DOOM THREAD / RETRO FPS THREAD, HELL KEEP EDITION - Last thread >>3471059
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
RADIO
Found in http://liquiddoom.net/
[9-03]Shadow Warrior now free on GOG, with all the expansions and shit
https://www.gog.com/game/shadow_warrior_complete
[9-02]Lights & Brightmaps for Freedoom
https://www.doomworld.com/vb/freedoom/90527-lights-brightmaps/
[8-29]Vinesauce Mapping Contest Rules
https://vinesauce.com/vinetalk/viewtopic.php?f=19&t=118438
[8-24] Func Map Jam 7 - Back to Base
https://www.quaddicted.com/reviews/mapjam7.html
[08-21] GZDoom Shaders Galore
- Retro Shader updates http://forum.zdoom.org/viewtopic.php?t=53250
- Lazy Palette Shader http://forum.zdoom.org/viewtopic.php?t=53252
- PSX Vertex Jiggler: >>3442719
[08-19] Anon mod: Unstealth >>3437946
https://dl.dropboxusercontent.com/u/25843724/unstealth.wad
[08-19] Anon Release: Cute looking first map >>3435876
https://mega.nz/#!5I9DFbxY!jJLRdnfnYv4hVKUkmztjwsrt6caF97FHnhCPMO8SbJQ
[08-18] Anon Release: Drum Akimbo Shotguns >>3433687
http://www.mediafire.com/download/mlkl18wylos140p/AkimboDrumShotguns.pk3
[08-17] Quake 2] Mission 64 (Q2 N64 -> PC recreation attempt) >>3432010
http://forum.zdoom.org/viewtopic.php?t=53046
[08-15] Anon mod: Brutal Basic >>3427361
http://www.mediafire.com/download/g970qa70a0af4na/Brutal_Basic.pk3
[08-13] MetaDoom early version released >>3423714
http://forum.zdoom.org/viewtopic.php?t=53010
[08-10] Anon mod: Revenant Doom >>3418323
https://www.dropbox.com/s/hi7j92ms6ns2jei/RevenantDoom.wad?dl=0
[08-10] Anon mod: Tex 2 Spek >>3418041
https://www.dropbox.com/s/a0spu00qvoxe8g7/TEX2SPEK.pk3?dl=0
[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 map update: Earth >>3400398
http://z13.invisionfree.com/Doom64EX/index.php?showtopic=143
===
TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
Ain't that the House of Pain?
>>3476164
House of Pain is the Skull
F
>>3476161
Weird Disc with random Doom maps I found on a flea market
for the interested:
http://www.mediafire.com/download/mw6hn9cdh7m4p9b/Weird_Doom_Disc_Thing.zip
>>3476172
God it's like the 90s shovelware market threw up on a disc case. Let me guess that the Doom maps are absolute trash.
>>3476174
There's bound to be a few diamonds in the rough
Someone here should showcase them all and give some recommendations
>>3476103
what/who is Nmn and what was there?
Can I get it anywhere else?
Does anybody have it stored?
>streisand effect participant
>>3476176
I'm not really in the mood to look through 121 early-mid 90's WADs to find diamonds.
>>3476178
NMN was an artist.
Dunno about anything else.
Let's say you've just pissed off every classic action game hero from Doomguy to Duke. How would you settle them all down?
>>3476207
Give Duke a lifetime pass to his favorite VIP exclusive strip joint.
>>3476207
Get them their favorite liquor
>>3476209
I'm pretty sure that would work with all of them
>>3476174
Most are what you'd expect on a shovelware disc. There were a few very fun and well made ones in the mix, but most are baby's first map tier levels.
TEST2KIL.wad and SPIDER.wad are good ones. And there is a mod to replace the chainsaw with a lightsaber that works on the old hacky way.
>>3476147
Nmn used to do really good sprites (the weapon sprites used in Valiant were from an old unfinished Nmn project) and textures and contributed a lot to community, was even part of the DRD team.
Now they don't even have a page on the Doom wiki, all that's really left is the stuff you can find by searching "nmn" on Realm667.
