, and the revolver and cannon are some of the weakest of their kind I've ever used in vidya. Still, it's a nice little novelty.

I'm just wondering what to play next. Anything else good that makes extensive use of GZDoom features?
>>
>>3261528
He looks like an angry Bobby Hill.
>>
>>3262382
That boy turned out right after all.
>>
I'm interested in making a map for DUMP 3 (maybe even some sprites), but have no idea what I'm doing. What are some important things I should know before jumping in?
>>
How's the /vr/E1 thing coming along? Also where would I submit a map?
>>
>>3262418
>What are some important things I should know before jumping in?
don't try and create something massive and ebin
just make a map, and then expand on it
start small and continue from there

>>3262425
>How's the /vr/E1 thing coming along?
ded
>>
>>3262252
More Cyberdreams. I wish more people did similar stuff, it's so much fun.
>>
>>3262430
ded as in no progress or did whoever started it quit?
>>
File: fdas.png (153KB, 500x296px) Image search: [Google]
fdas.png
153KB, 500x296px
>>3262065
what's worse than some pseudo-intellectual trying to say id-tech 1 isn't 3D?
dumb ass little kids saying he's wrong because (x popular mod) "adds" mouselook
>>
File: 7756856856754.png (73KB, 832x720px) Image search: [Google]
7756856856754.png
73KB, 832x720px
>>3260726
I know this is an old post, but no man should go without Quake. If you return: your Quake folder isn't set up right. Make a folder called Quake or whatever, extract quakespasm.exe there.

Then, make a folder inside called "id1" and put your given PAK files in there. Music's structured as pictured.

https://www.quaddicted.com/help
>>
>>3262430
Okay that's easy enough to understand, thanks for the advice. Tutorials in the OP and on the ZDoom wiki should be able to help me with the more technical stuff right?
>>
>>3262450
bookmark the zdoom wiki

and yes
>>
>>3262230
And kids.
>>
>>3262461
Will do, wish me luck.
>>
Can you guys please have a short look at my code?
I am just trying to raise the roof and since I have so many different sectors, I thought it was clever to write the sectors in an array and then just walk through the array to call the raise function.
However, when compiling GZDB gives me an error "Missing [" in the line of the "for".
Contrary to common sense I then put the "whole" array name in and it compiles without problems. However, when testing it doesn't work at all and also the rest of the script doesn't anymore.
Can anybody tell me what I did wrong? I read the tutorial and even used the built in function picker and both are 100% correct syntax.


script "4_Room" (void)
{
int sid[22] = {13,14,15,17,18,19,20,21,22,23,25,26,27,28,30,31,32,33,35,36,37,38,};
for (sid = 0; sid < 25; sid++)
{
Ceiling_RaiseByValue(sid, 64, 2048);
}
>>
>>3260838
So I guess what I'm going to do later is try to limit the spawner to spawning only once, and kill coop compat and make it survival only, and if that doesn't work at least I know the problem doesn't lie with that. If that still doesn't work I guess I see about using user vars instead of a user array, that shouldn't fix anything but I'll try anything at this point. If that doesn't work I guess I'll post it on zandronum and see if anyone can solve it.

>>3260640
>[05-31]Anon's latest Monster factions/infighting
That's on there twice, remove the bottom named one for next thread please. Also immediate infighting version is borked this version because I'm a failure of a coder. I will try to fix sometime this next morning.
>>
>>3261993
I kinda like the Praetor suit, the helmet is a little smooth for the feel though. Needs more rough edges and scuffing
>>
>>3261993
Remove the sleeves on the forearms and I'd get more of a classic Doom vibe from it. The gauntlets are fine though, and the helmet is alright I guess.
>>
File: 52143966_p1_master1200.jpg (115KB, 456x658px) Image search: [Google]
52143966_p1_master1200.jpg
115KB, 456x658px
>>3262442
Thank you anon, this worked!
>>
>>3261993
It's looks like the kind of power armor a dwarf would wear. So stubby.
>>
File: temp.gif (22KB, 157x262px) Image search: [Google]
temp.gif
22KB, 157x262px
thudump thudump thudump
>>
>>3262574
cool, i guess that's a powerup?
>>
File: 1457529581909.gif (4KB, 200x200px) Image search: [Google]
1457529581909.gif
4KB, 200x200px
Just beat map 9 of uac ultra on uv on my first try, felt so good. This pwad is awesome, I'm going to be kinda bummed when I'm done with it.
>>
File: ripper_heart.jpg (112KB, 800x600px) Image search: [Google]
ripper_heart.jpg
112KB, 800x600px
>>3262574
>>
>>3262619
I love it's texture and color work. It's got some real passion behind it.
>>
>>3262619
MAP10 is when it becomes a clusterfuck. Fuck that outdoor area.
>>
>>3262624
Yeah I just had one go at it and that's where I died. So many hell knights to deal with while imps and lesser enemies pelt you from the left. Didn't last long enough to worry about the caco horde in the back.
>>
File: 1455500310179.jpg (90KB, 567x736px) Image search: [Google]
1455500310179.jpg
90KB, 567x736px
>>3260948

Oh my god what the fuck why

delete this.

Delete this.

DELETE THIS.
>>
>>3262507
You want a different variable used in the loop, and don't reference the area in the expression. Also you are having it go to 25 which is larger than your array. Here:

script "4_Room" (void)
{
int sid[22] = {13,14,15,17,18,19,20,21,22,23,25,26,27,28,30,31,32,33,35,36,37,38,};

int i; /* loop variable, could initialize it in loop expression but put it here so you won't miss it */
for (i = 0; i < 22; i++)
{
Ceiling_RaiseByValue(sid[i], 64, 2048);
}

}

You want to loop the variable used to specify the array element (i), not the array itself (sid[]).
>>
>>3262624
take your time, sometimes you'll have to rush ahead for ammo though. you get a bfg sometime into it as well I remember.
>>
>>3262642
*array in the expression, not area
>>
>>3262507
>>3262642
>>3262645
Also lemme note that if your sectors used in your array where contiguous, you could just use "i" directly instead of having to store them in an array.
>>
>>3262648
*were contiguous
>>
Guys, I swear I've seen people edit graphics from within SLADE. Specifically, taking bits and pieces from certain graphics and throwing them on a new one/others.
>>
>>3262661
yeah, that's TEXTURES editing
>>
>>3262442
Also I found that if you play Quake on Linux you need to change all of the file names to lowercase letters or else Quakespasm throws a shitfit.
>>
>>3262685
Linux pathing is all in lowercase which is probably why.
>>
>>3262669
Any tutorials/starting points/guides on that? A quick google didn't give me much enlightenment.
>>
>>3262685
>>3262696
linux paths are case-sensitive, unlike windows
>>
>>3262698
i'd explain it in detail if i wasn't drunk and going to bed :/
>>
>>3262642
Duh, I'm a retard. Thanks, now it works as supposed.
>>
File: spoopy spoiler.png (3KB, 100x100px) Image search: [Google]
spoopy spoiler.png
3KB, 100x100px
>>3262708
You have 8 hours to rest and then you start explaining, assuming nobody else shows up or I haven't found anything in the meanwhile.
>>
>>3262698
1) Create empty TEXTURES file
2) Double-click TEXTURES file
3) Click "New texture" at the bottom (it's a brick wall)
4) Name texture
5) Add patches (box with "+" in front of it on right side)
6) Drag patches around
7) Rearrange them (boxes with an arrow in front of them)
8) Set texture type at bottom to what it should be
9) Mess around with *everything*
>>
https://www.youtube.com/watch?v=F-1pM55k4WM

I don't think we've talked about Trenchbroom enough here.
>>
>>3262721
fuggin neat

almost makes me want to do quake mapping
>>
File: WP_20160602_04_54_11_Pro.jpg (1MB, 1456x2592px) Image search: [Google]
WP_20160602_04_54_11_Pro.jpg
1MB, 1456x2592px
>>3262510
>>3260838
Ijon if you're reading this I now realized that removing the Damage entirely yesterday morning was what is fucking up the display, because while I was removing it yesterday morning when I realized it wouldn't work in pickup state I forgot it was need for the display. So, since can't check now, wrote this up quickly since much faster than typing on phone:
>>
>>3262717
Thanks, I'll give that a try once I get home.
>>
>>3260948
Whoever did this fucked up the mouth, cheeks and chin horribly.
>>
File: Screenshot_Doom_20160602_215330.png (89KB, 640x480px) Image search: [Google]
Screenshot_Doom_20160602_215330.png
89KB, 640x480px
Fooling around with the "Stealth Imp sneaks into UAC facility a la Metal Gear Solid" idea:

https://youtu.be/NMWafx52ZLg

Will take a bit to get the enemy AI right but it should be do-able.

>>3260640
IMPatience is kept updated at this link:

http://forum.zdoom.org/viewtopic.php?f=19&t=51988

Current version: (< 1MB)
http://www.mediafire.com/download/fx088pzzk96a5nc/Impatience_46.rar

Up to 20 maps now! Some kind anons also nominated us for a cacoward on the doomworld forums!
>>
File: BOOKS.png (349KB, 1235x701px) Image search: [Google]
BOOKS.png
349KB, 1235x701px
BOOKS
>>
>>3262767
WHAT WAS THAT NOISE
>>
>>3261760
Too many jumps in quality, Most of the weapons are nice, But the hands look like shit.

Main issue is everything looks like its either straight out of early ps2 title while the rest look straight out of quake.

Ideally i prefer 3d models for doom that match Quakes polygonal style more than looking smooth, round and pretty.
>>
>>3261993
I actually like, Its grew on me after a while.
Especially since Doomguy wasn't really shapely to begin with. >>3261528
>>
>>3261520
GO back to quake 3 Crash, You're not cannon.
>>
>>3262770
Trashy romance novels
>>
>>3261993
It would be nice if the colours were more noticeably like the classic armour.
I do like the story behind it though.
>>
>>3260834
That's ugly as fuck.
>>
>>3260948
Everything about this looks terrible, why do people think that just because the resolution is high that it looks good?

Jesus fuck it's so unappealing to look at.
>>
File: kJYOu.png (356KB, 861x614px) Image search: [Google]
kJYOu.png
356KB, 861x614px
>>3260948
Is this by the same guy that did these awful paintovers? Problem is he can't draw worth shit. Similarly to how everyone to attempt 3D graphic replacements so far can't model.
>>
>>3262773
Whoops meant for >>3260834
>>
>>3261528
oh god the way he's holding Daisy's head
>>
>>3262619
The music in that WAD is fucking awesome. BTSX levels of comfy.

https://www.youtube.com/watch?v=rkI2hqHEoCo
>>
>>3261850
only the pistol, shotgun, and super shotgun have the three-tic delay

the fist, rocket launcher, and BFG all have delays, but they're longer and much more obvious
>>
Trying to play Marathon on my potato (running Windows XP). The game itself runs fine, but there's no sound. I keep getting "Aleph One couldn't initialize sound (error -1)" message before the game starts. Anyone wanna tell me how to fix this?
>>
>>3262872
That imp has like six nipples
>>
What do people think about using copyrighted music in your wads? Do people not give a shit or look down upon it?
>>
>>3262969
It's what tons of 90s wads did back in the day. So much midi pop music.
It could make your wad feel almost dated in a way.
>>
>>3262969
It depends. MP3s? No. The idgames archive bans the upload of wads with mp3s in them for legal reasons.

