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THE FUN STUFF

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Thread replies: 606
Thread images: 138

File: weapons.png (1016KB, 2050x1260px) Image search: [Google]
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DOOM THREAD / RETRO FPS THREAD, BRADY EDITION - Last thread >>3395952

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/1467/42/1467421002740.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1405/27/1405272990521.png
Quake pastebin (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===

[08-02] Anon maps update: Earth >>3400398
http://z13.invisionfree.com/Doom64EX/index.php?showtopic=143

[07-30] Anon map WIP: Moonlit >>3397363
https://www.dropbox.com/s/n0lh8qppkkmq2x7/Moonlit.pk3?dl=1

[07-29] Anon map release: HOUSE.wad >>3393371
https://www.dropbox.com/s/krtymf1c5am9saf/HOUSE.wad?dl=0

[07-29] Vinesauce Doom Mapping Contest
https://twitter.com/joel_vinesauce/status/759106077120204801

[07-29] MM8BDM v5
http://cutstuff.net/mm8bdm/?p=249

[07-29] Anon mod release: Void Elemental >>3391175
https://www.dropbox.com/s/7lodgca3scj2ivz/Void.pk3?dl=0

[07-25] Anon map release: Foundry >>3384954
https://drive.google.com/file/d/0B1NxOZlEf5aNOEx3YXh1TzEyeWs/view?usp=sharing

[07-22] Anon map release: Crunk Refinery >>3379784
http://basedhost.com/tmp/crunkrefinery.zip

[07-22] Andrew Hulshult Doom remake album
https://youtu.be/AGK1dr-Ql0w

[07-22] Interview with Romero on Quake
https://qexpo2016.com/tronyn-interviews-john-romero/

[07-22] Anon mod release: Spamcannon >>3377859
http://www.best-ever.org/download?file=spamcannon.pk3

[07-18] Anon mod release: Green Snek >>3371332
https://www.dropbox.com/s/nk49nzw50uje53s/Green%20Snek.pk3?dl=0

[07-18] Anon mod release: Behr's 2016 Color Trends palette >>3369936
http://www14.zippyshare.com/v/DlMdqClj/file.html
http://www96.zippyshare.com/v/RzdAB0Pi/file.html

[07-17] Anon mod update: Smooth Doom Weapons Only >>3368842
http://www.mediafire.com/download/trk7yt4v9egtrnv/SmoothDoom-WeaponsOnly.pk3

[07-16] Anon map release: TerrorTomb >>3365964
http://www.mediafire.com/download/vucmubygevbuzfe/TerrorTomb.wad

[07-16] Anon map WIP: Processing Facility >>3364032
http://www.mediafire.com/download/hu8t4389gm0byd1/Episode+1.wad

[07-15] Anon mod release: Batty >>3363190
https://www.dropbox.com/s/r33b58k999qtvmo/Batty.pk3?dl=0

[07-14] Brutal Doom Monsters Only 20b
http://www.mediafire.com/download/qqjmegwi5q17elp/bdmonsters20b.pk3

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
>>3401135

Hooray for weapons!
>>
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>>3401135
>>
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4th for the Romero & Hall Dancestravaganza
>>
>>3401146
fug didnt read that was kevin cloud
the poor photo quality made me imagine romero's majestic mane
>>
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>>3401148
>>
http://store.steampowered.com/news/23283/
>Bethesda QuakeCon Weekend - Save up to 50%

Only one worth mentioning is Wolfenstein: The New Order - 50% Off though
>>
>>3401163
WTNO is shit.
>>
>>3401238
Honestly I thought when it said "Doom" it meant the game we all already have since most of us have been calling it Doom 4 to avoid confusion.
>>
>>3401242
it's decent enough, wish you got more rockets though
>>
https://www.youtube.com/watch?v=G0I7QkC3S9A

I'm foaming at the mouth for more videos from Cage.
>>
anyone here speed run Wolfenstein 1D?
http://www.wonder-tonic.com/wolf1d/
>>
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https://www.youtube.com/watch?v=e1pzPdw2ukQ

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

why does changing the key make it happier?

What is the science of music and emotion?
>>
Is there a way to batch convert MIDIs to major key?
>>
>>3401272
are those guns from the new quake?
>>
>>3401309
Major keys usually sound happy because there's less dissonance.

Doom's music has a lot of dissonance which creates tension, when you switch it to major and the tension and dissonance go away.

There's always exceptions but for the most part.
>>
>>3401321
dissonance, huh?
>>
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>>3401304
>>
>>3401309
one minute into D_DOOM and it sounds like a yoshi's island song

heh
>>
>>3401309
Makes the songs sound like they're in some Christian game clone if itself or something.
>>
>>3401354
Doom is already a Christian game
that said, has anyone made a WAD where you shoot fruit at the demons until they get the itis and go to sleep?
>>
What's some good music to play Doom to?

I asked this question before, but for some reason I can't find the post in any of the previous threads.
>>
>>3401364
Blanck Mass - Dumb Flesh (2015) [320 & FLAC]
>Electro-Industrial
Samples: https://www.youtube.com/watch?v=MG0sxc4bTVo
https://www.youtube.com/watch?v=sIl_HsIt8sY

[320]: https://mega.co.nz/#!14cnULaD!9ILKsHUjkakuo3On_AIlQ0zypQNiCmNdmiwLWif3UD8
[FLAC]: https://mega.co.nz/#!5R40kTpD!h4Y2FjF536NY7N0oMG8nBW2dCLbW7L5vxud1m0ixI60
>>
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>being exited for a mod that won't be complete for several months
>>
How do you change music to a major key?
I'm trying to do it in my head and it's hard
>>
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>>3401370
>being excited for a mod that will never be released
>>
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>>3401371
Time to start learning music theory, anon

https://en.wikipedia.org/wiki/Key_(music)

In a nutshell it's a matter of semi-tone shifts
>>
>>3401375
>adult swim
... ?
>>
>>3401371
I can actually do it no problem. I have to know the song really well prior to do so though.
>>
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>>3401370
>being excited for a mod and it lets you down
>>
>>3401371
Going from minor to major is easy, just change the minor third to a major third by moving it up one semitone (one note).

Doom's music isn't all minor though, it seems to frequently use a blues scale which is minor pentatonic with an extra note between the fifth and fourth for more dissonance. With this scale it isn't just shifting some notes up and down to a pattern because now there's an extra note that needs to fit into a major scale so the person changing the notes needs to decide on their own where to put that extra note. Though it's still just shifting notes.

If you mean like software then you can get any MIDI editor and just transpose a few notes, but if you want to do it to audio and not a MIDI then you'll need Melodyne which is like polyphonic autotune.
>>
>>3401364
What are some good music wads?
>>
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>>3401393
>blues scale

best scale
>>
>>3401393
>>3401390
here's my shitty attempt

is there anonymous soundcloud
https://soundcloud.com/djames516/shitty-attempt-at-e1m3-major
>>
>>3401421
clyp.it
>>
>>3401425
ok I'll do that from now on
Don't want y'all listening to my mixtapes
>>
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https://www.massassi.net/levels/files/13.shtml

Recommending a Jedi Knight Dark Forces II mod called the search for leia.

It's it's own self contained episode that puts you in control of han solo, has cutscenes and shit you get to play as han and luke for one level and you even got chewie helping you at certain spots.

I enjoyed it so I figured i'd share it here to anyone that wants it.
Plus I feel like Dark Forces II is a little underappreciated as it's to me one of the best licensed star wars games.
>>
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this is what i was thinking for this >>3400624 thing
i like making effects
>>
So i tried the latest ZDoom to play Doom 4 Doom because by PC is a piece of shit.

It came to my attention the camera looks kind of... wonky compared to GZDoom. I don't know how to exactly explain...
>>
>>3401517
looking up/down in software rendering is a piece of work
the doom renderer is only equipped to draw perfectly vertical walls and level floors relative to the screen, so vertical looking just moves the horizon line and keeps rendering head-on
>>
>>3401517
my computer is a potato from 2006 and can still run D4D on opengl renderer without issues.

do you still have your dad's work computer from the 90s?
>>
>>3401517
ZDoom has to use a palette, which means the graphics that would be full, proper color on GZDoom get their colors limited to what Doom normally uses. Think of it like trying to make an image on a NES, except here you got more colors.
>>
>>3401526
He probably just uses AMD
>>
>>3401521

Yes! That's exactly what happens.
There's no way to "fix" that, right? Other than getting the latest GZDoom, which for some reason doesn't load some textures for me.

>>3401526

GZDoom doesn't load some textures for me.
I'm using a ThinkPad T60p, go figure.

>>3401530

aahh. Thanks for explaining that.
>>
>>3401364
Still looking for music to listen to.
I prefer stuff that fits the tone of the game, so probably rock and metal stuff.
If it's metal, I can do without deepish voices screaming things you can't understand.
>>
>>3401536
>which for some reason doesn't load some textures for me.
you sure you have all the right files in the same folder? try giving the gzdoom package its own folder and try it there.
>>
>>3401536
if it doesn't load textures then report it so it can be fixed, and then try a slightly older dev build
>>
>>3401539
>>3401401
rokeleko.wad ;^)
>>
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Oh boy, here we fuckin go.
>>
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>>3401551
FUCK

OFF
>>
>>3401551
OH MY GOD
>>
>>3401551
please keep that shit very far away from doom

we don't need more underage kids
>>
>>3401551
>>
>>3401551
I'm ready to fucking die now.
>>
>>3401551
man i'm already having a rough night and you go and share this mess with me damn man this is rough
>>
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>>3401551
>>
>>3401551

i'm gonna need two guns for this one
>>
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>>3401551
>>
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>>3401551
>>
>>3401551
Did they use that god awful Doom movie with The Rock in it to reinforce their "theory" where the demons were changed to medical experiments? That channel is such a waste of bandwith, making up stupid "theories" that look clickbaity enough that tons of stupid kids will click on it and give them AdSense money.
>>
Doom's weapons AREN'T REAL?

The Pinky is the only monster that's NOT A DEMON?

Do human souls COME FROM HELL?
>>
>>3401582

You won't BELIEVE what the Berserk Pack contains!
>>
>>3401581

Take a look for yourself, anon, it's pretty fucking awful.

https://www.youtube.com/watch?v=6L-E-Xj0_t8
>>
>>3401541

Yeah man, all the files in the same folder.

>>3401542

I guess i could just report it, yeah.
Gonna try old dev builds now, thanks for the help.

