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IF YOU CAN RUN THIS GAME

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DOOM THREAD / RETRO FPS THREAD, BEST EVER WRITTEN EDITION - Last thread >>3322167

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://desu-usergeneratedcontent.xyz/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1405/27/1405272990521.png
Quake pastebin v7.1: http://pastebin.com/cpjZmazY
Quake pasta (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/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://desuarchive.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://desuarchive.org/vr/post/3019509

Let's make proper OPs since now on together!
>>
===NEWS===

[06-30] Anon map release: Boneduster Desert >>3326169
http://forum.zdoom.org/viewtopic.php?f=19&t=52695

[06-29] Anon code release: Smooth stairs/camera movement >>3325348
http://forum.zdoom.org/viewtopic.php?f=37&t=52694

[06-28] (Different) Anon mod release: Pet the Cacodemon >>3323383
https://www.dropbox.com/s/mp0mnru4u542z0z/PetTheCacodemon.pk3?dl=1

[06-28] Anon map release: Aqua Regia >>3322956
https://my.mixtape.moe/wsgmpd.zip

[06-28] Quake 2 Map-pack WIP by :3 >>3322759
http://quakeulf.suxos.org/3d/maps/olde1.bsp (Derelict Facility)
http://quakeulf.suxos.org/3d/maps/olde2.bsp (Power Station)

[06-25] DUMP 3 initial test build >>3315297 >>3315331
https://www.dropbox.com/s/mvpcc8yv3thin35/dump-3-test0.pk3?dl=1

[06-24] Machine Games releases new Quake episode: DOPA
https://twitter.com/machinegames/status/746363189768650752

[06-24] Anon map release: Server Warehouse >>3313415
http://www.mediafire.com/download/6bnc7pvr4b5rh72/Server_Warehouse.wad

[06-22] Quake's 20th Birthday
http://rome.ro/news/2016/6/22/happy-20th-birthday-quake

[06-21] Anon mod WIP: PET THE CACODEMON! >>3309054
https://www.dropbox.com/s/wspbymk8l3xc7bw/cacopet.pk3?dl=0

[06-21] Seinfeld.wad
https://www.doomworld.com/vb/post/1633017

[06-20] Anon map release: technotomb.wad
https://www.dropbox.com/s/7dp722iv26qfudl/technotomb.wad?dl=0

[06-20] Major Best Ever moderation changes
https://zandronum.com/forum/viewtopic.php?p=98509

[06-19] Anon map release: Inferno Odyssey >>3303862
https://www.dropbox.com/s/yie7vlfnsasbcrx/inferno%20odyssey.wad?dl=0

[06-19] /newstuff #502
https://www.doomworld.com/php/topstory.php?id=4597

[06-17] Anon map update: An Evening Stroll in Venice >>3299050
https://www.doomworld.com/idgames/levels/doom2/Ports/v-z/venice

[06-13] Anon mod update: Piranha Bowl >>3293408
https://www.dropbox.com/s/cixw5ebpcvnbinx/BowlOfPiranhas.pk3?dl=0

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
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First for boners
>>
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>tfw trying to deal with multiple Shamblers
>>
>>3326206
Right lads. Vote for the best megawad on this list or suggest megawads that should be on here.

I want to find the best of the best.

http://www.strawpoll.me/10426064
>>
>>3326221
Anon, you've been running this poll for weeks now, surely you've gotten enough data.
>>
>>3326213
HIDE
>>
>>3326221
Well you have Going Down, Scythe 2, Plutonia 2, Alien Vendetta and BTSX Episode 1.

From the amount of people that have voted already, this seems like the most solid top five you'll get.
>>
>>3326226
>>3326230
Need 1,000 votes to have good confident interval on the results.
>>
>>3326234
You aren't getting 1000 votes. You're haven't even reached 200 yet. You're aiming a bit high.
>>
>>3326235
I'm a basement dwelling, 300lbs NEET neckbeard. No jokes, I am literally the perma-virgin stereotype for /v/. Trust me, I have the time and the tism to get those votes.
>>
>>3326234
>niche board
>niche game
>implied requirement to have played all these wads before voting

While this is definitely the fastest general board on /vr/, I think your goal is a bit far-reaching anon.
>>
>>3326237
>Trust me, I have the time and the tism to get those votes.

So you're blatantly admitting you're going to spam the poll over and over again?
>>
Every now and then, I feel the urge to do a "Doom the way Serious Sam did" wad (moving from big arena to big arena). Is there anything similar that already exists?
>>
>>3326238
>Implying this is the only place I'm putting the poll.

>>3326241
Not at all. I'm rotating the poll over multiple locations precisely to keep spam down and new viewer click rate high.

On a side note, I'm thinking of doing a (very small) test level for Doom Souls, a dark souls / Doom crossover. What sourceport should I look at making it work with. I want following features:

>Flame / Magic 'ammo' are used for spells (instead of rockets and cells), might have this slowly regen
>Arrows will be another ammo type
>Bonfires reset all monsters but save game, game should only really be saved at bonfires
>Hand to hand combat, using regenerating ammo to replace stamina
>Can spend souls at bonfires to upgrade armor, health, ammo cap etc
>Armor upgrades increase damage reduction % and damage threshold.
>Not sure if armor should regen or be permanent
>Move speed is quite slow vs Doom, running uses 'stamina'
>Various consumables like health and power ups


If I can get these things done as a proof of concept and there is a lot of interest, I want to start working on a large, interconnected single level with very similar features to the souls games.

Thoughts?
>>
>>3326242
There's exactly a thing like that. It's called "The Island". Looks gorgeous, but the gameplay is very poorly thought out and isn't nearly as fun as serious sam. You could certainly do a better job with enough effort.
>>
>>3326242
Legacy of Suffering?
>>
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Reporting in
>>
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Finished TNT sometime ago and I'm looking for some megawad recommendations that are relatively just as difficult before going into Plutonia. Whatcha got?
>>
>>3326254
Icarus, Requiem, TVR. Take your pick.
>>
>>3326251
I've actually only played the first two. Haven't even touched the HD remake.
>>
>>3326253
thanks doom
>>
>>3326256
>Icarus, Requiem
Those have aged like hot garbage anon.
>>
>>3326259
Honestly? I like them a lot.
>>
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doom: can't even jump lol
>>
>>3326256
>>3326259
So I just play TVR then?
>>
>>3326273
Play all of them.
>>
>>3326270
>doom: can't even jump
Uncannily ahead of its time really, you can't jump in half of modern shooting games either.
>>
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>I really like your work, how can I follow you to make sure I'm up to date with your [drawings/music/videos/.wads/mods]?
People ITT arguing for complete anonymity 100% of the time when you're producing content beyond maymays and reaction images are overlooking the simple fact that consumers want to know where to go to find more of the stuff they like.
>>3326447
Not only has it not been "established as fact" it's not even relevant to the current discussion. No one is interpreting a fucking doom .wad based on who made it. This isn't literature.
>>
On the topic of established authors posting semi-anonymously on imageboards, does anyone have any suggestions for Samsara? I don't get a vast amount of feedback since best-ever used an older version of Zandro than what I was targeting (I think that's changing for its successor?), but it'd be nice to throw a few things into the to-do list for a rainy day.

I mean, other than Adding Caleb.
>>
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This feels like a ruse cruise.
>>
>>3326462
Long time since I played it, but I recall Ranger's movement not feeling like Quake at all. An attempt to closer mimic that would be cool.
>>
JUST FUCK ALREADY, JESUS.
>>
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I was thinking about making few maps and wrapping my Dump 3 maps ( with Electron made bit more sane ) and the new ones into miniwad. Perhaps 6 maps, or 7.

Now that general shape of the place is done, out to making layout and the thematics. I guess red or orange could work wonderfully against the dark gray bricking. But it also needs something else...
>>
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Man I just played Megaman 8bit Deathmatch for the first time and it's feels fucking awesome. Granted, I don't play online doom a lot, but I think it's for people like me it should be mentioned.
>>
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Slow progress
>>
>>3326523
>LISA Doom

Interesting idea.
>>
>>3326462
Some of Fred's projectile weapons don't seem to cope well with mouselook. Dunno if it's intentional but the LAZ Device can't fire diagonally, only straight ahead.

I haven't tried the latest Samasara version but the Super Large Zorcher felt kinda iffy to kill shit at higher or lower elevations, and while I'd imagine it's useful in MP, I think it's pretty shitty for use as far as SP goes.
>>
>>3326485

What if I

asked for a screenshot
>>
I feel like making small adjustment-mod for Trailblazer. Essentially for 1.3:
>Option to swap/change health cap
>Option to disable upgrading, start with unupgraded/upgraded weapons
>Alter minigun muzzleflash so it doesn't obscure target on software mode
>Option to not spawn jetpacks on no-jump settings/wads.
Too bad I know nothing of Doom modding.
Anything else...
>>
>>3326564
>Starting with all upgraded weapons

That would be fun.
>>
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How can I learn to make maps like John Romero?
>>
>>3326585
Grow out your hair
Be boss eyed
Stick your head up your arse until you asphyxiate
Remind everyone in whatever afterlife you end up in how you made doom until the universe collapses under its own weight
>>
>>3326585
Study his maps. Learn their quirks. Study study study.
>>
>>3326249
No one a fan of this idea?
>>
>>3326604
Sounds interesting. GZDoom would be the place to do it.
>>
>>3326604
It sounds OK. It's just shifting Dark Souls outside its own realms has not historically proven well: (See: the hundreds of poor saps that attempted to make a Dark Souls RPG system and failed miserably). However, it would be really cool if you used Zandronum and somehow got an invasion system working. I would play the fuck out of that.Mostly becuase my computer is too much of a potato to run Dark Souls at MP-legal rates
>>
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>>3326561
Haven't started texturing/detailing yet, so it looks extremely boring at the moment.

However, if you wanna hear what the inspirations are, the sort of 'nazi castle on mountain', Eagle's Nest from Deus Vult 2 and Slaughtenstein from SF2012. Physically I am loosely basing the outline on Neuschwanstein castle.
>>
>>3326242
it's called Doom 4, anon
>>
>>3326604
I'd think carefully about your "single huge, interconnected level" idea, especially if you want to have massive areas where you can see later areas from a distance. ZDoom no likey rendering large areas, especially without any one-sided lines with which to perform culling.
>>
>>3326621
Wonder if you could it kinda like how Hexen does it. Or maybe how The Golden Souls does it.
>>
>>3326585
Some things I remember him mentioning in videos.

>Reuse areas, basically create hubs.
>Create visible landmarks to help the player navigate.
>When you change the floor texture, change the height of the floor itself.
>Playtest your levels.
>If you're making a set of maps, make the first one last. It's supposed to draw the player in, not put them off.
>If you make an outdoor area, give the player a way to reach it.
>>
>>3326375
this is the strangest consequence of chan culture to me. the idea that posting stuff online attached to a pseudonym - not even your real actual name, just a pseudonym! - is somehow a pompous and pretentious act.
>>
>>3326629
Hexen Hubs are supported by ZDoom, yeah. You'll have to "cheat" for bits where you can see future areas from a distance, but pretty much everything in this engine is cheats anyway.
>>
>>3326585
One interesting tip he said in a video was create an interesting visual when the player starts that'll make them want to explore more. That's how I always start.
>>
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>>3326496
Nobody's attacking, lol, I just said it's fun as fuck.

Also is doom online a thing at all? Not 2 I mean.
>>
I think the water flat might be my favorite texture in the entire set
>>
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>new Doom and Wolfenstein absolutely killed it
>Shadow Warrior 2 looks to be a massive improvement on the original
>Serious Sam is still around and better than ever
>new MP-focused PC exclusive Quake based on Quake 1
>classic shooters are back in full force
>Heretic is nowhere to be seen
>mfw
>>
>>3326701
Hey, give it time, with another 3 or 4 iterations of the elder scrolls all the "writers" will be fired and we'll get something like Hexen or Heretic.
>>
>>3326212
>http://s000.tinyupload.com/index.php?file_id=52441841368534720713
Here's the sprite pack for that animation. Anyone may use it for any purposes.