>>3476304
perhaps you could write one? you seem to know a lot about his work
>>3476310I'm actually just going off what I've looked up today and seen secondhand
>>3475948
Probably I'm replying to the wrong guy and stuff, but back in these days Doom would be labeled as just "3D Action" game rather than "Action-Horror" or whatever guess you take looking at games being labeled now.
>>3476172
Wad_04
!WOW!.wad
E2M8
Actually not a bad level. There doesn't seem to be a way out of the lava at the starting point, so watch your step. The level ends in typical Tower of Babel fashion with a fight with a cyberdemon, though this can also be achieved through Monster Infighting due to the amount of Barons and Cacos in the same area when picking up one of the soulspheres in the arena.
I'm gonna go ahead and give a 3 out of 5 stars, you should probably give this one a try. I played on Hurt Me Plenty.
>>3476172
wad_93/theatre is theatre2 on /idgames, a demonic cinema with a lot of monsters (300+).
>playing equinox
>those ear shattering explosion noises
>that ufo full of archviles
For what purpose
>>3476359
Remember that Equinox was made by the guy that made Nuts.
>>3476361
i read that he made nuts.wad to see how /idgames uploading worked and to test if he could do it, before uploading equinox
wad_99/fez1, a map somewhat infamous for its deliberate abuse of the linedef model, setting the two-sided flag on single-sided lines causing null pointer dereferences for special effects (they didn't crash the game back then). also some quite unconventional use of the donut linedef type. otherwise relatively unremarkable. one big twisty maze of little passages.
https://www.youtube.com/watch?v=34plhPkSbls
>I stole the music from Level 13 from a dead kid's web site. The kid (sorry, can't remember his name or find the site) who is now dead actually made that piece of music and he wanted that music to be played at his funeral if he died (which, coincidentally enough, he did) Its got that 80's movie fantasy about it, like something from a Stephen Spielberg movie, or from The Exploreres or something.
>>3476379
How morbid.
wad_02/fiffywar, perhaps the earliest surviving slaughter map (it even predates doom2 by a couple of months). i remember playing it with DRLA; since you start by a room with 200 boxes of shells/bullets/rockets you are almost guaranteed to find two or even three modpacks.
wad_06/artifact: what do you mean you've never heard of artifact.wad?? this map is best described as an adventure; it covers towns, sewer mazes, underground tech bases and wide open hell castles, all originally intended to be one giant map but the guy had to split it into several pieces due to its size. what might have been. an enhanced version was created for Boom, the author being associated with TeamTNT in some way.
>>3476167
You didn't deserve this fate duke.
wad_121/xeno11.wad: a fairly complex techbase set in a wide desert plain. a good map by itself but also memorably reworked for 1994tu by traversd.
>>3476359
>playing equinox
>theres literally no ammo after the cyberdemon in the 4th level
i hate this kind of shit
>>3476172
Wad_01
Fiffy3.wad
E2M1
A two story hotel/motel with plenty of ammo and monsters, a few barons, a pool out back..
Once you find and kill the monsters and get the keys, just end the game because the exit seems to be inaccessible
3 out of 5 stars
>welcome to our newest member, fagggmork
>>3476543
https://www.doomworld.com/vb/post/1666173
It's almost like I recognize this person, but I don't know how.
>>3476161
oh man look at all those berserk packs
>>3476565
I love weird 90s shovelware junk like that. They're like actual time capsules.
Alright, I'm done for today.
>>3476569
MM8BDM?
>>3476571
No. Vinesauce Mapping contest entry.
I restricted myself to 1024 before things clearly get out of hand.
>>3476575
Cool. It's looking good from that one screenshot. The orange makes me think of UAC Ultra.
>>3476569
It looks like the water's been highlighted in DoomBuilder's 3d mode.
Maybe up its contrast a bit?I know you said you were done
>>3476172
Wad_03
DKS-E1M1 and DKS-E1M3
I feel like these were made to be played with Russian Overkill, unbeknownst to the one who made them
>>3476580
oh jeez i didn't realize it was water at all, i thought it was a normal floor
Are the master levels worth playing?
>>3476590
i didnt realise at first either
now it just looks like a lake of orange juice
>>3476172
Wad_05
AWR1L1.wad
Babby's first map, using E1M1 as a base adding different items and decorations, testing scripts like making the lights turn off etc.