I would like to know if there's a "fix" for looking up and down like this Anon over here explained: >>3401521
>>
>>3401592
...not gonna lie

you got me
>>
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>>3401539
Thanks Game Theory, now I have to bump my post.
>>
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>>3401594
>not having an embed button on youtube links
>not being already familiar with music enough to tell obvious in-context references to something
it's like you want to get rickrolled in 2016.
>>
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>>3401551
>was expecting a theory if all the doom games connect to one another
>got this instead
>>
>>3401582
>>3401586

The TRUTH About Health Bonuses!
>>
>>3401593
no that's just how the software renderer is, it wasn't designed for looking up and down. would need a whole new software renderer for that, and for a while there was one in the works based on something from build or eduke32 i think but it was super fucked and abandoned
>>
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>>3401551
no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no oh god no
>>
>>3401539
here's a woman screaming things you can't understand

Immortal Bird - Empress/Abscess
>Black Metal, Death Metal

https://www.youtube.com/watch?v=RkekR2sUoC8

http://www11.zippyshare.com/v/ZITgPNC3/file.html
320kbps CBR MP3
>>
>>3401612

Aw man. Well, thanks for answering.
>>
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>>3401605
>filename
>>
>>3401364
If you want some rapid, actiony music:

Guilty Gear's OST.
Powerwolf.
Carpenter Brut
ParagonX9
Book of Black Earth
Dethklok
Sabaton
KMFDM

Now, if you want some spooky atmoshperic stuff:

Terra Tenebrosa
Catacombs
Omega Massif
M.z 412
Lustmord
>>
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>>3401551
Well... FUCK
>>
some poor soul who already watched it, give me the TLDR version of it
no way i'm watching it and giving it views
>>
It was a joke you guys it doesn't exist.
>>
>>3401659
well
fuck
or rather: whew
>>
>>3401659
Thank christ
>>
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LISA anon where did you go
>>
>>3401639
>Guilty Gear's OST
my nigga, can you even get darker skin toned than this

>>3401364
killer instinct and DOOM's osts go well with classic doom i find
>>
>>3401614
>If it's metal, I can do without deepish voices screaming things you can't understand.
Why must you hurt me this way.
>>
Haiku

A challenge for you
Play all through JPCP
No caco deaths, please
>>
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>>3401764
joke's on you, i'll just boot it up with HDoom and fuck my way through
>>
https://www.youtube.com/watch?v=mfK0YFYN08Y

Most requested feature for Booty is now in. When within range, money now floats towards you. May start off at a flimsy range and increase when you pick up a powerup or something?
Or maybe there can be a powerup to literally cause money to rain from the sky, after which it all flies over to you.

I'd post a webbum but I can't be arsed to get another webm converting program.
>>
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>>3401551

DELETE DELETE DELETE DELETE DELETE DELETE DELETE DELETE DELETE DELETE
>>
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>>3401551

>mfw the uproar this caused

someone needs to do one of those thread captures with the zoomed in posts and shit right fucking now
>>
>>3401551
couldn't find it, either they deleted it or anon is a lying bitch
>>
>>3401806
How about no.
>>
>>3401810
see
>>3401659
>>
>>3401806
Let's not, it's not worth that.
>>
>>3401695
Yeah, but I've listened to NuDoom's soundtrack a lot lately and don't think KI's really fits it.
>>
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>>3401639
>KMFDM
>>
>>3401364
Demonsteele's pack of metal MIDIs is alright, there's also Jimmy's Jukebox if you prefer to do some setup prior to playing.

I ran through entire OBLIGE mapsets with nothing but Eurobeat
>>
>>3401794
Term can you please hook me up with the test map you're using in https://www.youtube.com/watch?v=R1aytPnk47w

seems like a great test arena
>>
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>>3401816
>disliking KMFDM
>>
>>3401823
open up demonsteele, go to maptest
>>
>>3401823
It's just Demonsteele's MAPTEST, innit?
>>
Why not delete all the low content reaction image replies while you're at it?
>>
There was a paste in here a couple threads ago about recommended Doom wads and I've spent a good while going through and seeing what there was and I'm surprised at how much shitty stuff was in there. Also I'm including some stuff I peeped on that people had posted about in here.

Equinox - starts out pretty good, but quickly became massive rooms with massive amounts of monsters. Good for building up the combo meter when using Demonsteele, otherwise not super great. 3 out of 5

Doom Raider - Lost points with for both requiring jumping and for not replacing Doomguy with Laura or an expy. Didn't make it too far, lots of death traps.2 out of 5

JPCP - Some okay stuff. Map designs are mostly simple and way too many monsters. The warning about the maps not showing too much depth in design was spot on. 3 out of 5

Temple of the Lizardmen 3 - Played this for much longer than I should've. Maps are claustrophobic and extremely linear. The shitty flashlight gimmick would've been okay if you could dual wield it with a weapon. Even just the pistol or knife. Which, by the way, is like a handheld rocket launcher with how much damage it does. 2.5 out of 5.

Scythe - Pretty good. At least up until the map that spawns you in the middle of four mancubuses. After that it was just hordes of monsters maps. 3.5 out of 5

Scythe 2 - Here we go. Amazing map design overall, challenging encounters without going overboard. Dropped stuff like D4D and Demonsteele over it and had a blast every time. I almost feel llike this has ruined me for other wads. 5 out of 5.

Shadow of the Wool Ball - Cute with some interesting gameplay. Maps are all Wolfenstein-style. Fun for a short diversion. 3.5 out of 5

Harmony - This one was okay. There's some weird fuckery on some of the maps to fake overlapping sectors and such. The maps were okay, but there never seemed to be enough ammo around. 4 out of 5
>>
>>3401830

Adventure of Square - If I had one complaint here, it's that the maps are _too_ big and packed full of stuff to do. Usually I don't quicksave in the middle of maps, but here it was a necessity. Everything about this mod is super polished, with only the HUD feeling like maybe it could've used a bit more work to make it feel less disjointed. 5 out of 5.

Suspended in Dusk - Amazing map design, but like the ones in Adventures of Square they tend to be a bit on the large size. Unlike Square, SiD has hitscan enemies which made avoiding taking damage that much more difficult. 4 out of 5

And for the gameplay wads:

Demonsteele - This reeeeeally could use some documentation because it's a lot of fun once you know how it all works. The combo system is a little harsh, especially if you're not facing endless hordes. I really liked the health system, it feels both modern and retro at the same time, The second character is cool, though clearly unfinished. 4.5 out of 5

Project Brutality - Lots of neat stuff in here. New weapons, new enemies, tons of options. I love that enemies can get kill animations on you. 4 out of 5.

D4D - This is a lot like Project Brutality, except there's not quite so many options. Which is to D4D's benefit. I really like the upgrade system and the way you earn points to buy the upgrades, I just really wish the upgrades themselves felt more useful. I kept going back and forth between this and Project Brutality because they both have things I like that I wish the other would do/use/have to make a perfect gameplay wad. 4 out of 5.
>>
>>3401824
some of their songs are ok
>>
How practical is keyboard only Doom?
>>
>>3401838
Unless you're doing like Plutonia or something keyboard Doom is fine.

Or using a wad that expects you to jump, use items, duck, scroll abilities and a bunch of other bullshit while you're playing.
>>
>>3401838
the biggest struggle with me personally is turning around and shit, and it's a bit hard for me to play episodes like inferno. It's ok overall though
>>
>>3401838
It works, but you'll be playing a lot slower.
Mouseturning was always inherent to Doom.
>>
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>>3401825
>>3401826

>summoning switches run lowest-to-highest, right-to-left

the weeb is strong in this one
>>
>>3401832
Suspended in Dusk is really high-tier work. I should continue my playthrough. very nice attention to detail, and not in a 10000 sectors way.
>>
>>3401913
I need to go back and finish it. theres a lot of really nice stuff in there.
>>
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>low on health
>open exit door
>skeleton boys
>>
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>>3401952
>Low on health
>No ammo at all
>Reduced to punching things
>trapped in room
>Baron of Hell spawns in
>only way out is to punch him to death
>>
>>3401952
>Chaingunner from far away
>no cover
>>
>>3401957
You couldn't think of anything more original?
>>
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>>3401952
>Low on health.
>Only way to proceed through the level is over some damage floors.
>>
How about this. You defeat a yard full of cacos and mancubi with rockets and ssg, leaving corpses everywhere, and you with no rockets and about 40 shells. You open the next door and three archviles come out. There are more rockets, and a plasma gun + 400 cells, but on the far side of the archviles. The archviles proceed to resurrect everything while you try to lure them away from the supplies for long enough to re-arm yourself.

Later the same thing happens with revenants and archviles and cyberdemons teleporting into the yard, with your way blocked to further rocket supplies and a secret BFG by a large group of spectres.

In short the supplies you need to defeat each group of monsters are always blocked off until you have defeated exactly the group of monsters you need the supplies for. This is Reverie map32.
>>
>>3401539
>If it's metal, I can do without deepish voices screaming things you can't understand.

Why even bother with metal in the first place if you care more about vocals than the actual music?
>>
>>3401830
>Scythe - Pretty good. At least up until the map that spawns you in the middle of four mancubuses. After that it was just hordes of monsters maps. 3.5 out of 5

Huh? I don't remember Scythe 1 using hordes that early.
>>
>>3402036
true, i am struggling to understand this. map08 has a fair number of hitscanners at the start, map10 is a boss map with a bunch of high health monsters in a cramped space. nothing i'd call a horde though. i guess everyone has their own definition of "horde"
>>
>>3402036
Not him, played it some time recently, and by map17 all maps have had relatively few monsters ( always under 200 ).
They are relatively condensed maps, but still, not slaughter so far... Map32 might count, but eh.
>>
(assuming map07 is "the map that spawns you in the middle of four mancubuses")
>>
>>3401957
>chaingunner far away
>can't hurt me cause hes too far away
>>
Hey, I have a question.

I am trying to make an intermission that plays between levels.

This: http://zdoom.org/wiki/Intermission_script says that it's possible.

But every instance I have found of this seems to only apply at the end of the game. As in: You're making the last intermission before the game ends.

None of it seems to work for between-level purposes.

Can someone put me on the right path on how I could get something like this done? Such as a sample script I could read from or something that shows me how to do this? I just want text that plays between a level.
>>
>>3401794
Does it work when standing still?
>>
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>>3401551
Guys I think it's a joke.

I just searched for it on youtube. Either it doesn't exist at all.

Or he removed it and that seems fucking hilarious if he did.
>>
How much easier would the game be if weapon switching was instantaneous, instead of taking a second ?
>>
>>3402152
Slightly easier?