HOWEVER, I have seen cases of midis of actual songs being used in wads, however. The end of Hellbound uses a midi of Judas Priest's All Guns Blazing, for example. It's not just pure music that's used. One of Scythe 2's later levels uses part of Dancing Mad from Final Fantasy VI.

As for me, I'm probably going to use a metal midi for my DUMP 3 submission. The WIP version uses a rendition of Black Sabbath's Children of the Sea so I don't have to listen to MAP01's music every time I play-test. I'm 99% sure I'm going to change it before submitting though.
>>
You have ten seconds to explain why you aren't mapping for Hexen RIGHT NOW.
>>
>>3263079
I'm finishing my shitty DUMP3 map first.
>>
>>3262767
Would you say the Cyberdemon is a Weapon To Surpass Metal Gear?
>>
>>3263079
All of my nostalgia is for Doom instead.
>>3263084
also this
>>
>>3263079
hexen sux
>>
>>3263079
Hexen has an awesome metal fantasy theme but I don't like the enemies and switch hunts slowing shit down

Who the fuck thought putting in an enemy with a shield randomly blocking your shit was a good idea? At least Parias' flasks made shit more bearable
>>
>>3263079
Cause I don't like Hexen. Also because my mapping skills are 90s-tier.
>>
>>3263079
working on my DUMP3 dump
>>
I want to try to get into Doom modding for this Dump thing, but I can't think of any cool level ideas.

Wat do?
>>
>>3262593
Yeah. Invulnerability.
>>
>>3263160
What if, space base on Phobos?
>>
File: paris-catacombs-1.jpg (114KB, 1061x796px) Image search: [Google]
paris-catacombs-1.jpg
114KB, 1061x796px
>>3263160
Make an abandoned subway that has a hole in the wall leading into some Paris Catacombs shit which in turn has a portal to HELL!
>>
>>3263160
An office complex with all the enemies dressed in work attire
>>
>>3263160
High School
>>
>>3263160
Try walking through some levels you've beaten with the monsters off to look more closely at the visuals. Keep doing this until you figure out a basic theme to build on.
>>
>>3263086
but the UAC is building it though right? They open portals to hell, abduct demons and augment them with weapons and replace parts of the brain so you can drive them like a drone...
>>
File: EYE 2016-03-29 18-38-05-50.jpg (148KB, 1600x900px) Image search: [Google]
EYE 2016-03-29 18-38-05-50.jpg
148KB, 1600x900px
>>3263168
>>3263160
Will there be cameo appearance of Skelly King?
>>
>>3263219
>brouzouf received

what the fuck is this heresy
>>
>>3263219
What even is this game. All I know about it is that there's a small community that loves making joke pictures referencing it.
>>
File: maxresdefault.jpg (167KB, 1299x889px) Image search: [Google]
maxresdefault.jpg
167KB, 1299x889px
>>3263219
Yes, but, wrong skeleton king.

EYE sounds like my jam but when I tried to play it, it was just too fucking unpolished and empty and ugly (color palette of desaturated snot greens and CoD browns). Are there mods to make the game not feel like amateur hour?
>>
File: 1438261929249.jpg (187KB, 650x867px) Image search: [Google]
1438261929249.jpg
187KB, 650x867px
>>3263230
That's not the Skeleton King.
>>
Shitposting on paid time, hoping my boss doesn't figure out how bad I am at coming up with productive tasks for myself when nobody assigns me anything, wishing I could be home and working on my DUMP 3 map, yay.

>>3263234
What skeleton king? All I see is a Wraith King. :^)

:^) :^) :^) :^) :^) :^) :^) :^) :^)
>>
>>3260640
>[05-29] ZDoom forums suffer brute force password attack >>3251591
http://forum.zdoom.org/viewtopic.php?f=3&t=52195
Regarding the password issues at ZDF:
http://forum.zdoom.org/viewtopic.php?f=19&t=52195
>There is no protection against brute forcing passwords on ZDF
>Literally none; if your bot can enter "super shotgun" into the sole captcha it can try passwords as often as it likes
>phpbb community sites have been dealing with brute force attacks for years and the only answer from devs is "add more questions" which are just static q/a like the "super shotgun" question
>when you change an account's email, it sends an activation email to the new account only, the old account is not notified or asked for confirmation of the change. You cannot recover a stolen account through email.
If you have a ZDF account, go and change your password to something that uses the entire 30 character limit NOW.
>>
File: CaFZU9BVIAA42uZ.jpg (31KB, 600x496px) Image search: [Google]
CaFZU9BVIAA42uZ.jpg
31KB, 600x496px
To the anon who recommended RATM and French Meat for Blood, thanks.
>>
>>3263241
Great so looks like we get a captcha on zdoom too since having one for here isn't enough

How about people just don't use passwords that are shitty
>>
>>3263297
>expecting kids and 3rd worlders brought into the community by BD to ever use common sense
>>
>>3263241
>>There is no protection against brute forcing passwords on ZDF>Literally none; if your bot can enter "super shotgun" into the sole captcha it can try passwords as often as it likes
Haha really?
>>
Anyone happen to have an Icon of Party download link, or willing to upload their copy? It's basically Mario party in Doom.

Trying to host a doom LAN party at my uni and remembered that this wad exists, but the only official download link is broken due the site they put it on being shut down, and I can't find anyone online hosting a sever with it so I could download from there
>>
>>3263305

>somehow it's 3rd worlders' fault that phpbb is shit

ALSO the targets have been accounts that haven't been used in two years, and the attacker is using them to troll about brutal doom compatibility
>>
>>3263427

/pol/ pls go
>>
>Can't stop fiddling with secrets.
Goddamn, at this rate there'll be more secrets than enemies.

At least they are made in alt.route-sense, so it won't be too much of a bother to get them ( when speedrunning/UV-maxing )
>>
>>3263482
i think you need to check the rules re. UV max and secrets
>>
>>3262721
Trenchbroom is fantastic and even a schmuck like me can use it. shame I don't have the imagination to make maps

>>3262725
QUMP fucking when?
>>
>>3263590
forrest QUMP
>>
>>3263612
Slipgate exploring is like a box of chocolates

you never know what you're gonna HUUUH
>>
>>3263223
It must be some sort of custom ui cancer
>>
I think I'm starting to make some leeway here, I think I'll try adding GLDEFS or whatever those glowing parts on guns are called
>>
>playing through master levels
>it's overall better then doom 2 itself

Fuck that mephisto map though, I hated that shit.
>>
>>3263636
This is looking fucking awesome.

What does it replace?

I look forward to some Skulltag co-op with friends with this.
>>
>>3263636
That reminds me of the laser rifle with a crank in Fallout 4. The more you turn the crank, the stronger the shot and the more ammo consumed.
>>
>>3263669

It's a shotgun tier weapon for DUMP 3

It's slightly OP for a shotgun tier weapon admittedly but fuck it I don't want to make it any weaker than it is right now
>>
>>3263674
Kegan making weapons 2stronk and OP? Say it ain't so.
>>
File: Screenshot_Doom_20160602_204655.png (380KB, 1768x992px) Image search: [Google]
Screenshot_Doom_20160602_204655.png
380KB, 1768x992px
>>3262717
Can I scale patches? Or cut patches in pieces? Or do I need to change them with an external programme then first?

Pic related, progress of sorts
>>
>>3263669
>Skulltag co-op

uhhhh
>>
>>3263683

Listen here you little shit. Just because you're right you... uh.

Nevermind you kind of have me by the balls.


>>3263686

There's an awkward way to scale patches in real time but I wouldn't bother, I suggest doing some editing with an external program then putting it back into your mod.
>>
>>3263674
Shove it into plasma rifle's tier. The plasma rifle is the most boring fucking weapon in Doom.
>>
>>3263669
>>3263689
Or ZDoom or whatever.

Does ZDoom support co-operative netplay?

I'm pretty sure Skulltag supports any ZDoom pk3 but then my information might be out of date here.
>>
>>3263704
Zdoom netplay is awful. Everyone uses Zandronum now. Skulltag died. Z& is its successor.
>>
>>3263704
use zandronum
>>
>>3263707
>Zdoom netplay is awful.
Oh, well that sucks.
>Everyone uses Zandronum now.
Neat. I'll look into it.
>Skulltag died.
R I P

So what happened to Skulltag? Also if Zandronum is the one that doesn't work on Windows I will fucking riot.
>>
>>3263698

Then it wouldn't be strong enough and I'd have to buff it, and the Plasma Rifle isn't boring, that shit is useful, and there's already quite a few plasma gun replacers for DUMP 3, so I'm keeping the tesla rifle in the shotgun tier.

>>3263720

Skulltag died and Zandronum is its successor. It's the normal MP focused sourceport for Doom nowadays.
>>
>>3263720

>So what happened to Skulltag?

From what I remember, the developers were annoyed by the project leader's minimal input and decided to quit and start their own engine from Skulltag's source code. After that, Skulltag ceased development because the said project leader was now the only person working on it.

I've probably forgotten some details.
>>
>>3263741
Didnt the guy who make Skulltag make Wrack or something?
>>
>>3263745
Carnevil indeed went on to make Wrack. I haven't played it enough to have a proper opinion of it yet, but last I checked, he was making a sequel.
>>
>>3263783

Wrack 1 was mediocre garbage and Wrack 2 is a roguelike permadeath tower defense first person shooter with RPG elements, and I think some MOBA too.

I wish I was joking.
>>
>>3263783
Wrack 1 is 1 episode and it's fairly average. Does nothing amazing or bad (outside of the nice megaman aesthetics)

The reason I brought it up: Is that why Skulltag stopped updating? dude went to make games?
>>
File: hexmonsters1.jpg (56KB, 600x400px) Image search: [Google]
hexmonsters1.jpg
56KB, 600x400px
Is there an existing mod that adds Hexen monsters into the original Doom spawns? I really wanna shoot some Afrits with a shotgun.
>>
File: Screenshot_Doom_20160530_142047.png (212KB, 1366x768px) Image search: [Google]
Screenshot_Doom_20160530_142047.png
212KB, 1366x768px
>>3263813
yes infact
>>
>>3263793
>>3263741
Pretty much. Carnevil was more interested in working on Wrack than Skulltag, but still wanted to be the final authority and head developer for Skulltag.
The others didn't like this, so split.