Both the pack and the animation lacks one frame of rotation because I somehow fumbled it away in PS while juggling all those layers
>>
>>3326701
>>Shadow Warrior 2 looks to be a massive improvement on the original
I wouldn't say "improved", since it's kind of changing genres.
but im ok with that
>>
>>3326701
Quake Champions doesn't fill me with confidence. Made by a Russian dev that doesn't have a good track record and basically a sequel to Quake 3 because of Overwatch being popular.
>>
So what servers does this thread play?
>>
>>3326701
Isn't what's left of Ravensoft making maps for CoD or something? Surprised there isn't at least one reference to Heretic or Hexen
>>
>>3326717
Ravensoft is owned by activision now, but I think id still owns the Hexen IP since they published the games.
>>
>>3326701
Heretic/Hexen aren't nearly as big as those games you mentioned.
>>
>>3326708
>because of Overwatch being popular
We don't know anything about Quake Champions other than "champions" being in the title and characters having passive abilities to support different playstyles. They also confirmed no loadouts with the weapons scattered around the arena. It's got nothing to do with Overwatch.

Literally the only reason people are side-eyeing QC is because "champions" is in the name and that word has been poisoned by the MOBA genre.
>>
>>3326717
Yes, Raven is a CoD studio. They provide development support to the main dev studios (Infinity Ward etc.), and head up both the China-exclusive F2P spin-off and the MW1 remaster.

Not the most glorious of fates, but after Singularity was a developmental mess and Wolfenstein 09 flopped, it's a reasonable alternative to disintegration.
>>
>>3326726
yeah but I want HD necromancer gauntlets zapping funny little ghouls on idtech 6
>>
>>3326723
>Looking it up on Steam

Huh, they did publish the games. Does it actually work that way with intellectual properties?

>>3326731
I thought Wolfenstein 09 was sorta okay
>>
>>3326736
I don't know how it worked back in the day, but nowadays that's typically what it means. That's why indie developers are so hinky about partnering with publishing studios nowadays, because publishers tend to include "by the way we own your franchise" in their publishing deals.
>>
>>3326736
I'm not saying it was a bad game. I'm saying nobody bought it.
>>
>>3326736
Seeing how Wolfenstein 09 isn't on Steam despite (i think) Bethesda owning Wolfenstein, i don't think activision can own the hexen IP if bethesda has the hexen games on steam.


All speculation though, I don't know SHIT
>>
>>3326735
The closest thing to that I know of is Ziggurat. It's a roguelite/FPS, but it's got it where it counts for the most part.
>>
>>3326701
>Both are bland console shooters that are okay at best
>*Shadow warrior 2 is a borderlands clone
>Sam was never all that good
>Overwatch clone
>No they're not
>Dark messiah is the best heretic game
>My face is a paragraph from Zork

Welcome to /vr/
>>
>>3326784

>being this pessimistic
>>
>>3326242

>>3326208
>Anon map release: Boneduster Desert >>3326169 →
>http://forum.zdoom.org/viewtopic.php?f=19&t=52695
>>
>>3326784
didn't know TheGamePhilosophe browsed /vr/.
>>
>>3326784
>Welcome to /vr/

More like 'Welcome to /v/".
>>
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>>3326784
I didn't even remotely consider the possibility of 'meme opinions' being a real thing until you made this post.
>>
>>3326701
>new Doom killed it
It really didn't.
>>
>>3326784
You post on /sthg/, don't you?
>>
>>3326828

What does that have to do with anything?
>>
>>3326830
The wrist-cutter level pessimism. That has a lot to do with it.
>>
>>3326834
>The wrist-cutter level pessimism

Okay but that can be found anywhere and not only on 4chan

What does a random board I don't know about have to do with his message?
>>
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>>3326784
>>
>>3326784
(You)
>>
>>3326621
>>3326629
You guys are massively overestimating how big dark souls is. With slowed movement, the world will seem big, but the main trick Dark souls uses is blurring stuff with a wonky perspective to make it seem miles away.

In reality what seems to be distant is actual fucking close.

Think of how big San Andreas seemed. When you see a perspective picture of it, it's actually tiny.
>>
>>3326792
Yeah I badly require medication

>>3326805
Literally who, google hits are on gaming philosophy

>>3326809
Ouch

>>3326813
Does that mean you agree?

>>3326828
They made a /something/ general? Nice.

>>3326849
(You)'s dont work for me anymore, but thanks for trying.
>>
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Anyone else find Nu-Doom to be very BTSX-like? Particularly the Hell levels?
>>
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So, getting back to actually discussing retro fps games - what elements in them makes you like them more than modern games, and which of those elements would you like to see a resurgence of in modern vidya?
>>
>>3326963
Abstract, non-"story"-driven levels, having to imitate quarries and such doesn't make for a very fun stage, in my opinion.
Also, weapon upgrades not simply being "moar damage damage,moar dakka", but being different from the original (Like Heretic).
Lastly I would say not changing gameplay halfway through *cough*On-rails minigun sections *cough*
>>
>>3326963

Most obviously speed, but something that doom gets right particularly is the use of hitscan for enemies. It's limited to enemies who are relatively fragile, excepting for the Spider Master Mind, which allows more room for run and gun and requires less cowering in cover.
>>
The more I play HeXen, the more I have to wonder
Are there any significant/good Castlevania mods for Doom?
>>
>>3326982
The more I play HeXen, the less progress I make.

I'd be down to try a castlevania mod if there is one
>>
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>>3326190
Max Payne 2 did the whole physics demonstration thing better, in that it almost never interrupted the gameplay to go WOW LOOK A SEESAW, it just had a lot of physics objects scattered about you could knock over if you felt like it.
>>
>>3326963
>Speed
>Large, interesting, diverse, powerful weapon load out that can be carried simultaneously
>Varied, challenging monster roster
>Geometrically complex levels with good design and encounters
>Ammo / health management is a core part of the experience
>Minimal fucking around with cutscenes and filler
>Difficulty is organic and due to good game design, not superficial
>No fucking checkpoints or hand holding
>>
>>3326963
Enemy variety
Emphasis on dodging and finding your own cover rather it than being given to you
A "show don't tell" approach to level design and mechanics
If I go any further I'd just keep complaining about modern gaming at large
>>
>>3326397
Hes also done some other controversial stuff. Like the real gore textures thing, and his ban from the ZDoom forums.
>>
>>3326969
I think levels could be both story driven and abstract/gameified. I strongly agree about levels being designed for actually being fun to play in.

>>3326972
>Most obviously speed
I wonder why modern games are so afraid of actually being fast?
>but something that doom gets right particularly is the use of hitscan for enemies
Yeah this is pretty important. I think the Build engine games did hitscan well though.

>>3326987
>>3326990
Thanks for the input dudes. I'm gonna save these and the above answers in a document. I dabble in game dev and I think I have a pretty good idea for a future fps project.
>>
>>3326993
>real gore textures thing
I've never heard of that. What was the story around that one? Did he go and actually attack someone to make it or something?
>>
>>3326701
Shadow Warrior was already a massive improvement on Hard Reset.
In my opinion, all they really need to do is shitcan whoever designs their boss fights.
>>
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>>3326963
>>3326440
>>3326212
Why are revenant pictures the best?
>>
>>3327008
skeletons are inherently humerus
>>
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>>3327008
Revenant pictures are good, but I've always preferred Head Kamikazes.
>>
>>3326630
>If you make an outdoor area, give the player a way to reach it.

I usually just use it (outdoors and windows) to make the interior feel a little more alive. I'll take note of this.
>>
>>3326253
thanks doc
>>
>>3327004
>I wonder why modern games are so afraid of actually being fast?
Consoles, probably. It's difficult to aim with a stick if you're running at 60mph.
>>
>>3326716
I hop around, mostly frequent deathmatch servers. I try to make friends to add to the buddy list to play with later but most of them I never see again.
>>
>>3327021
*30mph
>>
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>>3326523
WOO

WOO

WOO
>>
>>3327005
No, some of the gibs he used photoshopped pictures of real gore to make the sprites. I'm not sure if they ever made it into a public version of Brutal Doom because of the controversy, but knowing Sgt Mark it probably did. Here's some further reading for you on the matter. https://www.reddit.com/r/Doom/comments/2y23eb/the_brutal_doom_fiasco/
>>
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>>3327014

You're wrong.
>>
>>3327037
Hey, its at least a good archive.
>>
>>3327035
we clearly need to combine the two
headless exploding skeletons
>>
>>3327042
Doesn't GMOTA have something like that?
>>
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>>3327042

ARE YOU FUCKING MAD

THINK OF THE CONSEQUENCES
>>
>>3327042
even better mount the revenant missile launchers to the kamakazi
>>
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>>3327063

No, put the kamikazi bombs on the revenant's hands.
>>
>>3326679
>Also is doom online a thing at all? Not 2 I mean.

Sadly, most servers will be using doom 2 because they don't care about anything from the original games and just want to play on servers with as many obnoxious mods as possible.
>>
>>3327042
>headless skeleton running around throwing screaming skulls at you then when it's near death it runs are you blowing up

MAKE THAT SHIT HAPPEN
A
K
E

T
H
A
T

S
H
I
T

H
A
P
P
E
N
>>
>>3327074

Headless skeleton kamikazis that using skeltal AAAAAAAAAAAA sound on infinite loop.

Make it happen somebody. My asshole is ready.
>>
>>3327082
Keeeeegaaaaannnn!!
>>
>>3326253
thanks, doc
>>
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test
>>
>>3326290
I always wondered what that icon was meant to be, or the origin of it.
>>
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>mfw playing olde1 for Quake II

I don't know if it's my aversion towards religiously defending Quake II from people saying it plays badly, that the weapons suck shit, that the enemies are terribly unbalanced, that the layouts are boring, whatever, but.

man.

this sucks SHIT.

I have had no prior experience with custom q2 mapsets mind you, but having played both mission packs for it, I can safely say I have no fucking idea how I managed to stomach this game for so fucking long. It has to have the most horrid gameplay in any retro FPS ever.

>player moves around like a retarded slug with overweight, bunnyhop is even more retardedly effective here than it was in Q1 for some reason, no air control whatsoever
>enemies are either hitscan/fast projectile pieces of shit with unreasonably high HP that nibble away at your health faster than you can say 'master ejaculator' or useless laughable blobs of shit that do jackshit but sprint towards you at long range, and deal retarded amounts of damage+knockback/visual recoil at close range with their melee attacks
>blaster can go fuck itself
>shotgun is a slow (and I mean SLOW) weak piece of garbage
>super shotgun's spread and slow fire rate renders it unusable at long ranges, which is unwise most of the times since most enemies can easily get the drop on you from far away and deal even more damage when you try and get closer to them, or either flinch back and hit you anyways as you reload it, the fact that it's pump action is incredibly unsatisfying and makes it feel as if I were shooting a watergun
>machinegun is balls out stupid with that retarded vertical recoil and sounds/feels like shite, also stupidly inaccurate
>grenades are for when you want to not hit anything and obstruct your view with that chair-rocking retarded animation, also travel like 1.5 feet from you and deal fuckall damage
>also slow weapon switching because fuck you, hope you like breaking gameplay flow

this is Wrath of Cronos all over again. Goddamn it.
>>
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>>3327083
>>3327082
>>3327074
>>3327042
How's this
>>
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>>3326213
>>
>>3326818
>>3326915
you feeling alright?
>>
>>3327132
forgot to mention the 'one last shot' flinching animation the lower soldiers have. fuck that shit so hard.
>>
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>>3327134
How does it blow up?
>>
>>3327134
yes, but replace the kamikase with skeleton
>>
>>3327158
that's calcified information
>>
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>>3327042
>>
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>>3327132
At least the weapons feel like they're actually weapons, rather than the plastic dart toys from Q1.
>>
Looking for Doom artists to follow for my regular dose of demon fun. Are there some regular artists on tumblr/DA/whatever?
>>
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DOOM > Quake > Heretic > Doom II > Hexen > Strife > Chex's > Quake II

Debate me faggots
>>
>>3327231
doommonsters over at thumb twiddler
>>
>>3327236
> doom at the top
well that settles it then
debat over
we're done here
>>
>>3327236
I think Strife should be higher. And Heretic is top-tier, I prefer its weapons do Dooms.
>>
>>3327236
>Chex Quest
>not top tier
>>
>>3327243
Chex quest is shit though. I tried playing it, and it was very not fun. Better than, say, that one pig game, but still not amazing.
>>
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This is getting annoying.
>>
retard here.

