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File: important.png (390KB, 2079x500px) Image search: [Google]
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DOOM THREAD / RETRO FPS THREAD, BABY POOPSIE EDITION - Last thread >>3406745

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===

[08-04] Urania, new Plutonia megawad
https://www.doomworld.com/idgames/levels/doom2/megawads/urania

[08-04] Anon maps update: Knee Deep Again >>3404968
http://www.mediafire.com/download/u1dec5iwynr6lm9/Knee_Deep_Again.wad

[08-04] THT Threnody (Ty Halderman Tribute project) released
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/thtthren

[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

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

[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

[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

[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

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
https://twitter.com/br/status/761884351109947392
https://twitter.com/br/status/761930000702574592
>>
second for dump 3 never
>>
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>>3411184
D'aww
>>
If you could cherry pick weapons from the Id shooters and make a weapon set with them. What would your set look like?

Mine would be:
Chainsaw: quake 3s gauntlet

Blend fist and pistol together and use quake 2's blaster and quake's axe

Shotgun: doom 4's shotgun, complete with grenade shot

SSG would stay the same

Chaingun: Doom 4's HAR with mini rocket secondary

Rocket launcher: Quake 1's launcher, maybe with the grenade launcher as an altfire

Plasma gun: quake 4's hyper blaster

BFG: either classic BFG or the rapid firing BFG 9k from quake 3
>>
>>3411184

Yeah, at one point yesterday I was going to convert a video I found on tumblr and suggest the OP to put it at the beginning of the thread, but I completely forgot about it.

>you will never play Doom with your mother
>>
>>3411191
>rapid firing BFG 9k from quake 3
You mean the BFG10K
>>
>>3411184
>john romero's mom made him her bitch
>>
>>3411197
someone with a twitter please post this to john romeros account
>>
>>3411132

why does team damage trigger people
>>
>>3411191
Q2 BFG
it's the proto D4 BFG

plasma gun would be combination of D2 and D4
D2 blocky base design, D4 sounds (they're so good)
>>
>>3411196

Damn it I was trying to recall if it was 9 or 10k.

Cool gun though
>>
>>3411205
100 friendly kills later
>>
>>3411184
2cute

>>3411197
mysides.png
>>
>>3411191
my weapons would be:

weapon 0:The q2 blaster due to infinite ammo

weapon 1: the "wingsticks" from Rage as a chainsaw weapon

weapon 2: doom shotgun

weapon 3: quake 1 grenade launcher

weapon 4: Wolfenstein3d Minigun

weapon 5: quake 1 rocket launcher

weapon 6: quake 1 lighting gun

Weapon 7: Quake 3 BFG
>>
>>3411231

>RAGE weapons

Aw fuck I knew I forgot one. I want wingsticks for my chainsaw tier now
>>
>>3411205
Where do you think we are?
Also I was the guy who asked that question, I'd love to play with you asshats sometime this week.
>>
>>3411239
how about:
a chainsaw
with wingsticks at the end of the blade on both sides
they spin with the chainsaw teeth
and there's a secondary trigger to launch them when you're revving the chainsaw
>>
>>3411257

Oh my god that is fucking rad
>>
>>3411191
1: Revenant Skeleton Punch
2: Doom64 pistol
3: Doom 2 SSG
4: Quake 2 Machinegun
5: Doom64 Rocket Launcher
6: RTCW FG-42
7: Doom64 Plasma gun
8: Quake 2 Railgun
9: Doom64 BFG
0: Wraithverge
>>
Centered view weapons or off to the side?
>>
>>3411285
I prefer centered.
>>
>>3411285

Centered, but I'm fine with off to the side.
>>
>>3411281
>Revenant Skeleton Punch
2meem
>>
>>3411285
mix and match
>>
is quake 2 better than 1
>>
>>3411302
It's pretty gud, but nah
>>
>>3411297
NOOOOOO!
>>
>>3411302
Naw son, a lot of people don't think much of the single player campaign but the multiplayer is pretty fun.
Q1 is objectively better all round, it q2 multi is maybe a little more fun because of map design.
>>
I wonder what would've happened if Quake 2 made it as "Wor" (I believe?) like it was supposed to instead of id having to deal with Copyright difficulties. I imagine Quake 3 would've just become Quake Arena, or maybe its own thing again.
>>
>>3411285

Centered.

>>3411297

YOU DOUBLE HERETIC
>>
>>3411339
"Wor 2"
>>
>>3411257>>3411274

what about the chainsaw yoyo(gib-gib) from serious sam double d xxl
>>
>>3411297

There's heresy. And then there's ADVANCED heresy.

Bonus: Put a few marksman weapons offset, but on the left instead of the right.
>>
>>3411285
Mostly centered, but slightly off to the right.
>>
>>3411328
>>3411341
>>3411409
I appreciate that Unreal's Razorjack and Eightball are centred, they are very dangerous to the user and firing from the center of the player's view keeps them from accidentally clipping walls.
>>
Anyone here play Heretic 2 at all? I had the demo when I was a kid, but haven't tried it since. It didn't run super well on my computer.
>>
who else going to see if doom 4 even fucking runs on their machine now that it has a steam bypass

mostly i just want it for access to the resources inside but if it runs after putting everything on subtoaster it might be interesting
>>
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>>3411295

You got beef with revenants, fuckboy?
>>
>>3411368

That's a thing?
>>
Speaking of Serious Sam

https://github.com/Croteam-official/Serious-Engine
>>
>>3411463
wat u speek ov

>>3411479
You're reminding me of that one anon who named his wad "Pissboy" and then when I asked him why, posted furry porn and said "why not"

>>3411483
ioSerious when
>>
>>3411514
http://www.dsogaming.com/news/denuvo-has-been-defeated-first-doom-crack-is-now-available/

*not really a crack

From VOKSI
>>
>>3411519
So I can DL the full game and have steam think it's the demo?
>>
>>3411532
Aw jeez, it does require Steam to run.

Yeah that seems to be the gist of it, even with VPNs and such I wouldn't risk it in case I fucked up. I don't need my Steam account getting banned over this.

3DM will solve the Denuvo problem eventually.
>>
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>>3411481
yes as well as a machine gun that shoot out exploding sentry guns
>>
>>3411538
Ah, ok then.
>>
what happened
>>
>>3411438
I've played it enough to say I did, but it's a bitch to get running on a modern system. Wasn't too happy with it overall after all that effort, but then again, while I love the setting, I thought Heretic 1 was a bit bland and vastly preferred Hexen.
>>
>>3411621
Try gldirect
gldirect.sf.net
>>
>>3411629
I run Linux for everything, but thanks anyway.
>>
>>3411621
I remember the demo being like tomb raider, but less clunky with more focus on combat. I really liked how the areas felt somewhat real, vs the original Heretic which was kinda abstract.

The best thing about Heretic is the sound effects and music. Gameplay wise it's still good, but other than the inventory system it's still a little too close to Doom.
>>
>>3411631
It's kinda a bummer that Wine is so problematic at times, otherwise I would have switched to Kubuntu already
>>
>>3411641
PlayOnLinux can ease a lot of pain, but yeah, I understand. Steam is a total godsend, too. I still think it's worth it, given all the shit with Windows 10 and also simply because I believe the Unix-like architecture is overall a better way to compute. If it weren't for systemd, anyway, but that's a whole different issue and beyond the scope of this thread.
>>
>>3411613
something happened?
>>
>>3411645
I just use Windows 7 with Never10, but yeah, this is more of a /g/ thing.

>>3411648
we went half an hour without a post
>>
>>3411652
it's nighttime, whaddya expect
>>
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>>3411652
i was out drinking
>>
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pointless vfx go!!
>>
>>3411750
You should give that shotgun more of a pump animation when it's lifted.
It goes by so far that it lacks the satisfaction of pumping it, which is also a bit weird because the muzzle flash stays there for quite awhile by comparison.

Really nice effects though, this is for that MetaDoom mod?
>>
>>3411754
yeah, i've got an improved pump animation on hand, i just haven't plugged it in yet.

and yeah, it's for metadoom. thanks for the compliments!
>>
>>3411758
Looking forward to it, seems pretty fun.
>>
>>3411750
try this:
make the blood splat half their scale, then double their scale over 8 or so tics (about 0.25 s) tics
you can do this with decals too, makes them look more splattery
>>
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Friendly Reminder
>>
>>3411862
i fully support this
>>
>>3411862
Supported.
>>
>>3411862
Thanks friend
>>
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>>3411862
>>
Why hasn't DOOM been ported to a smart fridge, microwave or pic related yet?
>>
>>3411862
memeit.jpg
>>
>>3411862
I just play in zdoom software
>>
>>3411907
>the mod fucking banned me for three days for "low quality posts outside of /b/", whatever the fuck that means.

it means you're basically going into the shmup thread and saying "what's wrong with ikaruga?" or into the metroid thread and saying "what's wrong with other m?"
>>
>>3411949
So I'm not allowed to ask questions I don't know the answer to? I'm not trying to bait, I'm just new to Doom.
>>
>>3411907
Brutal Doom started as a fun gameplay mod that got derailed by bad design designs and an ego that's hardly befitting a mod for a 20+-year old game.

There are other reasons, of course, but that's more or less the crux of it.
>>
>>3411950
no, but don't be surprised if you get your head bitten off

forgive the cynicism, but the chances that you are actually genuinely new to doom and actually haven't heard any of the criticisms to brutal doom are miniscule
>>
>>3411953
That's what I'm trying to ask. I hear people mention bad design decisions, but they never explain what they mean (probably because everyone but me already knows).

>>3411954
Well, new as in started playing on and off a year ago. I've heard criticism, but mostly some really non-specific stuff or something about the author himself.
Anyway, I'm just curious. I like playing with it sometimes, so it's not like I'll stop having fun.
>>
Anyone else here try out the updated Samsara yet? It's pretty good.
>tfw there's an option to kill that horrid top bar
>>
https://www.youtube.com/watch?v=jmsGM31vYj8
>>
>>3411953

>design designs
>>
>>3411976
HAH
>>
>>3411970
oh jeez
>>
>>3411907
Just stick around for a while and you will eventually hear about it anyways.