'Course, if you ask Carn, he'll tell you a different story. He'll say Skulltag was "stolen" from him.
>>
>>3263842
What's the name?
>>
>>3263851
doomworld mega project 2014
>>
File: 1372978445547.jpg (133KB, 700x587px) Image search: [Google]
1372978445547.jpg
133KB, 700x587px
>>3262732
>>3260838
So, uh, I got home about two hours ago and figured out the issue.

The reason that the display script was not working yesterday was that I deleted the Damage property from the actors so they couldn't correctly jump to the NoSee state, which I realized without even looking at the code.

The issue with the pickup actors was, uh, as far as I can tell, that I was laboring under the assumption that clips give the player 10 bullets in coop.

I did not realize that in an offline coop skirmish in vanilla they give the player 20 bullets.

I basically spent about 3 hrs testing nothing yesterday morning.
>>
File: timetostopbooks.png (528KB, 1273x956px) Image search: [Google]
timetostopbooks.png
528KB, 1273x956px
It might be time to stop. Too many books now.
>>
>>3263895

Are you kidding me? I read more than that in a week.
>>
>>3263895
I don't get the green, tech-y floor you keep showing in your screenshots. It looks so out of place.
>>
So in the middle of editing a map GZDoombuilder froze up (I was just flying around in 3D mode, not even editing anything at the moment) and after a short time spit this out:

***********SYSTEM INFO***********
OS: Microsoft Windows 7 Ultimate
GPU: NVIDIA GeForce GTX 650
GZDB: R2641

********EXCEPTION DETAILS********
An item with the same key has already been added.
at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
at CodeImp.DoomBuilder.VisualModes.VisualMode.DoCulling() in x:\Source\Core\VisualModes\VisualMode.cs:line 568
at CodeImp.DoomBuilder.VisualModes.VisualMode.OnProcess(Int64 deltatime) in x:\Source\Core\VisualModes\VisualMode.cs:line 1129
at CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.OnProcess(Int64 deltatime) in x:\Source\Plugins\BuilderModes\VisualModes\BaseVisualMode.cs:line 1168
at CodeImp.DoomBuilder.Windows.MainForm.processor_Tick(Object sender, EventArgs e) in x:\Source\Core\Windows\MainForm.cs:line 4163
at System.Windows.Forms.Timer.OnTick(EventArgs e)
at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

And now I have some errors about spritelumps PLAYA2A8 and PLAYA2A7 unable to be read.
What the fuck just happened?
>>
File: Guncaster.jpg (141KB, 1920x1081px) Image search: [Google]
Guncaster.jpg
141KB, 1920x1081px
Started playing Guncaster yesterday. It's really fucking fun. Probably the most fun I've ever had playing a Doom WAD.

Are there any Doom Wads with an emphasis on platforming or jumping around a lot? Hell on Earth Starter Pack played with it, but I'd like to play something where you're encouraged to jump around a lot.
>>
>>3263998
I just can't look past the terrible furfag original-character-donutsteel look of it.
>>
>>3264040
>>3263998
I can't get past how stupidly overpowered it makes you.
A lot of people decry Brutal Doom for being a power fantasy, but Guncaster REALLY feels like wanking it to the fullest.
>>
just went back from hexercise to vanilla hexen and holy fucking christ how is the firestorm so bad

20 green mana to kill a single ettin, who would do this
>>
>>3264054
Well, it's bit of what you are signing up for. It's from same author as Russian Overkill and Trailblazer, which are both rather killy ( astronomical understatement for Russian Overkill ).

Everything he touches turns into WMD:s. Case and point, 4th mode of Demonsteele's 2nd character, which he had influence over, supposedly.
>>
>>3263160
Try a western/cowboy style level
>>
>>3263079
Dunno how to. Hexen levels aren't Doom levels with hubs in between. I wanna make Daggerfall/Arena style dungeons though.
>>
New Doom player here, can anyone suggest some good Brutal Doom compatible mods?
>>
>>3264085
>mods
none

>maps
whatever you feel like
>>
File: 1407687202255.png (186KB, 400x281px) Image search: [Google]
1407687202255.png
186KB, 400x281px
>>3264085
Did posting that make you feel like a cool dude?
>>
>>3264065
>Everything he touches turns into WMD:s

I guess that's probably my big problem with his mods. If you've played one, you've played them all.
>>
>>3264087
>none
Come on now, there's at least brutal guncaster.
>>
File: comparision.png (10KB, 250x91px) Image search: [Google]
comparision.png
10KB, 250x91px
So I added some shading and a minor edit to the gun, sprite in the left side is the new one and the one on the right side is the old one.
>>
>>3264085
the visor mods can help, Hell on Earth starter is a Good Level Pack, SpergLord and Project Brutality have their own offers
>>
>>3264085
there aren't any really. running ketchup with another mod that doesn't touch the monsters is about as near as you will get, i think.
>>
>>3264101
brutal guncaster is its own thing, not inherently compatible with brutal doom
>>
While we're on the subject of compatibility, are there any good (non-BD) mods for Doomrpg & DoomRL arsenal?
>>
why does SmoothDoom have so many comparability issues?
>>
>>3264134
because people keep comparing it with other mods
>>
>>3264134
I dunno, I only see it compared with things like Brutal Doom.
>>
...Is taking half an hour to beat E1M2 while playing with Hideous Destructor normal, or am I just really bad at this?
>>
>>3264134
Because it is a weapon/enemy replacer.
>>
File: 1453662295897.png (83KB, 366x407px) Image search: [Google]
1453662295897.png
83KB, 366x407px
Holy fucking shit, I was just playing Golden Souls and tried saving in Sorbetto Beach. Now occasionally GZDoom would crash when I tried to save in that level, but last time I tried, my entire goddamn PC froze and I had to reboot. I'm on the latest GZDoom SVN, did anyone else ever get this issue before? I was in the middle of a stream, too
>>
>>3264145
let's just say that you're not bad, the mod itself is bad
>>
>>3264145

Dude Hideous Destructor is one of the hardest Doom mods out there. What did you expect?
>>
File: lions.png (597KB, 678x665px) Image search: [Google]
lions.png
597KB, 678x665px
Time to stop for today.

>>3264145
Not really, it is difficult. Once you learn the ropes and how to abuse what you got, you will start doing some things faster - although opposition's gonna get worse as well.

Have fun with the Cyberdemon.
>>
File: bueno.png (100KB, 300x300px) Image search: [Google]
bueno.png
100KB, 300x300px
>>3263636
https://youtu.be/EYYoFl8oAkE?t=5
might as well use this sound effect as default, because if you don't i'm going to mod it in myself
>>
>>3264172

I mean, I knew that but I wasn't expecting to spend 30 minutes on a level like that, Probably doesn't help that I'm also playing it with Dark Doom.

>>3264175

hahaha oh god i'm afraid of what the bosses are going to be like
>>
>>3264181

Actually if anything I'd rip the more digitized version from Enter the Gungeon, seeing as they have a weapon that's blatantly referencing this:

https://www.youtube.com/watch?v=9tNJeS6O6ds
>>
>>3261993
Despite the best efforts, it does absolutely nothing for me. I can't form an opinion on it in any direction.
>>
File: just.png (194KB, 557x605px) Image search: [Google]
just.png
194KB, 557x605px
>>3264186
>>
Is there any way to quickly find and replace a given texture in slade ? Like, I used a texture for the floor that I end up thinking stinks. Is there any function to select all floors using FLATX ?
>>
>>3264251
Archive -> Maintenance -> Replace in maps
>>
File: new_dual.png (15KB, 320x200px) Image search: [Google]
new_dual.png
15KB, 320x200px
SHADING!
>>
>>3264258

You're a lifesaver.
>>
Does anybody have a working link with the Quake PAKs?
>>
>>3264085
Demonsteele runs perfectly with BD and takes full advantage of the additional gore physics.
>>
Here they are: about tells you what game mode to play with version:

ONE PICKUP PER PLAYER (OPPP)

aka "SERIOUS SAM STYLE PICKUPS (SSSP)"

https://drive.google.com/file/d/0BxbbtKR5bll_Mlh2WVFvZ2NVUVk/view?usp=sharing

This mod adds per-player pickups for all vanilla Doom items which only they can see for each and every vanilla pickup. Including ones dropped by enemies.

Won't be compatible with weapon mods, but doesn't change monsters so should work with any monster replacements.

Use with Coop or Coop Survival. Tested in Both.

Turn off item respawn and weapon stay for this to work properly.

Feel free to use the code for this for anything.

CREDITS:
ijon tichy
--Helped troubleshoot 2 years ago, when I didn't know what ConsolePlayerNumber() was or how playernumber persistence worked.
--Helped troubleshoot recently when I was using acs_executewithresult instead of acs_executealways.
--Made the Samsara slot pickups which intentionally desync, the method which these copy and which I wouldn't know was possible if not for them.

Bloax
--Testing

Medicris
--Testing

BestEver
--Hosting of test servers
>>
>>3264308

That combination has given me many boners while playing.
>>
File: help.png (7KB, 481x201px) Image search: [Google]
help.png
7KB, 481x201px
Anyone had this problem before, how can i fix it?
>>
>>3264368
Could it be the fact that you are using both forward and back slashes and it's causing problems?

It might also be the username (assuming it's Ruben with a diacritic over the e). Try moving the gzdoom folder where it doesn't have the username or the inconsistent slashes.
>>
>>3264326
Oh you cheeky cunt.
>>
>>3264326

top shelf
>>
File: Screenshot_Doom_20160602_175431.png (344KB, 1600x900px) Image search: [Google]
Screenshot_Doom_20160602_175431.png
344KB, 1600x900px
Hey look, brightmaps.

I'm learnding.
>>
>>3263230
It took awhile to grow on me, I don't think I really got into EYE until the third mission and I had a decent amount of crazy cyborg upgrades. If you can play a game like the original Deus Ex I think you could play EYE. The game isn't everyone's cup of tea though, there's a reason it's pretty niche.
>>
File: 1458510269761.jpg (70KB, 720x720px) Image search: [Google]
1458510269761.jpg
70KB, 720x720px
>>3264392
That solved it

Thank you, Anon
>>
>>3261038
is that from the assault suits valken soundtrack?
>>
>>3264410

Yeah

https://www.youtube.com/watch?v=w68zotejFPo
>>
>>3264409
No problem. When it comes to older games or differing locale settings, filenames and filepaths tend to be a real killer.
>>
Anyone know where in DoomRLA's decorate the part that makes dead player gore spawn weapons is? I'd prefer that to be removed.
>>
>>3264161
Sorbetto Beach completely crashes GZDoom 1.x for me when I play it. The level is ginormous, and for a red coin hunt that's just busywork.
>>
>>3264436
Never mind, found it. I'll upload the wad with that part removed, for a more vanilla experience.
>>
>>3264305
Read the Quake pastebin in the OP
>>
File: praetor.png (986KB, 890x1080px) Image search: [Google]
praetor.png
986KB, 890x1080px
>>3261993
>>
>>3264460
0/10 would not kill demons with
>>
>>3264460
>How does Doomguy run with these?