>>3476565
wad_110/return01: this is another famous old mapset replacing episode 1. not really compatible with anything other than doom v1.2 due to reliance on a bug that was fixed afterwards. large, spacious maps, apparently made at a high grid setting perhaps. used to be one of my absolute favourite wads but that may be mostly nostalgia as the last time i played it it felt a bit dull.
>>3476587
>>3476623
You see, that looks like lava to me.
>>3476626
>>3476634
Still seeing lava.
>>3476638
>>3476639
I an't help but see lava.
This is how it looks in motion. And some on the fly modifications.
>>3476575
1024-sized maps can actually be quite interesting.
Which reminds me, what good 1024-sized maps/megawads are there? I have played 1024clau and I think another one, but the name escapes me.
>>3476652
Congestion 1024 is probably the classic 1024 megawad.
>>3476518
>Big empty rooms filled with a ridiculous amount of cannon fodder
>Cyberdemon wakes up before you get to its area and camps the top of the slow elevator to instakill you
>End of the map is ear rape
>Rest of the wad's gameplay is somehow downhill from here
>>3476174
They appear to be largely (if not all?) levels that were originally posted on the Compuserve action forums in 1994. A lot weren't even available on /idgames until 2005 or so when someone went on an uploading spree.
>>3476648
Only the freshest orange juice sourced from hell!
>>3476648
>>3476668
I think it's funny how these shovelware discs were actually some of the best ways to get custom maps for your Doom copy if your house didn't have dial-up back then yet.
>>3476648
Maybe less contrast is the way to go.
wad_46/jb.wad: it's said James Brown in the most sampled artist. now he comes to doom in the form of a collection of replacement sound effects. WAAUGH!, HIT MEH and others. amusing for five minutes
>>3476660
If you don't peek much into the room from the upper floor and hug the wall while making your way to elevator, Cyberdemon won't wake up.
>>3476695
haha i forgot about that partial invisibility
>>3476653
Ah that's the other one I got. Thanks though!
Any other 1024 map sets? I don't mind if they aren't as good. Just feeling like playing a bunch.
>>3476709
None that I know of. You might find the occasional standalone WAD by searching for 1024 in the archive.
1024cla2, the rejects from 1024clau, still good if you like that sort of thing.
>>3476714
https://www.doomworld.com/idgames/index.php?search=1&field=filename&word=1024&sort=time&order=asc&page=1
>>3476675
Okay, how did you manage to make it look like that?
Because I just took the water textures, threw and orange layer on top and used a blend mode.
>>3476670
>>3476675
>>3476732
congratulations on your $200 of steam vouchers or whatever
>>3476736
I'm fairly certain I am to be outdone.
>>3476728
Greyscaled it and put a gradient map of Doom's orange range over it, adjusted the brightness with curves before the gradient map until it didn't look too contrasty so your brain would stop interpreting it as glowing. Brains are tricky.
>>3476732
Not a fan of how that one turned out.
>>3476735
A little better, I've got some ideas with literal orange juice I'm working on right now. Spent some time getting rid of watermarks on the only satisfying orange juice photo I could find.
>>3476719
Will check it out.
>>3476720
Well, fuck, 20 years playing fucking Doom and not even once I thought of using the search feature in doomworld. Christ what the fuck is wrong with me. Thanks Anon, and sorry.
(In my defense I usually only got wads by name or from news/threads so I never really had to, but still, the thought didn't even pass by me)
>>3476738
Hm, the ornage juice idea might be useful.
Was the gradient created manually?
>>3476747
Yeah, just sampling colours from the palette and dropping a few of them in order until it looked like the orange range.
>>3476660
yea i dropped it after that level
shame cause the firsy few levels were decent and its very aesthetically pleasing
>>3476743
heh no need to apologise. i wasn't getting at you by posting that link. glad it helped.
its weird although useful and convenient how the mappers keep to the convention of putting 1024 in the filename for this one particular type of map. they should have their own subdirectory in idgames/themes/
>>3476754
Thanks. I'm reworking the waterfall texture like this. I need to remember those graphic editing methods.