What are the basics of Doom modding? By which I mean, what are all the different pieces and code types and how do they work with each other?
I've made some tiny games myself, all in one language (C++) but when I hear people talking about DOOM modding I hear terms like DECORATE and whatnot, as if no one is actually messing with the source code itself, but different parts that make up a WAD.

Also, has anyone bothered to make different Doomguy sprites for each different weapon? Seems like something that should have been done by now, considering everything else.
>>
>>3327231

There's the doommonsters blog, if you don't mind the cartoony art style.
http://doommonsters.tumblr.com/

Kurashiki is the best.
http://nankakurashiki.tumblr.com/

The Doom club on deviantart has a lot of stuff both good and bad and AMAZING.
http://doom-club.deviantart.com/
>>
>>3327236
>debating an opinion

doom2 > heretic > ult. doom > hexen > reg. doom > quake 2 > strife > quake
>>
>>3327253
>AMAZING
I have learned to associate this term with dread and horror.
>>
>>3327252

You don't need to have any knowledge of C++ to create Doom wads, only knowledge of how to use Doom Builder, SLADE, and using the zdoom wiki for ACS/DECORATE reference. You can it up in a day.
>>
>>3327258
Why do you like Doom 2 better than Doom?
>>
>>3327252
If you want to make maps, go get DoomBuilder or GZDoomBuilder. For just starting out just DoomBuilder will cut it.

Editing the source code is really only necessary if you are going to be doing some really ambitious stuff. Everything else can be handled with DECORATE, which is the scripting language commonly used for Doom modding. For now I would just stick to making a map, then move onto making a custom weapon, then custom enemies.
>>
>>3327263
Not him, but I like the monsters and SSG it added that is my only reason for liking it better, obviously Ultimate Doom had the best maps.
>>
>>3327252
Well it depends on the engine, but most of what you'll hear here is for the ZDoom family of engines. Map making and custom art assets are pretty self explanatory, but game logic is governed by three things, roughly speaking:

DECORATE, which is the language used to define monsters, weapons, powerups and such. I think it could be described as a "finite-state machine", where basically an actor (which is what entities in the game are called) has a set of States, each containing a bunch of Frames. The "chase" state of a monster for example scrolls through the walking animation and calls the AI function that makes the monster move towards the player and attempt to enter the Missile state in which it attacks. DECORATE are simply uncompiled text files

Then there's sector actions and line specials, which are tied to map geometry when one designs a map. This is the only logic stuff you can change in vanilla doom, for switches, doors and such.

Then finally there's ACS, "action code script". It was originally introduced in Hexen to extend the aforementioned sector and line specials, allowing them to do multiple things at once and affect stuff in other levels of a hub. In zdoom however it has been greatly extended. It works more or less like C depending on which compiler you use, and can be used for pretty much anything. ACS calls are frequently used from decorate to overcome various limitations, in particular information-gathering stuff.
>>
>>3327246
What's the problem here? if you're talking about the vertices moving when you make the sector, they have to be aligned to the grid, and get adjusted to the nearest unit/flat pixel corner.
>>
>>3327236
>Heretic that high up

Not with that awful weaponset and boring monsters, no.
>>
>>3327252
>>3327275
And yes, virtually no one actually mess with the source code. Only people like nash who make private builds in their quest for making stand-alone indie games based on the gzdoom engine do that. If you write an addition to the engine you can just make a pull request and hope the zdoom devs decide to be sensible :^)
>>
>>3327246
>>3327276
Oh I think you're referring to it making sectors around the square instead of within it. Try making the sector in the opposite direction. (so the linedefs face inward)
>>
>>3327217
lmao you have some shit opinions, hows living with that much shit taste you shit taste faggot
>>
Is it possible to make a sector where the player has no control? I mean, no control and no friction so that they keep going until they reach the other side?

The reason I ask is because I'm planning out a spacecraft map, and spacewalking would be fun.
>>
>>3327294
You could probably make a script line trigger that uses SetPlayerPropertyy to freeze the player and SetActorProperty to change his friction in ACS
>>
>>3327294
you mean like those animal vision tunnels in ancient aliens? because I think they sacrificed virgins to achieve all the effects that they did
>>
>>3327217
>even reposts the same image
HEY
HEY
(you)
(you)
>>
>>3327309
Heh. The last time I posted this image was a few months ago. I'm surprised anyone remembers.
>>
why do all of the guides say to shoot the icon of sin when "the top of your rocket launcher aligns with the bottom of his chin?"
that's a lot too early, unless you're hiding the hud or something
randomly spawning archviles and revenants, what the fuck
>>
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https://dl.dropboxusercontent.com/u/60585504/Alicev1.0.wad

Made a couple maps, please criticise.
Pic is Map01.
>>
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>>3327312
>>
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>>3327318
Map02
>>
>>3327048

Nah. GMOTA's chaos revenants wander around in a confused manner after throwing their head and have a chance of sucker punching their fellow monsters.

Which is still funny to this day
>>
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>>3327217
even modern games do a much better job at selling relatively interesting gameplay with much more realistic (hint hint: shittier) weapons.
>>
>>3327264
Not interested in maps so much as weapons and weapon modifications.

I was playing Hideous Destructor, and thought it made an interesting game. It focuses on weapon realism and on human limitations, making things like traps and ambushes very valuable, and adding tactics to the game in a natural way, since it doesn't actually add them, it just makes them valuable. The way the mod works, being able to lay traps and set up ambushes helps you a lot.

I thought it would be cool if someone added C4. HD already has IEDs, which blow up when someone passes by (or when you type in "detonate" in the console), but C4 would be a little different. 1, you could stick them to walls. 2, you could detonate them separately from each other. You could attach them to a moving wall and watch them ride up before detonating them at some unsuspecting monsters up above.

Or, a robot like the DERP, but instead of it running around shooting, you put it next to a switch, and when you activate the robot (with some console command), the robot flips the switch. This would work well for maps where you're expected to flip a switch and then race to some platform that just lowered before it raises again.

Or WW2 weapons.
>>
>>3327318
>https://dl.dropboxusercontent.com/u/60585504/Alicev1.0.wad
Lot of places where monster infighting occurs in the first map. Also why is the lighting so schizophrenic?
>>
>>3327318
I played the first map, the biggest criticism I can give is that I found myself getting stuck on architecture a lot which is can be frustrating. There were also a lot of big monsters in small rooms so you just stand in the doorway until they're all dead. That drags out the map and is not very challenging. Things I did like include the megasphere trap and the semi realistic detail at the start. It sort of goes into a trend of very basic rooms after that.
>>
>>3327374
>>3327320
I died in the second map which had a megasphere trap like the first but cranked up to eleven. Really liked that. Really surprised me too.
>>
>>3327294
You can do this in boom maps with line action 223 and 225.
>>
How would you guys balance the Doom 2 weapons so the pistol isn't absolutely useless and the SSG doesn't make most weapons shitty compared to it?
>>
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Somebody asked for this earlier.
>>
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>>3326270
>Noone should be here
Well, here he is
>>
>>3327403
Who took the real life photo of kegan in the bottom right?
>>
>>3326270
>filters
>>
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>200 Mega Hurts

you fuckers weren't kidding
>>
will the modding community for doom ever die?
>>
>>3327435
when doom is no longer supported by computers
ie: never
>>
>>3327435
I hope it won't.

If it doesn't, I'll probably still be playing Doom in 40 years.
>>
>>3327442
We'll just find new devices.
Calculators are getting pretty high tech.
>>
>>3327452
>some day, we'll be able to play Doom on literal toasters
>>
>>3327465
Don't modern refrigerators have computers in them now? Just a matter of time until someone gets doom working on that.
>>
>>3327339
>why is the lighting so schizophrenic?
Mainly my attempt to create atmosphere and still trying to get accustomed to Doom Builder.
>>3327374
>>3327375
Thanks for the critique. I'll be sure to keep it in mind for the future.
>>
>>3327465
>>3327497
https://www.youtube.com/watch?v=NPWi5yJK3zo
>>
Anyone remember The Funktasm and the weird way he RQ'd the community? It just hit me that he's the same guy as skaarjman, a dude who was working on an RPG mod with some pretty damned advanced features (https://www.youtube.com/watch?v=SGGikLXeFIQ) until he similarly RQ'd with no reason. Pretty sure the guy isn't all that healthy.

Anyway, I still can't figure out how he made the text-input-to-acs thing shown in one of his videos work. Some of you regulars here have intimate knowledge of the engine, so perhaps one of you might have an idea.
>>
>>3327430
It's not that bad. When the DWMC played Going Down, Cyriak posted a demo of him doing the map without a single V-Sphere.
>>
>>3327331
>I thought it would be cool if someone added C4. HD already has IEDs, which blow up when someone passes by (or when you type in "detonate" in the console), but C4 would be a little different. 1, you could stick them to walls. 2, you could detonate them separately from each other. You could attach them to a moving wall and watch them ride up before detonating them at some unsuspecting monsters up above.

Totally doable. A while back I made a launcher that fired clusters of sticky, remote-detonating mines. The mines could stick to enemies as well as walls.
>>
>>
>>3327531
https://www.youtube.com/watch?v=limI4Cw8BBY
Fuuck I'd like to know how he made the Unreal inventory boxes, myself. ZDoom's SBARINFO doesn't let you do that.
>>
>>3327549
>Blood's phantasm
is this the 2spookiest enemy in retro FPS?
>>
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>>3327549
>giving him a head
>>
>>3327554

This.

Put the head in his stomach, dummy >>3327549
>>
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>>3327552
Oh, that's relatively simple to do in ACS.
>>
>>3327549
What >>3327564 said and give him the Rev's shoulder rocket launchers too just because.
>>
>>3327567
Is there a tutorial on it somewhere? The DrawInventoryBar system is really restrictive.
>>
>>3327568
>>3327564
>>3327554
Okay, how's this?
>>
>>3326259
>90's wads don't meet my 2010's standards

Fuck off.
>>
>>3327580
DELETE THIS
>>
>>3326259
If one enjoys TNT, there is literally no reason to believe they aren't going to enjoy Icarus or Requiem.
>>
>>3327580
Perfect, now we need a mod that replaces Revenants with this.
>>
>>3327579
Well it's just an array and a bunch of hudmessages really.

There's a list of all the items (represented by numbers) the player is carrying, and there's a function that takes the first 8 of them after [scroll counter number of items] and sticks them in a list of currently displayed items from which a HudMessage call in a loop renders them.
>>
>>3327580
I can only imagine how this would sound. Somebody should put it together.
>>
To anyone who plays Heretic but doesn't like the monsters:

What would you add or improve? I'm making a Heretic monster pack for Trailblazer that has a bunch of new monsters. Some of the monsters already in:

-Sabreclaw with a projectile that pulls the victim in
-Wizard that casts fire pillars, ice crystals, homing whirlwinds and floorhugging earth spikes
-Gargoyle that dissipates into smoke when shot and reform elsewhere
-Wizard that resurrects weaker monsters
>>
>>3327580
>>
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>>3327603
these fuckers
>>
>>3327603
-Skeleknights move faster and depending on the color of the axe they throw, they do a special effect. Homing axes are the rarest attack they can do
-Wizards can either do their spread attack or burst of 3 shots
-Jumping Sabreclaws
-Maulotaurs that throw their hammers, instakill damage
-Weredragons have a flamethrower attack similar to the tomed phoenix rod at close range
-Elemental Iron Liches, which is just a randomizer for the spawns of the Iron Liches (ex. the one in e1m8, that's where you fight the 4 elemental Iron liches). The 4 elemental liches are fire lich, ice lich, storm lich and steel lich
-The snake guards (or whatever they were called) attack like the arachnotron at low health.
-D'Sparil can detach himself from the serpent sometimes, while doing so he spams wizards like in his second form and teleports back to the serpent when pained.
>>
>>3326963
how much the weapons contrast with each other in terms of looks, sounds, and usage.