It makes a point. Those boots are not for running, more for trundling slowly.
>>
File: 1463467627135.png (188KB, 306x300px) Image search: [Google]
1463467627135.png
188KB, 306x300px
>>3264460

Do you really think anything in Doom 2016 is intended to actually make any sense?
>>
File: 01 - 14Ii3cA.jpg (520KB, 2560x1440px) Image search: [Google]
01 - 14Ii3cA.jpg
520KB, 2560x1440px
>>3264460
The pauldrons are asymmetric because he has to hold a gun. A very important element for all doomguys to have.
>>
>>3264490
Well of course not, that's the main charm of it all.
It's funny seeing how much they try to explain everything in the codecs though, the writer they got was god tier.
>>
>>3264494
>>3264460
I'll forgive the stompy boots, the pauldron has an explanation, but seriously way too much detail
>>
Had to post this. Making a MOBA in snapmap.

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

Still need mod tools though but snapmap can do some amazing things.
>>
>>3264451
http://wikisend.com/download/228362/doomrl_arsenal_1.05.wad.7z
Here. Might make some more modifications to it, to make it tougher. No corpse items should spawn now, so no more heavy super shotguns or rocket launchers in the first level. I also removed the phase device corpses, because those are fucking annoying.
>>
File: 1463926864750.jpg (288KB, 1121x1748px) Image search: [Google]
1463926864750.jpg
288KB, 1121x1748px
>>3264501
I think the detail is reasonably conservative aside from the over designed boots and gauntlets.
The armour is broken up into big chunks and the soft areas have a somewhat logical pattern to them.
>>
>>3264460
I can't get over the fact that he's totally nude under it.
>>
>>3264512

I know, right? What a slut.
>>
>>3264514
I guess the Praetor Suit is his skin in a sense. Probably what Doom 4 thinks.
>>
File: Screenshot_Doom_20160603_105139.png (419KB, 1920x1080px) Image search: [Google]
Screenshot_Doom_20160603_105139.png
419KB, 1920x1080px
workin on my DUMP map, is there a way to get 3D floors to not glitch out and show what's on the other side of a 3D floor? this is a UDMF map for reference
>>
File: 1464518481412.png (100KB, 250x250px) Image search: [Google]
1464518481412.png
100KB, 250x250px
Not even halfway through Plutonia and I already feel violated.
>>
File: ayy.jpg (17KB, 317x432px) Image search: [Google]
ayy.jpg
17KB, 317x432px
https://www.youtube.com/playlist?list=PLk_F8D1HBJznrWXsEpm-INK1XHStoY57l

This is so fucking beautiful.
>>
>>3264540
I don't find Plutonia much fun.
>>
>>3264508
the only thing that bugs me is the soft cant decide if its going to be orange or black
>>
>>3264545
Stewboy is pretty great.
>>
Is there a mod that corrects the "clip" and "chaingun" errors, or do I have to make it myself?
>>
>>3264580
>Getting triggered by that

Hi /k/.
>>
>>3263229
E.Y.E: Divine Cybermancy. It's really not that good, but it's original as all hell.
>>
>>3264580
Shouldn't you be crying over the fact that the pistol and the, ahem, gatling gun share ammo?
>>
>>3264580
I could make a mod that renames shells to shotgun clips and cells to energy clips
>>
Did they ever attempt at making any connection between Quake 1 and 2, other than the Strogg symbol on the crates?
>>
>>3264591
From what I've seen it looks convoluted as hell and not fun at all.
>>
>>3264597
Nah. 2 and 4 can be considered games that stick together.
>>
>>3264592

I can actually accept that. There isn't really any other option for the chaingun among the existing ammo types, and adding a new one for it would be more work than I'm interested in and would probably mean less ammo to play with.

>>3264595

Heh.
>>
>>3264551
32 units high, 192 units wide from the angle of the screenshot, the floor of the control sector is 8 units above the height of the exit ceiling
>>
>>3264514
It's his own fault for wearing it, the whore.
>>
>>3264580
Obviously the pistol uses stripper clips stored in magazine-like plastic containers, as oil-reserves on Mars have made it possible for even more plastic-alloy goods to be made. The chaingun is named as such due to the crude linkage of the clips into a semi-effective belt.
>>
>>3264508
the true test is clear, we need to make it into a player sprite
>>
File: smooth operator.webm (1MB, 800x450px) Image search: [Google]
smooth operator.webm
1MB, 800x450px
>>3264591
I think you got your sentences mixed up there. EYE is a blatant ripoff of many things, but who cares when it's so fun?
>>
>>3264128
well, there is a thingy that gives modpacks a voxel model...
>>
For those who have played Back to Saturn X episode 2 : How the fuck does one do Map16 (Steeple of Knives) ? I had to cheat through it because I literally had no idea how I was supposed to deal with that much shit. I can't. Map15 was already draining but once you had it started it was fine, but this one was way too much for me. The three archviles chasing you made me panic way too much, and it became one hell of a clusterfuck way too quickly. I couldn't handle that and I didn't want to have to tone down to I'm too young to die to get to play the next maps.
>>
Are there any mods that make the character heavy, slow, and almost like a tank on legs?
>>
>>3264663
mechatron?
well, except it's not "almost"
>>
>>3263395
>the attacker is using them to troll about brutal doom compatibility
Top kek
>>
File: wool ball.jpg (2MB, 2220x1535px) Image search: [Google]
wool ball.jpg
2MB, 2220x1535px
remember that furry-esque mspaint zdoom mod that was posted last thread? well i got a chance to take a slice of that sweet playtest pie and it ended up being really, as in really really fun and sent the guy some feedback

also did this for him while i was at it

what do you guys think?
>>
File: autism.png (222KB, 745x170px) Image search: [Google]
autism.png
222KB, 745x170px
This guy is the living proof that no matter how unfunny and shit your content is, you will get fans if you upload shit frequently enough.
>>
>>3264712
I don't remember that at all, but the drawing is cool. Very cartoony.
>>
>>3264724
I personally find his videos entertaining and charming in their own autistic sort of way
>>
File: 1456369732771.jpg (9KB, 165x148px) Image search: [Google]
1456369732771.jpg
9KB, 165x148px
>>3264712
A-Almonds?

I-is that you?
>>
>>3264724
Not too much of a fan of his stuff but he's alright. At least he's not fucking Omegalore.

On a side note tho, I do think he aught to make vids on bad WADs that aren't Terrywads. I mean, they're Terrywads, it's a given that they're gonna be Terryble.
>>
>>3264741
>Implying terryfaggots want their greatest resource for attention to ever turn their back on them
>>
>>3264712
Fucking awesome. I don't know why people decry it as furry, I get more of a Saturday morning cartoon feel from it.
>>
>>3264712
Can you give us a refresher? Is it a mod like The Adventures of Square but instead you're a hedgehog killing cats to save your girlfriend?
>>
>>3264712
I sure hope the guy doing it sees this and decides to use it as a replacement for the intermission screen he's using currently, because it fucking sucks right now.
>>
File: t2_screen_zpsssdcyh3v[1].png (68KB, 560x420px) Image search: [Google]
t2_screen_zpsssdcyh3v[1].png
68KB, 560x420px
>>3264763
Not that anon, but I've had the page opened in another tab for a while.
http://forum.zdoom.org/viewtopic.php?f=19&t=52301&p=913788#p913788
>>
>>3264712
>esque
it's cute
give wad
>>
>>3264779
So it's suppose to kinda feel like a Wolfenstein 3D clone from the 90s but made to be more cartoony so parents will let their kids play it. Looks pretty neat.
When it releases, I hope someone posts it here cause I wanna play it.
>>
>>3264402
> trailblazer addon
you crazy man
i look forward to seeing more
>>
>>3264660
I just recently did this map on UV, and my strategy worked out in the end, but I didn't max it.
Before hitting the first button I grabbed the armor, guns, and blursphere. After teleporting out I made my way to the second and last buttons as quickly as possible, while attacking as little and inducing infighting as much as I could.
The archviles I avoided as best I could before the cyber spawns, but more or less I took them on individually.
Chaingunners create a lot of infighting while you're partially invisible, so abuse that as much as you can and don't kill them too early unless you have to.
After you hit the last button, the door to the exit opens, so I bolted for it when I was low on rockets.
All in all I thought it was a really fun level, not too big like map14, but the architecture was nice and it was difficult enough to be challenging and interesting. Also the music for the level is pretty fitting.
>>
File: somemong.jpg (7KB, 240x240px) Image search: [Google]
somemong.jpg
7KB, 240x240px
d-doom?
>>
>>3264875

Nah, here, let me actually try

Gamergate.
Listen and believe.
>>
File: Doom_Board_Game1.jpg (23KB, 216x216px) Image search: [Google]
Doom_Board_Game1.jpg
23KB, 216x216px
ignore the cringe shit and please tell me why there is a boardgame of doom, im legitimately wondering
>>
>>3264886
Because Doom is an icon. It's probably the reason why there's so much other types of merchandise for it being made at the time.

Do you wonder why there's also board game versions of shit like Tetris and Pac-Man as well?
>>
>>3264893
>board game versions of shit like Tetris and Pac-Man as well?

im guessing you watched that AVGN episode too?
>>
>>3264886
Because slap a recognizable name on some bullshit, and someone will buy it.
>>
>>3264886
https://www.youtube.com/watch?v=A0MwFhGH3Zg
>>
>>3264896
I saw Ashens play the Pac-Man game and I saw the Tetris game somewhere else. Didn't know AVGN did a video on them.
>>
>>3264904
You post one thing about a Doom mod that has cartoony animal characters in it and it awakens someone's autism.
>>
>>3264886
because germans
>>
What's the shittiest mod for Zandronum and why is it AoW2?
>>
>remove centaur and afrit invulnerability frames
>turn centaur into mini-slaughtaur
>supercharge slaughtaur, speeding him up, giving him spread shot, and increasing his melee damage by 6

and now hexen combat is fun and engaging
>>
>>3264923
i think that the shittest zandro mod i've played recently was hobo doom

at least aow2 has talent somewhere in it
>>
File: 1462446949619.gif (997KB, 500x475px) Image search: [Google]
1462446949619.gif
997KB, 500x475px
>>3264916
more like vavoom
>>
File: 1462254857452.gif (361KB, 1024x535px) Image search: [Google]
1462254857452.gif
361KB, 1024x535px
Am I the only one who found each Hexen and Heretic game to be really boring in terms of combat?
>>
>>3264927
Still wouldn't help the boring across-level switch hunt gameplay.
>>
You all catch that Kaiser (Doom64 EX ev) is working on Turok 2 EX?

https://doom64ex.wordpress.com/

>For those who are unaware, I have been swamped with other projects (one of them being Turok2 EX)

>>3264932
You're far from alone on that.
>>
>>3264929
Vavoom doesn't have a playerbase composed entirely of Deviantart users, Third-Worlders, Furfags and Teenagers.
Vavoom doesn't have a playerbase.
>>
>>3264932
It doesn't feel like it carries much weight. Like shooting things with tissue paper half the time.
>>
>>3264943
Oh you're the faggot who keeps shilling zDaemon.
>>
>>3264932
no. no you are not.