I'm sure that everyone here can agree that while mods are a ton of fun, vanilla is in the end the most charming choice.
>>
/r/ that video of the russian kid who only plays brutal doom and whose mother gets pissed.
>>
>>3411964
that option has been in for, like
forever
>>
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>D4D barons
>>
>>3411964
You could do that with cvars, anon.
>>
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>>3412027

git gud
>>
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>>3412027
>being bad
>>
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>>3412032
>>3412037
It's not like they're that hard to kill, it's just the constant leaping is annoying
Also they look awful
>>
>>3412048
Just like your gem waifu.

But yeah, the leaping is seriously pretty annoying. All kinds of enemies that can move over big distances in a second are an awful idea in general.
>>
>>3412048
>>3412049
I like the leaping barons and running charges the pinkies do personally.
Many ways to deal with them on just about every level.

Although once in awhile I see Barons leap into a pit and then it's just an easy kill
>>
>>3411514
>that one anon who named his wad "Pissboy" and then when I asked him why, posted furry porn and said "why not
not the same people
source: maker of pissboy, never gave a reason why I named it that or posted furry porn
i'm still butthurt about never getting any actual feedback
>>
Well...
I ran GZDoom for the first time and I saw, how does OpenGL-rendered Doom looks.
I didn't like it, is there a way to make OpenGL look like software-rendered Doom?
>>
>>3412075
There's a "software" lighting option, but otherwise no. Make sure you're turning off texture filtering.
>>
>>3412075
Options -> Display Options -> Texture Options

Texture Filter Mode: None

If you have a "modern" graphics card you should be able to run Reshade with GZDoom which should allow you to force GZDoom's output into Doom's palette, but I'm not sure how to go about it since I can't get the damn thing to work. Just know I seen someone do it on the ZDoom forums.
>>
>>3412075
Unrelated to how it looks, but under the Mouse options disable Prescale Mouse Movement. At first I thought it was just scaling the mouse movement to the window size, but other sources say it's mouse acceleration. I'm not sure if it's because it actually disabled mouse acceleration or because the sensitivity changed but I was taking much better shots after disabling it.
>>
>changing the menu dim colour from piss to dark blue with 0.15 dim amount
awwwww yeah, that's what's good
>>
>>3411907
Because it's a mod that fucking ads ironsights and cutscene kills for the two biggest things wrong with it.

It also actively fucks over other mods because of just how much shit it breaks, and the thousands of children asking for every mod to be Brutal Doom compatible.

The creator of it is essentially subhuman.

The gore in it destroys the Doom aesthetic and looks like a five year old squirting ketchup everywhere.

Though this is partially all non software rendered sourceports fault, Brutal Doom requiring sourceports with support for vertical aiming and OpenGL rendering associates it with the endless waves of children who have the barrier to enjoy the game lowered flooding in to just complete shit up modding communities.
>>
>>3412096
Just tried it. It's not mouse acceleration, but I don't know what it's supposed to do.
Disabling it slowed down my horizontal mouselook speed to fucking 10px/cm or something, while retaining vertical mouselook speed.
>>
>>3412105
>ironsights
>cutscene kills
>gore
Optional. Ironsights can be disabled (I think) or just not used. Cutscene kills are only for fists, and can be disabled by simply pressing R. Gore can also be decreased, although that's obviously a big part of the mod.

>It also actively fucks over other mods because of just how much shit it breaks
Doesn't every gameplay mod do that?

>and the thousands of children asking for every mod to be Brutal Doom compatible.
>The creator of it is essentially subhuman.
Not a problem with the mod, though. If I enjoy something, I don't care if it was made by fucking Hitler and enjoyed by literal Nazis.
>>
>>3412116
Why bother playing it at all if you can turn off everything the mod does?
>>
>>3412149
For the enhanced gunplay.

I'm joking, that's trash too.
>>
>>3412149
The point is that it's customizable.
Also, besides gore, BD adds weapons, reload system and kicking, changes the enemy behaviour and makes the game a little harder.
It obviously strays from the traditional Doom gameplay, but that's kind of the purpose of a gameplay mod.

>talking about BD when PB exists
>>
>>3412152
Meanwhile, this thread highlights fucking Accessories to Murder of all things as a recommended gameplay mod.
>>
>>3412158
Accessories to Murder is like BD's Realism if it was competent.
>>
>>3412160
AtM's guns and reloads are shit, let's not kid ourselves.
The only thing it does any better are sounds.
>>
>>3412161
Sound is setting the bar pretty low.
>>
>>3412157
Oh also another modern element that BD adds that's trash for Doom: reloading.

What the fuck does reloading add to the game?

I seriously need to know why anyone would want to have their gun stop every few seconds in DOOM of all games.
>>
>>3412168
To add a tactical element, but BD's reloading doesn't add much required thought. It just happens and there's no drawback aside from you can't shoot for a split second.

So really all it does in BD is add something visually interesting because cramming 50 visual effects down your throat at once is BD's style.

Unlike AtM's reloading which adds more thought due to discarding unused ammo, adding required prep between more intense gunfights.
>>
>>3411174

VERY IMPORTANT AMMO ADDED
>>
>>3412175
Active reloading in Doom sounds like an actual mechanical twist though. I can understand why people would want a feature like that because it rewards good ammo management.

BD's reloading rewards absolutely nothing while taking away your ability to shoot at any point in time as long as you have ammo.
>>
>>3412161
>AtM's guns and reloads are shit
I like the pump shotgun when set to it's original stats before Weasel put a huge nerf on it. Pretty much played the mod solely for the shotgun.

Same for Brutal Doom really
I love shotguns
>>
>yet more brutal doom discussion

You guys are idiots. It's like fucking clockwork
>>
>>3412210
We should just ban it all like the zdoom forums did.
>>
>>3412213

Or people could show some self control and not respond.
>>
>>3412210
No one's arguing or trolling though, we're all just agreeing that it's bad.
>>
https://www.youtube.com/watch?v=ig_gQAITzIk
>>
>>3412228
Not gonna happen. There are people who have to post how not baited they are.
>>
>>3412265
I watched the first three seconds of this and it already felt like pretentious Game Theory level fuckery.
>>
>>3411949

People have some beef with Ikaruga? That's news to me. I always felt like it was a very nice shmup. Does it get hailed as the one shmup to rule them all by entry level babbies or something?
>>
>>3412521
When you play Ikaruga you can play for shooting game and chain or you can play dot eater.
>>
>>3411285
For Doom, I prefer centered.
For more modern games I prefer to the side, with the possible addition of aim down sights

>>3411302
I think it's a bit better for being a fully realized game, rather than the not quite finished and rushed compromise which the first one was (though that also made it a very unique sort of game).

>>3411750
p cool
>>
>>3411910
It probably has. There's a blog about Doom being ported to everything.

>>3412105
Ironsights are perfectly fine for games or gameplay mods designed around it, as is reloading.

I won't defend BDs actual flaws though, such as the sound design, and the gore which I honestly can't take seriously.

>>3412161
AtM is great if you tweak it.
>>
>>3412538

Doesn't that add to the challenge though?
>>
>>3412610
Sort of.

The real issue with it is that the game is very static.

It's a good shmup, but it's very static and if you want to play for points there's quite literally only one way to play it.
It's not really a flaw that is noticeable until you start playing for points. If you just play it as dot eater then it's fun.

Go play Mars Matrix
>>
>>3411191
doom 4 chainsaw
quake 2 pistol
doom 3 shotgun
doom 2 ssg
quake 4 rifle
doom 3 chaingun
doom 3 rl
quake 3 plasma gun
doom 3 bfg
>>
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Slap some colours on it.
>>
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>>3412116
brutal doom's gore and dismemberment actors break triggers and stuff involved with them half of the time. If so much as a gib splats over the higher step to the exit switch in Doom 2 map08 for example, chances are the lower one won't raise at all

now imagine arena-styled encounters where a door is expected to open once you kill everything, something somewhere is sure to break from all those gore actors spawned near the one barred door you're supposed to go through
>>
>>3412640
haha nice 1 m8
>>
>>3412640
the ssg is supposed to be *less* accurate than the shotgun, not *more* acxurate
>>
>>3412629

Ahhh, makes sense. Thanks anon!

(I'll go play Mars Matrix too, good rec)
>>
>>3412640
u memeing nigga
>>
>Still no news on the Vinesauce Doom mapping contest

What the hell is that Swede doing?
>>
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well, i finally made the bridge to rail jump (pic kinda related)
now i'm bored
>>
>>3412234
>we
not this guy>>3412116
>>
>>3412763
half his tweets are about him being too sick to do anything.
>>
>>3412878
does he have the cancer or something?
>>
>>3412916
When he was a child his immune system destroyed the beta cells in his pancreas, meaning he doesn't have enough insulin.

With diabetes, the blood vessels supplying the penis's erectile tissue can get hard and narrow, preventing adequate blood supply needed for a firm erection. The nerve damage caused by poor blood sugar levels can also cause ejaculate to go into the bladder instead of through the penis during ejaculation, called retrograde ejaculation. When this happens, semen leaves the body in the urine.

Joel is very sick.
>>
>>3412923
what happens when you grip too hard so as to not make a mess and the semen stays inside?
>>
>>3412950
If you keep that up you'll impregnate your own prostate.
>>
>>3412958
sounds like something out a chinese cartoon
>>
>>3412961
It sounds like something John Carmack would do to preserve his bloodline.
>>
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>>3412963
>>
>>3412923
His recent tweet is more about being busy editing. Something will come up related to the contest eventually.
>>
>>3412990
3 months ago in his weird Doom wads stream he said he was gonna stream Metroid Prime.

hasn't said anything about it since.
>>
Should I play D!Zone? I know it's crap, but it's historical crap too, so, I wanted to check it out.
>>
>>3412689
lasaga
>>
>>3413034
it's only 150mb what do you have to lose? btw i recommend d!zone 2 with 21hex_m.wad. it's pretty good for shovel
>>
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>>3413034
>>
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>>3412923
Huh, interesting.

>>3412521
It is very solid shmup ( the art-direction is especially wonderful ), but has its problems; the game/scoring system is not very fun and turns game into more of a puzzle, bosses are rather lazy ( 3rd boss and 4th boss in particular, although arguement could be made that 4th stage is the boss ), the music, while good, does tend to feel bit samey due to strong leit motif...
But what happens when a niche game enters mainstream is that people get pissy because all this attention is going towards one game they perhaps do not love. Same kinda happened with Touhou, although problem is more with the fanbase which caused shmup market to get oversatured with shooters with little girls in them. There are ton of great shmups around, mostly unlocalized or without much attention - Ikaruga was one of lucky few. Dodonpachi Daioujou, Armed Police Batrider, ESP.ra.de, Battle Garegga, Crimson Clover, Kamui...