Its not like doom is really hard and we need to tone it down, its fine as it. Also plenty of mods that have pretty fast weapon switching
>>
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>>3401830
>Doom Raider - Lost points with for both requiring jumping...
>>
>>3401952
>playing new mapset
>past midway point, have big guns
>get to tough level's exit door
>whip out bfg
>pull trigger, open door, expecting there to atelast be a caco behind it
>wasted 40 cells on the exit switch
this actually happened too
>>
idk if any of you use it, but fosshub's downloads have master boot record hijacking malware in them

https://news.softpedia.com/news/hacker-compromises-fosshub-to-distribute-mbr-hijacking-malware-506932.shtml

stay safe
>>
>>3402209
Never heard of it but thanks for the heads up.
>>
>>
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Well, I failed to finish this yesterday.
Oh well, hopefully today's gonna be better.
>>
>>3402226

Ayyyy lmao
>>
>>3402226
appears to have a snout
>>
>>3401632
I don't get it.
>>
>>3401957
Snipe him with the chaingun.
>>
>>3402145
see
>>3401659
>>
>>3402169
Jumping being added to Doom is just one of my pet peeves. Though really it's maps that require it that bug me. Especially since most of the time wads don't indicate whether it will be necessary or not and leave me to wonder if low ledges are there to be jjumped over or if I need to hunt down a switch or alternate way around.
>>
>>3402320
i think that it's OCD but it's 0cd and presumably someone with OCD would want it to properly spell OCD, maybe even capitalized

it's not the strongest OCD trigger i've seen but i guess it counts
>>
>>3402442

I'm going to make some jumping maps just for you, anon.
>>
>>3402209

For some reason the page refuses to even load, but I'm safely going to assume this was caused for "lulz" and there's not a hidden motive behind it.
>>
>>3401135
What's this pic from?
>>
>>3402442
surely you would have expected a tomb raider mod to have jumping though?
>>
>>3402457
From a MAD Magazine Doom parody.
>>
>>3402457
some MAD or MADtv magazine

scans should be in the /vr/ archive
>>
>>3402456 (me)

The thread on /g/ l i t e r a l l y confirms it was for "lulz". Good to know.
>>
>>3402453
All I ask is you mention that jumping is required. Again, the biggest thing:
> and leave me to wonder if low ledges are there to be jumped over or if I need to hunt down a switch or alternate way around.
>>
>>3402467
Not really. There's plenty of Doom maps that do the temple-delving thing to their maps without requiring jumping. I mean, should I imagine that it would require ledge-grabbing too since that was in Tomb Raider?
>>
>>3402475
how about just having a required jump half a minute in
>>
>>3402480
jumping and crouching would be assumed. ledge grabbing would be an added bonus, but unlikely considering it would take extra work
>>
>>3402481
See, it is nice that Doom Raider has the very first puzzle require jumping. However instead of making it clear you have to see the barely visible slightly extended part of the back that is staggered to look like stairs, the bottom of which you can just start to run up. So it looks more like the author just got the height values wrong at first.
>>
every zdoom map should have a tutorial section in which you must jump over a wall, crouch through a grating, and freeaim at a button on the ceiling to get out of the first room
>>
>>3402512
How about just like a list in the txt of which non-standard doom controls are required?
>>
>>3402507

I don't get it
>>
>>3402520
Don't give it attention
>>
>>3402518
Nobody reads those, sadly.
>>
>>3402526

The only really feasible solution is to have it in big printbold letters loudly declaring it every time.
And frankly, fuck that. I ain't doin' that shit.

If someone wants to dock points because I didn't make it "clear" that a ZDoom mapset required jumping or crouching, well, that's on them.
>>
>>3402518
>>3402541
the only thing you can really say is

- if it's for doom/boom, no jumping
- if it's for zdoom, jumping is allowed

but then you get mappers who don't state the engine/complevel their map is for
>>
>>3402526
I do! Looking for shit exactly like that. Because if I know beforehand it downgrades from being mild irritation to just being a peeve and I can get over it.
>>
>>3402560
you may be, in fact, the only person in this world that reads the .txt files
>>
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What's the general consensus of D4D?
>tfw no pewpew pistol/stasis rifle/lighting gun upgrades
>>
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>>3402592

>saving a thumbnail
>>
>>3402592
Not too bad. I really like that there's a sound effect for finding every secret in a level.
>>
>>3402563
i also read the text file.
>>
>>3402445
personally i found the filename like this ever since i ripped it saved it from know your meme
>>
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>>3402592
I's good to hold my favorite spaceship in my hands
>>
>>3402601
>sound effect for finding every secret in a level
I'd actually like that as an alternative to the automap/HUD telling me how many secrets I still have to get. Otherwise hiding the secret count means I don't know if I have all the secrets until having exited the map.
>>
>>3402619
that's only a bit stronger than gauss jumping was in doom 4
>>
>>3402592
Two sexualized imp tits/10.
Great if you want to have a blast in a tech-y futuristic wad. Changes gameplay somewhat dramatically, so you may find yourself in disadvantage more frequently if you don't adapt to it. Especially with Barons and Hell Knights.
>>
>>3402592

I still kinda want to make a not Doom 4 mod, but make it so it's compatible with Zandybam 3.0 so people can play it online, literally all of the Doom 4 styled mods use the most advanced features and I feel only D4D shows off the best use of it.
>>
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>it's another Zdoom megawad that uses custom enemies

Fucking hell, I just want more maps that make use of all of Zdoom's UDMF features BUT without custom enemies. It's ironic how you can only properly play gameplay mods with limit-removing megawads, because the actual Zdoom megawads break compability because they ALWAYS add custom enemies.
>>
>>3402615
Wowwww obvious samefag

I bet you read EULAs before hitting Accept, too
>>
>>3402740
in over a decade of running Debian, i don't think i've ever had to hit accept on a EULA.
>>
Can someone reupload me the demonsteele midi mod? I made a fresh install on my computer and lost it and the download in the thread was bestever......

>>3401639
>Powerwolf
>Sabaton
Youre my guy.
>>
>>3402770
http://www8.zippyshare.com/v/4oOKNdTu/file.html
>>
>>3402830
thanks.
>>
>>3402770
>>3402830
What is the Demonsteele midi mod?
>>
>>3402326
Doom's autoaim won't let you because he's too far away and the chances of him landing hits on you increase as you get closer.
>>
>>3402978
what
>>
>>3402978
I know, how dare those faggots give proper feedback.
>>
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is gl_vid_refreshhz still a thing in GZdoom? I'm on a 120hz monitor, and when i play Windowed, it's at the full 120hz, but I switch back to Fullscreen and I get 60hz again.

I'm not sure if it has anything to do with any of my custom resolutions (I have one of those cheap Korean 1440p Panels), but is there any way I can manually set my refresh rate in game? or through a CVAR?
>>
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>13k, 1.5k sectors linedefs already
>Not even done with map

Oh dear I should contain myself. It is just addicting, making details and whatnot.

Making just overdetailed trash!
>>
>>3402989

Nevermind, i just found vid_refreshrate! The first couple zDoom forum posts / Graf posts I found were pretty old, didn't know he consolidated that command. Now i'm back running at my full 120 again :)
>>
>>3402997
I love detailing and plodding but I'm so bad at actually making good or interesting layouts.

I wish I could be some decent mapper's detailfag or something, he carves out the basic layout and gameplay, and then I come in and pretty it up to the best of my abilities.
>>
>>3402978
>>3402987
Doom is perfect and doesn't need to be modded at all. Stop changing the gameplay.

New maps are good though.
>>
Only joking.
>>
Is Ancient Aliens any good?
>>
>>3403038
no, there's a cyberdemon in the first map
>>
>>3403041
That happens to be exactly the reason why I asked, since the first two maps didn't give me a good impression
>>
>>3403047
it was a joke, ancient aliens is great

don't be a casual like that
>>
>>3403047
>>3403038
It improves vastly later on, but I warn you, it gets hard as fuck.
>>
If you play E1M1 at midnight, on Nightmare you can meet another Space Marine who will follow you for the rest of the game.
>>
>>3403065
>YOU SEE THOSE FLYING SKULLS, MAN? DAMN, THAT'S SOME CREEPY SHIT!
>>
>>3402690
For some reason dbthanatos just never wants to make Skulltag (back then)/Zandronum (nowadays)-compatible wads.

Then again, it wasn't until 2015 that Zandronum actually had an update that let it play AEODv5, which is old.
>>
Show us your best frankenspriting job
go go go!
>>
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>play unmodded Doom at Ultraviolence
>punch an Imp
>PLEASE DON'T HURT ME
>>
>>3402716
Scythe 2 works well with custom gameplay mods despite having custom enemies.
>>
>>3403089
scythe2 doesn't have true custom enemies in the decorate class hierarchy sense, it just has nazis/keens in disguise
>>
>>3403083
>tfw still have random zangringo skin pack that turns archville into a fucking pokemon
>>
>>3403096
It has Mr. X and those floating baron things.
>>
>>3403121
Exactly. The former is a Nazi and the latter is Commander Keen.
>>
>>3403121
which are nazis/keens in disguise
>>
so uh

i put a .wad in my gzdoom directory but gzdoom can't locate it

what do
>>
>>3403147
Just use ZDL and have it load and manage all your wads
>>
>>3403147
drag it to the executable kicking & screaming
>>
>>3403147

If it's a pwad, GZDoom won't locate it. It has to be loaded on top of an iwad.
>>
second weapon test of the TC i'm working on:
https://www.youtube.com/watch?v=14rlPD0L57g
>>
>>3403162
that chain gun does not look like it's pointing towards the center at all.

Also that pistol looks really awkward with no hand holding it.
>>
>>3401952

>199 health
>soulsphere placed so that you cannot avoid picking it up
>>
>>3403173
i still have to make proper hand for the models, also the chaingun position can be fixed.
>>
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I probably should get some more livelier trees as the dead tree-prop replacement. Make this area a garden of sort.

>>3403007
That apparently is something people do. I remember reading some comments in Sunlust / SF2012 about people making layout and other people prettying 'em up.
>>
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Why FPSes can't be called Doom-clones?
>>
>>3403224

I'd like to see you make an argument for why we should call, I don't know, Far Cry 3 a DOOM clone.
>>
>>3403229
You run with a gun and shoot in the 3D space.
>>
>>3403232

That's pretty fucking generic. Would you call all first-person RPGs Wizardry/Might & Magic clones? Or all RPGs with a top-down perspective Ultima clones?
>>
>>3403243
they're all d&d clones
>>
Here's what I've been playing around with making the past week:
https://www.youtube.com/watch?v=VrSFv1mZpmo
>>
>>3403246

You miss my point. If a game only shares very basic concepts with another, then it's not really a clone now is it?
>>
>>3403251
and I was making a joke about that point

every game with a character (or an RNG for that matter) shares basic concepts with d&d therefore they're all d&d clones

and now the joke is dead
>>
>>3403250

>that art style

CUTE

CUTE!
>>
>>3403224
why not Wolfenstein clones?
>>
>>3403258

Oh, my apologies.
>>
>>3403224
They used to be called Doom clones back in the 90s.

Now they're all called cawadoodies.
>>
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>>3403259
Thanks. I'm starting to work on enemy graphics, but now that I know how easy changing weapons are that's more than just replacing graphics after doing the nunchuks I kind of want to go back and add in frames/animations for the guns.
>>
>>3403275

The only thing I'd say is tweak the nunchucks to behave a little differently instead of using a chainsaw affect with that weird pull that comes with it, but that's a personal preference
>>
>>3403260

Doom was more notable, if only because "demonic killing blah blah". Wolf3d is too flat imo but that's probably not why.
>>
>>3403279
Does that look weird? It's easy enough to take out.
>>
>>3403283

Well the only way to remove the pull effect and the weird view snap that comes from using a_punch or the a_saw is to make your melee fire invisible projectiles.
>>
>>3403286
Nah, there's a SF_NOPULLIN tag now for A_SAW
http://zdoom.org/wiki/A_Saw
>>
>>3403275
What a huge bulge.
>>
>>3403318
He's packing heat.
>>
>>3403318
U(x4)
heals big wounds
>>
>>3403250
Those numbers on the HUD are hard to read, the faded "8"s are too bright, making 7s look like Ps, 2s look like lowercase Es, 5s look like 6s, etc.
Also, cute.
>>
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Time to fuck off to sleep. Probably won't finish this piece of shit tomorrow either...

>>3403250
I am really bothered by the sounds the character makes. They feel bit out-of-place and too pronounced.
>>
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>>3403345
Thanks, I'm planning on giving the HUD another go-around because of things like that and the portrait now faces the wrong way and the soft black makes it blend in too much with the circle backdrop.

The LED-like light up numbers were cool in theory but I don't think they worked out well and there's the readability issues you mentioned.