most "old-school" modern fps don't get this right even nudoom has like 3-4 options for a "heavy automatic" weapon
>>
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>>3327580
>>
>>3326242
There's some serious sam wads out there, which are either dm or half-implemented.
If you were to create straight level packs, you might have some issues. Between the infighting, less flexible enemy roster (ai is actually too complex for sam arenas, lol), and speed of doomguy being much faster than sam(trivializing projectile/enemy avoidance in arenas), it would prove difficult to emulate the experience. It would likely come out more like a traditional slaughtermap, which wouldn't be a bad thing.
If you were to make doomguys sprint faster than his walk but slower than his run, tweak some of the enemies, and maybe even disable infighting (should be a zdoom cvar), you may have a real winner. I've found both kleers and kamikazes in https://www.youtube.com/embed/zr5wjODtMes vid related.
>>
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>>3327639
>>3327605
>>3327601
>>3327586
>>3327583
http://i.4cdn.org/wsg/1467333960250.webm

:^)
>>
>>3327403
Yeah, Brutal Doom is overhyped imo.
But Project Brutality is pretty good.
>>
>>3327594
Well when you put it like that it is very simple.. Not sure how to handle items that aren't directly part of my mod but I just need to get basics down at the moment. thanks.
>>
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>>3327646

I should have expected that.
>>
>>3327649
You'll probably want your items to call a script that adds them to an acs list when picked up for the sake of efficiency. The inventory system in my project runs is a bit of a special case since it's entirely done in acs, with no actual inventory items.
>>
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>>3327580
>>3327646
Absolutely Beautiful
>>
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>>3327646
I'm not sure what I was expecting.
>>
>>3327656
that's a fucking tomato not an apple what the fuck
>>
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I'm a sucker for that gradient.
>>
I really want to make a doom map focused on exploring and adventuring with combat taking the backseat but I noticed that you need somewhat 'believable' environments for exploring to be fun and I suck ass at creating those. Should I just stick to gameplay first and building the level around that until I get better?
>>
>>3327781
Do whatever you want. I'm a shitposter, not a cop.
>>
>>3327781
detailing gameplay-ready layouts is much easier than bending a detailed map to commodate changes to gameplay
>>
I want to start modding (Doom and Half life). Any tips?
>>
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Hey guys, check out this screenshot I took.
>>
>>3326701
Where's my HeXXXen? ;_;

I even made a fanpage 10 years ago:

http://quakeulf.suxos.org/h3/
>>
>>3327806
needs more shotguns
>>
>>3327806
>skulltag.wad
>2016
I seriously hope you guys don't do this.
>>
>>3327818
skulltag is retro
>>
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>>3327820
>>
>>3327818
I miss Skulltag desu
>>
who else is installing blender because of minigunner's tutorial

already got some experience using ninjaripper to get models from games and it turns out it comes with a plugin for noesis to open its ripped model format

hope i don't get lost!
>>
hoo wee that's quite the ui
>>
i think this program is giving me vertigo
>>
>>3327774
yeah, it's cool
kind of reminds me of that 'murrican hello kitty rifle, but still
>>
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>tfw learning how to do the fancy GZDoom stuff now after my DUMP submission
>>
>>3327868
I still feel like people should learn how to make fun doom maps before they mess with special effects and zdoom features. My least favorite kind of map are the mediocre ones that have an abudance of those special effect but no actual good level to go with them. Feels like wasted potential.
>>
>>3327868
Now you know how to make bridges.
>>
Just
>>
>>3327889
WILD
>>
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dat time o day again bois
>>
>>3327919

HE GOT A BYTHICLE
>>
in blender it looked like the specular shit on the normal map was inverted because it was lighting up away from the light and now i think i fucked it all up pretty bad trying to fix it

god what the fuck is this program
>>
>>3327765

that's the joke
>>
I'm new to DECORATE but I want to adjust the Marine NPCs in GZDoom so they can do stuff like run faster or have more HP. How can I accomplish this?
>>
why does the point light make things black when it gets close

i don't understand how this light works

how do i move this with keyboard
>>
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>>3326982
A few people have tried. For some reason they mostly seem to make doom castlevania mods, which doesn't make any sense to me. Heretic and Hexen are what you should base a castlevania mod on.

here's the current progress of my Castlevania mod for Hexen:

https://www.youtube.com/watch?v=BIUx-ckdAjo

I haven't touched it in a few months though. essentially the idea was to re create the map of symphony of the night accurate down to a few pixels, and just create my own story around that map. It was a lot of fun to do! may pick it up again some day...
>>
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>>3327938
nvm i figured it out
i'm learning!
>>
>>3327938

Choose which marine you want to modify from this list:

http://zdoom.org/wiki/Classes:Doom

Then make an actor like this (let say i chose "MarineShotgun") :


Actor NewShottyMarine : MarineShotgun 30000
{
Speed 35
Health 200
}

And that will make him pretty fast and have much more health. Essentially you "inherit" everything from the MarineShotgun class (thats what the ":" does in the first line) and you give him a new name (NewShottyMarine)
You then give him a number so you can actually place him in a map, he will appear under "decorate" instead of monsters in your list of things.
>>
>>3327953
thank you very much for the breakdown
the reason i wasn't seeing any changes initially and felt the need to ask for help was that I thought it was modifying the initial marine i put in my test and didn't realize I made a new actor i had to replace it with
>>
why does the light in blender's 3d view change when i move the view

what conksuck idiot programmed this
>>
>>3327956
No problem! decorate is fun as fuck once you get the hang of it. Almost limitless what you can do
>>
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>>3327951
good work anon
>>
>>3327924
>>3327943
>>3327958

Yeah, welcome to Blender. Good luck finding tutorials that work on your version.
>>
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>>3327964
>>3327962
Appreciate the encouragement my dudes
I've always wanted to create the following scenario:
>Doomguy ends up on a prison ship
>Ship gets taken over by the demons wanting revenge
>Other prisoners escape in the ensuing chaos
>The carnage infects them with a berserker rage leaving them incapable of recognizing you as human
>hilarity ensues
Hopefully this will happen soon
>>
>>3327980
>>3327958
>>3327943
>>3327924
Steal Maya or something.
>>
where are my specular highlights that change all over the fucking place when i move the view around

why does it look so polygonal is it not using the normal map

i just hit render to see if the speculars were fucked in the final and they didn't even exist

i had to draw so much of the light why is it like this

>>3327980
i feel like i was just damned to counting sand and the waves keep washing it away
>>
I cant find the vid of the doom 4 weapon sprites that had fully animated upgrade awapping on the weapons and even showed the mobile turret for the chaingun
>>
>>3327991
https://www.youtube.com/watch?v=WCeC4JAuOyQ
>>
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>>3327993
thanks mate
>>
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WHY
>>
>>3327997
Because you touch yourself at night.
>>
>>3327993
I'm pretty hyped for this mod. Looks like the most full featured Doom 4 mod yet.
>>
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THE FUCK
>>
>>3328003
the fuck? i hate doom now
>>
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DO PEOPLE
>>
>>3328007
If you insist... ;-)
>>
What are the guns in HDoom even supposed to be? Like, I get the chainsaw being a dildo, I'm not completely retarded. But everything else is... squirt guns? Water balloon launchers?

What is the logic behind this?
>>
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USE
>>
>>3328012
do go on
>>
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FILTERS?!
>>
>>3328009
Well you can't fuck the demons if you shoot them with bullets. You gotta "make them wet" as it may with water guns.
>>
>>3328009
demonic necrophilia is bad, mkay? you shouldn't fuck demon corpses
>>
>>3328012
VLC because when I pipe Twitch through it I can sort of counteract dry as fuck mics with the built-in reverb effect. It's not perfect but it makes it a little easier to bear with headphones.

>>3328016
Man I told you, it's too dry and difficult to listen to for long.
>>
>>3327997
>>3328003
>>3328007
>>3328012
>>3328016

how about you put it all in one post like a non-shitter next time
>>
>>3328016
That's it, I'm now a #MarathonMissile
>>
>>3328016
>>3328012
>>3328007
>>3328003
>>3327997
If people like to eat shit, let them eat shit, you sperg
>>
>>3328020
>shitpost like a non-shitposter
broeh
>>
>>3327983
i've been thinking about making Space Hulk in doom recently, myself

so many ideas, so little ACS skill
>>
>>3328016
Cause some people are lazy? Some people don't know how to turn off the filters? You really didn't need to make multiple posts like that, obnoxious as fuck.
>>
>>3328025

well i was going to say "like a normal person" at first, but then i remembered that none of us are normal
>>
I'm gonna get banned, aren't I?
I'd better delete some
>>
>>3328018
>>3328017
This is going to sound edgy, but when I was a kid playing Doom a big part of it felt kind of traumatizing - there were a lot of elements of mental transformation, like becoming desensitized to death and violence and abandoning humanity in favor of becoming a death machine to destroy all the demons.

With that came a lot of thoughts regarding masculinity and domination vs submission, especially regarding submission to evil and refusing to give up in the face of the endless of hordes of hell.

I guess I was just hoping HDoom would tap into that snuff / sadist element where after piling the bodies high, you got to rape an impwoman as the spoils of war, as proof of your superiority to demonkind. They wanted to break you, but you have broken them!

i think prior to hdoom being a thing I read a fanfic that gave me this idea. it talked about the mentality of the marine after having been through some shit, and then coming upon an imp and in his deranged state the marine fucked the imp
>>
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>>3328030
>>
>>3328030
hey man you ever think that, like, we're not normal obviously, but so are we actually, like, different? like the old adage you laugh because i'm different, i laugh because you're all the same. we're like not normal, man, we're not normal at all. but we're like all the same aren't we? are we all the same my man? we're all the fucking same aren't we dude? fuck we're all the fucking same bro?
>>
>>3328036
Dude, it's an anime-themed demon sex simulator. It won't be anything more. And even so it isn't very good anyway.
>>
>>3328039
i know, but a man can dream can't he anon?
>>
>>3328042
Well, sure. Maybe someone someday will make HDoom Extreme with the shit you want.
>>
>>3328036
>I guess I was just hoping HDoom would tap into that snuff / sadist element where after piling the bodies high, you got to rape an impwoman as the spoils of war, as proof of your superiority to demonkind. They wanted to break you, but you have broken them!

I hoped for the same thing, but such a concept is so edgy nowadays that they didn't even include zombie women because their back story would make it too creepy/rapey.
>>
>>3328009
>>3328009
since tech demo 8a, they've been turned into basically orgasmorators.
>>
>>3328051
Well it's a mod that basically lives on Tumblr so...
>>
>>3328036
>spoiler
Imp Encounter, I presume?
>>
>>3328059
Vanilla is ultimately the order of the day under the species
>>
>>3328059
of course.
>>
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Hey guys, what's going on in this thread?
>>
>>3328038
yes
>>
>>3326493
It's pretty neat anon, but the majority of us are fucking tired of people on Zandronum that play nothing but it. Despite it being a wonderful gameplay mod, it has definitely saturated the playerbase. A real shame.
>>
>>3328075
Ate you serious?
>>
>>3328075
I don't like this at all.
>>
>>3328068
oh yeah! do you have a download link for that wad? I've lost it atm
>>
>>3328082
What's wrong, anon? We all just want to hang out.
Hey, you see that +1 health pill over there? Why don't you go pick it up?
>>
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>>3328085
>>
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>>3326701
I actually came up with the idea to get some fellow doom niggers together with modding/mapping skills and make a spiritual sequel to Heretic, with better weaponry but nearly identical playstyle and art. I just need to learn how to start modding and mapping.

I already started coming up with ideas.
>>
>>3328085
>filename
>clopping
I need to go to bed...
>>
What was Doom actually like on standard computers at the time of its release?

It had
>x-axis mouselook
>difficulty settings
But I don't know if it had:
>steady 60fps (particularly interested in this one. Especially in regards to PC hardware enthusiasts vs Joe Schmoe's DOS machine)
>changing resolution
>rebinding keys (not necessarily saving key bindings, but at least some option in order to change what keys you could use)

Any oldfags that can enlighten me?
>>
>>3328102
You could change the "detail" to either High or Low. There also wasn't any different resolutions, you just decreased/increased the size of your view using the - and + keys.
>>
>>3328102
Original framerate is locked at 35 FPS.
>>
>>3328102

DOOM was capped at 35 FPS, and from my understanding you needed a pretty high-end computer of the time to even stay at that consistently.