I've already had to change up three enemies in the process of making this first hexen map to remove stupid slowdowns and invulnerability frames

>>3264934
that's why you should map for hexen :^)
>>
imagine a shitty dehacked remake of brutal doom paired with vavoom in a starter pack
>>
>>3264949
No. I just despise Zandronum. Skulltag was cancer, and Zandronum is double cancer. There will never be a good Doom Multiplayer Source Port as long as there are Skulltag-niggers around.
>>
File: 1462214222864.gif (602KB, 506x500px) Image search: [Google]
1462214222864.gif
602KB, 506x500px
>>3264960
literally the only thing I've used vavoom for is to see what the 3D shit was all about.
>>
lets go to /mu/'s sharethread and share the music we listen to during doom

>>>/mu/65374125
>>
File: board.jpg (175KB, 1000x563px) Image search: [Google]
board.jpg
175KB, 1000x563px
>>3264886
>>
>>3264403
If you want software compatibility you can use a custom colormap like BTSX. Obviously not appropriate for dump, but a tip for future projects
>>
>>3264969
What made vavoom bad anyway?
It seemed to have decent 3d features and supposedly a "vavoomC" scripting language.
>>
>>3264928
>Hobo Doom
I played that steaming pile of shit, it's like the guy that made it has no idea what he's doing. How do you put out your 5 PK3 mod, with 20 updates, and still fuck up a basic 667 mishmash?
>>
File: 5P8bpDV.jpg (92KB, 638x479px) Image search: [Google]
5P8bpDV.jpg
92KB, 638x479px
>>3265063
Playing it normally is awful. It's just, very badly put together and it runs like shit most of the time.
>>
finally
>>
File: 1462377804007.png (111KB, 554x606px) Image search: [Google]
1462377804007.png
111KB, 554x606px
Thanks mods.
>>
>>3265124
Better late than never, I suppose.

Is there a good techbase megawad besides Equinox? I love me some techbases
>>
>>3265131
You have a whole smorgasbord of E1 replacements old and new if that's what you're looking for. Back To Saturn X Episode 1 is all techbase with included nice textures and coloring as well.
>>
>>3265131
Most of Phobos: Anomaly Reborn if moonbases = techbases.
>>
File: ShowingOff.png (17KB, 1203x582px) Image search: [Google]
ShowingOff.png
17KB, 1203x582px
Here's my weapon for DUMP3. I've got high hopes for it, including that 'display screen'. Shows you what 'mode' you're on. Right now it's just a model. I'll be spriting it as best I can.

Gonna be a modular-fire 'combat engineer' tool. Normalfire activates it, alt-fire switches the attacktype. Spend rockets to make a powerful turret (5), fire homing grenades (1), or fire a thick nano-forged javelin (0.25)

Only problem is to figure out the angle and scale for it. Working on an assumption of a 320x200 resolution, and right now it's both bigger and heftier than the BFG. Which it shouldn't be, being a rocket launcher replacement.
>>
>>3264886
from what I've heard it's pretty good, but I've never had a chance to play it. (the Starcraft board game from the same company is also revered, but I've never played that either and I'd rather not spend $250 picking up a second-hand copy)

I'd be willing to pick up a used copy at some point though, as their Gears of War board game which is based on a similar system to the Doom board game is actually really damn good
>>
File: berserk packs.png (255KB, 788x411px) Image search: [Google]
berserk packs.png
255KB, 788x411px
>>3265137
Moonbases are good enough for government work, so its good enough for me.

>>3265136
Thanks, I'll give that one a shot
>>
File: doom64egm2.jpg (203KB, 768x1024px) Image search: [Google]
doom64egm2.jpg
203KB, 768x1024px
>>
>>3265209
I like how the 64 Mancubus looks like a fatter, more demonic version of Dingodile from Crash Bandicoot.
>>
>>3265209
doomguy looks like a fucking twig
>>
>>3265209
What Donkey Kong game is this?
>>
>>3265218
Doomkey Kong 64
>>
File: 50x50.jpg (970KB, 4190x3040px) Image search: [Google]
50x50.jpg
970KB, 4190x3040px
>>3265209
>>
File: the people's eyebrow.jpg (100KB, 304x380px) Image search: [Google]
the people's eyebrow.jpg
100KB, 304x380px
>>3265209
YOU looks like a girl
>>
whats a good alternative sound effect for the Zombies, the crazy banter brutal added is good for the chaingunners but a bit much for the regular goons
>>
>>3265265
>U WILL NOT ESCHAPE
>>
Can anyone recommend some good space/alien planet level mods to go with this metroid prime gameplay mod I have?
>>
>>3265323
Lunatic?
>>
>>3265271
makes me think of Deadites
>>
>>3265329
is that a name of a lvl mod?
>>
>>3265361
Yes it is. About an episode in size.
>>
would the mechanics of D44M's Gore nests make a worthwhile mod or should they be ignored?
>>
How does gravity work? I'm using FastProjectiles that thrust themselves downward and I don't know what the proper amount is. I'd also happily tweak the actual gravity of everything else for the sake of realism.
>>
>>3265384
It could work, But it would be better if you can just blow them up instead of QTEing them to death.
>>
>>3265404
natually, take the mechanic an refine with classic game play, they could serve as a good enemy spawner that the player could still end with a bit of effort
>>
>>3265271
YOR KIN IZ OVAH
>>
>>3265424
FLASH!
>>
>>3265265
Doom 64 and psx sounds, failing that. Plenty of games have good zombie sounds, resident evil, left 4 dead, metal slug etc.
>>
>>3265406
>>3265384
technically, it would just be a mini-IoS (romero's head) except with hitscans/invisible grenades that work like a soul cube on impact, no?
>>
File: pretty easy to read now.webm (337KB, 720x360px) Image search: [Google]
pretty easy to read now.webm
337KB, 720x360px
Brightmaps are fuckin cool
>>
>>3265525
i like the gun but the display blanking-out when you fire triggers me
>>
>>3265525
I like that gun.
>>
>>3265529

well I mean it completely flashes white to show "oh shit son there's a discharge"
>>
File: 29a73a1918af060b33bc9.jpg (7KB, 200x200px) Image search: [Google]
29a73a1918af060b33bc9.jpg
7KB, 200x200px
>>3265539
the problem is that if you get into a refire loop you can't see where your ammo is at, which could fuck you... then again there's a certain appeal to that as a game mechanic, making people wary as to their current charge

also as things stand it just look like the screen blanks out as opposed to it flashing white
>>
>>3265550

Fuck it, I'll change it to white segments later, that drain as you get lower
>>
File: gZ6mfai.png (83KB, 609x340px) Image search: [Google]
gZ6mfai.png
83KB, 609x340px
I've been scavenging the popular Doom forums for resources and this fucking guy keeps posting his ugly ass model rips with very blurry doom hands. It's beyond me how anyone can look at this and think it looks good.
>>
>>3265553
how about having only the charge you just used flash white when you fire?
>>
>>3265556
almost looks like a model from XIII
>>
File: paris.png (14KB, 489x514px) Image search: [Google]
paris.png
14KB, 489x514px
>>3265557

THAT'S FUCKING BRILLIANT, WHY DIDN'T I THINK OF THAT
>>
Is there any way to flip a skybox upside down in ZDoom?
I have made an upside-down version of a room, but I can't get the skybox to stand on its head, which, at least for me, completely ruins the illusion.
>>
>>3265590
could use patch in a second sky that's the upside down version and play with sky transfer?
>>
>>3265610
could you*

Also when I try to put a custom texture in my doom 1 map it adds it to a texture1 lump from doom 2 so loading the wad gives a ton of missing texture errors.
>>
File: mfw.jpg (14KB, 339x351px) Image search: [Google]
mfw.jpg
14KB, 339x351px
I just discovered that pressing F11 in Quake zooms in. How the fuck did I not know this.
>>
File: sdfsadf.png (43KB, 169x156px) Image search: [Google]
sdfsadf.png
43KB, 169x156px
>>3265618

Oh yeah? Well did you know if you push CTRL+F9 in GZdoom builder, you'll boot up whatever source port you have set up for testing purposes and spawn right where your cursor is?

BECAUSE I SURE DIDN'T UNTIL A WEEK AGO
>>
>>3265626
that cluelessness...

kegan, is that you?
>>
File: This shit is beyond agitating.png (9KB, 654x476px) Image search: [Google]
This shit is beyond agitating.png
9KB, 654x476px
>>3265629
>>
>>3265393
gravity property is literally just a downward velocity applied every tic
>>
>>3265393
http://zdoom.org/wiki/Gravity
>Internally, the default values are all 1.0, so a fall lasting one second (35 tics) gives an accumulated speed of 36 in the default conditions.
>>
File: 1423946695978.jpg (63KB, 490x497px) Image search: [Google]
1423946695978.jpg
63KB, 490x497px
I just finished the first 3 episodes of Doom, it's my first time playing through the game from start to finish (and not just fucking around on the first episode for a couple of minutes). Mouselook and a modern control scheme makes everything so much more playable.

Was E3M7 Limbo confusing for anyone else? I couldn't figure out how to reach the yellow key or exit the intended way, so I just rocket jumped to both and fought the Mastermind with 40HP.
>>
>>3265669
>Jumping
That breaks every single level anon.

Or are you talking about rocket boosting?

There's a big difference.
Either way don't do regular jumps unless the maps specifically made for it, so many levels can be broken with jumps.
>>
>>3265669
Of course Limbo is confusing. That red key teleport maze is busywork.
>>
File: 1464666402982.png (72KB, 469x359px) Image search: [Google]
1464666402982.png
72KB, 469x359px
Anybody know of any good Quake 2 graphic enhancing mods?
>>
File: doot.png (373KB, 1270x726px) Image search: [Google]
doot.png
373KB, 1270x726px
Water meshes bit ok. I gotta improve lighting later.
>>
>>3265704
Seconding, would love a mod that adds muzzle flashes, sorely needed.
>>
I have a problem with the following bit of TEXTURES code. if I use PELS C as sprite for a weapon, it shows the PE properly double the size. If I use PEGU A as weaponsprite, it does not. And if I throw the scale before the PELSC0 patch in Sprite PEGUA0, nothing shows up. Am new to TEXTURES and just not sure what does and doesn't work/is allowed or whatever.

TEXTURES lump: https://ghostbin.com/paste/mpm9r
>>
>>3265687

Rocket boosting, I never enabled jumping.
>>
>>3265747
Then no worries.
You could have also used straferun to get through it I think

Limbo is my bane by the way, always get lost in it no matter how many times I run through.

Hope you're enjoying Doom.