I really wish I could use double the pixel size for portraits and enemies because it's really hard to draw something at that small of a size. As an example this here is the first thing I drew when starting the project.
>>
Post best DOOM music.
https://www.youtube.com/watch?v=1bnYothe0Ag
>>
>>3403454
https://www.youtube.com/watch?v=PkhCNx-8Qos
>>
>>3403454

https://www.youtube.com/watch?v=ox8fl9ZwsJA
>>
>>3403454
https://www.youtube.com/watch?v=68U0p4q20wc
>>
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>http://dwellingofduels.net/dodarchive/07-08-PC/12-Versus%20the%20Rest-Doom-Blood%20Red-DoD.mp3
I WANNA SEE YOU CRY BLOOD RED
>>
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>>3403454
https://www.youtube.com/watch?v=m35pIk5wfNk
>>
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>>3403475

Nice.
>>
>>3403526
>>3403536
good job.
>>
>>3403537
HOW THE FUCK DOES THIS SHIT WORK
>>
>>3403538
You do it like this.

>>>/wsg/1224336
>>
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version with sound (please work this time)
>>>/wsg/1224336

making some DAKKA
or rather BRRRT at this point
i like how the sound turned out
and the muzzle effects are intricate as FUCK
>>
>>3402563
I read txt files
>>
>>3402554
>if it's for zdoom, jumping is allowed

I really hate that this has to be assumed. Makes me really wish there was a source port more advanced than prboom+ that was still primarily designed around the original gameplay. Even eternity has features that break from that, including jumping.
>>
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>>3403250
>Health on the right and armour on the left
This is both against the norm (making it slightly confusing) and makes health look like the less important statistic, which isn't true.
>>3403352
> the portrait now faces the wrong way
It looks fine to me, she looks cool facing to the left, even. She's on the left side of the screen anyway so the perspective makes sense if she was facing forward in 3d space.
>I really wish I could use double the pixel size for portraits and enemies because it's really hard to draw something at that small of a size.
You can't just scale things down? For everyone's sanity don't have varying pixel sizes, though.
>>
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>>3403667
Ahhhhh, I actually had it the other way around first, but started second guessing myself on what looked better. Thanks, I'll swap them back around.

As for scaling, no. I tried. It looked terrible without what would basically require redrawing it at the lower resolution after scaling, completely removing the reason for drawing at the larger size in the first place.

Thanks for the feedback.
>>
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why can't any doom 4 mod ever get the chaingun right
>>
>>3403349
>They feel bit out-of-place and too pronounced.
they sound like the soundbytes from metroid dreadnought, which were edited quite a lot, compare to the mostly-stock sound effects of the rest of the mod
>>
>>3403620
what do you think is missing or could be added to make a port more advanced than prboom+ but still being designed around the original gameplay?
>>
>>3403842
they seem to think it works like some minigun of sorts that fires four times intermittently upon booting up, when in reality it works more along the lines of the chaingun from quake 2.

It also doesn't feel as chunky or as satisfying to use as it did in Doom 4 but that's to be expected, vanilla Doom's weaponry is exceptional when to the aspect of stiffness it comes to, even outside its limits. Still, the rest of the guns are okay for what they are.
>>
>>3403454
https://www.youtube.com/watch?v=brBQVcf37Xc
>>
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AMBIENT
ambient.zip (581 KB, 1994-11-26) - Larry Mulcahy
https://www.doomworld.com/idgames/?id=1094

this map is a town overrun by barney worshippers, or something. a product of his hatedom of the nineties. the main street and surroundings showed some promise but the rest of the map is monotextured corridor mazes. some texture bugs caused by the wad's replacement PNAMES not matching ultdoom's TEXTURE2.
>>
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can someone recommend me a good doom II megawad with some good techbase levels where you eventually go to hell but only in the end.
something with a resemblance of a plot, those screens that sometimes appear inbetween levels and advance the plot
something with realistic looking bases not just abstract maze levels that give me a fucking headache.

i have already played UAC Ultra, Operation UAC, Doom II Reloaded
>>
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Ok, now this is kinda stupid.
>>
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>>3404118
Not stupid enough.
>>
>>3404106
>techbase levels where you eventually go to hell but only in the end.
that's like, 90% of every megawad ever, because that's what all the official Dooms were too.
>>
>>3404118
can't say i don't like it
>>
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Why does this song make me want to do gif related?

https://www.youtube.com/watch?v=FPMVyp7LwIo
>>
>>3404118
what in particular are you commenting on
>>
>>3404157
your face.
>>
>>3404157

The only things of note in that screenshot that I notice are the dual-wielded super shotguns and the sky that happens to be showing off the limitations of the 256 color palette.
I assume that Anon's commenting on the super shotguns, specifically. Because dual-wielding double-barreled shotguns that are OP enough alone is remarkably silly.
>>
>>3404157
You can fire double barrel twice with each shot taking 2 ammo.
It's basically armor-piercing twin quad shotguns
>>
>>3404164
>twin quad
really?
>>
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>>3404171
Count this shit. Left is ssg fired without double trouble and right is with.
>>
>>3404202
I mean that, is it really twin quad when it's just 2 double barrels?
>>
>>3404203
Yeah, it does not change graphics for some reason.
>>
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Mappers.

How do maps "come" to you?

Do you have some kind of process or anything like that?

Because with me that shit just appears randomly, usually when I'm focusing on study work or the like is when I have the greatest flashes of inspiration, strangely.
>>
>>3404219
I've watched people map before, most recently Joel, and they just figure things out as they go, in fact they often decide later on to go back and change something they did.
>>
>>3404219
>How do maps "come" to you?

I personally set out bait made of Cacodemon meat and hope a map bites
>>
>>3404219
I just push buttons to see what happens.
>>
>>3404219
write those ideas down and keep studying and working

shit, just study and work and shit to brainstorm ideas and get things done at the same time, it's perfect
>>
Why are barons and their pallet swaps so boring to fight?
>>
>>3404257
Because they're basically just imps with higher health pools and more damaging projectiles?
>>
>>3404257
Bad level design.
>>
in the new clams casino album, lil b talks about being on 32 levels

most people only ever get 30 levels, but lil b gets to both secret levels, and has a fuller, richer life because of it

it changed the whole game, the extra lore from the wolfenstein cameos
>>
>>3404219
I try to start with a general theme like "cramped ducts" or "city" or "incomprehensible hell map"

Then I just start with the first room/area, place the player starts and go from there. Its a very linear process. Just keep expanding on the map, adding details, adding new areas, planning out key and switch shit.

I really need to get into the habit of planning a bit more, like having the exit right in front of you at the start of the map but you dont even know it (or just can't get to it)

Sometimes I come up with cool ideas halfway through like "I should have a section where the players has to dodge imp fireballs in a narrow corridor and the only places to dodge into have damaging floors if you dodge in too far..."
but that only really happens once or twice per map.

Sometimes I think about my current map while I'm going to sleep, and try to come up with cool ideas, or imagine where the current dead ends might lead to, or how things might connect to each other.
>>
>>3401136
THT Threnody (the Ty Halderman Tribute project) has released https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/thtthren
>>
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>when a zombieman misses you but you're standing completely still without partial invisibility
>>
>>3403958
More features/options for linedefs, sectors, and things for mapping.
>>
>>3403454
This shit is still the best remix of DOOM songs

https://www.youtube.com/watch?v=h94w624s0F4
>>
Have any of you beaten any official Doom games on Nightmare? Without savescumming, death at best meaning redoing the current level you're on.
>>
>>3404292
Also include MAPINFO for partial support of Cluster definitions, Episode definitions, and Map definitions (Generally the stuff thats used in Valiant, and Ancient Aliens thats not available in prboom+). Not full support, so as to not allow Hexen-isms like Hubs.
>>
>>3404305
My dad did.
>>
Am I the only person thinks Romero's new map is shit
>>
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>tfw no sentry bot bros
>>
>>3404284
missing is part of hitscanning. There's always a chance to miss
>>
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>>3404321
Well, we shit out good content on a daily basis
>>
I made mine a long time ago, but you should start backing up what you can from realm667

>captcha: traffico vietato
>>
>>3404357
why?
>>
>>3404283
>joe-ilya map
>somehow not shit
>wondering how this is even possible
>realise theres another name in the credit
>Chris Hansen
>>
>>3404219
I start by creating the most detailed/interesting square room I can think of and then go from there.
>>
Replaying Doom 2 I'm starting to pay attention to who actually designed each map and I realize that the same person does all the maps I dislike. And that he did half of all the maps in the game.

I'm guessing its because his maps are all have really boring, simplistic architecture that he was able to crank them out, huh?
>>
>>3404219
I get a concept in mind. "Lab where spooky stuff happened" and maybe one or two things I want to happen in the level "The player climbs a big hill / goes through winding dark tunnels / has to go outside over a roof area". Then I open up the map editor and just start drawing out random rooms, taking inspiration from other maps where required. Gradually the basic layout take shape, even if it has little resemblance to what I originally set out to do.

In my most recent map, I wanted to do a homage to e1m4. So I knew I had to have some cramped areas (I decided they'd be maintenance tunnels), dark central command room where they player would have to fight a bunch of monsters to get a key, and something vaguely similar to the big open room at the start of e1m4. After that I just started drawing shit almost at random trying to keep an "invaded command" theme in mind.
>>
>>3404416
I'm guessing you're talking about Sandy Petersen? He made some decent levels in Doom 1 and then went full retard in Doom 2. Maybe it's because he had help making the levels in Doom 1 so they were able to filter out his shitty ideas. Where as in Doom 2 he was all by himself which caused him to create all those bad levels.
>>
>>3404441
Yeah, it's like all of these are minimal effort maps that he must have just sped out as quick as possible to pad out to 32 on whatever Romero and McGee couldn't finish in time.
>>
>>3404450
Shit like The Pit with the incredibly simple sector/texture work is what brings Doom 2 lower then Doom 1 map design wise. Shit feels too big and empty with not enough natural direction.
>>
>>3404450
His Quake 1 levels are even worse. Somebody should have banned him from using those spawn enemies. He went way too overboard with those enemies.

>Oh hey you're low on health with no medkits anywhere? Let me put in 5 spawns here :^)
>>
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>>3404118
Could be Stupider.
>>
>>3404471
Episode 4 is definitely the low point of the original Quake. Levels that are huge and empty, just like his Doom 2 levels. Also Spawns are literally the worst enemy ever made. Fuck those fucking blobs to hell.
>>
>>3404471
lol you sound bad

you being ass != bad level design
>>
>>3404461
It really feels like either he didn't care or was pressed for time. The basics of these maps aren't too bad, they just need a little more effort or an editor.
>>
>>3404473
>Episode 4 is definitely the low point of the original Quake
I disagree, its one of the most intense and darkest episodes. You gotta expect some clusterfuck mazes full of evil ass enemies for the last episode, and it delivers.