Rebinding keys was available, but limited compared to modern source ports and you needed to do it in an external program.
>>
>>3328083
I was actually referring to the fic, but here, you can just find the wad by googling. https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/impencse
>>
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reminder that im patiently waiting for v7
>>
>>3328114
>reminder that im patiently waiting for v7
>patiently
>reminder
>>
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>tfw finally making my first map

Feels so good. I never had the inspiration and patience nescessary to make a map, but now I'm finally doing it
>>
>>3328118
Helps that GZDoom Builder is pretty intuitive.
>>
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>>3328102
>hdoom and imp encounter aren't compatible

why god
>>
>>3328118
Post it.
>>
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>>3327318
You have some serious hall of mirror effects in some of your sky areas in map 2. CAN'T GET ME WITH THOSE CHAINGUNNER TRAPS. I AM JUST STEPPIN' TOO FAST, STEPPIN' TOO FAST.
>>
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>>3328136
I'm making a research complex that's being consumed by gigantic flesh tendrils. Inspired by John Carpenter's The Thing. It uses a few "custom enemies"(most are just reskins really). A little over ambitious for a beginner's map, but hey, I'm motivated atleast.
>>
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>>3326523
Shut up and take my mags.
>>
>>3328169
you can do it man, looks fine.
>>
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>>3328172
Thanks fäm
>>
>>3327580
needs doppler effects and we're golden
>>
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>>3328169
>inspired by The Thing
This is relevant to my interests. Keep it up.
>>
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>>3328170

http://i.4cdn.org/wsg/1467357785818.webm
>>
>>3328214
>finally look up "lisa video game" after seeing all the posts in these threads and this webm
>http://store.steampowered.com/app/335670/
What the fuck is this? The music kicks ass. Worth it while it's on sale?
>>
>>3328224

Definitely. GOTY 2014 for me.
>>
>>3328224
It's an RPG Maker game that has that quirky Earthbound feel while dealing with nothing but horrible things. It's not a happy game.
>>
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>>3328228
I'm trusting you anon.
>>3328229
Sounds up my alley.
>>
>>3328232
It's also quite difficult at points. Get ready to die a lot.
>>
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wet gun

need to soften those speculars and hit the hay
>>
>>3328234
That's what I like to hear.
>>
Want to get into making maps for Quake.
Found Trenchbroom. Is it the go-to editor? Are there better options?
Thanks.
>>
>>3328268
Trenchbroom is the go-to editor of now.
>>
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My first doom2 online experience.

I have to say as much as I hated the idea of forcing meme-skeletons in every single fucking map of every single fucking thing, they look much better and much more natural, than actual doom 2 skeletons.
Come to think of it, every single monster 2 added or changed is fucking ugly. Maybe fatties with rocket launchers are fine, but that's it.
>>
>>3327280
>Heretic
>Awful weaponset
Let me guess, you're one of those people who dislikes the plasma rifles shooting sound.
>>
>>3328309
plasma rifle sounds awful

SBUHSBUHSBUHSBUH
>>
>>3328309
>Liking the plasma rifle's cacophony of noise
>>
>>3327243
prove to me with one level that chex quest level design isn't all complete garbage
>>
>>3328169

hey, I was doing the same thing for my first map

should I sue you?
>>
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>boot up Doom to mess with the settings
>start playing it
>usually make it to Phobos Labs before I realize what i'm doing

Anybody else?
>>
>>3328169
>Technology being consumed and overtaken by flesh horrors
It never gets old for me.

I wish I knew more mapsets that had this as a theme.
>>
mark's remake of E1M10 (sewer.wad)
https://www.youtube.com/watch?v=dXAHgT0DJW0
i think it looks cool
>>
>>3328361
Same here actually. Strange.
>>
>>3328374
A pretty decent remake. You can say whatever you want about the guy, but Mark is pretty good at making Doom maps.
>>
>>3328374
Looks like a pretty good map but my god that red lighting looks so weird for some reason.
>>
>>3328313
all of them
>>
>>3328380
if he just lifted less maps from others
>>
>>3328374

Way, way overdone effects.
>>
>>3328393
Hey, at least they actually go well with the high-res textures.
>>
>>3328409

Which then clash extremely heavily with the rest of Doom's textures.
>>
>>3328412
But they aren't being used in that map.
>>
>>3328416

Are we watching the same video?
>>
>>3328419
Yeah. All the textures I can see are high-res ones.
>>
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>>3328423

I dunno, they looked normal resolution to me.
>>
>>3328437
Fair enough, the ivy walls don't look all that high-res in that room. The crates, the door tracks, and the floor do though.
>>
Test
>>
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the 'a Morte' hexen mod is finally on idgames

https://www.doomworld.com/idgames/themes/x-rated/i_am_old_enough_to_look_at_this/amorte

I guess having nude female sprites makes it x rated? was kind of hoping to have it in the hexen area, instead of the "x rated" area. Ah well. If anyone who has played it would like to write a /newstuff review would be cool.

Also is there a way to appeal the decision to "x rate" this or is it pretty much idgames is law? I thought the naked female form has always been a staple of 90s FPS...
>>
>>3328472
Never heard of this. Hexen mods are a pretty damn rare sight.
>>
>Play DUMP 3
>WAD uses Undertale music
>Delete WAD
>>
>>3328473
I posted it here quite a bit at the start of this year, and got a lot of help from these threads with my DECORATE and other various things. 15 new maps and a shit ton of new enemies and weapons. Should be a good bit of fun if you like Hexen, Blood, Outlaws, S.T.A.L.K.E.R. and/or RTCW
>>
>>3328474
That's an incredibly petty reason to stop playing a WAD.
>>
>>3328475
I'll give it a shot at some point, sure. Can't let a large freshly made mapset go unplayed.
>>
>>3328474
i, too, judge an entire mod based upon one mapper's music selection for a single level
>>
If I just want to make the vanilla weapons prettier what's a good mod for that?
>>
>>3328484
Smooth Doom?
>>
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Making multi-level lifts is such a pain, especially when the highest level is outside.

Thankfully it should be good enough now... I'll still need to pimp it up, perhaps add some windows as well.
>>
>>3328486
Thanks!
>>
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reworking hacx weapons is surprisingly fun
>>
>>3328507
If you don't want the monsters to be affected, you'll need to use the weaponsonly package,I think an anon posted it here some time ago.
>>
How can I make A_RailAttack adjust to autoaim?
>>
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>>3327646
Fukkin Saved
>>
When is the best time to use a beserker pack, or should I just use it to get that free full heal when on low HP and ignore the damage boost?

I always find myself going in too deep with the fist and getting myself killed with it.
>>
>>3328545
You need to learn how to use Berserk punches.

It's a tremendous ammo saver at worst and trivializes the level they hand it to you on at best.

Always worth having Berserk.
As for when to pick it up, if a map expects you to fight with basically shit weapons against tougher enemies then get it immediately.
If you have tons of shells and a super shotgun then consider saving it for the full heal.


https://www.youtube.com/watch?v=s2FF1cyouZo Play this map if you need to practice how to punch things
>>
>>3328545
Most projectile/melee enemies are safe bets to punch out with berserk. You just have to be quick on your feet to back off when they start their attack. Only enemies I don't try to punch out are chaingunners, mancubi, arachnotrons, spider masterminds, and cyberdemons. Even Archviles are doable if you've got cover to work with. Revenants can be tricky due to their chance of slapping you in the face with an 80-damage fireball, but I've found that they only very rarely manage to do that before you beat those nerds to the punch. Stay close to corners and you can punch out almost anything.
>>
>>3328474
.t 13 year old from /v/
>>
>>3328556
Sometimes after a Revenant flinches they will react automatically with a shot.

So if it ever flinches in pain take a step back.
>>
>>3328521
oh my
>>
>>3328474
Opposite extreme.
>>
How do I decrease the volume of a sound in Slade?
>>
How hard is it to make a weapon to be used for a different mod?
If I wanted to make C4, or a robot that can trip switches or open doors, to be used in Hideous Destructor, what would I do differently? Do I need the HD source code?
>>
>>3328602
You'd probably need the HD source code, considering how complex HD is. Adding stuff onto it would be far more complex than making a basic weapon for vanilla doom, becuase of the extra subsytems.
>>
>>3327993
>Djent
>in a thrash metal game
Boi
>>
>>3328589
you mean like playback in slade's preview, or in the mod

if a zdoom based port you add a line to sndinfo, $volume soundname <volume> in which <volume> is anything between 0 and 1.0

if playback in slade, there's a volume bar unless you're on a real old version
>>
>that satisfying THUMP of a solid shotgun hit in Hideous Destructor
>>
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Got a few hours of sleep and fixed up the lights. Need to recolour the texture to better match Doom's palette, and also find info on keyframes for tweening. If I can just set like 3 points on the timeline and make it jiggle wiggle I ought to be gold since it didn't break open in the game, TimeShift just lifts it up and slips shell after shell into a dangle bit.
>>
>>3327646
WHY CAN'T I STOP LAUGHING
>>
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Love that gradient.
>>
>>3328696
Nicely glossy.
>>
retard here new to editing

Why can't slade open a pk7?
>>
>>3328615

cold hard truth, post-thrash was the rage in the early 90s and it inspired doom's music in a big way

it just makes sense that, whether for good or bad, djent was the part of the inspiration for the music of the new doom game
>>
>>3328726
Just doesn't support it. You'll have to extract it with 7zip since PK7 is just a 7z archive, and then you can archive it back up in a normal zip and rename it PK3.
>>
>>3328726
7-zips are weird and you kind of need to repack them entirely every time you want to make a change. I think you need to extract everything every time you want to read a file, too.
>>
>>3328735
>>3328746
Thanks guys.

>open a pk3 to mess with stuff
>change bounce and wall bounce factors to big numbers
>save
>grenades bounce around
>change it back
>save
>grenades still bounce around
>>
>>3328615
Speed > Thrash, fite me fgt.
>>
>>3328753

as soon as you're done fighting that dragon m8000 :¬]
>>
>>3328753
this is just pedantic man
>>
>>3328756
>>3328757
I've been on doom/stoner binge last 2 years

https://www.youtube.com/watch?v=JJ7FJmzpwv4

They all kinda sound like black sabbath, but it's a lot more diverse subgenre than oldfag babby's first metal overall

How's Vektor's new album btw?
>>
>>3327042
Loads of bone shrapnel.
Neat idea
>>
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Pop a Hello Kitty on there.
>>
>>3328774
Hello Kitty happy fun rifle
>>
>>3328774
That's like putting a horseshoe on a flea tbqh

Oh snap
>>
>>3328735
>>3328746
>>3328726
So I renamed hd.pk7 to hd.7z
Then I unzipped it
Then I zipped all those files as hd.zip
Renamed that to hd.pk3
Ran it and it seems to work fine.
Does that sound right? If that's the case why even use pk7?
>>
>>3328785
>If that's the case why even use pk7?

IN THEORY pk7 is smaller
>>
>>3328785
Its a mod about making your life hard. Did you think the difficulty and arbitrary complexity would stop outside the game?
>>
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Does my mod list look alright? Can we have a "Share your mod list" thing?

Be gentle please. I'm new to this and still looking for adjustment.
>>
>>3328785
7z often results in files smaller than zip can offer.
>>
>>3328792
why are you autoloading so many files?
>>
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Which one is the best?
>>
>>3328802

the one you don't want to pick
>>
>>3328796
Why not? Isn't this just how you load mods?
I don't know, I just like playing with all those mods, is all.
>>
>>3328806
You should try Custom Doom. Let's you change basically everything in the game to whatever value you want.
>>
>>3328806
It just seems that they would all conflict. The only things I have on autoload are brightmaps and lights.pk3 for gzdoom. You're meant to load mods by dragging them onto your executable,not by messing with your .ini file.

I'm really just suprised you don't get a hundred error messages when loading up doom without a gameplay mod, let alone with one.
>>
>>3328802
Lorelei is the fastest, so
>>
>>3328785
pk7 is supposed to work, but some people just rename ordinary zip files to pk7 which does not work, is has to be a renamed actual 7z file.