Thy Flesh Consumed is Doom's equivalent of Lost levels, Doom 2 has a lot of new and fun monsters.
>>
>>3265731
>Quake 2 graphic enhancing mods
Yes, berserker.
>good Quake 2 graphic enhancing mods
No.
>>
>TFW Slade's map editor crashes after hours of tedious, unsaved work...
>>
>>3265814
>not saving every 5 minutes
You brought this on yourself 2bh
>>
Is there a mod that bumps up the vanilla weapons a notch or two higher, but doesn't go full overkill or totally change them? For example something like ssg->quad shotgun, rl->cluster missile etc.

Something that would make slaughtery maps less of a chore to play by making stuff other than the bfg and cells kill monsters in a timely manner, increase the blast radius of rocket launcher so shit like mancubi and arachnotron horde hitbox sizes don't diminish the aoe effect too much. Or alternatively could be used to balance out monster replacers so you can play against more powerful custom monsters that have cool shit without making it kaizo.
>>
>>3265826

Well... I'm very new to level editin'
>>
>>3265830
This sounds like a great first project for you to undertake, if you want. You'd only need to know decorate to do the things you seek.
>>
>>3265836
I have considered learning how to mod doom before, I have some ideas that are so unoriginal and obvious that I'm kind of shocked nobody has done them before. Even the new doom did stuff with some of the guns' secondary fire modes that was almost exactly what I was thinking.
>>
>>3265842
You could always see if you could mod the Doom 4 secondary fire modes into Doom 1/2. I think a lot of people are waiting on a good one.
>>
>>3265842
Just jump in and get started, you'll be surprised how quick you can pick it up. There are a bunch of people in #vr or the discord that can help you with modding advice, too.
>>
Going through shitty OBLIGE megawads with Samsara. Any monster mods or anything that's also compatible to help mix things up? I got music covered.
>>
>>3265875
>Going through shitty OBLIGE megawads
why though
is there really nothing else to play
>>
>>3265931
I haven't really played any megawads of note and do not wish to ruin my experience them with mods, let alone full mouselook
>>
File: plutonia.png (342KB, 600x480px) Image search: [Google]
plutonia.png
342KB, 600x480px
Why is it so unfair?
>>
>>3265969
its supposed to be a challenge. man up or stfu.

savescum like a bitch if you have to
>>
>>3265969
Plutonia is just an official Terry wad, it's not ment to be fair, it's a set of troll levels
>>
>>3265969
revenants, archviles and chaingunners
>>
(You)
>>
>>3265971
Don't get me wrong, I'm enjoying it, but when it locks me in a room with 8 chain-gunners and a baron and they kill me in 2 seconds, I can't help but shut the fucking game down cause it's unfair you fucking vaginal belch.
>>
>>3265745
Are you writing it manually or using the visual TEXTURES generator?

> And if I throw the scale before the PELSC0 patch in Sprite PEGUA0, nothing shows up

Preeetty sure this is because you need to alter the offsets when you scale the image.
>>
>>3265651
>>3265657
Okay, so normally actors are thrust downard 1 map unit every tic?

Now I'mma go read some physics articles so I can implement realistic projectile ballistics because I'm an autist
>>
>>3265969
Because back when, people were complaining that Doom 1/2 were too easy on UV. Plutonia was one of the answers to that.
>>
File: 1443770390160.png (61KB, 493x1326px) Image search: [Google]
1443770390160.png
61KB, 493x1326px
>>3265969
You should try running away faster. Standing and fighting in Plutonia is a death sentence.
>>
What's the name of the psx doom port to pc, and will it work in prboom?
>>
>>3265989
Used visual TEXTURES generator, looked at the text output afterwards when things weren't quite working as intended. Also tried text editing at this point but to no avail.
>>
>>3266024
Doom PSX TC. It only works with GZDoom.
>>
>>3266029
Ah that kinda sucks. Thanks though, I'll try it
>>
>>3265997
>so I can implement realistic projectile ballistics because I'm an autist
You can't, not really.
All you can do is have your hitscan fire in angles that are linearizations of the first part of a bullet's trajectory.
If you go the route of having a projectile affected by gravity, that slows a portion of it's speed each tic to simulate wind resistance, it still won't be correct because the smallest size for projectiles to behave is 2x2, and that means your bullet will be far larger than a real bullet.
>>
File: Halo_PC_9_tif_jpgcopy[1].png (441KB, 665x498px) Image search: [Google]
Halo_PC_9_tif_jpgcopy[1].png
441KB, 665x498px
>>
>>3265976
>>3266040
bad
>>
>>3266038
>You can't, not really.
I mean as close as I can get to reality within the confines of sanity and multiplayer performance.
> it still won't be correct because the smallest size for projectiles to behave is 2x2
Virtual size (wind resistance and whatnot) wouldn't necessarily have to be the same as hitbox size though. I could use a user variable for that.

Luckily my dad is a former artilleryman so he should be able to give some input.
>>
File: Screenshot_Doom_20160603_175038.png (1MB, 1920x1080px) Image search: [Google]
Screenshot_Doom_20160603_175038.png
1MB, 1920x1080px
So... Guys... How much time do you spend on inacessible areas that people will basically never ever see ?
>>
>>3266059
Whenever I actually do map? A little bit much, but I make sure that you can at least see them somehow.
>>
>>3266057
No I mean of course you can do virtual size, you don't even have to have a user variable since any wind resistance will be done through scripting, I mean it will follow physics but it will have the collision detection of a softball.
>>
>>3260710
Any one knows about this?
>>
>>3266063

Heh, basically I'm that guy who's working on the zombies wad, and a part of the second level always bothered me, it was a lone building in an entirely walled off street area. No way to get in or out. So I thought "I should make a little vista to give the area more of a sense of being in a city" and then I spent two hours making shit that people will only see through a 200 unit wide fenced gateway. I stopped, need to get back to the level proper.
>>
File: 1461296950136.webm (3MB, 960x540px) Image search: [Google]
1461296950136.webm
3MB, 960x540px
>>3266081
Are you talking about this?

I want to say it was TerminusEst13 who was making this but I could be wrong.

No release was made. Just a short tech demo he posted some webms of.
>>
So I'm planning to start uploading Ultra Violence playthroughs of various Doom wads, and am wondering about the best way to do so.

Looking around Youtube I see many uploading a video for each individual map.
I was thinking something more along the lines of editing it all together (taking out deaths), and just leaving timestamps to jump to specific maps.

Opinions?
>>
>>3266135
Yes that one! Thanks for the info, I thought there was a release of some kind. Too bad, I want it so bad
>>
>>3266003
I mean yeah, they kinda are, but shitting archviles out the ass and having crap level design doesn't constitute a fun challenge.

>>3266009
I might just skip Plutonia then. It pisses me off with the constant trial and error shit.
Hope Evilution is better.
>>
>>3266069
>I mean it will follow physics but it will have the collision detection of a softball.
Yeah I know but I'm pretty fine with that. The projectile hitbox being large is kind of inconsequential when the player hitboxes are just that, boxes (and always square viewed from the top down) rather than based on any kind of real model geometry
>>
>>3266187
Ah, okay.
Are you doing this decorate-only or are you gonna go with some acs?
>>
>>3266176
What specifically do you want in a mech mod anon?
>>
>>3266183
Evilution gets a little crazy with its traps and chaingunners. The first half is also much weaker than the second half.
>>
>>3266191
Whatever is most convenient and easiest on performance.
>>
>>3266198
ACS then, it's also gonna be more consistent in netplay and easier to code since you can use real code instead of having a dozen state jumps to make a single decision.
>>
>>3266207
> it's also gonna be more consistent in netplay a
Huh, I always thought decorate was more "stable"
>>
>>3266220
lol, nope
>>
>>3266220
>>3266221
To elaborate, unless you start getting into stuff like intentional clientside scripts, the scripts are run by the server whereas the decorate is run by both client and server, and sometimes the delays or loops in decorate can have issues in netplay but not offline, but that's not the case with acs.
>>
>>3266227
> sometimes the delays or loops in decorate can have issues in netplay but not offline, but that's not the case with acs.
That's very good to know. I much prefer to do as much as possible in ACS anyway.
>unless you start getting into stuff like intentional clientside scripts
Well I will be pretty soon. I have absolutely no idea what kind of scripts should be run on the server and which should be run on the client.
>>
>>3266253
Unless you're doing stuff like intentionally causing desyncs for whatever reason, don't worry. Just script as you would in singleplayer ZDoom.
>>
>need some good wads
>start playing through the cacowards nominations
>see Erkatanne
>think it's supposed to be like another dtwid
>mfw actually playing it
>mfw this abomination actually got a cacward
>>
>>3266259
Alrighty then. I always thought there'd be some huge lag/performance issues if I just left the code as-is. Like for simple callacs's and whatnot.
>>
File: 2016-06-03-1938-59.webm (3MB, 640x360px) Image search: [Google]
2016-06-03-1938-59.webm
3MB, 640x360px
It only took me days, two of them, to scale this pain elemental.
>>
>>3266274

That's fucking adorable.
>>
>>3266274
It would look better if you donkey punched the Pain Elemental.
>>
>>3266360
anon please, this is a family friendly game
>>
>>3266365
what sort of family kills demons on the reg
>>
>>3266365
Okay. Then gently tap the angry meatball on the back of the head.
>>
File: HolyFamily.gif (2MB, 2112x2816px) Image search: [Google]
HolyFamily.gif
2MB, 2112x2816px
>>3266369
>>
Holy shit I was not expecting map 2 of BTSX Episode 1 to escalate that quickly. That was fun
>>
File: jimjamjimmy.png (1009KB, 1137x848px) Image search: [Google]
jimjamjimmy.png
1009KB, 1137x848px
Is it only me or does every weapon in Demon Eclipse look like a fucking water gun
>>
File: 1379658186967.png (837KB, 1108x668px) Image search: [Google]
1379658186967.png
837KB, 1108x668px
>>3265973
"Terrywad" is quickly reaching the same status as "slaughterwad", a vague definition only tangentially related the original meaning applied to Something I Don't Like.
>>
>>3266135
>I want to say it was TerminusEst13 who was making this

Afraid not, sorry.
>>
File: my happy place.png (22KB, 640x480px) Image search: [Google]
my happy place.png
22KB, 640x480px
>>3266193
I like the "Simulator" feel when you control the mech. I really like the mechwarrior style of dealing with things like heat, shutdown overrides and stuff. Also what I saw in the Webms of the mod a while ago and I really liked was the feature to dash and fly mechwarrior style, with a limited gauge that adds you that extra maneuverability. The other thing I really like is the feature to get down of the mech and be on foot. Like if you are playing the map and you get your ass kicked you have to eject before your mech explodes and you have an extra chance of beating the level by yourself. Also not mechwarrior related but I really like mechs having a sword, like a lightsaber of somekind like in the armored core series. Mechs with swords give me a boner.
>>
File: Terrible.png (7KB, 320x240px) Image search: [Google]
Terrible.png
7KB, 320x240px
So. How outrageously shit is this?
>>
File: 2016-06-03-2216-15.webm (3MB, 640x360px) Image search: [Google]
2016-06-03-2216-15.webm
3MB, 640x360px
>>3266478
I like it bro. This is my "weapon fire" animation at the moment. Not 100% satisfied but it'll do whilst I work on altfire and the other two weapons I have planned.
>>
>>3266538
Maybe make the animation squeeze/squish the pain-elemental ( visible deform ).
>>
>>3266580
with a whoopie cushion noise
>>
File: 1460649921224.jpg (40KB, 247x248px) Image search: [Google]
1460649921224.jpg
40KB, 247x248px
>>3266412