I mean the last episode should be a challenge, even if you can choose to play the episodes in any order you like.
>>
>>3404487
Well it's fine if you like them, I just can't stand them. I like Romero's episode the most.
>>
>>3404490
E4M8 the secret level is pretty shite though
>>
>>3404472
add the possessed floating 16 barrelled shotgun to it too
when you absolutely need to not have shells anymore
>>
>>3404514
speaking of
https://youtube.com/watch?v=vfXejT5vi4s

somebody has to make this
>>
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>>3404514
What about two possessed flying quadshotguns while wielding two automatic two-barreled shotguns?
>>
Why has no one made a 2000AD wad?
>>
>>3404601
You will still find more shells than you can use.
>>
>>3404624
Not always the case. I've ran out of ammo on a few wads and had to rely on fists and magic.
Which admittedly is not a big deal, since the magic is really fun to use.
>>
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Whatever happened to GLOOME?
Did that just stall out completely?
>>
>>3404661

GLOOME is dead.
>>
>>3404661
still has enough features to make a game at least
>>
>>3404661
marrub stopped working on it
>>
>>3404479
you should properly get a proper grasp for the english language before you set out to shitpost senpai
>>
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Not sure if you guys are interested, but a collectors Doomguy figurine just got revealed.
Trigger Warning: It's DOOM '16 guy.

http://store.bethsoft.com/doom-marine-16th-scale-collectible-exclusive-edition.html
>>
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>playing Scourge of Armagon
>shoot Jesus mural hoping to find a secret
>instead it shoots lightning and it nearly kills me
Thanks, Jesus.
>>
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copy, paste, stretch, rotate, mirror
who would ever think this looks good
>>
>>3404801

Fucking FINALLY!

It was supposed to be out in fucking June!
>>
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>>3404801
>Your entire order will be held until this product becomes available. The current estimated ship date is 2nd Quarter 2017.
>>
>>3404815

also I just realized they intentionally delayed the release for Quakecon. Cheap jerks.
>>
>>3404810
What's that from?
>>
>>3404837
found it while googling images of the D4 chaingun
>>
>>3404801
>trigger warning
it's literally one faggot moaning time and over lol
>>
>>3404835
zewimax likes his petty release dates
look what happened with skyrim "kek 111111" just to ship an unfinished game
>>
>>3404808
do not defy god.
>>
>>3404808

>Shooting Jesus

dude why, he's a bro
>>
>>3404801
Would prefer classic Doomguy, but '16 is okay I guess.
>>
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https://www.youtube.com/watch?v=-UhHcEiegb8

Hoo boy
>>
There's a rumor in some private channels that Doom 4's megatexture format is already cracked, but Zenimax hit iOrange with a C&D.

Does anyone know more?
>>
>>3404939
oh hey look, it's q3dm6

literally no one is surprised
>>
>>3404939
i have satellite internet, someone tell me if it's good
>>
>>3404949

Now that it's actually fucking gameplay instead of a pre-rendered cutscene, gameplay looks neat.
Graphics still look like desaturated overly-busy arse where you can't tell Jack from Jack's Pet Rock.
>>
>>3404954
did they fix ranger
>>
>>3404958

I dunno, I couldn't fucking make him out.
>>
they blurred ranger like bigfoot
>>
>>3401136
Noob mapmaker anon here with an update on my Episode 1 replacement.

I'm the anon who made Spaceport, Nukage Tunnels, and a couple others. I've just finished e1m1 to e1m4, as well as the secret level. I've decided to do a full blown vanilla e1 replacement. Currently called "Knee Deep Again".

http://www.mediafire.com/download/u1dec5iwynr6lm9/Knee_Deep_Again.wad

You can check it out here. These are my very first maps, and they're made to fairly strict vanilla rules.

I hope you have fun. All feedback welcome.
>>
>>3404968
Oh, if this goes in the news section, please note that I also did Processing Facility which this wad includes and improves, so the old link can be dropped.

Level list is currently:

>spaceport
>nukage tunnels
>processing facility
>(secret)excavation site
>security control
>>
>>3404020
>>3403842
why would you ever want to replicate any chaingun that isn't the wolf3d chaingun?

so satisfying
>>
>>3404939
It doesn't have the moody oppressive atmosphere of Quake. It's just Quake 3 meets Overwatch. I'm sure lots of people will like it, but I'd rather get a slick Quake 1 soft reboot like Doom had.

I guess they're just too absorbed in the brilliant success of Quake 3 to remember the incredible influence Quake had. Holy shit that single player is still great today even with shitty / non-existent bosses.
>>
>>3404985
>>3404968
God damn it I just had to post my news in the middle of a raging shitfest.
>>
Drawing enemy sprites takes much longer than I liked. Also it kind of looks like poop.

https://www.youtube.com/watch?v=7jpoRp2EE_0
>>
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>>3405013
Those enemies kind of remind me of pic related
>>
>>3404954
>Graphics still look like desaturated overly-busy arse where you can't tell Jack from Jack's Pet Rock.
Reminds me of Quake alright. A lot of desaturated crimsons and grey.
>>
>>3405034
Why was Quake so brown?
>>
>>3405024
What's that guy from? Looks like some command and conquer type game?
>>
>>3405037
Technical limits, probably. I ain't a programmer kinda guy so I can't exactly give my two cents on that.

Also, is anyone else getting a lot of captcha from like, Italian street signs or some shit? Pic related, I keep getting shit like this.
>>
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To play or not to play Chocolate Doom?
Geniunely curious, I know it was made to somewhat replicate the experience of the DOS Doom and that's all I know about Chocolate Doom.
>>
>>3405038
Its the conscript from command and conquer red alert 2
>>
>>3405038
Bingo. C&C Red Alert 2

>>3405039
I have too. Guess Google are dicking with the reCAPTCHA algorithm again.
>>
>>3405042
Even though I thought it sort of looked like something from that, I'm surprised it was actually one of those games proper.
>>
>>3404939
Just knock the left channels audio down halfway.
http://www.youtubedoubler.com/?video1=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3D-UhHcEiegb8&start1=20&video2=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3D_TDb3FliTyY&start2=0&authorName=there%27s+your+problem%2C+wrong+backing+track
>>
>>3405040

If you're interested in playing the game just like it was originally made or want an engine to help testing your maps for vanilla compatibility, go for it.
>>
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>>3405034
The best looking Quake I've seen is Quake 2 on the N64. The coloured lights help it a lot and the desaturated textures pick up the lights very well.

>>3405037
"I don't want any colors, colors are gay." - John Romero, 1995

>>3405039
It's not due to a technical limit, there's plenty of other colours on the palette. Plenty of other retro games using 256 colours with more variety as well. They just wanted it to be gritty and grungy and brown was the extent of their vision. It was a creativity limit. They got better at using colours with grit by Quake 3, maybe it was because of Kenneth Scott.
>>
>>3405037
>>3405039
Here's VGA pallete.
Does it look brown-ish?
>>
>>3405054
if you're testing for vanilla compatibility, try chocorenderlimits, it won't crash when the limits are broken
>>
>>3405019
and yet both of those posts remain untouched for (and this is a shocker) as long as there isn't someone willingfully angry enough to shitpost about it to get any and all discussion related to it banished.
>>
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>>3405037
for that gritty, dirty underworld vibe. Most of the colors in a Century-old castle would be faded to shit, and military bases aren't exactly known for their color (unless you're in one of the corporate blue carpeted ones like the doom tech-bases)

There was quite a bit of color though. Not sure where the "quake is brown" meme comes from. all the skies are purple, all the lava is red, all the water is blue, torches and explosions are bright yellow.
>>
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>>3405060
is it not supposed to
>>
>>3404661
http://forum.zdoom.org/viewtopic.php?f=19&t=53081&p=930437

Brand new GLOOME game, posted a few hours ago.
>>
>>3405081
>multiplayer
>GLOOME

good luck, and this is coming from someone who worked on it.
>>
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say I were to do a twitch livestream of the moonman mod... Would I get banned for it?
Hypothetically of course.
>>
>>3405083
Twitch only tends to care about titties and nsfw, but probably.

The mod's mediocre as can be, though, so why would you?
>>
>>3405082
what's the matter, can't handle sending a little ACK
>>
>>3405086
Right I won't then just to be safe.
>>
>>3405082
https://www.youtube.com/watch?v=y7x2Vn2qhCA
Obligatory
>>
>>3405079
Most of that pic is brown, good job.
>>
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>>3405103
Is this what happens when you do local multiplayer RL, too?
>>
>>3405109
>'There was quite a bit of color'
not his or my problem you apparently can't read
>>
>>3405136
You claiming that ''quake is brown'' is a meme, people don't say things are x only if they're 100% x.
>>
Is there an article that goes in-depth on how wolf3d works or am I going to have to read the source code like an autist in order to figure it out?

im not interested in 3D games like Doom, I'm only interested in the fully 2.5D goodness of Wolfenstein.
>>
>>3405136
http://idioms.thefreedictionary.com/quite+a+bit
>quite a bit
>a large number or amount

only colour that screenshot has quite a bit of is brown dude.
>>
>>3405103

Now I know why people want z& to update quicker.
>>
>>3405109
I had the pic analyzed and its mostly grey.
followed by jungle green.
Then brown at 9.36%

>mostly brown
>9.36%

its ok, memes rarely make sense
>>
>>3405162
>I had the pic analyzed
What.
>>
>>3405164
color analysis is fairly straight forward
>>
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Hey guys this is my enhanced E1M4 Remake for Doom 2 and GZDoom
It plays way better with the SSG and I added some stuff.
give me your thoughts please!

http://www.mediafire.com/download/oiqur4en06wlibj/e1m4remake.wad
>>
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>>3405162
Do you have literally no grasp on colour theory?

>>3405170
It really isn't. What colour is this car? If you said white, you're a human with functional eyes and a working brain.

If you said Sand Drift Brown then you're a fool or a computer.
>>
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>>3405162
>>3405170
And literally what the fuck kind of program are you using that interprets all of the shadows as grey?

I know it did because that's literally the only possible way for grey to be detected the most common colour. Or it's blatantly dysfunctional.
>>
>>3403250

Is that a Temple of Love MIDI? I never realized how much I wanted the Ofra Haza version in Doom until now.
>>
>>3405219
Yes.
Scythe II had a very good soundtrack.
>>
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>>3405175
some remake
>>
>>3405251
the differences are

- it's based off the old version
- the swastika is enhanced (see picture)
- there are red bars preventing you from reaching the blue door
- sr50 to the exit door still works, but the door itself is red-locked
- the red key is nowhere to be found
- with nowhere else to go, you are forced into a teleporter, into a tiny room with an exit damage floor and 4 nazis

in summary i don't think you can call this a remake - it's a 10 minute edit.
>>
>>3405261
>the differences are
oh, obviously i forgot there is a ssg in a secret. but you could see that.
>>
>>3404968
in map 2 the ceiling of sector 61 is presumably the wrong flat (ceil1_1, wood)
>>
suppose it's meant to be flat14, like surroundings
>>
Anyone have a list for all of the assemblies in RLA including the ones that aren't listed?
I swear, that has to be one of the dumbest things I've ever seen in a game.
>>
>>3405251
>>3405261
I made it more like it was originally supposed to be
There's also an ending
I was going to call it "Command Nazi Control" but E1MFuher made more sense
I mean it may not be funny or at all clever but you have to give me props
>>
>>3405139
>he thinks I'm him
alright so you actually can't read at all.
>>
>>3405276
http://pastebin.com/CraT3Lwj
>>
>>3401136
https://www.doomworld.com/idgames/levels/doom2/megawads/urania

Urania, a 32 level vanilla compatible Plutonia megawad just popped out of nowhere
>>
>>3405280
>I made it more like it was originally supposed to be
originally it was a subtle reference to id's previous game. note: subtle

>There's also an ending
yes i mentioned it.