I don't think there's much use for the pk7 format because it increases load times while only giving a small decrease in already tiny (for most projects) file size. For projects with massive text files like OBLIGE packs or anything with huge auto-generated TEXTURES lumps it could be useful I guess.
>>
>>3328806
>Why not? Isn't this just how you load mods?
You can use ZDL instead. It allows you to choose whatever files you want to load and their order in a list, then either save the preset or generate a shortcut file.
>>
I'm looking through these hideous destructor acs files.

So it looks like people use the inventory for a whole lot more than just items you find on the map.
>>
>>3327236
Quake is the only one worth playing multiplayer. Doom's weapons are absolute trash for pvp.
>>
>>3328825
TakeInventory("IsSprinting",999);
TakeInventory("IsCrouching",999);
TakeInventory("PressingFire",999);
TakeInventory("PressingAltfire",999);
TakeInventory("PressingReload",999);
TakeInventory("PressingZoom",999);
TakeInventory("PressingFireMode",999);
TakeInventory("PressingAltReload",999);
TakeInventory("PressingUnload",999);

Do people use the inventory system to help them script stuff?
>>
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>>3328806
You should only be globally autoloading things that actually should apply to all IWADs. Custom HUDs, soundpacks, and skins should go under IWAD-specific categories. Gameplay mods and maps shouldn't be autoloaded at all, you're supposed to select them at runtime via command line or some GUI client like ZDL.

That said, if that setup works for you, whatever. That's gotta be a mess of a Doom folder, though, having all those mods lumped in together with the executable.
>>
>>3328831
Yes. Its sorta how you do variables in DECORATE. I suggest learning a bit more before you try to analyse a large complex mod like HD.
>>
>>3328830
Quake was mostly played for it's multiplayer. It's single player playerbase was a whole other, smaller beast.
>>
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>>3328787
>>3328819
It's a fairly significant difference. Of course, there's little to no overlap between the people who care about compression and the people who make big projects using tons of custom assets.
>>
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Hey, how should I go about changing sky textures?
I either am going to use another vanilla sky texture, or import a new one. Working in Boom format.

However, I am not sure how I can achieve it with Slade 3.
Or do I need to get some other program?
>>
>>3326985
>look at all these cans flying around!!
>>
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>>
>>3328843
>It's a fairly significant difference
In percentage sure, but not in absolute numbers for mods rarely larger than ~50mb in size.
>>
>>3328232
u gonna love it anon
>>
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>>3328814
>>3328835
I use GZDoom on Mac. Don't know if it's different from how Windows people do it.

I got into modded Doom without any guide, so editing mod list in the ini file seemed like the most natural thing. There's not that many errors actually.

But yeah, I'll reconsider how things are organized. Thanks.
>>
>>3328865
I like them.
>>
>>3328534

i don't think you can
>>
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It's not too difficult getting the animation rendered out and cleaning up the edges, set up an action in Photoshop to take care of most of it.

Still not satisfied with the kick, like it needs to jerk back farther and/or faster. Lights need work as well, and I might as well recolour the texture to be palette-friendly now.

Y'all should spend a day or so learning the basics of Blender. I'm still not 100% on it but I made a little gun animation anyway.

It only took me like 24 hours on and off with no sleep.
>>
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>>3328881
>OSX
>>
>>3328909
Oh grow up you.
I don't care about your OS, you shouldn't mine either.
>>
>>3328847
I know how to do it in xwe, it's just like using any custom texture except you might want to replace an existing sky texture so you don't have to use a sky transfer to use it.
>>
>>3328909
>2016
>Not using a UNIX based OS
>Still using the DOS shell that is Windows.
>>
>>3328916

He never said he used Windows, you know.
>>
>>3328925
Linux users don't typically give OS X users shit, they have too much in common.
>>
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>>3328915
Well, found something about making a MAPINFO entry, but I am unsure if this works with other sourceports. I don't have others than GZDoom at hand at the moment...
>>
>>3328938
can't slade import textures? what happens if you import a texture named RSKY1?
>>
>>3328169
>inspired by The Thing
the remind me of Stephen King's The Langoliers
>>
>>3328971
The book was legitimately spoopy until the actual langoliers showed up. Also, king's insistence on including psychic cripples into everything is annoying.
>>
>>3328916
>stating the current year
>using shitty OS good for nothing
>not using a functional OS.
>>
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>>3328941
I am trying that now.
The one that I was using in cc4tex was bit too big, so it wouldn't render properly. I guess I could edit it to be half size ( fuckhuge x 128px )... I just went and nicked (the crappy) one from Sunlust and named it SKY1 and made 4 copies (SKY1/SKY1B/SKY1C/SKY1D)

I could use better one though. Can't arse to make one myself at the moment.
>>
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>>3328474
Do you want me to buy you tampons while you're out?
>>
>Want to put liftjumping in ZDoom
>When a player is on a lift they have no Zvelocity so I can't just add that to the jump
>Basing the liftjump on their Zheight difference between tics means they will able to liftjump off stairs

fuck
>>
>>3328974
Have you ever been to Maine? They're all over the place.
>>
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Fooled with the beizer curves in the graph editor to get it to move to the side very fast and it turns over slower so that I don't end up with a gun rotated on its side in the centre of the screen.

Might need some more frames though, the movement is bit abrupt when returning to the centre of the screen. Moving the keyframes doesn't seem to work all that well.

Sprite will just jiggle as if a hand is sliding shells into that angled grip bit.
>>
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Cyriak, plz
>>
>>3329037
>all that cool detail
talented mofo
>>
>>3328976
0/10
>>
>>3328931
Now that's just a blatant lie.
>>
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>>
>>3328908
Delete half the frames, it'll look both faster and more doomy. Plus, don't do a linear curve. The jerk up should be much faster than the lay down (since that's you manually moving the gun down.)
>>
>>3329181
Second issue could just be solved by making the jerk up frames last less time.
>>
>>3329181
Yeah I tried pulling the bezier so that the initial jerk is faster, probably should have adjusted both bezier ancors on the keyframe and the keyframe before it to get a good strong curve.

I probably will delete half the frames, I don't want it too smooth.
>>
>>3329184
A tip: never let the recoiling motion be more than one or *possibly* two frames. It can move back to the ready position over a slightly longer time span though.

As a reference, check out some of jerry miculeks videos on youtube, there's some HQ high speed footage of recoil in most of them.
>>
>>3329189
>never let the recoiling motion be more than one or *possibly* two frames.
That's a good tip, I've definitely gone way overboard on making frames.
>>
>>3327403
It's funny and kinda gratifying to see that the mods have actually gone through quite a few cleaning sprees lately especially over the last couple threads
>>
>>3329192
See what happens if you jump from the first to the final frame straight away, then bring it back over 3 frames or so.
>>
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>>3329197
Agreed. They do a great job keeping order in the thread. Have another skeleton. I haven't seen this one for a while.
>>
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I'm using a custom texture set I downloaded to make a map, but when I test a switch texture in GZDoom it reverts back to the base Doom II texture instead of the new one I added
How can I fix this?
>>
>>3329004
Okay so I figured out that I can get the sector's floor height at the player's xy coordinate and see if it changes over the next tic, but this screws up if the player is standing on the edge of the lift, and platforms using 3d floors can't be checked, so..

fuck
>>
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>>3329198
It's a lot better, still need to work on making it feel weighty when the player character puts it back in position. Reload is also very stale.
>>
>>3329245
That's a 3d model you're rendering right? Try having the muzzle climb (angle upwards with the player's shoulder or wrist as the axis) as it moves back.

For the reload I'd apply a bit less roll and a bit more pitch. I think it's fine otherwise, I like fast and efficient reload animations with no frills.
>>
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>>3329245
How about a circular motion for the recoil? gun reels back when fired, then loops around as the wielder sets it back into place.

Disclaimer: I have no idea how gun recoil actually works
>>
>>3329245
Have you tried to make it bob a bit as the weight of the weapon comes back down onto the players left hand?. You can add a lot by shifting the weapon position in conjunction with sprite animation.
>>
>>3329262
I did raise the muzzle when I kicked back, did you mean moving it back to forward? I can move the muzzle back up when the gun goes back to forward and then I can lower the muzzle back down toward the end of the forward to back forward animation.

I added a lot of roll because I wanted it to match up with Doomguy hands we already have, but I was going by memory so I could just look at the hand sheet and see what else could work, and it kept it low and out of the way.

>>3329267
That'd be cool for firing one barrel at a time, but I don't think that I want to do that. Of course, making the animation for it wouldn't be the hardest thing.

>>3329274
You mean add a little dip when the gun moves back forward from moving back? That does sound weighty.
>>
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Man, I just can't get the front door look right. Maybe after I detail and add some colour it'll look better...
>>
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>>3329281
I meant like this if it makes any sense.
>>
>>3329297
The architecture looks good, but you should put in some lighting to highlight the important stuff
>>
>>3329297
aw man i love doom 3 mods
>>
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I'm kind of new to the whole Doom modding scene so I have to ask.
Why are modders like SGtMarkIV and CutmanMike so shunned by other members of the community ?
>>
>>3329314
CutmanMike isn't disliked, we just had a shitposter around here recently. You know full well why sgtmarkiv is disliked because there's at least one person asking this in attempt to stir shit every thread.
>>
>>3329319
Not him, but desu I know fuck all about doom community drama

I always feel out of the loop when community stuff is discussed

But no one explains it to be because either the posts get deleted or people think I'm a >shitposter
>>
>>3329331
>I know fuck all about doom community drama

Trust me, you're better off that way. No one needs to know about this type of petty shit, really.
>>
>>3329331
>but desu I know fuck all about doom community drama
So why do you want to know, then?
>>
>>3329338
Needs fewer frames and slower movement

Go look at each rl frame individually; I've found that's a good reference for how to animate guns
>>
>>3329331
He's a generally unlikeable person with a poor attitude to the community and fellow modders.

Don't get the false impression that the doom modding community is generally full of drama, because it absolutely isn't. Most modders, spriters and mapmakers are total bros and very helpful toward newcomers.

What type of modding are you interested in anon?
>>
>>3329331
>I know fuck all about doom community drama

then keep it that way
nobody should reasonably care about forum drama
>>
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I feel like I both misinterpreted and completely fucked up what I was told. I've got it flying up when it kicks backward, then dipping down and back up on the way forward.

Maybe moving forward should start a little slower.

Jeez animation and getting GIFs right the first time is tough.

>>3329340
Doom's rocket launcher? Alright.
>>
>>3329343
You're really getting somewhere with that anon.
>>
>>3329331
sgt mark is a racist and an egotist, that's all you need to know.
>>
>>3329343
Simple is better

And remember, the sound effect is more important.

You probably haven't given any thought to the animation of the rl - because you ignore it and focus on the action..
>>
>>3329343
I found this this morning, maybe you can find some helpful tips in here.

https://www.youtube.com/watch?v=tf-xxGkkWPs
>>
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>>3329306
Well, probably. I am kinda figuring that orange highlights could work, with torches in lot of places - plus sort of gothic whatitisits.
Very exploratory map, though. Soulish, even. Original idea was to plant ton of hitscanners, but I'll probably reduce the number. Still probably going to dominate the map...
>>
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>>3326259
tbf, from what little I played of Icarus (the first eight or so maps I believe, up until that garbage level with the exploding barrels trap as you step through the teleporter at the very beginning) I didn't really care much for it.

Requiem on the other hand I'd replay without second thought. Good shit, good shit all around.
>>
>>3326462
Add Sam "Serious" Stone next.
>>
>>3329384
why
>>
>>3329394
Why not?
>>
>>3326462
I'd like to see toggleable Quake-style strafe camera tilting for Ranger (I know Nash has coded this.

Somewhat better documentation for what the serverside effects do.