Anyway, same thing happened with Brutal Doom. It got into mainstream consciousness, and then came influx of people harassing developers about compability, kinda like people would come to comment "touhou is harder". The drama surrounding author is just toppings.

Sorry for sperging, but shmups are rather close to my heart.
>>
>>3413158

R-Type is better anyway
>>
Hey, I love me some Doom and I've played a ton of WADs lately but I'm getting kind of burnt out. I've never actually played Quake in my life though despite owning them on Steam, and I'm sure I've downloaded them before in the past as well. Is it worth it to play them? I'm looking at the information in the OP and I kind of want some personal opinions. What's the best way to experience it in your opinions. I'm just curious since I hear they're amazing too and I think I should try to experience them.
>>
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21HEX_PN.WAD
21hex_pn.zip (58 KB, 1994-07-18) - Peter Naus
https://www.doomworld.com/idgames/?id=563

the inner garden courtyard is copied six times with little variation. the rest of the map consists of long corridors and one very steep staircase. there are 230 monsters most of which you will dig through with the shotgun - there are plasma and rocket weapons available but they do not come until late. do not look for a chaingun - it exists but is behind the exit(!). maximum secrets 7/9. an easy map, but it drags on and repeats itself too much.
>>
>>3412028
you could do that even *before* the cvars
>>
>>3413158
>GZDoom Builder crashes
>1.5h work erased

Sigh. Once again, my habits bite me arse.
>>
>>3413207
save and save often
>>
>>3413207
bind save to mouse1
>>
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10 minutes into D!Zone gold, I only played a few maps.
Already considering suicide
>>
>>3413215
is that one of those dodgy doom to doom2 conversion maps that puts an archvile in somewhere completely at random?
>>
What is with BTSX's fetish for Revenents in every room?
>>
>>3413225
Revenants fall into comfortable spot of being dangerous enough, but frail enough - used as more dangerous imp.
>>
>>3413225
some genius decided to turn revenants into a meme. they used to be just another monster in the mix, as common as hellknights or cacodemons. now they're everywhere.
>>
>>3413231
i blame that doom monster strats video desu
>>
>>3413236
i think it's more the fault of those who saw the video and spammed its catchphrases everywhere.
>>
>>3413231
>some genius decided to turn revenants into a meme
calling doom_txt
>>
>>3413231
Revenants have been a popular enemy for challenge since Plutonia.
>>
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>>3413231
>>
>>3411191
>Plasma gun: quake 4's hyper blaster
Why? It was nothing special, really.
>>
I kind of wish the Revenant shoulder things from PB were equippable with a sidearm.
>>
>>3413224
Could be. Although a lot of these are just badly designed in general. Throwing various enemies at you without supplying any weapons to deal with them is a recurring theme here. Also, D_RUNNIN
>>
>>
File: no guns please.png (284KB, 1008x821px) Image search: [Google]
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DO NOT

discharge your sidearm in the hazardous storage area
>>
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http://forum.zdoom.org/viewtopic.php?f=19&t=53115
>>
>>3413314
john caromerack looks like a contemplative gorilla
>>
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>>3413323
heh reminds me of mbfedit.wad
>>
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>>3411191
I swear I'm problably the only one who liked the Quake 2 hyperblaster.
>>
>>3413334
hahaha thats just asking for it...
>>
>>3413340
of course ;) you're meant to shoot the thing to illustrate the effects of the A_Mushroom code pointer.
>>
why the fuck does anyone defend KDiZD, holy shit
>>
>>3413324
>This mod incorporates two core functions: urinate and defecate

let's not give this mod any attention.
>>
>>3413338
The sounds just ruin it.

Seeing it gib strogg was good though.
>>
>Romero's wiki page has a section dedicated to his hair
>>
>>3413338
Loved it. I can still imagine the sounds right now

>>3413360
>The sounds just ruin it.
doomguy with raised eyebrow.jpg
>>
>>3413364
I don't like energy weapons that sound like a toy.

It's also why I don't like the D3 Plasma Rifle even though the design is pretty great.
>>
>>3413371
what does an energy weapon that doesn't sound like a toy sound like? energy weapons aren't real (yet).
>>
>>3413360
>>3413371
But the sound is amazing, really give the feel of a powerful energy weapon, just like the original Plasma Gun. The added sound of the rotating barrel helps, too.

The Quake 3 plasma sounds, now that was weak muted shit, and sadly it carried over to Doom 2016.
>>
>>3413324
>>3413353

>a mod that lets you pee an shit in the doom engine requires the latest gzdoom dev build

mods like these are a mistake
the very concept of dev builds is a mistake
REMOVE dev builds from premises
D E L E T E
>>
>>3413384
don't you know, you always gotta use the newest features for everything even if older methods work just as well and are much better for compatibility
>>
>>3413384
skimming the thread, it seems like the mod actually _breaks_ with the latest dev build.
>>
>>3413324
>Pain Elemental vomits Lost Souls
Okay
This is fucking hiarlious
>>
>>3413375
>what does an energy weapon that doesn't sound like a toy sound like?
This is actually completely irrelevant, if it sounds bad then I don't find it satisfying.

And I think it sounds like a toy, it doesn't matter if it would sound like a "real weapon" because that's just not the point of what makes it feel bad to me.

Take the Doom shotgun for example.
That doesn't sound realistic at all but it doesn't sound bad either.

>>3413378
I don't think it does make it sound powerful.
Rotating barrel sounds fine, but the pew pew pew does not.

I didn't care much for the D4 Plasma Rifle unless it had the heat mod attached to it.

I like the original Doom Plasma Rifle sound.

I'm not usually a fan of energy weapons in games because of sound effects, EDF2025 has some good energy weapon sounds though
>>
>>3413406

I have to agree, that part was pretty cute.
>>
>>3413414
you just have shit taste in sound design
>>
>>3413432
Great counterargument.

It's not like you're in the minority with liking the Hyperblaster or anything.

Oh wait
>>
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>Sgt.Mark still hasn't fixed the incompatibility his gore/brutal mods cause in newer GZdoom builds because his dumbass typed (0,l) instead of (0,1) in a line of code

I mean, it's easy to fix it yourself, but the point is, you shouldn't have to do that. When the player downloads a mod, and before he even starts playing it they have to fix a fuck up you made in the code, that's a sign that your mod is badly put together.
>>
>>3413465
If it's so easy to fix why don't you just do it
>>
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I'm playing jenesis.wad
Can someone please explain?
>>
>>3413475
I did. But I wish I didn't have to. And the reason I'm angry is because this is a huge pet peeve for me.
>>
>>3413437
You weren't providing an argument, just an opinion. And it seems like you're the only guy who doesn't like the hyperblaster sounds. Original doom plasma gun has that weird upward inflection at the end of each shot. Sounds like a crunchy Atari game sound effect
>>
>>3413465
>>3413484
Why are you even playing it?
>>
>>3413482
i also found that. no idea what it means.
>>
>>3413465
i expect most of his users simply download the whole package and use the bundled version. those who follow the scene, play other mods, and keep up with engine development are comparatively a small minority.
>>
>>3413490
Because despite it's flaws the gore in BD is still good, and I like painting the walls and ceilings red with the blood and intestines of my fallen foes?
>>
>>3413507
Get Ketchup, dude. Same gore. Less Mark IV-isms.
>>
>>3413172
I prefer Doom but quake is cool too. The way I enjoyed it was quakespasm with texture filtering off. The GOG version is easier to get the soundtrack working because it comes with cue files of the OST that you can rip nad put back into the game folder. Not sure if steam gives you those files but you can find the soundtrack easily online
>>
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Dev in joke, us plebs will never get it
>>
>>3413508
Hello.
I am dumb.

Script error, "ketchupV5.pk3:decorate.blood.txt" line 545:
Expected ',', got 'l'.

How do.
>>
>>3413628
do you have the newest build?
>>
>>3413628
Open the pk3 with Winrar, open the Blood decorate file, search for (0,l), and replace the "l" with 1, so it becomes (0,1)
>>
>>3413631
No. The 30 of July one.
The latest one is fucked for me for some reason, black screen.

>>3413648

Thanks a ton, man.
>>
>>3413648
don't you mean 0.l and 0.1

zdoom doesn't use commas as decimal points
>>
>>3413675
Yeah, that's what I meant.

>>3413674
No problem
>>
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>>3413648
>>3413675

This one, correct?
>>
>>3413684
Yep, that's the one
>>
>>3413684
both of those
>>
i still can't fathom how would you make that mistake in the first place
>>
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>>3413684
i didn't know revenants could code
>>
>>3413701

Maybe 0,l was somehow faster for how he typed than 0,1.

Or maybe he read a tutorial of some sort that used 0,l over 0,1 and has taken it to heart.
>>
>Can't use Ketchup and D4D

Fuck.
>>
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Does anyone know who made EWEPS.wad? I see it being used for slaughtermaps on Z&/Skulltag since forever, but I just now started wondering where it came from. It uses Dehacked instead of Decorate, so I was wondering if it might have been made for a very old version of Zdoom, or maybe even in the 90's.
>>
>>3413684
Surely that would turn up as soon as he tried to test it?

He does test things out before releasing them r-right?
>>
>>3413781
it only came around in newer zdoom versions, where graf apparently decided to put error messages on everything
>>
>>3413684
Why does this even work in the first place? Why would a program EVER treat l and 1 like the same thing?
>>
>>3413717
duh, they both replace monsters

>>3413783
which is the reason this was discovered in the first place
>>
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>>3413482
>>3413494
>he doesn't know about Angry Beavers
your posts are flawed. get out of my face.
>>
>>3413817

That show frustrated the hell out of me. Seeing as it was one of those "Oh they always lose, how wacky!" shows. Always made me feel bad how they got shat on constantly
>>
>>3413820
Norbert was often a prick, but Daggett never did nothing wrong
>>
Which Dev Build doesn't have the missing textures bug?
>>
>>3413823

and that poor spaz got it the worse often.

I feel like that guy's voice actor was at his best in Invader Zimm.
>>
>>3413823
I remember losing my shit at Daggett's long WOOOOOOOOOOOOOOOOOOOOOOOOing upon getting hit with something really hard, that shit was gold.

I'm not exaggerating, I could sit there through a whole episode with a straight face and so, but seeing him fly off screen with that sound effect made me fucking lose it every single time.
>>
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f.lux is kicking in so I can't see dark anymore. Tried some shadows.