>>3476784
Going to try for a 64px with larger bubbles.
>>3476792
Awesome.
Okay, guess I'm failing at the curves. Or maybe I already did at the gradient. Using the method you mentioned doesn't make the waterfall look any different from what he looks now.
>>3476803
Take the image, desaturate it by using the Vibrance adjustment set to -100 saturation. It seems to have better luminosity this way. Then make a Gradient Map adjustment layer over it, set up your orange range. The dark orange to orange to light orange to near-white. Arrange them so the transition looks natural. Put a Curves adjustment layer under the gradient map and adjust the contrast until it looks right.
>>3476808
I don't think Photoshop CS2 has that option. I can desaturate. Thanks for y<our tips. Seems like I choose a color too bright.
>>3476817
At least upgrade to CS6.
>>3476823
Eventually.
>>3476808
The juiciest.
>>3476835
Are you going for an orange juice themed map for the contest?
Looks really great!
>>3476835
i wonder what its like to go swimming in a pool of orange juice
>>3476835
Yeah, it's even called Fanta Base.
>>3476843
Nice! Can't wait to play it after the contest is over.
>>3476835
Use a blue sky to make the orange pop more.
Cool beans, these reeds are made using standard Doom textures, that's some Cyriak tier creative use of stock resources.
>>3476872
are those hexen swamp things gonna pop out
>>3476876
There's two in Swim With the Whales but it uses a custom palette with paler blues, though you could use that as well.
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/swtw
>>3476881
No, though that would be a good place for them.
>>3476876
try SKY2 from cc4-tex, although it's been seen so many times you might actually not want to
>>3476876
Here's a new one.
>>3476898
What if it's in a forest? Doesn't make any sense but I liked the image.
Thoughts? Anyone played this already?
>>3476926
what if you gave us a name though
>>3476934
It's called MiniDoom.
https://www.freegameplanet.com/minidoom-full-game-download/
>>3476926
Looks fun. Reminds me of that old 2D Doom platformer, but a lot smoother and with original graphics.
What's the name though?
>>3476915
>>3476843
>fanta base
good job
>>3476952
No. Do they have to? I don't recall the skies ever tiling, though I never really looked at them.
>>3476963
Yeah, they do, at least horizontally, the original skies always did this and it'll look weird if the sky doesn't.
>>3476949
>>3476963
>>3476964
>>3476967
I like this one, but as mentioned you can see the edge.
>>3476963
you've never looked at the sky textures in doom!?
>>3476972
I've seen them but I never bothered looking directly at them, not with enough attention to notice the 4x tile.
>>3476968
Here's a quick tiling edit, working on a new one 1024 wide.
there was an attempt.jpg
>>3476979
fair enough, i guess the fact that you never noticed says something. i mean i think you would have noticed if they didn't tile. you would notice the horrible join in the middle
>>3476979
Yeah, this works for now.
>>3476990
Looks great man.
>>3476974
I think the more bitter the taste the darker the juice would be.
>>3476990
1024
>>3476990
Add the default brightmaps to it in case he uses GZDoom instead of ZDoom. Everything looks kind of dull like the gamma was pulled down.
>>3476997
Actually
>>3477002
Well, lighting hasn't been adjusted yet.
For the brightmaps I think I can just extract it from the DOOM2 wad?
>>3477004
No, they'll be in GZDoom's brightmaps.pk3
Since this is Joel I think the only way to guarantee it's run with brightmaps is if you put it in there for him.
>>3477003
It's a beaut.
>>3477010
Alright. Do I need to put it somewhere special in my wad?
>>3477003
Maybe some light from the ground, darkness up top.
is Cutman ever gonna do anything again besides MM8DM?
>>3477016
I don't know where they go in a WAD, but for a PK3 it'll look the same as brightmaps.pk3
Might be able to duplicate brightmaps.pk3 and stick your WAD right inside of it.
If not, attach a README.txt with the WAD when you submit it telling him to drag your WAD and brightmaps.pk3 onto GZDoom, and include brightmaps.pk3 so he doesn't have to try and find it.
>>3476983
too pixelated, but i can't say i hate it
Demons have half the mass of a cyberdemon for some reasonnn.