Q3 style Quad Damage (more of a Triple Damage iirc)

Ability to toggle class-specific secret notifications
>>
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>>3326818
>>
>>3326462

I would like an option to make the Ranger, his weapons and his pickups 3D models rather than sprites, but I don't know how feasible that would be.
>>
>>3326834
I used to cut myself and I'm not that pessimistic.
>>
Alright, I have a relatively fleshed out idea for a map. Now I need to just do it. Just open the editor and start. Just
just
>>
>>3329436
J
U
S
T
>>
>>3329436

FUCKING MAKE THE MAP OR I'LL SHIT IN YOUR TOILET
>>
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>>3329436
>>
>>3329436
you ever have a moment to yourself and notice you're on the verge of tears
>>
does anybody have a comprehensive list of doom's movement eccentricities? i looked at linguica's "movement bible" but it wasn't too technical and it seemed kind of inaccurate.
>>
>>3329436
That's better than me. I get one solid idea for a map and them I make the other 90% of it as a train of thought. You can do it anon.
>>
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ITS HAPPENING
>>
>>3329485

You can do it.
>>
>>3329485
You're already on your way to making the same level I made as my first and only map


a giant swastica
>>
>>3329485
ganbatte
>>
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>>3329485
You can do it!
>>
>>3329485

https://www.youtube.com/watch?v=a9IgdZtajAA
>>
>>3329485
>0,0 isn't the center of his map
>>
>>3329532
I usually put shit all over the place
>>
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Pic related.
>>
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why is heretic so good
>>
>>3329546
Because you are blinded by nostalgia.
>>
>>3329546
Because it's not.
Fuck that damage spread, also pretty boring weapons.
>>
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>>3329498
Not sure if it's just me who has this ritual but in every level editor I take up my first level is always a huge swastika. So far I've made one in Doom, UT99, DN3D, Hotline miami 2, Quake, Quake 3, Half life 1 and 2, and Far cry 3 sort of
>>
>>3329546
irony
>>
>>3329551
I didn't make one in Mario Maker, and so far I've only messed around with Doom (once) and Mario Maker.
I probably won't make one in Hotline Miami either, I just know Romero would approve of the Swastika.
>>
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>>3329485
If I can do it so can you
>>
>>3329571

I recall him saying he did it at the request of a veteran, so... not exactly what I'd call an SJW.
>>
>>3329571
Actually it was a WWII Veteran who wrote to Romero about the swastika, saying that it upset him. Romero decided to change it himself.
Moving two goddamn linedefs is hardly capitulating to political correctness.
>>
>>3329581
if i remember well, at first he just flipped it, but it got more and more scrambled as the updates rolled
>>
>>3329571
>>>/v/
>>
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>>3329485
DUMP 3 was my second DUMP. I made pic related for DUMP 2.
>>
>>3329585
Well in Ultimate Doom it appears to be just two linedefs that I had to move to turn it back into a swastika. My headcanon is that he made it intentionally easy to change back for anybody who wanted to.
>>
>>3329571
Not really. He doesn't like Trump, and I remember reading that he had some mexican blood in him. He put the swastika in there as a reference to Wolfenstein and because he's a super rad dude with a low-brow sense of humor.
>>
>>3329597
Just venting, but I can get people disliking Trump, what I hate is when people act like Trump is a monster and that your evil for approving of him
>>
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Starting to think I bit off more than I can chew with my map idea. Either that or it'll take a LOT of time.
Really enjoying looking at screenshots of other people's maps in doombuilder though, here's the map I made for DUMP 2.
>>
>>3329605
Are you the cheeky bastard that put a cyberdemon in a secret? I can't tell by looking at it.

That was awesome.
>>
>>3329586
Report, don't respond. Engaging the retard only encourages it.
>>
>>3329609
yeah, that was me, I wasn't sure about keeping him there at all but somehow ended up keeping him AND adding some skeletons. Glad you liked that. I should add a secret cyber to this map as well, but better hidden.
>>
>>3329612
You're correct, I apologize.

Any of you guys tried the "Doom" levels in Hotline Miami 2?
>>
>>3329624
>"Doom" levels in Hotline Miami 2?

What?
>>
>>3329631
If you don't know, Hotline Miami 2 has a level editor now.

http://steamcommunity.com/sharedfiles/filedetails/?id=692661379
>>
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>>3329578
same anon who made this
I've started working on what should hopefully be a 5-6 level WAD titled "No Place Like Home"
It takes place on a prison ship designated 272 Oscar Zulu and I've been able to implement hostile marines using DECORATE
>>
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>>3329639
holy shit it actually came out? i thought they scrapped it?

good news
>>
>>3329646
Nah, Devolver wouldn't promise something then not deliver.

But boy did that take an insanely longass time.
>>
>>3329643
I hope they're not as hard to fight as the ones in scythe 2
>>
Ive seen that Smooth Doom changes enemy behavior a smidgen. How so, and should I feel bad for using that as my main?
>>
>>3329662
what sort of cum jenkem you huffin my man

ain't nothing wrong with maining a gameplay mod
>>
>>3329662

It does? How so?
>>
>>3329662

It does?
>>
New thread when?
>>
>>3329682

The usual, after page 7.
>>
>>3329679
>>3329680
There's an option to toggle off the enemy behavior changes.
>>
>>3329660
The berserker marine might be hard if you only have a pistol since they're pretty fuckin fast but they go down relatively quickly
Hopefully I let the map design make the other ones a fair fight in a 1v1 siutation
>>
Rockets, clips? Shells? Its yours marine, but only if you have enough money.

Sorry doomguy, I cant give credit! come back when youre a little, MMMMH richer!
>>
how do i make good cave/caverns
>>
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>>3329713
Come back when you're a little... mmmmmmmmmmmmm, optimized
>>
>>3329546
we were just discussing how good Heretic was! you can even look it up yourself if you want to, it's just a few posts above!
>>
>>3329680
>>3329679
I've heard it does, but never any specifics.
Don't know why there would be a weapons-only version of SmoDoo then, but no one ever confirms.
>>
>>3329731
You cheeky cunt. Now I want a Carmack edit of Morshu, or the other way around.
>>
>>3326818

> universal critical acclaim
> new players love it
> old doomers love it

Why bother dude
>>
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>>3329740
>inb4 at least 10 'B-B-B-BUT' posts
How about we don't
>>
>>3326208
https://gamesdonequick.com/schedule

Final Doom and Hexen are getting run.

>>3328521
Looks neat.
>>
>>3329746

Just plutonia actually, not TNT.

Plutonia's more impressive anyway imo.
>>
>>3329750
Oh yeah, I fucked up.

There are also other runs that may be of interest to this general.
>>
>>3326206
>>3326208

Done.
Didn't quite get everything on that I wanted, but hey, there's always v8.
>>
are we doomers, doomeros, doomos, dooms, doomguys, doomdooms, what are we
>>
>>3329775
>John Romero returns in a blaze of glory and fabulous hair
lel
>>
>>3329775
>Going Down
>JPCP
>Romero's maps
>IMPatience
>TCs

good shit
>>
>>3328753
Some thrash metal is also speed, though.
>>
>>3329775
I do think Memento Mori should be in Historically Notable, but generally pretty good list.
>>
>>3329775
Sad to see Doom 2 Reloaded go, but even as a fan of it, Going Down is superior in every respect
>>
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How the hell do I get an actor in ZDoom to stand over the edge of a ledge? I've tried everything I can and if their centre is anywhere over the line they just fall down into the wall.
Players themselves can stand over the edge of ledges, but even if you spawn a DoomPlayer over the edge it will still fall down inside the wall. What the fuck.
>>
>>3329775
There's a typo on the Adventures of Square entry
You spelled it "assebled"
>>
>>3329775
>no smooth doom weapons only
more people out there must know about this.
>>
>>3329662
I never go without smooth doom unless a wad is broken with it loaded. Ancient Ayyliens was one such wad.
>>
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>>3329775
Good stuff
>>
>>3329805
Not him, but I always found Doom 2 Reloaded to be pretty boring.
>>
>>3329812
Oops. My mistake. I'll fix it for v8, sorry.

>>3329794
I like Memento Mori, but that seems better for Megawads, unless it really pioneered something or invented something.
>>
>>3329813
seconding

>>3329829
I see many people holding that same opinion

I for one like D2R a lot, I remember back then when I'd play it alongside Requiem and DV with pretty much everything I had at the time, from RLA to trailblazer
>>
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>>3329775
>>3329782
Seconded. Great job. MM8BDM NEVER EVER!
>>
>>3328016
Because some stupid ass-fucks made filters default.
>>
>>3329871
>[[[G]]]ZDoom
>'ZDoom running on OpenGL'

One has to wonder
>>
>>3329882
What does this have to do with filters being enabled by default?
>>
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>>
I'm probably gonna get banned for this, but could someone please explain why every single post mentioning or replying to a post that mentions mm8dm gets deleted? I play it every other weekend, but never posted about it.
>>
>>3329921
Twerking: the gun.
>>
>>3329926
guy keeps trying to get it into the graphic with all the doom mods, or more precisely keeps bringing up getting it into the graphic to get people mad

nothing wrong with mm8dm itself
>>
>>3329934
Why do you think he does it to get people mad? Besides, there were probably at least two.
>>
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So my six year old nephew heard I was making maps for doom and wanted to help me make one. It involved him ordering me to move things around and add whatever monsters he pointed at. This is the result:

The pain elemental was once a thousand imps, but he had me get rid of them when he tested it out. Then the pain elemental and lost souls kept killing him, so he told me to get the BIGGEST HEALTH and put it 'here and here and here and here and here'
>>
>>3329936
because he does it over and over and over and all that's ever happened is people argue and the posts get deleted
>>
>>3329939

It's actually 2 promm and 1 vsmm. 3 people, shitton of posts.
>>
>>3329942
>It's actually 2 promm and 1 vsmm
Nope.
>>
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>>3329938
Thats so cute
>>
>>3329945
There can't be more than 3.
>>
>>3329926

One nerd has been spamming and begging for getting the image into the infographic.
Repeatedly.
Over the past couple threads.
And arguments eventually derailed into him just whimpering "it HAS to be on there!".

He still begs for it.
>>
>>3329954
I have a feeling I may know who said nerd is
>>
>>3329921
frank what is this
>>
>>3329968
twerk twerk twerk you have to twerk to win
>>
>>3329938
that is so fucking adorable

do a fellow anon a favor hug that little guy for me will ya
>>
>>3329963
Who?
>>
>>3329938
Get him Mario Maker

I bet that game is gonna show kids making your own levels can be fun
too bad the only people who have a WiiU are in their 20s
>>
>>3329963

You don't.
>>
>>3329974
Ever heard of DKG?
>>
>>3329775

Honest question, why is UAC Labs still on this

le epic columbine man's maps suck, and in the context of someone wanting to PLAY DOOM, they don't provide much entertainment
>>
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>>3329987
Oh, okay. That guy.
>>
>>3329987
>>3329974
>>3329963

Not that he isn't a colossal faggot, but playing internet detective based solely upon "he is shitposting" doesn't lead anywhere.
>>
>>3329990
>>3329775

Agreed. It's just a waste of space on a very cluttered infopic that could use an actual "historically notable" wad.
>>
>>3329990
>>3329997
when it comes to "historically notable", you really can't get much more relevant
>>
>>3329997
>that could use an actual "historically notable" wad.

Are you honestly trying to say it isn't historically notable?
On what ground?
>>
I LOVE the extra random monsters in AEons Of Death but hate the rest of it (the guns, the ripfest, etc).

Is there any mod that only gives me the randomized monsters from Realm667?
>>
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>tfw you learn how to make polyobjects and make them trigger on killing an enemy
now how do I make them do the sliding sound?
>>
>>3329990
>le epic columbine man's maps suck, and in the context of someone wanting to PLAY DOOM, they don't provide much entertainment

If this was really a concern, then origwad shouldn't be on there as well.
Love it or hate it, Columbine and everything surrounding it is a vital part of Doom history, and for someone getting in to Doom, the very short tl;dr on Harris is vital.
>>
>>3330002

I think that there can be a common ground between "historically notable" and "fun to play". Doom64EX is fun. AliensTC is entertaining and an amazing look at what people could do with Doom's engine even 20 years ago. UAC Labs is just some dinky run-of-the-mill techbase map made by a kid who got famous years after he made it.
>>
>>3330012
>Love it or hate it, Columbine and everything surrounding it is a vital part of Doom history,

[Citation required by federal law and common sense]
>>
>>3330016
>[Citation required by federal law and common sense]
>what is the entire doom/murder simulator/columbine/"eric trained in doom" controversy
>>
>>3330015
>I think that there can be a common ground between "historically notable" and "fun to play".
I find it very fun to play. It isn't Going Down, but it's a nice couple of levels. Shame about being made by a fucking madman, though.
>>
>>3330020

Was it 100% confirmed that Doom caused the tragedy?

Was it 100% confirmed that the so-called 1:1 replica of the school they made actually exist?