I've got the mechanism for getting inside working, so it's prettying up the outside and then working on in - which will go much faster.
>>
>tfw shitty computer so you cant enjoy Doom 4 Doom at its fullest.

This fucking machine can't even handle a fucking Doom mod fucking kill me.
>>
>>3412079

...
This solved all my "Missing Textures" problems.
God im a fucking dumbass.
Thanks dude.
>>
>>3413920
That shouldn't solve it, that's a legit bug that you should still report.
>>
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Literally me.
>>
>>3413902
Try running GZDoom on an oldass Dell that already struggles to run Win 7. Even loading Youtube videos above 720p if not 480p was a chore. Pretty sure I saw the same model if not a similar one in elementary school.

I just stuck with software ZDoom while I was on that piece of crap. Shit was bredy old.

>>3413925
Why did I notice just the shoulder and think that was Giant Robo for a second
>>
>>3413924

It was in Trilinear
I put it in Linear
Everything werks now
I'm on a shitty PC.
>>
>>3413928
why would you install win7 in that in the first place?
i'd stick to winXP or linux
>>
>>3413943
It came preinstalled. Funnily enough I was expecting it to have XP in the first place.
>>
Is memorial for doom 2 playable?


Fuck D4D and Doomero's Zion with Doom:ONE

Barons on the 2nd one instakills you with full HP and armor
>>
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A lot of Doom's weapons just clip to straight black but I'm having a Hell of a time getting it quite right. Always too much or too little, no in-betweens.
>>
>>3413314
what if john romero was john carmack?
>>
>>3413902
I can't even run Bioshock at more than 20 frames a second on lowest settings.
>>3413928
Also this
>>
ZDoom looks infinitely better than GZDoom anyway

One's got that nice crisp crunch and the other's like biting into vaseline
>>
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oh god can't unsee
>>
>>3414046
It's not really much of a gauntlet anyway.
>>
>>3414039
>What are "filtering options" for 50 armor bonuses?
>>
>>3414046
>>3414047
It's actually correct due to it being multiple lanes instead of a regular "base"

http://doom.wikia.com/wiki/MAP03:_The_Gantlet_(Doom_II)
>>
>>3414050
>wikia
>wikiA
no anon, you are not allowed to do that
> http://doomwiki.org/wiki/MAP03:_The_Gantlet_(Doom_II)
>>
>>3414049
That's not the only thing that makes it look too smooth in comparison to glorious 256 colours
>>
>>3414039

But i can't look up or down without wanting to kill myself
>>
>>3414062
gl renderer has more than five purples

get rekt
>>
>>3414046

Only thing bad about that map is that it introduced chaingunfaggots.
>>
>>3414058
so what's the deal with the wikia anyway
>>
>>3414110
original maintainer left to make doomwiki.org and wikia refused to remove the old wiki and is now being canniballized by amateurs

or something along those lines, can't remember
>>
>>3414062
yeah, uh, if only it didn't completely shit the bed while looking up and down.

also what the fuck is with the captcha and the italian names and shit what is going on

did google hire linguinis to work on their images or something
>>
>>3414110
>>3414119
and it's full of java bloat and that damn click the ad to continue to external links shit

>>3414123
it's a 2d game you don't have to look up and down, you millennials are spoiled you don't know what retro games are like
>>
>>3413494
>>3413482
I'm going to guess that thing 227 was replaced to make something else.
>>
>>3414127
1. sounds like a browser hijacker on your end my man
2. nah
>>
>>3414127
I can't tell whether you're being serious or not on that last sentence there but I default to calling people fags regardless of the posts' satirical nature, so yeah.

also the fact that you apparently don't know about ublock unlocks a secret double fag derogative. computer updated: acquire a powerful weapon.
>>
>>3414172
no it's wikia

>>3414190
both, it isn't 2d and it's a non-issue since most things aren't far from straight ahead.

javascript disabled or not, it still tries to do it and doomwiki.org doesn't because it's not shit.

could you be a little less presumptuous? you're actually intolerable and unfunny like this and i'm sure you're nice in person
>>
>>3414127
>>3414205
nonissue or not this is zdoom you talk about. the one sourceport known for introducing shit like being able to look up and down, jumping and crouching that were not much later made use of in custom maps. it's pretty much an overstatement that the first two games don't need all that but i still like being able to ocassionally look up and down without feeling like i'm just tilting my eye peripherical view upwards

also pretty ironic of you to call him that considering that one last sentence but yeah its okay, im also pretty sure you're a cool guy to be around irl
>>
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>>
>>3413820
Angry Beavers wasn't nearly as harsh as CatDog, though.
>>
>>3414368

Yeah, I hate that show too
>>
>>3414373
I can agree with hating CatDog. Felt like the entire premise was that everyone was out to get them.

Angry Beavers at least usually had their misfortunes their own fault.
>>
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i tried trigonometry
i have no idea what i'm doing
>>
>>3413820
Ed Edd n Eddy did that to me. Great show, but I really wanted an episode where the Eds would just beat the shit out of Kevin. Hated that faggot.
>>
http://forum.zdoom.org/viewtopic.php?f=19&t=53115

ivebeenheretoolong.png
>>
>>3414431
see
>>3413324
>>
what's the best way to play doom 1 on android?
>>
>>3414382
It looks like you're making the omnirocket, anon.
>>
What should I use to set up a Quake 1 (and maybe 2) server? Quake 3 doesn't want to play nice with windows server 2008, so that's out (just wanted to set up Elite Force anyway but fuckit)

Source ports, software, whatever. What's the best/most used/whatever.
>>
>>3414470
EzQuake is basically the only QuakeWorld package you'll ever need.
>>
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>Large group of Revenants appear.
>"nah fuck this"
>Bail out and run down a series of winding passages.
>One of their missiles manages to follow me perfectly down them and nail me for max damage when I think I'm safe enough.
>>
>>3414046

I dont get it
>>
>>3414530
it's missing a letter
>>
>>3414543

B-but, it actually used to be writt-

Doesn't matter, I get it now
>>
>>3413705
The very thought of computer-using revs is wrong.
>There may be skeletons posting in this thread.
>>
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>>3414574
>>
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>>3414574
>>
>>3414574
>>3414582
>>3414584
>>
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Sir Minigun Von FUCKHUGE
>>
>>3414593
i hope you can dual-wield these
>>
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Dark Forces is fun but damn, this hidden path hiding the blue key was bullshit.
Googling the map name even suggested me "[map name] blue key"
>>
>>3414593
the ejection port leaning towards the area the gun is angled to seems like a bad idea
means whoever's firing is going to get pelted in shells
>>
>>3414593
You know what I want to see?

A sawed-off minigun.
Like, those separators right there. Miniguns are known for spray, so all that extra barrel length just seems like needless weight.

Saw down the barrels to maybe just one separator or so and enjoy the dakka.
>>
>>3413596
Sedlo is/was a prolific speedrunner known for rocket jumps, one of which, in vanilla at least, is required to access that unmarked secret (on map03 i believe).

Alien Vendetta contains a number of such easter eggs paying tribute to the most successful speedrunners, most notably the "Hell of Flame" hidden area in map24 of the second release.
>>
>>3413732
no idea, but i did a search and found this
https://www.doomworld.com/idgames/deathmatch/skulltag/mkdoom1
>Other Files By Author : Eweps 1-6
>>
>>3414593
looks bretty rad, friend
>>
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>>3414618
i don't see why not
>>
>>3414593
>>3414676
That handle looks incredibly uncomfortable, unwieldy, and flimsy due to the entire weight (and centre of gravity) of the gun being way out front of it. but if you moved it forward to be more balanced the HUD sprite would be blocked by a hand... though at the same time the barrels seem to be cut short on the sprite for some reason.
>>
>>3414676
>>3414691
>though at the same time the barrels seem to be cut short on the sprite for some reason.
I like that, personally. Means more room for a muzzleflash.
Definitely agreeing that the handle seems incredibly flimsy, though, that's really no way to hold a gun.

What's it look like if you moved it forward a bit?
>>
>>3414676
looking good but move the sprite up
>>
i'll keep these in mind, there's still a lot of work to do on it
work i'm doing tomorrow
also positioning and FoV is hard
>>
>>3413707
it's an old school typists' mistake. i mean, really old, "gal in a typing pool in the 1960s" old. mechanical typewriters of that era had no "1" key, instead you were expected to type a lower-case L. mark must have learned to type on a fifty-year-old mechanical typewriter before he could afford a real computer. :)
>>
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>>3414574
>>
>>3413807
It didn't. It treated it as "0" because DECORATE is ridiculously forgiving of mistakes to the point where a whole bunch of issues can't really be fixed without breaking things horrible and I'm pretty sure this is why Graf drinks.
>>
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>>3414730

>tfw when that millisecond where you aren't sure RTL or LTR
>>
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HD_NADES.webm
787KB, 1022x764px
>>3414584
>>
>>3414757
I'm still not sure is it RTL or LTR.
>>
>>3414784
it's right to left
panel 1 staring into mirror
panel 2 feels around for skull
panel 3 looks down
panel 4 imagination spot
>>
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>>3414382
>enemies are literally made of rockets

fund it
>>
>>3414786
Thanks
>>
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>>3414787

>cyberdemon made of rockets

>instead of shooting them it throws parts of it's own body, can kill them normally or just have them kill themselves
>>
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>>
https://www.youtube.com/watch?v=ezAX3PX4w2A
GET
DOWN
yureru mawaru fureru setsunai kimochi...
>>
>>3414770
what are some good wads to play with HD?
>>
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>make a lot of progress into a level
>come across an archvile while unprepared
This isn't funny anymore.
>>
>>3414904
I believe in you! Perseverance is the number one tool in anyone's bag!
>>
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uncanny.gif
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>>3414904
WHRRRRRRRRRRRR
HEHHAHA
>>
>>3414991
>BTSX map10
>5 arch-viles
>fighting 2 at once
I don't remember this wad being so difficult.
>>
>>3413338
I loved it, really conveyed the sound and feel of velocity.
>>
File: overdoingit.jpg (111KB, 806x542px) Image search: [Google]
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I might be overdoing it, but I love overdoing it.
>>
>>3415040
More! More! More!
>>
So this:
http://forum.zdoom.org/viewtopic.php?f=19&t=51425

plus this:
http://forum.zdoom.org/viewtopic.php?f=19&t=53107

= DRooL?
>>
>>3415040
>solid surface above another solid surface
Is this even possible?
>>
>>3415046
They are not solids. They are just bunch of middle textures.
>>
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>>3415045
auto inducting seizure mod
>>
>>3415046
Could be possible with 3D Floors, otherwise no.
>>
>>3415013
Which episode?
>>
>>3415068
1
>>
>>3415064
Why do so few maps actually utilize true 3d floors? I think every modern sourceport allows for it, but I almost never see it in wads
>>
>>3415069
IIRC, skillsaw dislikes that map, cause he made it before he fully figured out what style of mapping he liked making or something. I wonder if the final release will have it replaced or overhauled
>>
>>3415080
3D Floors are very memory heavy from what I've heard, so too many of them could seriously lag the engine. Also compatibility with older engines that don't support it (yet).