>shilling the fun meme this hard
>>
>>3266602
are you not having fun
>>
>>3266602
saved image, go fun =^) yourself
>>
>>3266538
dare you to flip it around so it seems as if you were stretching its vent holes and lost souls came out of there instead

bonus points if you have it make the pain face when it's about to explode as you do so
>>
>>3266642
b-but

this isn't the hdoom upstart modding project
>>
>>3266645
not with that attitude it isn't
>>
>>3266447
The difference being it's true, Plutonia is pure bullshit, clearly not intended to be fun
>>
>>3266648
well at least I'm not HUMPing myself :^)
>>
>>3266661
get good or stop complaining, casual
>>
File: 1363175148309.png (110KB, 488x519px) Image search: [Google]
1363175148309.png
110KB, 488x519px
>>3266664
>HUMP
>>
>>3266668
I am good, there is a difference between demanding skill and luck based outcomes
>>
File: 1458509596348.jpg (26KB, 531x478px) Image search: [Google]
1458509596348.jpg
26KB, 531x478px
>>3266661
>>3266676
>>
File: 1459464797903.jpg (149KB, 612x612px) Image search: [Google]
1459464797903.jpg
149KB, 612x612px
>>3266664
>not PUMPING yourself
what have you been doing in front of the computer for so long
>>
>>3265973
>Plutonia is just an official Terry wad
Stop posting.

>>3266661
It's LITERALLY designed to be challenging, if you don't want a hefty challenge, of course you won't like it you faggot, the entire thought was for people who thought regular Doom was too easy, it's extreme for a reason, but it's not the least bit unreasonable, Hunted for instance is an absolutely playable map, it just has a particular design philosophy, there's lots of breathing room and cover to handle the Viles, you just have to understand the flow of the map (which isn't hard), yet you'd dismiss it as terry-tier.

I don't like slaughtershit particularly, but I don't go proclaim Sunder or Going Down (which I liked despite the emphasis on slaughter) to be terry tier, reevaluate your life.
>>
File: Get dunked on, nerd.gif (2MB, 250x188px) Image search: [Google]
Get dunked on, nerd.gif
2MB, 250x188px
>>3266676
https://www.youtube.com/playlist?list=PL02963BCF23569CE6

Get dunked on, nerd.
>>
Hey guys, can you give me cool ideas for puzzle rooms?
I just a week ago took up GZDB and since I find shooting rather boring, I want to make something with traps and puzzles.
I already have a room without exit, a trap in a small dungeon, a weird library, maze through hell with sleeping Cyberdemon you can wake up and die and now I flipped the first room upside-down so you basically have to work with the ceiling. But I don't know what I can do more, especially with the limitations given. No true 3D etc.
>>
>>3266648
So. I've got my weapon all designed, needing only a bit of spriting and all the DECORATE done.

But before I can start the DECORATE, I've got a question.

Should this replace the rocket launcher, or the plasma rifle?

It's got three firing modes. Firing modes are changed via altfire. The three modes cost different amounts of ammunition and have different effects. The first spawns a turret that slowly fires at people. The second lobs a grenade that spreads into painsmoke/teargas, forcing any monsters in the smoke into pain states. The third fires a pretty standard railgun- only that it pierces enemies.

Should this take the place of the rocket launcher, using differing amounts of rockets (And turning each 1 rocket into 3 slugs), or should this take place of the plasma rifle, using differing amounts of energy for each attack?

I mostly think it should be the plasma rifle because of the weapon's lack of explosive, area-of-effect damage that the launcher is normally used for, but similarly, the 'combat engineer nanotool' isn't a rapid-fire spray-and-pray weapon like the plasma rifle.
>>
Any tips for MAP05 (Last Refuge of the Anazasi) of Ancient Aliens? I manage to evade the Cyberdemon and get all the keys and stuff, but once I get into that weird valley thing with the shitload of Mancubi I get killed so fast I don't even have time to make a plan of action.
>>
File: plutonia map01.webm (825KB, 448x336px) Image search: [Google]
plutonia map01.webm
825KB, 448x336px
>>3266538
are you recreating this? http://iddqd.ru/mods?find=Equilibrium

>>3266707
>>3266741
only shithole mappers put an archvile in the first level
>>
>>3266786
I bet you're the kind of guy who dropped Ancient Aliens on Map01 because of "cyberdemon memeing".
>>
>>3266786
I have no idea what's going on in this webm, but it's hilarious.
>>
>>3266460
Thanks for the input. I'm also working on a mech mod, so it's good to know what people would want to see in one.

>I like the "Simulator" feel when you control the mech
This is what I'm going for, in the extreme. Currently researching fighter jet huds and shit

> I really like the mechwarrior style of dealing with things like heat, shutdown overrides and stuff.
No this though. But there'll be plenty of other tactical considerations on a greater than personal scale.

> Also not mechwarrior related but I really like mechs having a sword, like a lightsaber of somekind like in the armored core series
I want to have some kind of plasma cutter not-sword eventually.
>>
>>3266786
Never seen that before. I'm just learning to make weapons for DUMP3, and the weapons I want to make are:

>Pain elemental
Primary fire: Lost Soul
Alt Fire: Rip open, three Lost Souls

>Revenant Skull
Primary Fire: AAAAAAAAAAA PUNCH
Alt Fire: AAAAAAAAAAAAH PUNCH SO HARD IT EXPLODES

>Arch-Vile fist
Primary fire: hold down to charge attack, the longer held down, the further away you'll summon the fire
Alt Fire: don't know yet
>>
Could someone reupload "Top 100 wads of all time?" Original link and mirror don't work.
>>
Why is brutal doom a hated mod here, again? It seems like an alright mod. It's not groundbreaking but it isn't awful.
>>
>>3266834
Its the fanbase mostly. I hate how slow it makes the game personally.
>>
>>3266834
Backlash against people claiming it to be "the way doom was ment to be played" particularly people who discard other mods for not being comparable with it, add on the maker being a dick, and that some people just don't like how it plays
>>
>>3266837
Odd, while I have no issue with people disliking it, I find it moves at a good clip, then again I'm playing the level pack, that might have some thing to do with it
>>
>>3266841
>maker being a dick
Oh shit! Explain.
>>
>>3266834
Short answer: drama

Long answer: The gameplay and general feel of it is not for everyone. I personally enjoy it in short bursts but after awhile the loud sounds and new agressive AI, which makes most harder map packs nigh impossible, starts to get annoying.
The fanbase is shit, and is composed mainly of third worlders and kids who don't even like Doom(non-Brutal Doom, that is).
And lastly, Mark is an asshole and people don't like him because of that.
>>
>>3266834
i wouldn't say it's hated here, it's just not as adulated as it is in other places.
it also tends to have a very vocal, malignant fanbase, as evidenced by the recent brute force attacks at ZDF.
>>
>>3266827
http://www.moddb.com/games/doom/downloads/cacoawards-2004-2013-top-100

>>3266834
who told you anybody hated it here? we just dislike people shilling it in our faces like it's doom's messiah or something.
>>
>>3266834
Fanbase pisses off other modders and mappers by complaining how their stuff isn't compatible with BD
People thinking BD is "the way the game is meant to be played" and telling even people who've never played vanilla Doom before to use BD
>>
File: Capture.png (436KB, 1680x991px) Image search: [Google]
Capture.png
436KB, 1680x991px
>>3266834
>>
>>3266858
Thanks for the link.
>>
>>3266793
ow
>>
>>3266850
The wiki says mark is currently banned from the zdoom and zandronum forums. What the fuck happened?
>>
>>3266854
What, when and why?
>>
>>3266873

What the hell is even the point of this torrent? Isn't the Hell on Earth Starter Pack supposed to be the "I don't want to spend any time setting up GZDoom to play Brutal Doom" package?
>>
File: 1464791798101.jpg (444KB, 638x850px) Image search: [Google]
1464791798101.jpg
444KB, 638x850px
>>3266786
>arch-vile in the first map
>a problem
What, have you never seen one before?
If there's cover to fight him, if he can be killed, if there's adequate firepower to handle him, there's no problem.

You've fought them before, what's the problem with fighting them on the first map?
Literally git gud, arch-viles are only bad when senselessly abused, or used for repeated traps like Skillsaw does.
>>
>>3266834
I think it's a mediocre, mixed bag that ultimately, doesn't appeal to me, the sound design is absolutely abysmal, and the particle effects abuse is ugly and unappealing.

The really big reasons it's hated is because of raging 12 year old fanboys and the author being, and let's be fair here, a twat.
>>
>>3266886
I bet you think Hunted was a good level.
>>
>>3266873
I hope whoever uploaded this and the people who download it step on a lego on their bare feet
>>
>>3266873
Would be amazing if this had a bitcoin miner in it.
>>
>>3266786
The Archvile in Congo is not a problem. He's barely even a threat.
>>3266907
It was certainly interesting.
>>
>>3266903
Personally I think sperglord edition had better sound design and a more unified feel
>>
File: mfw.jpg (91KB, 640x400px) Image search: [Google]
mfw.jpg
91KB, 640x400px
>>3266873
>there are people liking & seeding this RIGHT NOW
>>
>>3266926
Not the anon you replied to, but the archvile in Congo scared the shit out of me when I first played Plutonia, precisely because it was MAP01. Two years later, it's more like "oh an archvile. 4 SSG blasts. *checks watch* *yawns* Done!" I don't blink unless there are 4+. If you're surprised by it, you haven't played enough PWADs.

>>3266941
I play with Project Brutality sometimes. SE did some good things like letting you slash with the chainsaw, but PB has it beat on sheer variety of weapons and enemies.
>>
>>3266907
Not a counter-argument, and yes, it's interesting, it did something new, there was no other FPS level like it at the time.

It's playable, no question about it, there's nothing wrong with being a casual but you don't have to project your insecurities about your lack of skills onto something which is literally designed to be a challenge for a higher echelon of players.

Do you cry about hitscanners too? Is it unfair?
>>
>>3266950
I'd give PB a shot if my toaster could run GZDoom, SE still has my favorite gating gun sounds and I loved being able to use the RPG to lob grenades as a secondary
>>
>>3266951
Hitscanners Are unfair, they get free damage on you
>>
>>3266972
You would almost have a point if the player didn't have hitscans of his own. Shoot them before they shoot you.
>>
>>3266961
Not pasta.