>I was going to call it "Command Nazi Control" but E1MFuher made more sense
i get it because fuhrer sounds like fourher

>I mean it may not be funny or at all clever but you have to give me props
why?
>>
>>3405280
>but you have to give me props

No, we don't "have to" give you anything.
>>
>>3405308
heh nice title
thanks
>>
>>3405308
>Urania
Is there gonna be one called Neptunia?
>>
>>3405323
>Neptunia

Now I'm thinking what if that JRPG series had a Doom mod.
>>
>>3405295
Don't see anything about the Defense Drone Launcher in here.
I know it's Assembled, as it's listed as so in RPG's store.
>>
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>>3404939
Suffers from UT3's huge problem of desaturation, poor visual clarity and overdetailing. Not as bad though, thank god.
Just turn up that saturation a bit so players aren't lost in the background..
>>
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Yes, done with most of the map, finally! 9997 linedefs, too... Although to be fair, I haven't added the final section of the map.

Should be ready tomorrow - after that I'll go finish up castle, compile test-build of all maps so far ( 8 from total of 12 ).
>>
>>3405347
I recall assembling that once but ditched it in favor of plascharge. strong as shit gun though that much ill admit. +8 drones surrounding you, become an almighty god of light and death. i believe it required a missile launcher or napalm, can't really recall
>>
>>3404939
Is that a remake of Campgrounds I saw?
>>
>>3405354
It's a missile launcher, for sure.
But fuck if I know the recipe. Don't know why the creator expects you to go through 49 possible combos for every weapon.
>>
>>3405352
damn man, you're really making this happen
looking forward to playing it
>>
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>>3405142
t-thanks for the help /doom/
>>
>>3405142
>doom
>3d
>>
>>3405419
the engine does raycasting on the two-dimensional map and then scales the texture depending on distance
don't be afraid to 'tism your way through the engine - carmack's code is really concise
>>
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>>3405276
Should I just give up hope
I don't see how a completed one hasn't been made with how long it's been out
>>
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>>
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>>3405486
>>
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Oblige maps are fun
>>
>>3405427
fuck off game theory
>>
>>3405562

He's right though
>>
>>3405427
>>3405562
>>3405572
https://twitter.com/ID_AA_Carmack/status/617694922825596928

Now it's settled.
>>
>>3405578
>gameplay is strictly 2D
then how come projectiles can pass over and under monsters without colliding with them?
>>
>>3405590
In vanilla? It shouldn't, the hitboxes are infinitely tall.

In source ports like ZDoom the hitboxes are no longer infinitely tall.
>>
>>3405590
because they're 2D objects existing in 3D space
>>
>>3405590
speaking of twitter, what ever happened to that blood thing?
>>
>>3405595
projectiles and item pickups are not infinitely tall, even in vanilla

items in particular are only 8 units tall
>>
we Russian Overkill now
>>>/wsg/1226262

i just realized the barrel spin almost loops with the webm
>>
>>3405609

What's that noise that happens when you start shooting, doesn't sound like the pain sound cyberdemons make and it doesn't sound like the gun, unless I'm wrong?

honestly it sounds like someone farting
>>
>>3405039
My captcha was speaking latin to me.
Presumably to invoke demons.
>>
what sort of hot sauce would doomguy like

i know there's the revenant one but really i just want to be able to go to a store within 20 miles and just buy something

not the hot sauce brutal doomguy would like, just normal environment-loving pet bunny-having saving Earth from Hell DoomGuy
>>
>>3405629
The ones with the skulls on the front of the bottle with a title like ASS DESTROYER where it only cares about being hot and not actually tasting good.
>>
>>3405621
i was testing with a random stupid sound playing when you start firing
it's a guy blowing a raspberry
i set the chance very high for testing purposes
i'm going to change it to various yells from the TF2 heavy

YATTATATTA YATTATATTA TUDADADADADAM
>>
>>3405632
anon you've described brutal doom
>>
>>3405471
remember the computer maps? you know how picking up one of those gives you a random assembly combo?

here is what u do

you summon like 50 of those or until you get every combo and complete the list as necessary
>>
>>3405629
i'd say one that leaves a fire in your mouth, but still has a sugary/fruity taste
>>
>>3405639

Well at least it worked I suppose.
>>
>>3405512
kono sekai ni mamoru
>>
>>3405645
I fucking did that, but lots of them aren't listed.
>>
don't forget to look at your sprites in game before putting hours and hours of work into making them look nice
>>
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>>3404945
>>3404957
>>3404996
>>3405349
>>
>>3405719
wow, I guess that's more of a reason to be happy about this being their first potentially good title then. Thanks for showing this to us anon!
>>
>>3403842
why would you want to replicate a shitty weapon?
>>
>>3405629
https://en.wikipedia.org/wiki/Ocopa
>>
>>3405745
>first potentially good title
hey man timeshift was cool, try it out

now that i realize it has russian developers it seems somewhat russian in retrospect, but that could have nothing to do with the game's content at all.
>>
>>3405719
Their track record is horrible god damn
>>
>>3405751
http://www.food.com/recipe/ocopa-sauce-306475

that looks pretty simple aside from the ingredients whose names i'm not confident in pronouncing. apparently one of them is some sort of mint
>>
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>>3405750
>>
can't believe y'all forgot about timeshift

it's got four dimensions--that's two whole dooms
>>
>>3405772
Yeah but Timeshift is basically just a mish-mash of every game released around the same time that doesn't do anything from the games particularly well. It's brown mush.
>>
>>3405750
okay now try with a little less straightforward approach
>>
>>3405778
maybe that's true, but since it's 2016 i don't remember any of the other games so it stands on its own as a good game
>>
you gotta hand it to doom 2016 for fixing the chaingun
>>
>>3405797
shame about the pistol falling into the pit of complete uselesness with the HAR present
also the plasmagun. RIP, you were stylish and had great sounds this time around
>>
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>>3405801
>Plasma Gun shooting noise with the heat sink upgrade
>>
>>3405809
... what do I even have to do with this?

>>3405715
on that same matter how do you go about implementing palettes into ps? some anon a couple threads ago filled me in on how to resize png files into doom format or somesuch but I never figured how to do so manually and id like to do a major checkout of my work for MSPR to see, so she doesnt have to do it all herself
>>
>>3405823
forgot to mention i mainly meant mspaint-made png images
>>
>>3405715
It's such a thrill when they look good, but very dissapointing when they're shit. At least the shooting animation looked decent. I don't know what I'm going to do with those walking frames.
>>
How come people say that I should pirate Doom instead of buying it on steam? I would definitely pirate it, but why are people saying it?
>>
>>3405836
They are saying you should play Pirate Doom, it's a wad.
http://www.moddb.com/mods/pirate-doom/downloads/pirate-doom-v-18
>>
>>3405801
i actually really like the emg pistol a lot more tbqf, it actually gets the job done on solitary imps and two shots soldiers with the charge mode which takes like half a sec to load up, has a pre implemented centerview mode for it even and if that weren't enough it also sounds like sex incarnate. too bad it looks like crap

>>3405797
its just kinda eh in D4D imo
>>
>>3405838
You cheeky cunt
>>
>>3405823
export the palette from the wad as a raw palette, change the extension to .act, load it into swatches so you can pick colours from it if you want, use it to palette images by going to image -> mode -> indexed, choose custom palette, pick the exported palette, done. it flattens your image so you lose layers so do this in a new document
>>
>>3405836

None of the people who were responsible for the creation of the original games are getting money from it anymore, and the versions of DOOM they're selling are... not really worth paying money for. The Steam version is just DOSBox but lacking the setup executable for the game which means you'd have to edit the config directly to change settings, and the BFG Edition version is way inferior to just about any notable fanmade source port and even has some censorship.
>>
>>3405836
Because you're just going to be dragging the iwad into a sourceport anyways. And that source port better be Chocolate Doom.
>>
>>3405849

What if he wants to play a limit-removing map, though?
>>
>>3405845
>export the palette from the wad as a raw palette
ugh didnt even get that part right damnit

thanks infinitely anyway anon.
>>
>>3405850
Then use something like Crispy Doom, or PrBoom+
>>
>>3405857
>Crispy Doom
Isn't that just a slightly enhanced and flashier version of chocolate doom, though?

Also jesus fuck what even are these captchas
>>
DG2K must really fucking love us.
>>
>>3405860
Crispy is Chocolate with the map limits removed and a slightly higher resolution allowed.
>>
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oh

OH

OH GOD
>>
>>3401135
Whats a good modern map mod to compliment d4d?

I've been playing with alien vendetta, i like it but I always play AV or Scyth2 and feel like I should try something new.


I have a toaster computer, it has vista, im glad I can run d4d. Doom4 looks fun.
>>
>>3405872
hud?
>>
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>>3405175
Actually had a chuckle, anon. Its funny in a really stupid way but I like it.
>>
>>3405872
squashed heads ruin huds for me, can the face be disabled?
>>
why are there no doom wads with as much crazy shit going on in them as in the /pol/ wad?

that one btfo's any other wad ive ever seen, ive looked through libraries and youtube but then again i only just found this thread just now
>>
>>3405893
there's a whole genre of off the wall wads anon, look up shrek's swamp and terry wads
>>
>>3405887
haha i feel heart warmed that people still play with this old thing on. all credits go to lippeth for the original weapons of saturn hud base though. that brings memories of the time I had first posted this, actually, dates waaaay back to the first release of SD weapons only. Its probably offline by now so here's a new mediafire link, hope you don't run into trouble with that!

http://www.mediafire.com/download/mnv89bj8pcjahwb/WOSHUDSDcompat.pk3

>>3405891
easily doable, will have to be moved to tomorrow noon before I can get on it though, sorry
>>
>>3405896
did you seriously just now suggest him to look up terrywads
>>
>>3405896
is this it?

http://www.wad-archive.com/wad/Shrek-in-Doom

also i really liked mm8bdm and the ancient aliens wad
>>
>>3405882
BTSX 1 and 2 make for some very cozy gameplay. try out UAC ultra while you're at it too.
>>
>>3405906
thanks
which is better 1 or 2?
>>
>>3405909
ayy, np

both maps feature a HUB of sorts that serves as an intermission/breather for finishing a certain number of maps more than anything. E1 is mostly (well, all) tech bases, encounters are pretty interesting and will definitely keep you engaged. there are even some pretty nasty traps in some of the maps, some of the balance provided by monster placement can go a tad off the rails when played with D4D though but nothing you won't be able to handle.

E2 is a fair increase in difficulty from the first episode while still keeping stuff in check with some pretty fucking beautiful mayan/ancient ruins/desolated temple design for a major portion of its map count, with the occasional techbases from E1 in some notable parts.

E3____________________________never ;-;.
>>
>>3405801
Pistol has always been useless unfortunately.
I am not sure how to buff the Doom 4 pistol in a way that makes it feel relevant like Duke's pistol.

>>3405841
>D4D SSG changes
>Double shot halves your damage and wastes your fucking time
>Double Trouble is pointless
Jesus christ how fucking awful.