Although I do agree that good use of it could seriously spice up a map in a good way, and it is under appriciated for what it can do.
>>
>>3415080
Most of the good mappers simply prefer making vanilla and boom format maps
>>
What mod has the best energy weapon?
Pew pew guns a best
>>
>>3415080
not every modern sourceport allows for it unless you're defining that as "zdoom-based". and building levels with 3d floors is a pain in the ass since the game's level format is not designed to support it at all.
>>
>>3415114
I hate the sounds and the sprite doesn't fit but the mechanics of Dakka's lightning gun are great.
>>
>>3415080
I'd like to believe it's because monster AI with 3D floors is very stupid.
>>
working on a remake of this wad:
https://www.youtube.com/watch?v=zTgwebBj1ng


it's still not complete but... here some WIP screenshots
http://imgur.com/a/HmH0t
>>
>>3413475
It's a really fucking retarded error though, like, it isn't like a miscalculated state jump or something.
>>
>>3415085
i can't see why, it's a bit sectional but nothing much else wrong with it. prefer that to yet another dodge-missiles-for-10-minutes-then-telefrag-a-cyberdemon effort.
>>
>>3413465
>>3415152
1 and I or l aren't even close to each other on the keyboard, it's like he tried to copy and paste 1 in but fucked up, but why couldn't he just type it in? Didn't he have a hand free?
>>
>>3414091
There's nothing wrong with chaingunners.
>>
File: greebl.png (471KB, 1712x800px) Image search: [Google]
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Trying to procedurally greeble this even though if I ever use this template for something the greebles won't show up at M_DOOM size and will be replaced with a photo of a circuit board or something.
>>
>>3415163
What program?
>>
>>3415226
Blender, using Blender Renderer and not Cycles.
>>
>>3415230
Ah. I know Maya has a plugin for modeled greeble (never used it). Blender probably has a similar plugin. Might be better than trying to do it in the material. You can always photoshop edit it later too. Just thinking out loud.

Looks good though. Just needs to be exaggerated as is for doom res.
>>
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>>3415242
Yeah it didn't work great at Doom res.

Just going to draw on it.
>>
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>>3415080

>3D Sloped Floors took forever to line up due to quirks.
>Only upside is you can climb the roof and monsters drop through it when a script activates.

I only use them to cheese detail anymore, really. Especially outdoors. They're not worth the effort otherwise. Monster AI handles them just fine though, except obviously they'll try to stand right under you if you're above them, rather than back up and lob projectiles.

The more floors you try to stack ontop of one another, the more complicated it gets to play with. Which is real fucky if you try to say, put a 3D shelf inside a 3D shed outside under a 3D bridge, but totally possible.
>>
File: Circuits.png (11KB, 570x180px) Image search: [Google]
Circuits.png
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Circuit photos are retro greebles.
>>
File: bestever stats.png (46KB, 672x686px) Image search: [Google]
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Never forget the day BE died.
>>
>>3415319
>So many fucking downloads for HDoom
>>
File: Screenshot_Doom_20160810_044916.png (1MB, 1280x720px) Image search: [Google]
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Trying to find a way to make "random" spawning based on x/y position that's the same every time the map is run. This is a picture of a giant room with 65025 health/armor bonuses in it.
>>
>>3415319
Porn > all
>>
>>3415332
looks like a moire effect
>>
>>3415329
>>3415337
sorry you've been had. it's fake.
>>
>>3415345
Sup Jenova
>>
>>3415352
nope, check archives, it was proven fake last time it was posted.
>>
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>>3415345
Sorry, here's the real one.
>>
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>>3415080
I used them a lot in a Morte and in my Castlevania mod

They're good as long as you stay under 100 or so per map. The silos in pic related caused GZDoom to lag pretty badly (any noticeable lag is bad imo) and so I removed them and replaced them with blander silos that you couldn't climb up. All the buildings use 3d floors though. Its good for simple multi level concrete prefab-like buildings. Also necessary for something like a Castlevania mod where platforming is widespread.

Mapping for Doom64 without the use of 3D floors made things interesting, but I've managed to still do multi level buildings in the latest city map, which I just finished today:

http://z13.invisionfree.com/Doom64EX/index.php?showtopic=143

Its map 5, runs in Doom64EX as usual
>>
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>>3415332
Same room with added shells and stimpacks. Can't do much about the thick diagonal line..
>>
How do you remove reloading in Brutal DOOM v20? I can't find the older mutators for v19-18 and the mod-specific options don't let me remove it.
inb4 fuck off, faggot
>>
>>3415406
dont play brutal doom?
>>
>>3415387
>just noticed the dispersion pistol
What is this?
>>
>>3415406

Supposedly, it's a cvar.
>>
>>3415410
An Unreal/Turok tribute gameplay mod I'm working on very slowly through my depression. The dispersion pistol's just a placeholder sprite, and probably will be for a verrrrry long time.

I'm trying this "fixed randomization" stuff out for spawning certain monsters, as I dislike how zdoom's randomspawners can't be seeded.
>>
>>3415387
>>3415387
now load it with a voxels mod
>>
>>3415507
performance measured in seconds per frame
>>
>>3414787
Does anyone have the "Rip and Tear" page that is Raiden fighting Senator Armstrong? I saw it on /v/ once, back when I went there, but I've never seen it reposted since.
>>
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>>3415362
I'm surprised it isn't filled with the many tribble-like iterations of Complex Doom, each version adding or changing one tiny thing.
>>
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Gates of Anguish
anguish.zip (60 KB, 2004-10-30) - David L. Farrington
https://www.doomworld.com/idgames/?id=12934

hell has warped this landing pad / warehouse and made the doors invisible. can you find the exit? hump walls for an hour to find out! if you get near the end it gives you a computer map, but cruelly the actual exit is invisible to it. however, once you have solved it, you realise there's not much you actually need to do - most of the map can be omitted and the exit reached in a minute and a half, without even any tricks.
>>
>>3415708
Looks super flat for a 2004 map too.
>>
>>3415764
aw fuck that is 2004, didn't even notice that

feels like a 96 map
>>
File: 176.png (500KB, 1000x1263px) Image search: [Google]
176.png
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>>3415564

Here you go, buddy.
>>
>>3415764
>>3415769
it's from 1994, but didn't get uploaded to /idgames until years later
>>
>>3415782
the date of the file inside the zip is 1994-07-29. unfortunately the idgames interface only looks at the zip datestamp.
>>
>>3415774
Thanks man, I've been looking for that since forever
>>
File: safe_room.jpg (171KB, 937x592px) Image search: [Google]
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This room's pretty safe, it seems.

Man, I might even finish this map on weekend.
>>
Doom 2 Memorial Soundtrack is SHIT
>>
>>3415894
Those pipes look nice.
>>
Getting an error on zdoom.

>Could not create new screen (1920 x 1080): 88760868

This was working fine just the other day and I didn't make any changes. Any idea what's causing this?
>>
>>3415962
rename your ini so it makes a new one, see if that runs at 1920x1080

if so, set everything up again
>>
>>3415906
you're SHIT
>>
This is from what comic? Mad?
>>
>>3415040
looks kind-of Dark Souls

i like it
>>
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>>3415387
Maybe this would be better.
>>3415507
Zdoom would probably just crash on startup!
>>
>>3416162
looks like floor tile
>>
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RIP Best-Ever.png
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>>3415319
>>
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I always wanted something like MadWorld as a Mod for Doom. All would be like a black and white comic, with the words like "BLAM" "ZAP" appearing everything you punched someone. The only thing that would have color is the blood.

I love MadWorld so much.
>>
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>>3416213

There's always Zero Population Count. I've really meant to play it, but my MacOS9 emulator is borked.
>>
why is unreal never discussed here? i never see it brought up, not even to make fun of it. was the series just that irrelevant before ut99?
>>
>>3416235

Unreal's great.
I want to play it again. I keep forgetting to.
>>
File: Screenshot_Doom_20160810_060221.png (163KB, 1280x720px) Image search: [Google]
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quick redesign to test size/ screen positioning

too much to the side?
>>
>>3416247
>Unreal Tournament 2016: 0.000001 Alpha Version
>>
>>3416249
Looks like the actual game with the rendering resolution turned low
>>
>>3416247
looks bretty damn good, but it makes the gun look much tinier.

still, on the right track. increase the size just a bit and i'd say it's perfect.
>>
>>3416213
I did texture replacement on E1M1 of Doom in a Mad World style to see how cool it would look, but because of the simplistic geometry of the stage it didn't end up looking very good and I scrapped the project. It's a cool idea, it just didn't look very good.
>>
>>3416247
Screen position is perfect. Size, a little small.
I think it'll be good with a little embiggening.
>>
>>3416247
>gun not centered
2 / 10
>>
>>3416252

Oh man. Oh man, do you have a picture? Anything? I would love to see that.
>>
>>3416247
Change FOV to squish it z axis a bit
>>
>>3416162
its fucking art.

Now to the mandelbrot fractal
>>
What made Doom explode into a cultural phenomenon while Wolfenstein's reception was lukewarm?

Was it just pushing the edgeometer?
>>
>>3416289
killing nazis is a wholesome american pastime

killing demons somehow encourages satanism or something?

I never understood the why of it
>>
>>3416289
no, it was pushing technology and game design
you dumbass
>>
>>3416289
Doom was good
>>
>>3416289

I wouldn't call Wolfenstein's reception "lukewarm", if the descriptions from Masters of Doom of its acclaim are to be believed.
Sure it wasn't quite the massive success DOOM was, but it was still a shareware giant.
>>
>>3416292
>>3416293
>not enjoying wolfenstein
>>
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>>3416251
>>3416253
>>3416281

chunkier and shorter
how's that?
>>
>>3416305
10/10
>>
Dong dong, It never die.
>>
>>3416305

Looks fucking rad, anon.
>>
>>3416298
I enjoyed wolfenstein, but Doom just bought it to a whole new level. I'm not going to list all the technical improvements, but it really took what was a great idea and made it into a great game.