Does it really fucking matter at the end of the day if they used to play Doom before killing dozens of people?
>>
>>3330015
>UAC Labs is just some dinky run-of-the-mill techbase map made by a kid who got famous years after he made it.
and yet, the fact that the kid is famous for all the wrong reasons makes his work notable by association
>>
>>3330026
You seem to be about 15 years late to that entirely separate debate, my friend.
>>
>>3330026
of course not, pretty sure that's an hoax, no. what matters is the overreaction and stupidity of the media and also some really cool line from Marylin Manson
>>
>>3330026
Of course not, but that didn't stop the controversy from enveloping Doom.
>>
>>3329998

Yes you can. Move Romero's new maps there and replace E1M8b/E1M5b with something else.

>>3330002
>On what ground?

It is acknowledging a tragedy that has zero relation to the game itself other than "they used to play this game too", just like literally any other american teenage kid in the late 90s with a PC.

In that case, "Chambers of Dis" made by Morbid Angel's guitarist should be in the infopic in theory, because it was made by someone who used to play Doom like Trey Azagthoth. But the fact is, Chambers of Dis is a shitty ZDoom map that is one hundred percent unplayable without using cheats and noclip, and we have plenty of shitty ZDoom maps out there that automatically renders Chambers of Dis as something not notable enough to be included.

ALSO, if we're keeping Brutal Doom out (and I'm not saying that we shouldn't), then definitely UAC Labs has to go.
>>
>>3330026

I don't mean to say this in a condescending way, but if you were around for the Columbine massacre you would understand how big a deal it was for the Doom community.

Of course Doom didn't push Eric into killing a bunch of kids, but that's not the point: the point is that the media pushed that narrative for many many weeks after the massacre, which brought a lot of unneeded stigmatization to Doom (and video games in general). Jack Thompson managed to stay relevant for so long in part because of the notion that video games could cause another Columbine. It was notable in that respect.

It doesn't keep UAC Labs from sucking, though.
>>
>so you want to play some Doom
yeah sure
>click Doom download
>doesn't work
gg
>>
>>3330041
issue on your end, works fine here
>>
>>3330037
>that has zero relation to the game itself other than "they used to play this game too"

The problem is that it DOES have a relation to the game itself, like it or not.
Is it a tragedy? Yes.
Is Eric an awful person? Absolutely.
Is acknowledging it a bad thing? Hell no.

Like it or not, it IS a crucial point in Doom history, and of the "violence in video games" debate in general.
Trying to erase it and pretend it never existed would be doing a disservice to everything we've done moving on since then.
>>
>>3330037
>that has zero relation to the game
I'm sorry, but this is simply not true in the least.
>>
>>3330045
when I press download it just hangs on 0%

I've never seen yadi.sk before is there any special way I need to interact with it?
>>
>>3330037
>ALSO, if we're keeping Brutal Doom out (and I'm not saying that we shouldn't), then definitely UAC Labs has to go.

I'm all for shitting on Mark, but he ain't Eric. And UAC Labs ain't Brutal Doom.
One's an edgelord, the other's a murderer.
One's an overexposed mod that everyone and their dog knows about, one is a mapset that the media used as ammo that games were murder simulators to try and clamp down on vidya.
>>
>>3330046
>Like it or not, it IS a crucial point in Doom history, and of the "violence in video games" debate in general.

As much as it hurts me from writing it and seeing it while I'm typing it, this definitely can be applied to Brutal Doom.
>>
>>3330052
holy shit
>>
>>3330052

Anon, are you honestly comparing Brutal Doom to the Columbine Massacre?
>>
>>3330052
Not even close. Not even close. Not even close. Not even close.
>>
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>>3329938
post it
>>
>>3330052
Brutal Doom and Columbine are two entirely separate things. You fucking retard. You dumbass.
>>
>>3330049
can you confirm it's actually not downloading by looking at the transfer speed and downloaded bytes, maybe the 0% is because it's over 2GB.

maybe some sort of antivirus is stopping it because it's russian

>>3330052
aint never seen bd on the news, only ever seen it on streamers what just got into doom and attribute gzdoom features to sgt mark's sole efforts
>>
>>3330052
no, it can't, because brutal doom was not columbine
>>
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>>3330052
>this definitely can be applied to Brutal Doom.

Nnnnnnnnnnnope.
>>
I'm doing my own uncluttered infopic.

With blackjack and hookers.
>>
>>3330058
It would be less work for you to make it yourself based on the image than it would for me to upload and then post it
>>
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>>3330052

>he thinks brutal doom and columbine are at all comparable
>>
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Like flies on shit.
>>
>>3330068
>>3330061
>>3330059
>>3330057
>>3330056
they are both travesties god rest id's soul
>>
Is there a Quake style movement mod for Doom?
>>
https://clyp.it/1i4zb0aj

you keen on this for a pistol bang
>>
>>3330082

It's nice, but if the damage is still the same as the bubble wrap one in vanilla then it doesn't really fit, at least in my opinion. At least it sounds shitty because it IS shitty.
>>
>>3329832
Memento Mori was the first high profile megawad released.
>>
>>3330092

very interesting if true
but a citation of some kind or usenet/message board archive would be nice to confirm
>>
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Which one do you prefer, /vr/?
>>
>>3330071

You had a chance to post a picture of Chris Benoit for maximum irony but ya blew it.
>>
>>3330092
The Innocent Crew trilogy (Slaughter Till Death, Evil Unleashed and Obituary) were the first big megawads. TiC did head up the Memento Moris afterwards though.
>>
Anyone have a download for Hexen 2?
>>
>>3330095
not having the same questions repeated every trhead
>>
>>3330095

Correct me if I'm wrong, is that Half Life?
>>
>>3330102
Yes.
>>
>>3330097
>>3330092
More information on these would be wonderful, if available.
What was, indeed, the very first "hit" 32-map megawad?
>>
>>3330101
OOOOOOOOOOOOOOooooooooh sssshhhhIIIT!
>>
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>>3329775
>even IMPatience made it in
I feel honored. You really did your research! great stuff
>>
>>3330106
IMPatience is a really good concept, even with the fucking bastard instant-reaction 100% accuracy noscope marine.
>>
>>3330098
This should work:

http://www.theisozone.com/downloads/pc/windows-games/hexen-ii-ultimate-pack/

if not, GLHexenII is what you want
>>
>>3330103

In that case HL benefits from both. It doesn't work that well with Doom because the original graphics weren't meant to be in such environment.
>>
>>3330093
http://doomwiki.org/wiki/Memento_Mori
"It was initially released in December 1995, and saw an updated release in February 1996."

TNT could have been the first high profile megawad to release if id didn't buy them out
http://doomwiki.org/wiki/TNT:_Evilution
"It was completed in November 1995, and was to have been released for free. However, a publishing deal was brokered by John Romero the night before its planned release, resulting in the commercial publication of Final Doom by id Software."
>>
>>3330097
Slaughter Till Death and Evil Unleashed aren't megawads. They're episode wads.

Obituary does qualify, but only just. I was more meaning high profile full game (32 levels) replacement megawad.
>>
>>3330137
They were still some of the very first high profile map packs though.
>>
>>3330139
And the point is that I'm talking about 32 level megawads
>>
>>3330128
i was hoping for something outside of a wiki, honestly, since anyone can edit them with any information
>>
>>3330145
Edits on most pages of doomwiki require admin approval, actually.
>>
Any cheeki S.T.A.L.K.E.R like wads?
>>
>>3330152
i stand corrected, then
>>
>>3330154
HD is basically hardcore stalker mods in doom
>>
>>3330052
does anyone know if brutal doom is compatible with columbine?
>>
>>3330154
i remember an anon was working on a radiation system intended for a stalker mod a couple months (?) ago, but i don't think it's had a release yet
>>
File: Screenshot_Doom_20150811_161018.png (1MB, 1366x768px) Image search: [Google]
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>>3330154
Bloody Steel
>>
>>3330167
underrated.
>>
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>>3330154
The last hub of 'a Morte' (>>3328472) is heavily S.T.A.L.K.E.R influenced, with radiation, a 'zone', NPCs and dialogue, and even some voice acting from the S.T.A.L.K.E.R. games. The last hub starts on MAP11, and you could probably pistol start it

A full S.T.A.L.K.E.R.-like doom mod would be amazing though. would definitely play.
>>
>>3329775
>Custom Doom is compatible with other mods

HO FUCK
>>
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>>3329806
if you're doing it for purely cosmetic, fixed-sprite reasons, you could use DECORATE to make a duplicate of the monster in question and offset the sprite so that it appeared to be standing over the edge
>>
>>3330183
>Making the guns in Russian Overkill do even more damage
>>
>>3329921

looking good but it needs a muzzle-flash badly, will make the jerkiness of the firing animation make more sense
>>
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>>3329938
adorable
>>
>>3330185
I'm just trying to make a wide object not fall off cliffs just because its exact centre was over the line when it was placed down. Seems I can't really do anything about it, though.

On a different note, if I have a script that does "SetAirControl(1.0);", will it affect just the activator or everyone on the map? My choices for air control are looking grim, when even Samsara's classes all have the default Doom control.
>>
I'm considering playing Hideous Destructor with the PSX TC (assuming the two mods are compatible) for maximum spook.

Would this work out at all?
>>
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>>3330230
idk, try it

also,

>hideous destructor
>work out at all
>>
>>3330239
Fair enough. I'm in for a miserable time either way.
>>
>>3330230
>>3330242

Report results, I like to play HD for spooks too.
>>
>>3330247
I've never played HD before either I don't know why I'm doing this
>>
>>3330252
Well, shit. It crashed.

Sorry guys.
>>
>>3330269
nvm I forgot to update GZDoom
>>
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>>3330252
probably because you hate yourself
>>
>>3330275
It's working. Wish me luck.
>>
>>3330280
I nearly died from tripping down a flight of stairs and I haven't even met the first zombie this is gonna be great.
>>
>>3330065
such a cute story i was going to put it in the newspost
>>
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>>3330285
>collect soulsphere
>doomguy flinches in pain and his health goes down to 100

oh
>>
>>3330293
Fine, fine.
>http://www.mediafire.com/download/mj9fyjus35u60gl/Christopher_Map.wad

He names everything after himself.
>>
>>3330320
Soulspheres don't give you instant health in HD, they basically load you the fuck up on "reserve" health that trickles in when you need it to patch wounds or just restore lost health. If you find any health bonus potions, they function in a similar manner, but are less effective due to their portability.

Also, medikits and stimpacks have their roles somewhat reversed in HD. Medikits don't restore much numerical health, but they're the main way you'll be stopping bleeding. Stimpacks restore a lot of health, but if you're bleeding, using one will only make things worse.

One final note: don't trust anything. Not even the barrels. Not even ammo boxes. The blurspheres are not your friends.
>>
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>>3330342
>The blurspheres
>The blurspheres
>The blurspheres
>>
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>>3330342
so not only can I not trust anything because it's the PSX levels I can't even see the things I'm not supposed to trust

what have I gotten myself into
>>
>>3330357

>I can't even see the things I'm not supposed to trust

I solved this problem by editing the mod so that each class starts with the light amplification goggles and some battery life left in 'em if they don't start with energy cells.

That's probably cheating, but meh.
>>
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>aow2 servers are all but dead
>>
>>3330384

Hallelujah.
>>
New thread >>3330390
>>
>>3327993
>show off new sprites
>filters on
>>
>>3326206
Since this appears to double as a Duke/Quake content thread can anyone hook me up with the expansions like Duke it out in DC or Life's a Beach?

I'm having a pain in the ass time finding them and I want to try them out in eduke.
>>
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So I beat 64 and as much as I like the battle (after all it's the only fight of such proportions in the original trilogy), this leaves me wondering why so much wads have these "epic" trillion enemy arena fights, where it's impossible if you stop for a moment and shit easy if you just circle and shoot like a retard? It doesn't make me excited, it doesn't even pump my adrenaline, it just irritates me as fuck.
>>
>>3330965
I think big fights like that can be a lot of fun if they're designed well. pol.wad has a really really good final fight for example.
>>
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>>
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>>3331029
>>
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>>3330893
Nevermind. Internet Archive delivered.
Thread posts: 700
Thread images: 169


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