>>3266972
No they don't, move behind cover/another enemy before they can fire, or better, kill them before they can shoot at you.

Literally git gud.
>>
>>3266987
What about when hitscanners snipe you from a distance so great that the only way you would know about them is after they shoot you? Or when a wall opens up behind you with like 7 chaingunners?
>>
Is this the national holiday of scrubs or something?
>>
File: why am I losing health.gif (3MB, 2997x2000px) Image search: [Google]
why am I losing health.gif
3MB, 2997x2000px
>>3266995
>>
>>3266997
Only shit mappers do that. Good mappers give you a chance to react.
>>
Is my internet shit or is 4chan not loading images right now
>>
>>3267008
Are you using Mozilla? Because Mozilla has been a piece of shit recently.
>>
>>3267008

Mine was crapping out a few minutes ago, and now YouTube is being shit for me.
>>
>>3266997
>What about when hitscanners snipe you from a distance so great that the only way you would know about them is after they shoot you?
How many maps do that, and how much?
Get somewhere inside where there's nothing in the distance to get a bead on you, then try to figure out what to do from there, don't you have any troubleshooting skills?

>Or when a wall opens up behind you with like 7 chaingunners?
Turn and run, why in the fuck would you stick around with seven guys who are about to point their guns at you? Would you just stay around in a similar ambush in other games and let them riddle you with bullets?

>>3267002
You have greater accuracy than he does at that distance, shoot back, even better, goad the stream of fire into enemies around you, then let their retaliation guide you to where he is.
>>
>>3267021
>You have greater accuracy than he does at that distance

unless you aren't playing zdoom, in which case you can't hit him because autoaim :^)
>>
File: 1464308679020.jpg (192KB, 850x1255px) Image search: [Google]
1464308679020.jpg
192KB, 850x1255px
>>3267023
Yes you can, tap with your chaingun, it has perfect accuracy at any distance.

I don't think TNT or Plutonia ever much puts you in a position where the gunners have a bead on you but you can't back up to let the auto-aim hit them.
>>
>>3267037
no, you can't

autoaim only goes out to 1024 units, and without freelook, anyone above or below you past that range is straight up unhittable with the chaingun
>>
>>3267039
Doesn't that change with Boom?

Also I figure the BFG would be able to help in a situation like that.
>>
>>3267042
the BFG only goes out to 1024 units as well, see https://my.mixtape.moe/rdkofq.wad

not even zdoom extends autoaim range - using just autoaim, you will never hit the chaingunners in the brown area, but will hit them easily in the gray area
>>
Why is everyone so triggered that Sgt mark iv used real gore in his mod?
>>
>>3267075
Some find it tastless that he used images of real human mutilation, as doom was always more on the cartoony side visually
>>
>>3267063
Does Final Doom even do any of that to any particular extent?

Also, I figure, you should be able to use the default spread of the SSG hit monsters higher up, using it's round pattern (though no doubt a slow method)
>>
>>3267075
Kind of tasteless and /b/tard tier.
>>
>>3267085
Plus, he seemed a bit too proud of himself when announcing that he was going to be doing this
>>
>>3267096
That is fair, had he been more clinical about it, maybe but he came of as edgy when talking about it
>>
>>3267075
>>3267085
Kinda reminds me of how Yurei in Ghoul's Forest 3 would flash shock images at you when killing you, including real human mutilation.
>>
>>3267021
>greater accuracy than he does at that distance
By the time you even see where he is, you'll have been damaged to near death

>goad the stream of fire into enemies around you, then let their retaliation guide you to where he is.
You could then be damaged by those enemies alongside the chaingunner, and again it depends on knowing where the fuck he is.
>>
>>3267075
not even the "real gore" mod looks real. looks like lumps of red miscellaneous shit.
>>
>>3260638
>>>3267075
Fair enough but people are actually fucking appalled. People are acting as though he announced that he actually killed people and is using pictures of their gore for his mod.
>>
>>3267096
I recall he said it was revolutionary, and was REALLY happy with it.

>>3267109
I think the difference being that Cutman wasn't so horribly fucking pleased with himself for it and tried to play it up as anything more than it was; a cheap jumpscare in a basic horror mod. Cutman also isn't an arrogant huehue cunt with an abrasive personality and lack of tact.

It also wasn't tastelessly plastered all over the game, Mark tried to play it off as something "cool" and "amazing",
>>
>>3267126
What the fuck, I didn't quote either of those posts
>>
>>3267109
Speaking of Ghoul's Forest, is there a way to make it brighter? I know it's supposed to be scary and all that, but I can't even see what's supposed to scare me and it's really annoying.
>>
>>3267128
That's because whatever you think of him or his work, he's not at all mature, he probably liked bad 90s comic books
>>
>>3267085
>as doom was always more on the cartoony side visually

The monsters look cartoonish but the gore definitely isn't. Have you ever looked at the zombie gib animations up close? You can see the eyes popping, the ribcage exploding, the meat from the leg peeling off of the femur, lots of little details like that.
I think the controversy comes mainly from Mark's past record of being the ultimate edgelord of the recent Doom scene.
>>
>>3267134
raise the gamma
>>
>>3267142
Cartoony =/= lack of detail
>>
>>3267134
You could either try turning up the gamma or turning off fog in display options > OpenGL > Preferences
>>
>>3267134

You could turn the gamma up, see if that helps.
>>
>>3267143
>>3267150
>>3267152
That does it, but also raises the gamma on the rest of my monitors instead of just for the game
>>
>>3267142
& the amount of detail is what makes it so appealing to new people & oldfags alike up to the point that it's labeled "revolutionary" & "the way doom is supposed to be played".

>>3267147
read his post again, friend.
>>
>>3267142
I do like that you can reduce the blood settings but I think it could be fun if you could go even lower, Nintendo makes all the blood not red, bleeding greens, blues and purples universally, and then German, which replaces blood spatter with sparks, cogs and oil
>>
>>3267163
No, that's too fun. Brutal Doom is serious business.
>>
>>3264321
Updated with version that allows you to use a puked script (default "L" key) while spectating to change what items you view to one of a player that is currently in the game, so that you can see the items that they see.
The puked script does cause a slight bit of lag when used, however, so it has an 8 second timer global for all players.
This version would probably be best to use when playing with friends, or in a passworded server, and not so much playing in a public server where people might try to use the puke to cause lag at an inopportune moment and kill you.
https://www.doomworld.com/vb/post/1623462
>>
File: doom daily dose.gif (256KB, 658x604px) Image search: [Google]
doom daily dose.gif
256KB, 658x604px
>>3263998
My problem with Guncaster has always been how underpowered all of the spells are in comparison to the guns.

It got me thinking, what would a nerfed Pillowblaster mod play like?
>>
>>3267168
Not really, BD is at its best when you play it like an episode of Metalocalypse, metal as hell, but not remotely serious
>>
>>3267157
>but also raises the gamma on the rest of my monitors instead of just for the game
Does that for me too. Latest GZDoom SVN still does it too, and sometimes it crashes in a way that causes the higher gamma to stay even after the process is dead. I know I should be playing with the gamma set to 1 and not 1.5 normally, but it's honestly too dark for me at 1.
>>
>>3267174
This. To be honest, I don't know how anyone can take BD seriously when the marine sounds like a REALLY bad mancho man Randy Savage impersonation.
>>
>>3267180
tbf, there are addons to turn them off
>>
>>3267169
just in time for

New thread >>3267183

>>3267171
thanks, doc
>>
>>3267174
>BD is at its best when you play it like an episode of Metalocalypse, metal as hell, but not remotely serious

Well shit, I never thought of it that way before, somehow.

I think I actually like it a bit more now.
>>
>>3267174
>>3267191
This, Dethklok makes for a 10/10 pairing with Project Brutality, or Hatred.

https://www.youtube.com/watch?v=0CDkFHZSx2o
>>
>>3267169
>Updated with version that allows you to use a puked script (default "L" key) while spectating to change what items you view to one of a player that is currently in the game, so that you can see the items that they see.
>The puked script does cause a slight bit of lag when used, however, so it has an 8 second timer global for all players.
>cause a slight bit of lag
>default "L" key
>>
>>3267171
thanks doc
>>
File: DYNAMITE.jpg (134KB, 512x512px) Image search: [Google]
DYNAMITE.jpg
134KB, 512x512px
To be honest I just play BD as a silly but fun tribute to the equally silly but fun doomcomic.
>>
File: high quality dynamite.png (2MB, 800x780px) Image search: [Google]
high quality dynamite.png
2MB, 800x780px
>>3267243
>Using the low quality version of the doom comic
>>
>>3267270
Thanks, now I have it too.
>>
>>3267174
>>3267180
Because Metalocalypse made fun of it and the characters are dumbasses.
Brutal Doom is playing it all entirely straight. To the point where it's laughable, yes, but that just puts it on the leve of Capcom storytelling.
>>
File: cyberdemon assraped by spectre.png (699KB, 1920x1080px) Image search: [Google]
cyberdemon assraped by spectre.png
699KB, 1920x1080px
Playin mayan mishap on PRBoomplus complevel 9 and was clearing the area ahead and leaving the cybie alive for infighting, and then I hear this constant demon attacking noise and the occasional demon hurt noise, and I think "no way".

So I go back to find that a sole spectre has been able to lock the cyberdemon in place walking towards the wall as he eventually kills him, which he did.
>>
>>3267350
I've never seen that happen before, and spectres suck at infighting too.
>>
File: Glory.png (691KB, 1920x1080px) Image search: [Google]
Glory.png
691KB, 1920x1080px
>>3267358
And heres the final moment.

Notice my ammo is exactly the same.
>>
>>3267109

If memory serves right he has a picture of a fetus that died from a disease or some shit too
>>
>>3267134

Play it in Zdaemon
>>
>>3266269
I thought the same thing. It's a mess of bad sector and texture work with crap pop song midis on top. I hope the mapper was being ironic with it all.
>>
>>3267243

Do you happen to work at Billboard?
>>
File: 1463086709429.jpg (1MB, 2340x2369px) Image search: [Google]
1463086709429.jpg
1MB, 2340x2369px
>>3267002
>>
>>3267350

NOICE.

I like an underdog story.
>>
>secret DUMP 1 level
>end boss is impossible to kill
Is there some sort of weird shit I need to do to kill it because this is bullshit.
>>
>>3268018
>Is there some sort of weird shit I need to do
yes

have you noticed something off about the room?
>>
>>3268024
Is it the sides of the room with the blocks in front of the door? I've tried opening them, nothing worked.
>>
>>3268048
one of them is already open, with a switch in view
>>
File: Screenshot_Doom_20160604_161201.png (878KB, 1280x720px) Image search: [Google]
Screenshot_Doom_20160604_161201.png
878KB, 1280x720px
Alright I know you guys said it's dead but I made an E1M8 replacement for the community project anyway.
Now who do I give this to?
Thread posts: 697
Thread images: 154


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.