Also the higher resolution, better art design and sounds that weren't internal PC speaker helped a lot.
>>
>>3416305
Makes me want to perforate mancubi/10
I'm fond of it.
>>
>>3416305
That open area on the gun is just begging for some cool writing or symbols on it.
>>
>>3416305
Very well done.
>>
>>3416289
wolf3d was just too technologically crude. doom pushed the tech just far enough to be able to render a "believable" world.
>>
>>3416289
Larger audience maybe?

>>3416293
So was Wolfenstein
>>
>>3416328
>So was Wolfenstein
I didn't play Doom 4 yet so I can't comment

but the new Wolfenstein wasn't particiularly good, or atleast for a Wolfenstein fan. Insane lack of combat
>>
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>>3416265
I don't. It didn't really last long and most of the textures I ended up coloring in to see if I could get a cartoony vibe going. Then I found out about Adventures of Square and Sticky Gals which both did that way better than what I was trying to do.
>>
>>3415157
>prefer that to yet another dodge-missiles-for-10-minutes-then-telefrag-a-cyberdemon effort.
Are you referring to Ancient Aliens map01? I liked that map. Was fun.
>>
>>3416289
I'd say height variation, lighting variation, and floors and ceilings having textures. In Doom, most maps are immediately distinguishable, and often had memorable landmarks thanks to these things.

Wolfenstein was fun, but it suffers from a lot of samey-ness with its more limited level design.
>>
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>Beat Going Down once legit, no cheating, no gameplay mods, nothing
>Can't seem to do it again

Do you ever go through phases where you're kicking ass at Doom, but then you just sort of go back to being mediocre again?
>>
>>3416414
like everything ever in my life.
>>
>>3416414
If I haven't touched Doom in a few months, it happens. Though I usually pick myself up fairly quickly once I've gotten used to the mechanics again.
>>
>>3416359
I thought the discussion was about the originals....
>>
>>3416429
Sorry, I'm retarded. I'll delete my own posts
>>
>>3415906

shut up dave
>>
>>3416414
Remind yourself that Going Down is built to make you struggle and suffer

but like, in an enjoyable way
>>
File: Screenshot_Doom_20160810_171533.png (303KB, 1280x720px) Image search: [Google]
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>>3416283
Yeah I have no idea how to do that, that's wayyy over my head.
>>
>>3416518
Still pretty damn impressive anon.

I'm sure you could do it, its just graphing out the equation for the mandelbrot set. each point on the graph is either inside or outside the set.

Then we could have literal fractal doom
>>
>>3416518
That one pillar in the center looked like a dancing doomguy for a second.
>>
File: petcacoc.gif (259KB, 540x404px) Image search: [Google]
petcacoc.gif
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demand caco
>>
>>3416573
Stop petting it so hard!
>>
File: 2 in 7 chance.png (612KB, 1280x720px) Image search: [Google]
2 in 7 chance.png
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>>3416162
>>3416518
http://pastebin.com/jetsMPaS
Here's the DECORATE code if anyone wants it, just use the jumped to states to do whatever random thing you want, and change the modulus division and remainders to however many "chances" you want things to spawn with.
(Example, you could use a modulus of 7 and jump state if the remainder is 0 or 1, making a fixed 2/7 chance)
>>
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Doom2unusedcover.jpg
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>>
>>3416701
that's a pug
>>
>>3415774
Raiden looks like Butthead in the last panel.
>>
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Blazter ammo 2.png
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Bullets. The idea is that thing on the top right is supposed to be a segmented glass tube that fills up to show you how many rows of bullets you have left.

I just don't know what colors I should use for the filled segments.
>>
File: blazter ammo 3.png (776B, 256x68px) Image search: [Google]
blazter ammo 3.png
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>>3416778

I could always make that little tube on the top animated.

The idea is each bullet goes down after you shoot though, then once those are all spent, they all go back up and a segment goes away.

The frame itself will fill up from overheat if you try shooting with no ammo, and that's when the shots are all shitty and have less range
>>
>>3416786
HUD should only animate when there's a warning or something changes, having it just constantly cycling colours will be distracting.

http://paletton.com/ Try an adjacent colour scheme, Purple Violet Red. Maybe a triad of Purple / Violet, Cyan, and Gold.
>>
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>>3416778
Coincidence?
>>
>>3416797

Well not constantly cycle colors, just do a small animation to indicate those pixels are filled. Like the shimmer the sword gems do.

>>3416805

NOT IN THE SLIGHTEST FRIENDO. I took the missiles and I'm using them as bullet icons.

Term stole the HUD from Castlevania Dawn of Sorrow, and I've been taking shit from Ghosts n Goblins
>>
>>3416414

Doing GD with D4D right now. It's been.. special.
>>
>>3416818


try memorial, Plutonia 2 and Doom: One with D4D, you will start hating your life
>>
>>3416818
Try it with Swift Death.
>>
>>3416786
i'd say replace the dark grey in your gauge by some dark red when the segment is filled, but oterwisethat looks good

maybe use red instead of pink for the bullet points, that should give a "hey, these two red things are connected"effect at first glance
>>
>>3413314
i regret this
>>
>>3416862
is that james franco

love his work
>>
>>3416843

better... try with scythe 2, sunlust, sapphire, and hell revealed...

for bonus, tech gone bad
>>
File: isthisright.png (38KB, 964x184px) Image search: [Google]
isthisright.png
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What are the correct lightning settings to get a fun and atmospheric experience? Im a bit worried that I got the wrong settings.
The other lightning settings are in Software Mode.
>>
>>3416947
>lightning
>lightNing
>N

You mean lighting?
>>
>>3416985
No, of course not. How do I turn on lightning in ZDoom?
>>
>>3416990
download zeus.wad
>>
>>3416990
Don't think theres a setting to add in weather effects, no.

Some custom maps might have the effect.
>>
>>3416985
Yes, sorry.
>>
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Such a plain room.
Finished with another route. Quite bit to still do - now onto making the clocktower of sort. Probably won't end up looking that great... Outside, at least. Perhaps inside I can make some cogs and gears.
>>
>>3417035
Floors are too flat. Needs something to break up the ground/walls a bit and it'll look fine.
>>
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>>3415332
>>3415387
>>3416162
>>3416518
>>3416605
>>
>>3417035
Put down some carpet, put in some torches or candelabras (then very slightly dim the light, by like a notch or two), add some items, maybe dead body and pool of blood.
>>
Several of the butts in Doom are round enough that I might be able to successfully finagle them into matcaps, which are images of spheres with lighting on them which are warped to cover an entire 3D model as a cheap form of lighting.

Probably useless but I just recently came up with an idea for mimicking this litsphere (original term for matcap) program I saw in a 1998ish paper which sampled images of non-spheres by having the user align triangle to sections of the shape and then the program would take those sampled triangles and form them into a sphere.

It looks an awful lot like UV mapping a flat circle which has been triangled in a fan pattern emanating from the centre.
>>
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So I got bored and decided to fix some of the levels in DOOM3: Mister Smiley's Head Safari.

Kinda like a 95' Touch up project sort of thing. I already upgraded some of the items, and finished E1M1.

Here's before.
>>
File: E1M1 - After.png (691KB, 1858x836px) Image search: [Google]
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>>3417191
And here's after.
I'm having quite a lot of fun with this actually.
Anyways, I'll probably upload the first episode once all those maps are done.

Also, I see that I somehow misspelled Before as Bored in the filename. How?
>>
>>3417197
I'll also promise I will actually finish this one. Unlike my many other projects I proudly started and quit developing halfway through.
>>
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>>3417157
His ass is mine.
>>
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someone needs to continue that metroid mappack for Dreadnought(also port to GZD), now i feel bad for the 30th anniversary thing
>>
There is literally nothing wrong with chaingunners
>>
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>>
>>3417259
Soul Monkey?
>>
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>>3417224
Should probably post the PNG.

>>3417276
Soul Suzanne
>>
>>3417250
"here's your bday present, samus: a kick in the groin of your hard-working fans
>>
>>3417250
this one?

>https://www.youtube.com/watch?v=9wleaAhzxCY

he will never go back to Dreadnought, DemonSteele is his new Baby now
>>
>>3417290
DemonSteele has been dead for months, Booty Project is his new baby.
>>
>>3417292
At this rate Booty Project'll be dead at 0.5 and then he'll be working on a new game where the resident waifu protagonist is a cowgirl or something
>>
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>>3417289

the only person that would give her joy, was sent back to hell, thanks to a 3 meters cyborg with a sexy voice

poor girl :(

>>3417290
>>3417292
really, i would love to see an updated dreadnought with a mappack for it

>https://www.youtube.com/watch?v=bCiFqzo7rYg

it would be the biggest khornate finger to Nintendo and their bullshit
>>
>>3417353
god

I'd take the praetor suit design over doom 3s armor anytime
>>
nintendo please put like half a million into a metroid doom clone as a sarcastic response to people demanding retro metroid games

please
>>
>>3417250
Thank god there is AM2R. I feel so sorry for Samus.
>>
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>>3417374
>>3417353
Quake 4 had the best modern Doomguy armour.
>>
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>>3417383
Dynamic angle
>>
>>3417379
too bad nintendo forced the guy to take it down
>>
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>>3417389
only the links, the project still lives and there's a shitload of links and the magnet on AM2R general on >>>/vr/

he will continue updating, but he needs to find a way to do it

>>3417378

a female praetor armor would be great, even if the Varia already looks like it
>>
I want to see AM2R dev play chicken with Nintendo, just constantly updating and putting it online to see if Nintendo will go so far as to sue a fan for making a fan game.
>>
>>3417421
They would but keep it off radar.
>>
>>3417383
>>3417384

I don't like it. Too generic.
>>
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>>
>>3417421
If Yamauchi was still alive and in charge, considering the draconic shit he used to do back in the 80s and 90s, the am2r author would probably ''mysteriously disappear''.
>>
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Spider_1
spider_1.zip (5 KB, 1994-12-28) - Neville Brabet
https://www.doomworld.com/idgames/?id=1186

a single large green room with a bunch of imps and zombies, and a spiderdemon, along with a few pillars for cover, and a couple of side areas. the text file suggests it was made in only 1.5 hours the night the author started using the editor. 1.5 hours for a single room and there are still missing textures!
>>
>>3417468
What are some good wads you can play as a Revenant?
>>
>>3416990
Hexen has lightning. You just add "lightning" into the MAPINFO for the map you want lighting on
>>
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Best wads that do hell /right/?