Thank god everything else is good.
>>
>>3405909
You should play BTSX in order. Episode 1 is designed to be easy/medium, where as Episode 2 is medium/hard. Episode 3 is not out yet, but will probably be even harder than Episode 2.
>>
>>3405917
>I am not sure how to buff the Doom 4 pistol in a way that makes it feel relevant like Duke's pistol.
making it accurate at all times and increasing the ROF would work for instance.

I don't know if I'm the only person to think this through but I personally find the upgrades on D4's base pistol pointless as fuck. You're already sporting a pretty efficient shotgun and TWO rifles and facing higher-tier monsters by the time mark you get enough points to even consider upgrading it, what was even the point in not making it as efficient as possible from the start?
>>
>>3405929
ROF in regular shots?

The regular shots are just horribly weak and charge shots weren't THAT bad but Doom 4 has this issue where conserving ammo is a nonissue, which makes an infinite ammo pistol kind of pointless.

>Chainsaw gives you a full stock when you use it on like an imp or a zombie
>Fuel common enough

It has a place until you have the HAR or SSG just because it's not inaccurate, but outside of that there's not a whole lot of a selling point.

I would have taken a handcannon type of pistol instead personally.
>>
>>3405929
forgot to mention the plasma rifle is fucking garbage and only earns merit because of the stun bomb.
>>
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>>3405917
>I am not sure how to buff the Doom 4 pistol in a way that makes it feel relevant like Duke's pistol.
In the latest update an alternate, stronger ammo-using variant (EMG mark V) was added to snapmap, it's pretty cool.
>>
>>3405917
damage boost up close so it's only good when backed into a corner or when up in someone's ass
>>
>>3405936
So basically it would be like the shotguns but even worse? I am not sure what a good use for this would be.

>>3405935
Looks kind of nice.
>>
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I can take a break from classic doom. is it time for constructive Doom 4 rants?

The one thing I can openly state as utter shit regarding doom 4's balance is some of the monsters themselves. they're fun as fuck to kill mind you, and standing out in the open CAN get you killed, but that's only when facing a certain number of them and because of their mobility mainly.

some (most) of their stagger/pain states take WAY too fucking long, it's not even funny. I swear I'm not making this shit up: take a fucking revenant for example, one of the most remarkably hard hitting monsters in classic Doom, and, jesus shit, if their damage output and reaction times weren't already poor as FUCK, if the faggot ever starts to so much as shake or falters, you can bet that pelting him with whatever you have out at the time will keep him neutered there where stands and eventually put him out of his misery with pretty much no drawbacks at any point.

This was especially disappointing to see after the whole 'HOLY SHIT SKELETON JETPACK' hype and all the child posting he had for the game since the design for it looks killer. It's a shame because it has all that is needed to make an interesting enemy encounter in a specific situation, but for some reason console faggots can't speed in an FPS they didn't go through with it.
>>
>>3405917
>Double shot halves your damage and wastes your fucking time
That's... exactly what it does in Doom 4, too. It's to not waste ammo on imps or something.
>>
>>3405934
How'd you even make the Plasma Rifle a good weapon in comparison to a giant fucking Rail Gun without straying from DOOM 4's design?
>>
>>3405685
There is not a single assembly that is not listed in the hud list.
>>
>>3405947
The challenge in new Doom comes from the number of enemies, the enemy placement and combinaison choices, and the level design.

This is also true in the original Dooms but to a greater extent in new Doom.

This being said the devs were able to create challenging situations even when there aren't many enemies. Like for instance when you're on the bridge leading to the Argent Tower and you're fighting a bunch of Imps, but the level design make them harder to shoot and harder to dodge their shots.
>>
>>3405957
many people like to simply call the game's combat spaces 'forgettable' but I personally find that they believe that to be because the combat itself engaging and F word enough to make time pass on incredibly quickly, and therefore makes any and all encounter look and feel the same. the fluidity some of the maps have to them might add to this too.

It's like when you play enough high-tier monster count megawads or challenging maps, the difficulty can only turn your time spent with it be engrossingly fun or tedious and groan-worthy in the long run.
>>
>>3405957
I agree with your thoughts on enemy placement and all, but my point still stands sadly. Revenants in this game go from being extremely mild when alone, to sweater-knitting challenging when faced in small groups, and this is all due to their reaction times (which are, simply put, poor).

Their laser sight special attack isn't anything special and it seemingly takes way too long for them to angle their aim correctly, and even then they manage to miss you every single time due to the fire delay of their shoulder cannons, and the laughably small area of effect and spread on the rockets. (why even is this?)

The jetpack (which they seldomly ever use in combat and merely serves as a means of mobility to gain higher ground on you, which is something pointless for them to do for the reasons above listed) can go defunct in a few shotgun blasts worth.

All this might read as though I hated them to death and wished they weren't in the game at all, but my point comes from the fact that it really is fucking disappointing to see such a cool looking demon design be ultimately wasted on this much of a lackluster challenge device on most serious encounters.
>>
>>3405972
Their role is to force the player to be always in movement, although that is also true for most enemies but each in their own way. For instance if you want to escape a Pinky by going to a higher ground, the Revenant will quickly be able to fly upwards and thus force you to stay in movement even during the few seconds you'd have an advantage on the pinky.
>>
all this talk about doom 4 reminded me of how shitty and useless the micro missiles in D4D are

like I'm aware they had to make certain changes to accommodate the remaining of the fully upgraded mods for the weapons but this is just ridiculous
>>
>>3405935
>EMG mark V
>mark V
I can only picture an edit of the TRIGGERED tumblr woman reaction image with sgtmarkiv's avatar instead
>>
>>3405949
Doom 4 halves your ammo cost and it gives you two full SSG blasts.

D4D balances it out, which weakens it severely and makes the upgrade pretty pointless.
>>
>>3405996
Each shot can kill an imp or a zombie, meaning it's not pointless since it saves ammo and not unbalanced like Doom 4.
>>
>>3406001
but D4's double trouble also kills imps and zombies in one shot...?
>>
>>3406001
It is pointless in D4D because it halves your damage output so you have to tap twice to match what you had before.

And imps and zombies were never an issue in D4D because of piercing shot(Which was also nerfed to shoot half of what your current pellet count per shot is)

There's no real reason to go for double shot and ammo concerns are a nonfactor in D4D because having low ammo means you get ammo drops for what you are low on.
And this isn't even bringing up the chainsaw.

The worst part though is that it doesn't really give a reason to use the regular shotgun despite the nerf. If anything, the nerf invalidates the standard shotgun even more because it has more pellets per shot than the standard shotgun and it pierces.
>>
>>3405919
I'm getting my ass pushed on night mare.

I'm having fun levels exactly what i was looking for.
>>
Is there a dynamic music mod like doom 4? Is it possible to change music by monster behavior?


Like it's quiet until first monster roar which starts up.

looks middle riff until all all active monsters are dead or (all eliminated) goes back to ambient.
>>
>>3405996
Really? It feels weaker per shot to me. Oh well.
>>
>>3406031
It is an absolute beast of an upgrade.
SSG also has more range than SG in Doom 4 and they should really fix that.

Like in classic Doom the pistol and SG both go into relevancy because of the SSG and Chaingun.
>>
>>3406037
>>3406031
Also if you feel it is weaker you should do some testing.

I did a lot of testing on pinkies and cacodemons and the SSG will still one shot pinkies from behing with double trouble or not.

So it doesn't cut your base damage, it just cuts the ammo cost and doubles your damage output.
>>
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The new Quake gameplay trailer
https://www.youtube.com/watch?v=-UhHcEiegb8
>>
>>3406037
regular shotgun still has uses, even with super shotgun, i will keep using it for imps etc. that can be one-shotted with regular. ssg is wasteful,.at range or on low-health monsters, especially when resupply is limited or unknown (i.e. first time through a level)
>>
>>3406104
Regular shotgun does not consistently one shot imps.

SSG always will even if you get double shot.
Impls also don't come alone and SSG will be 100% more efficient the second any Imp lines up.

On top of this, resupply is not limited because of what was listed >>3406009

In D4D or in Doom 4 ammo is not an issue at any point because of game mechanics always making sure you have enough ammo for your weapon of choice.
It's only very slightly less lenient in Doom 4 because the start of the game doesn't quite give you enough shells if you use only the shotgun, even if all you do is meatshots.

D4D has you swimming in ammo always.
SSG is also more accurate than the SG in Doom 4 and has a larger effective range in both Doom 4 and D4D
Shells are also literally everywhere in all Doom maps
>>
>>3406096
see
>>3404939
>>
>>3406108
Also personally I would buff the shotgun and the two mods for D4D if I had to do something with it.

My issue with the SSG changes is that it makes one upgrade worse(Cuts your damage in half per press) and it only ever gets offset when you dual wield, making the upgrade not worth getting unless you can buy both at once.

As for how to buff the standard shotgun I'd probably make it hurt a bit more and have the mods do more damage too.

I just neglect the weapon completely as is, in both D4D and D4 [spoiler[ which is a shame since I like the design and mods for it
>>
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>>3406108
>Regular shotgun does not consistently one shot imps.
true, but it's good enough. if i have 10 imps on battlements (can't be lined up) shotgun will kill most of them in one attempt, and the rest will need one or two bullets to finish off, at cost of 10 shells + a few bullets, opposed to 20 shells if using ssg.

>SSG always will even if you get double shot.
true, well unless you get screwed over by blockmap bug :)

>Imps also don't come alone and SSG will be 100% more efficient the second any Imp lines up.

i was thinking of cases where they can't be lined up easily, eg. collection of pillars or cages or battlements like end of reverie map25 (pictured)

>[snip d4d stuff]
sorry i don't care about game mods :)

>Shells are also literally everywhere in all Doom maps
i think you need to play a much wider range of maps!
>>
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STOP POSTING ABOUT STUPID SHIT YOU FUCKS

TALK ABOUT DOOM OR QUAKE OR STRIFE OR SOMETHING
>>
>>3406096
not interested, sorry.
>>
Futa HDoom when?
>>
>>3406134
never, the creator said he hates futa when asked that question.

then some weeks later he drew futa anyway.
>>
>>3406124
>[snip d4d stuff]
>sorry i don't care about game mods :)

The entire discussion has been about D4D, not vanilla. Do try to keep up.

If we're talking Vanilla then SSG and CG both make the standard shotgun completely irrelevant.

The only time Shotgun is relevant is in Doom 1.
>>
>>3406148
>If we're talking Vanilla then SSG and CG both make the standard shotgun completely irrelevant.
I disagree but whatever
>>
>>3406150
Well I can't see it as too useful.
It doesn't have the firepower or efficiency like the Super Shotgun and it doesn't have the range or DPS like the chaingun.

It's pretty much just wasting shells if you have both on you unless you ran out of bullets and there's a zombieman or two.

If you're missing either the Chaingun or Super Shotgun then it has a place but once both is there it doesn't really stand out.