I want unrecognizable landscapes, chaotic spires and rivers of fire. What should I play for inspiration?

Ideally not just a bunch of demonic castles, I'd like to avoid the whole hell-castle thing. Less understandable architecture the better.
>>
>>3417574
Empathy? you can play as all the doom monsters
>>
>>3417574
I know there is one that let's you play as a demon against hordes of marines. I'm pretty sure revenants are found on the lower tier demon list. I wish I could remember the name.
>>
>>3417590

Hell revealed and unloved
>>
>>3417593
Fuck, really? I was joking around. Gonna try that shit out.
>>
>>3417597
unloved doesnt even take place in hell
>>
>>3417467
you know, I wonder what kind of designs would people churn out were they given the chance to fix something that they deem 'generic'

most of the times they end up linking to something someone else has made
>>
>>3417590

ZDCMP2

It's a long road, but it's worth the trip
>>
>>3417590
deus vult, or its sequel, in parts. eternal's map in 32innail. later maps in speed of doom, like twilight massacre.
>>
>>3417614
>eternal's map in 32innail
sorry i got confused. he did the whole thing. i meant map05, anyway.
>>
>>3417593
Haha, this is hilarious. It needs a little tweaking I think but it's a great start.
>>
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>tfw
>>
>>3417618
I get that texture everywhere in Jumpmaze. never did figure out why.
>>
does it count as cheating if I jump to a ledge just to grab shotgun ammo off dead sergeants I killed in dump 2
>>
>>3417618
why does that look familiar? didn't someone from here make it?
>>
>>3417623
probably cause it was made for Skulltag.
>>
>>3417634
Huh, never knew that.
Is there a way to get it to display properly in GZDoom?
I don't want to play with other people.
>>
>>3417640
>I don't want to play with other people.
uh, you do know that you can play Skulltag offline?
>>
>>3417640
Might require skulltag_data.pk3 and/or skulltag_actors.pk3

>>3417642
That's one hell of a solution to the problem of missing skies, play it on Skulltag offline.
>>
>>3417647
>Might require skulltag_data.pk3 and/or skulltag_actors.pk3
yeah those are for those Zandronum servers that have ST-based wads in them.

but if someone is playing offline then I don't see why they wouldn't just play the wads on Skulltag itself.
>>
>>3417650
Because there's no reason to keep yet another port around when you can run it on Zandronum or GZDoom. Skulltag is outdated, use a modern version. Skulltag has to use skulltag_data.pk3 and skulltag_actors.pk3 as well, and even if it didn't it wouldn't be a good reason to keep a decade old port around because a sky texture doesn't load. There's no reason to keep your saves and settings separated between ports, let alone an extremely outdated port with dangerous scripting abilities patched by Zandronum, just to play one or two mods that will run fine in GZDoom and Zandronum.
>>
>>3417660
>because a sky texture doesn't load
it's not just that though, st-based wads sometimes have zero working textures if used on other source ports, like rjumpextreme.
>>
>>3417663
And loading Skulltag's textures from skulltag_data doesn't make those textures load?
>>
>>3417629
i think it's called DOPADUMP or some such.
>>
>>3417623
because you didn't load skulltag_actors.pk3 and skulltag_data.pk3

zandronum does everything skulltag can and much more, why it's even relevant is beyond me
>>
Skulltag Diehards
>>
>>3417685
>zandronum does everything skulltag can and much more
except autoload skulltag_actors.pk3 and skulltag_data.pk3 when necessary, evidently!
>>
>>3417690
how should it know you're running an old mod for skulltag? you should know the requirements of skulltag mods and load it yourself since you're the one with the brain.

shit, you could even add them to your autoload yourself in the ini. i suspect it'll cause problems with mods from this decade but i don't know that for sure.
>>
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SPION!
>>
>>3417690
do it yourself. it's not the port's job to babysit your mod list, nor should it be
>>
>>3417696
>you should know the requirements of skulltag mods and load it yourself since you're the one with the brain
>>3417703
>do it yourself. it's not the port's job to babysit your mod list, nor should it be

clearly you are right and all sufficiently knowledgable users would see the missing graphics, realise what the problem is, and take the necessary steps to fix it. but understand there are users who don't know/care what the data/actors pk3s are for, they'll just see the new engine breaks their favorite mods, and keep on using the old one. something that used to happen automatically now needing to be done manually is not user friendly.

but i'll end this discussion here, i'm not even a skulltag user. i just wanted to say why i think some users might stick with old software even though its replacement does everything the old could do and more.
>>
>>3417624
it's a recent zdoom wad, so you can probably assume jumping is allowed, because if it weren't, the mapinfo would disable it, i think
>>
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>playing Blood CM
>on Hallowed Grounds
>get to the end
>there's no fucking switch to end the level on the gate

WHAT

DO
>>
>>3417739

stop playing blood cm and play the real game
>>
http://blog.project-retrograde.com/2016/08/snazzy-demon-blasters-and-high-tech-boomsticks/

Finally a new blog post about Supplice.
>>
>>3417307

Don't tempt me, there desperately needs to be a cowboy gameplay mod of some kind.
>>
>>3417753
This one's complete, but the sprites are kinda iffy
http://forum.zdoom.org/viewtopic.php?f=19&t=48812

This one's an "improved" version and honeslty uses a lot better sprites, sounds, and gameplay but it's incomplete and hte only version available is a demo with a lot of bugs - even the UI doesn't really work.
http://forum.zdoom.org/viewtopic.php?f=19&t=51132
>>
>>3417748
>Pilebunker
>Being a terraformer, our protagonist has access to this mining tool turned weapon. The Pilebunker is a multi-purpose melee weapon inspired by Doom’s Chainsaw. It has a set of rotating drill heads which dig into rock (and for our uses, demon flesh). It does damage similar to the vanilla chainsaw, but it’s a bit more powerful. The alternate firing mode is where its name comes from. Holding down the firing button will charge up the weapon; releasing it will fire out an explosive melee ‘spike’, which does tons of damage to a single target (possibly at the cost of an incendiary round, but that’s not certain yet). At full charge, the weapon also fires out a ‘pressure wave’ projectile which pierces enemies and gives the attack a bit more range.

Thank goodness they abandoned Boom compatibility and went to ZDoom.
>>
>>3417758
>xenoxols
>complete
>>
>>3417758
>This one's complete
>a xenoxols mod
>>
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Every time there's an encounter with cacodemons in going down I just wanna kill the nearest living thing
>>
>>3417762
>>3417763
Compared to 2.0, it's much more complete.
>>
>>3417764
...why? are they overused? too plentiful?

i still haven't got round to playing it
>>
>>3417772
that's fair, i guess.

i just don't really trust xenoxols when it comes to modding, though. the dude starts up new projects and hops back and forth constantly, often in the span of a single month.

people might like to rib others for hopping across multiple projects and ribbing people is fun but you ain't seen anything until you've seen xenoxols.
>>
>>3417784
>people might like to rib others for hopping across multiple projects
Still waiting for that Psychic mapset any day now, Xaser.

Xaser?

Xaser...
>>
>>3417781
It's more so their versatility and the fact that the maps are pretty tight. Since they fly, they can squeeze anywhere and pop up in places where you don't want them to be. But regardless, you should play going down. It may piss me off sometimes, but I'm enjoying the hell out of it.
>>
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Okay, so I found out that you can do this
>give demonmorphrune
(sv_cheats must be set to 1 first)
in Project Brutality and temporarily become a revenant. It's pretty cool and works really well.

Except that it's only a temporary transformation and turns your screen all red. Otherwise it's perfect, so either I figure out a better command or whip up a small patch wad.
>>
>>3417784
Honestly, so long as he fixes whatever's going on with 2.0 where you can't even load the fucking UI in GZDoom, he can quit immediately after that. The available weapons are nice, he chose half-decent enemies for the most part.
>>
>>3417802

I was listening to Death By Glamour and this fucking skeleton keeps dancing to the goddamn rhythm
>>
>>3417748

What's this
When can i play it
>>
>>3417824
It's been in development since at least 2012 so it's unclear.
>>
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>>3417615
>32innail
This was very cool, i liked the subtle weapon replacements and moody early techbases... very cool.
Map05 was the closest to a great hell map of all the recs I got. Pretty decent!

Its not quite what I had imagined, but all the more reason for me to do hell my way... it hasn't been done the way I want it
>>
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Here's a little health jug for you all, with some fancy fresnel action.
>>
What's the best way to play Doom in a portable way?
>>
>>3417884

Gizmondo
>>
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>TFW you've lost all momentum in your current project but you can't bring yourself to stop working on it
>>
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>>3417907
>>
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>>3417907
>>
>>3417802
Continuing this, I found out how to make the player a non-temporary Revenant, kind of. It's still a little incomplete. I still need to delve into the decorate files a bit and figure out how to gracefully make an addon mod that just bolts right on to Project Brutality without needing to modify any files.
>>
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god this is such a fucking boring slog. i'm on the verge of pulling down the console and wipe every single one of these faggots in a single command line.

why are arena based maps in doom so fucking tedious to play?
>>
>>3417951

because Doom's default monsters don't work well for arena battles, seeing as most have a tendency to wander or move fairly slow to shoot at you
>>
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>>
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>>3417951
god fuck

stop
>>
>>3417697
MEIN LEIBEN
>>
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I maek comic
>>
>>3417992
Did the Berserker pack upgrade lasting the whole level only happen in source ports or something because I've seen multiple people talk about it wearing off, but while the screen effect does your punches stay buffed until the end of the level.
>>
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>>3417992

I like it.
>>
>>3417992
It's always nice to see some oc around here
>>
>>3417951
mod name?
>>
>>3417951
>>3417982
oh, it's that map. DUMP 2 right?

just bind mouse1 to kill monsters on the console and get it over with. there's literally no reason to push through 10 waves of whatever the fuck that is. worst map on the wad imho.