Nothing wrong if you choose to use it of course, I just have a hard time seeing it's place in Doom 2 onward basically.
>>
>>3406131
Release me! Leave an old man alone!
>>
>>3406131
but strife is only okay
>>
>>3406164
Thanks, bye!
>>
why did they get rid of the revolver in Golden Souls 2?
>>
>>3406186
It's like one of the worst revolvers I have ever used in video games
>>
>>3406181
Wouldn't it be great if you could say that to get out of any awkward situation IRL
>>
>>3406186
Cause it was a bad gun? After you got the shotgun you never went back to it.
>>
>>3406164
why does this phrase seem familiar
>>
>>3406196
I did use it for sniping.
>>
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>>3406198
>>
>>3406204
What is that
>>
>>3406206
a wine bottle with balls
>>
>>3404801
a lack of bfg makes it not worth it
>>
>>3406206
Play some Reelism
>>
>>3406209
So it's not the thing from Cleimos 2?
>>
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>>3406209
>check out reelism
>there's a dog-pope that barks and shoots bees out of its mouth

fucking magnificent
>>
>>3405882
There's a Two-map wad called Area51, I had some fun playing D4D on that.
>>
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>>3406213
Apart from being a tall object it's completely different.
>>
>>3406196
I always used it because I really like revolvers.
Also felt moderately satisfying.
>>
I have a Doombuilder question

You know how when you're left clicking on things, eg linedefs, and each new linedef you click is added to the "currently selected" group

is there a way to make it not do that? In most programs, you'd have to hold shift to add additional things to "currently selected" but Doombuilder wants to be different, and it slows things down
>>
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Is there more to this tutorial than just this image?
>>
>>3406335
i haven't seen one. what you need? rigging info?

http://blog.digitaltutors.com/how-to-create-your-first-character-rig-in-blender-part-1/
>>
>>3406370
Nah, I was looking to see if there was anything more on the sculptris part.
>>
>>3406252
i haven't got a clue, sorry.
>>
>>3406376
Sculptris is probably the easiest sculpting program out there. I'd change the settings to "traditional sculptris controls" if you're using a mouse.

What else about it though?
>>
>>3406382
I just got it installed and never used a sculpting program before. I'm familiar with blender though and have used that a lot.
>>
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Playing around with it is kind of amusing, though.
>>
>>3406408
I remember /v/ doing threads about making characters with it. It ended up usually how you would expect.
>>
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>>3406410
penises everywhere I image.
>>
>>3406418
And some grandiose wolf booty.
>>
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>>3406432
haha, I had just sculpted this guy some rump. He's got a bit of a case of flatbutt atm, tho
>>
>>3406435
DUDE FUCKING BLUE BOARD
>>
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>>3406435
Lookin' nice.
Gotta remember one of the cornerstones of Doom's demon designs: In hell, you train glutes erryday.
>>
>>3406441
look at that midget
>>
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>>3406435
>>
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>>3406441
Hell yeah.

Now if I could just figure out a better way to do eyeballs and lips this shitty guy is going to make a rad pinky replacement as a test.
>>
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>Find abandoned project from beginning of the year.
>Hey, this wasn't too terrible. I had some pretty grand ideas and a good blueprint of what to make.
>Plants were shit though.
>Find the secret picture of my cat on the first level.

I had to put her down about a month ago. All she really did anymore was vomit, occasionally have painful seizures/cramps, and some kind of internal organ issues I couldn't afford to fix. Her sister had to be put down for basically the same fucking reason about two years ago.

Part of me wants to finish this to dedicate it to said cat, but I'm wildly out of touch with Doom. I guess my advice is to not put pictures of your (old) pets in your WADs.
>>
File: doom the face of satan.png (758KB, 916x866px) Image search: [Google]
doom the face of satan.png
758KB, 916x866px
>>3406449
wait maybe I figured it out. I just realized the brush gets smaller or larger depending on how zoomed in you are.
>>
File: temp.png (74KB, 545x611px) Image search: [Google]
temp.png
74KB, 545x611px
>>3406459
[ and ] changes brush sizes as well.
>>
>>3406459
It looks kinda like a Kawaii demon.
>>
>>3406461
oh sweet, thanks.
>>
>>3406459
and shift + scroll
>>
File: doom am i an anime yet.png (570KB, 719x815px) Image search: [Google]
doom am i an anime yet.png
570KB, 719x815px
>>3406465
uguu~
>>
File: Amethyst_(Debut).png (74KB, 358x480px) Image search: [Google]
Amethyst_(Debut).png
74KB, 358x480px
>>3406459
>>3406465
The lips remind me of Amethyst from Steven Universe.
>>
>>3406473
it's the hairlip
>>
>>3406471
Alt reverses brush direction. Digging in instead of adding on. Also hit ... C? I think ... For a "clay" brush (better than default). might be D.
>>
>>3406482
i also think it's D
>>
>>3406471
>>3406473
it looks like duckface to me
>>
File: doom the award.png (830KB, 793x750px) Image search: [Google]
doom the award.png
830KB, 793x750px
>>3406468
>>3406482
>>3406485

have a golden lump as thanks
>>
>>3406487
Also don't use shiny materials for sculpting. Use like... grey clay or something. Something you can actually see with.
>>
>>3406457
I'm sorry for your loss, m8. Unfortunately many cats are prone to internal organ damage, especially kidneys, since their diet is usually rich in protein and sodium, and they are really picky with water, to the point that some don't hydrate themselves properly.
Getting over the death of a pet takes some time.
>>
>>3406492
I'll keep that in mind. I noticed when painting here that the tail is all actually kind of fucked up on the top inside curve in terms of geometry. Not that it'll matter that much since the model itself isn't used in the final product and I can probably fix it in blender any way.
>>
>>3406504
The pain never really goes away, Anon.
My beautiful childhood cat died 5 years ago, I still dream about her sometimes
>>
File: doom uguu.png (195KB, 427x470px) Image search: [Google]
doom uguu.png
195KB, 427x470px
I'm ready for HDoom
>>
>>3406504
>Getting over the death of a pet takes some time.

It didn't really affect me until I found that picture again. I was like "yeppers cat's dead, shame" but seeing that picture made me well up a bit. Cat's don't get to me as much because they're pretty chillax and we had rescues the lead pretty long lives (16 and 19?). I was sad watching them put the first of the two down, but I didn't come along for the second - probably why the delayed reaction kicked in. If current puppo up and died, I think I'd cry like a bitch for a week or more.

I'll try making progress on that thing since it was a megawad project. Got mixed reception here as kinda neat, but kinda cramped - which is how basically all my stuff goes. Talking about it helps though, didn't want to burden my boyfriend with sad dead cat story, since his is pretty ancient too.


(In Doom-related news, when's the next DoomRL Arsenal patch coming out? I've been waiting for that Monster Pack for awhile but haven't been keeping up with anything.)
>>
File: doom b-but i poop from there.png (293KB, 625x548px) Image search: [Google]
doom b-but i poop from there.png
293KB, 625x548px
not so ruff oniichan
>>
>>3406517
> when's the next DoomRL Arsenal patch coming out?
Yholl and crew are working on a large scale update that brings in a new melee weapon system, new melee weapons, and a melee focused class
is what i've heard
>>
>>3406520
if you want to overlay a reference image, use http://imageoverlayutility.bitbucket.org
>>
>>3406524
oh, that could be helpful when I try something more humanoid. Thanks.
>>
File: 1434447499834.gif (2MB, 388x218px) Image search: [Google]
1434447499834.gif
2MB, 388x218px
>>3406523
>a melee focused class
Yes please.
>>
>>3406537

Coming to you in 2018
>>
>>3406546
I'll get it at the same time space pirate comes out then
>>
>>3406510
Some take more time than others. I'm more of the mindset that I gotta cherish the memories I had with them, instead of mourning their passage.
A few years ago, I had to put down a dog I raised since her birth. She was a beagle, but quite small for her breed, fortunately not due to malnutrition or genetic defect, just got the short end of the size stick, which made her adorable.
Unfortunately I lived in a place with high incidence of Leishmaniasis, an incurable and lethal zoonosis. She contracted it and had to be put down.
Similarly, whenever I dream of my still alive dogs, she is always among them.

>>3406517
Yeah, cats tend to be a bit more distant so the reaction isn't as intense to some people, but they are generally good company and it is only natural to miss the cute, aloof kots.

From the screenshot, I'm digging it. Cliffs can lead to some interesting encounters and they look really neat. Good luck on your project.
>>
>>3406515
looks like the makeup gun was set to clown again
>>
Is there a way to give the player mod-specific items?
Trying to buy something from the discount shop in RPG crashes the game seemingly everytime for me.
>>
>>3406567
I wanted to see how much detail was lost, otherwise I would've just used a softer red for the lips. I've got the model imported into blender now and setting up the camera and lighting and see how a set of standing sprites come out.
>>
Can we talk about Quakecon here?
>>
>>3406573
Nevermind, figured it out
>>
File: lumpA1.png (5KB, 160x100px) Image search: [Google]
lumpA1.png
5KB, 160x100px
Here's a test render at 320x200, I think this is about the size that enemies make up on the screen, but I'll have to double check. A whole lot of detail gets lost.

>>3406582
Am I going crazy or does Quake Champions look more like UT than Quake?
>>
>>3406587
I don't want to think about Champions, I'm just having fun watching Quake World, and there doesn't seem to be any threads on this board or /v/.
>>
>>3406591
Man I wish there were more proper QW servers to play Deathmatch on.
>>
File: lumpA1.png (6KB, 160x100px) Image search: [Google]
lumpA1.png
6KB, 160x100px
Okay, tweaked the camera and lighting a bit for this one. Need to up the ambient lights a bit I think because those dark spots are a bit too dark.

>>3406591
I haven't really paid attention to it outside of seeing that video. Anything interesting going on?
>>
>>3406591
is much being made over quake being 20 years old?
>>
>>3406595
Here's the light setup that I use.

http://www117.zippyshare.com/v/fxwvVsMS/file.html

Scale the object until the size matches the camera view, get the head at about the level the player would see it at, like a humanoid would have the head centred and something small would be lower, then use Y-Offset in the camera settings to get it all in frame.

Should be able to get the object in from your current project with File -> Append
>>
>>3406607
Also it's made with rotating the object in mind, not the camera.
>>
File: doom leg lifts.png (169KB, 643x597px) Image search: [Google]
doom leg lifts.png
169KB, 643x597px
>>3406607
>>3406619

Thanks, I'll take a look at it. I'm trying out the rig I made now for the model and trying out poses.
>>
>>3406643
You'll need to drop the specularity intensity and lower the sharpness a lot to make it look less plastic. Try and get it clay-like.

https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Every_Material_Known_to_Man/Modeling_Clay

Might be able to find a good preset that isn't Cycles or an external renderer. Found a great one that I was thrilled to show you but it was Indigo renderer.
>>
File: doom big pimpin'.png (243KB, 710x757px) Image search: [Google]
doom big pimpin'.png
243KB, 710x757px
>>3406658
oh, that makes it look loads better.
>>
File: WeirdPuppy-Sprite.png (4KB, 240x124px) Image search: [Google]
WeirdPuppy-Sprite.png
4KB, 240x124px
*Slurping toward you*

This is so silly.
>>
>>3406725
http://vocaroo.com/i/s1C8LDzV0bYn
>>
File: 1460649921224.jpg (40KB, 247x248px) Image search: [Google]
1460649921224.jpg
40KB, 247x248px
holy fuck deadwolves is the best worst thing to ever happen to doomworld
>>
New thread >>3406745
>>
Alright faggots, Team Ragnarok or Team Rune?
>>
>>3401135
I can't access the tinyurl link for the Doom IWADS.
>>
>really wanna play Doom
>don't wanna replay the old wads

anything new worth checking out?
Thread posts: 606
Thread images: 138


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