>>3417952
this too, really. in doom 4 it works because monster counts aren't retarded and they have a dynamic movement system which helps making fighting them in large hordes actually fun, your guns deal reasonably higher damage as well as an even higher output with the altfires/mods, and the spaces aren't all fuckhuge boxes with little to no variation in them. Classic Doom's combat works better because they hinge on relatively smaller spaces and enemy encounters are mainly based on either single monsters or small groups.
>>
>>3417993
it never wore off, people just think it ends when the screen effect goes away, which would make sense.
>>
>>3418004

The manual claims that it's supposed to wear off when the screen effect goes away, so apparently the decision to make it last the whole level was made at the last minute.

Fun fact: If you wait for an exceedingly long amount of time (somewhere around four days I think) the berserk pack wears off. If I remember correctly, this is because the value used to store how long you've had the berserk pack for overflows and the game goes "oh i guess you never got one".
>>
>>3418006
>somewhere around four days
Four years. And halfway through that, your screen goes blindingly red and stays that way until it wears off.
Doom was very rough around the edges.
>>
How do I edit the burning/crackling sound the Archvile makes when he targets you?

can't find it anywhere in the wiki
>>
>>3418016
check the sounds for the attack rather than the monster, iirc
>>
>>3417951
What map?
>>
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>>3418017
>vile/firestrt
>vile/firecrkl

You da man
>>
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this talk about the berserk got me thinking, you believe ID would've taken some aspects of the game and perhaps touch upon them somehow or straight take them out, had they made patches for the games back when they had first released?

I can imagine them putting out a patch that rebalances some stuff like the lost souls and makes the pistol not useless shit, mainly stuff based on feedback from players.
>>
>>3418000
chekek'd
smooth doom weps only
>>3418018
it's in DUMP 2, sorry i can't really recall the name but it was something along the lines of a large purple room. it's by gardevoir if that's of any aid
>>
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Well after many boring, arduous hours, the first edition of my text-to-speech wad is complete: I present you with Tex 2 Spek.

https://www.dropbox.com/s/a0spu00qvoxe8g7/TEX2SPEK.pk3?dl=0

All monster sounds have been replaced, along with just over half of the weapon sounds

I'll complete the weapons and the environmental sounds soon but i'm just glad to finally have finished the monsters, this was a slog
>>
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is TF2 an arena shooter? or is it too slow to be one?
there are certain similarities given that the original TF was a popular Quake mod and that TF2 has rocket jumping
>>
>>3418042
>loadouts
>no in-stage weapons
>no free-for-all mode
not really
it's more one of those "class-based shooters" everybody's trying to ape nowadays
>>
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I edited the boolit meter
>>
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>>3417992
I ftfy
>>
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>>3417907
>>
>>3418024
thank you
>>
>>3418053
i dont know if the things you mention are the "to do" lists of arena shooters but i would love FFA in that game
half of the classes are designed to be played in a team tho
>>
>>3418063

I want this meme to end. Sometimes a few extra panels can be fun.
>>
>>3418063
can you simplify it even more?
>>
>>3418064

But she's a 5 foot tall korean girl
>>
>>3418080
HUGE
>>
>>3418080
yeah a huge one
>>
>>3418082
but that's dumb
>>
>>3418082
>>3418083

Still taller than Blaz though
>>
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>>3418078
>>
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>>3418057

More fucking edits.
>>
>>3418092
Remove the black bar in the middle, since it's not necessary anymore, and make the resolution smaller for efficiency, then it's perfect.
>>
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>>3418094
that does look better
>>
>>3418094
i didn't know we had a pixel artist here
>>
>>3418096
>Error: Your image contains an embedded file.
ok i literally made it too efficient for 4chan
wow
>>
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Who are these guys?
>>
>>3418098

Now I got one last conundrum.

Right now I have it planned to give the Blazter two different upgrades (Plasma gun and rocket launcher pickups), that you switch between by hitting reload. One's a charge buster and the other is a short hyper mode like from R-Type the third lightning. That's what that meter is, it's for overheat and charge.

So my last issue is what the fuck am I gonna do to show the player has charge or hyper selected, I was thinking sticking one last gem/tube on the meter when the player gets the item, but I'm not sure.
>>
>>3418102

You don't, you just have a colorblind shmuck that's lifting sprites from other games and making crude edits.
>>
>>3418105

Suspicious faces that just beg to be used. Seriously I mash use on every one I see because they're switches so often.
>>
>>3418105
They are wall-mounted face statues.
>>
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>>3418107
>I was thinking sticking one last gem/tube on the meter when the player gets the item

what about a couple of indicators that would pop out of the hud like pistons, since you're going with a mechanical aesthetic
>>
>>3418105
Doom 4's sequel should have those guys appear as enemies.
>>
>>3418105
I've seen that lion one get turned into an enemy but not the other 2 faces.
>>
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>>3418114

That's a good idea. Actually. I can make them just out from the far right side.

So what colors do you think I should use? Blue for hyper, red for charge buster?
>>
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>>3418105
Middle guy was used in Thief too.
>>
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>>3418118
Well yeah blue is always a good idea, especially playing off against the default red bullets.

Maybe green for the other one?
Or Purple?
>>
>>3418105
https://www.doomworld.com/vb/doom-general/74802-source-pictures-of-doom-mascarons-gargoyles/
>>
>>3418127

How about we go all out and make gold for hyper mode, and blue for charge shot?

Though this might be a little weird because the projectile will most likely stay red
>>
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>>3418134
mixing up HUD and actual weapon colours will be confusing, better to streamline things
>>
>>3418138
by putting the hud ON the gun
>>
>>3418138

That's exactly what I was thinking. There's another problem though, I don't think I could add pistons sticking out on the right side.

I've been redesigning the HUD to work with all screen sizes and still be readable, and I'm pretty sure I put the pistons on the right, someone playing at a really tiny resolution would probably not be able to see it.

I guess you could argue "Well who the fuck would do that" But I remember seeing screenshots of people playing GMOTA at like, a 640x480 resolution.
>>
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4_mascarons,_Paris.jpg
2MB, 3000x750px
>>3418105
>>3418132
i thought it would be easy to just google mascarons and make some new textures but they're all awful

were these ironic
>>
File: 34317-2bassedef.jpg (577KB, 1000x831px) Image search: [Google]
34317-2bassedef.jpg
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remember what life was like before we invented good art
>>
File: mascaron.jpg (95KB, 600x370px) Image search: [Google]
mascaron.jpg
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>>3418150
Right is off, left is on.
>>
Brutal Revenant Progress: Managed to get the patch wad working so the player starts out the first stage turning into a Revenant and fixed it so the screen isn't forever red. Downside is it wears off eventually and still auto-wears off when you start the next stage.
>>
File: 1450115205377.jpg (10KB, 239x253px) Image search: [Google]
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>>3418147
Well how about using transparency and animating a kind of textured colour-pulse over (or under) the HUD framework instead?
>>
>>3418167

Wouldn't that go back to the issue of colors not matching projectiles?
>>
>>3418092
thanks doc
>>
anyone got a dl link for "skulltag_content"?
im running zandronum and i want to play some survival.
>>
>>3418170
How so?
>>
>>3418174

well pretty much every projectile fired from the gun is red. Or metallic silver/gray AND red. That includes the charge buster and hyper mode.
>>
File: sunblock.png (323KB, 728x392px) Image search: [Google]
sunblock.png
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>mfw freshly back from finishing DUMP 2
>still left 13 maps behind
FFFFFFFFFFF

should i go back and do all those and THEN beat the boss? like seriously part of me wants to go through with it and the others just like 'eh there's other stuff you can play in your maps folder'
>>
File: 1463260034396.jpg (351KB, 1200x900px) Image search: [Google]
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>>3418180
>pretty much every projectile fired from the gun is red

While I hate to say it, that in itself seems to be the problem
>>
>>3418183

well, I could always recolor the big charge shot to be blue, and make the hyper mode's spike balls fired from it either silver or gold.
>>
>>3418183
so your solution is to replace some of the projectiles with portable puppers? :^)
>>
>>3418183
Which mod lets me have weaponized puppers?
>>
File: WHAT I LEARNED IN DOOM IS.png (25KB, 340x321px) Image search: [Google]
WHAT I LEARNED IN DOOM IS.png
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>>3418183
>>3418186
that

that sounds like it could actually work

brb maek doggos
>>
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>>3418041
plz tell me someone has at least tried it
>>
>>3418195
I did the chaingun gave me a hearty chuckle.
>>
>>3418107
Be a man and make the gun transform depending on fire mode
>>
>>3418195
Yeah, I played it. Good job I guess.
>>
>>3418182
That's entirely up to you, bruh.
>>
>>3418195

It's alright. I bet the final product would be better. Are you going to replace doomguy's sounds too, like the pain sound and UNF?
>>
>>3418183
2cute
>>
>>3418105
larry, moe and curly
>>
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>>3418241
Yes, the final product will replace all sounds.

Even if it's not that enjoyable a WAD, when it's completed it willl have been an educational romp through decorate and inheritance
>>
>>3418250

Oh I forgot to add, the baron changes colors to the hell knight for some reason when it attacks.
>>
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>>3418257
really? must have something to do with inheritance, it's quite muddled at points
>>
>>3418286

Yeah, but it's just when throwing it's fireballs or whatever, the melee is fine.
>>
>>3418213

It did that before and caused weird as fuck desynch issues online. So I'm trying to get away from that garbage.
>>
File: REVENANT.png (310KB, 420x865px) Image search: [Google]
REVENANT.png
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I had to re-engineer what I was doing, but the player now starts as basically a Revenant and dies like one and you can jetpack around if you really like.

Buuuuut, you don't get the static effect over the screen and you don't start by actually transforming, which I thought was neat.

https://www.dropbox.com/s/hi7j92ms6ns2jei/RevenantDoom.wad?dl=0

This is a patch for Project Brutality and has to be loaded after it. Basically it doesn't do much other than let you play as a Revenant from the start. I did make a minor change that the punch attack shouldn't alert monsters, nor will they be alerted if you attempt to fire your rockets without any target available.

Going forward I think I want to change the melee attack to the weapon activation button (which is the jetpack activation currently) and then change the alt-fire to be some sort of ammo-using shot that isn't as dangerous to your health as the rockets. The range on the melee attack also feels a bit short, so I might play around with that.
>>
New thread >>3418341
>>
>>3418173
http://static.allfearthesentinel.net/wads/skulltag_content2.1a.pk3

Have fun.
>>
>>3411862
nope
Scale 2x
Thread posts: 633
Thread images: 149


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