I'm not sure about this zoom out effect thing, might make people feel sick, I can't remember how extreme it is on that hydraulic weapon Term was developing.
The plasmaball sprites are just a placeholder visual for where the push effect is.
>>3477036
The zoom thing is called Field Of View. When set to extreme values it distorts the edges and the perception of distance. It can also be used to create the illusion of extreme speed if adjusted during movement.
>>3477039
ZDoom uses the original renderer, which means lighting is tied to a colormap which causes banding in light levels, and it's only ever going to display one of 256 colours due to the palette, and it won't have GZDoom's washed out look.
Also in GZDoom, go to the display options, opengl options, preferences, and set sector lighting to software for a more dynamic look.
What if... faint tentacles?
>>3477016
you do realise now if you win anything this guy will be after you for half the prize money?
>>3477046
I know what it is, I was just referring to the implementation of it as a visual effect.
>>3477062
I dunno, will he?
>>3477062
I don't use Steam or buy games, I just like making textures sometimes.
Plus he doesn't even know who I am.
>>3477069
but do you know who he is
https://www.youtube.com/watch?v=viy8zQnxGC8
>>3476926
> jumping
> crouching
> in doom
what is this garbageinbefore someone takes this seriously
>>3477080
first impressions weren't too great of this
but now it actually looks kinda cool
>>3477075
we'll all find out who he is when the map is submitted
>>3477075
Nope.
What if... an arbitrary skull?
>>3477081
A 2D top down Doom would be better.
>>3477095
How do you do this magic?
>>3477097
there was a Doom rts released like 9 years ago.
>>3477095
A little lighter down below maybe.
>>3477104
Just get a photo of a sky, make it tile, make a new black layer and paint some white clouds (I use a few brushes from Mark Molnar's brush pack which I can't link due to the spam filter) and then to make it look nubula-ish I use Photoshop's Minimum filter set to preserve roundness, set the layer to Add or Screen, and then make some little stars to fill out places, some soft clouds here and there just for a faint gradient, add a tentacle and skull, paint clouds over them, put a blue gradient map over it.
I don't think the skull and tentacles are CC but the sky photo was from Wikipedia so it'll be fine.
wad_26/amanda2.wad: i suppose this is just someone's first map experiment, it is a loose collection of stone hallways and too many doors. some of the doors contain such crowds of monsters that half of them are stuck together. there is one "trap" room which behind a crowd of sergeants are 3 cyberdemons 6 cacos and uncounted number of lost souls all stuck together, plus a rocket launcher and 700 cells. note: no plasma weapon or rocket ammo. if you could clear this room you could get a yellow key which unlocks a room full of imps and nothing else. the exit needs a red key which is in another place entirely. the cherry on top of this cake is a weirdly blind reject map, many monsters fail to wake up until shot.
>>3477117
Great, thanks for the info.
I'm gonna call it a day for today.
At least now the architecture is done.
I unwrapped a staph infection so now it's a sky.
It did not start out at the highest quality.
>>3477080
I can't imagine how this should work with a lot of enemies in a room.
Also the sprite takes up most of the screen....
Other than that its a pretty creative idea.
Imho people should not pay for mods, be it donation or paywall.
Donating to support a creator is different, but the creator should have done/be doing a lot for the community to merit it, rather than doing one specific mod.
Holy shit, this map has a near Crucified Dreams aesthetic with less of the clutter, and with single player gameplay, it's beautiful and fun, I fucking love Bloodstain!
>>3477165
That's very Adrian Carmack of you.
wddt/wad_96/wad_409/carnage.wad: randomly themed but enjoyable, future glimpses, gets better the further in you go
so this is the same fucking nigger who went on that huge ass argument about doom being actino-horror isn't it
so can we agree to disagree and move on
>>3476926
https://www.youtube.com/watch?v=UfhJbZOXzJk
I played another version of Doom turned to platformer back in 2003 or so, i think. Cool stuff.
I don't even know what I'm doing right now hue
Holy shit, the amount of desperate reaching people are using to justify a patreon for a Doom mod is hilarious.
>>3477395
it's a sword-sword
every time you sword, it sword's swords
okay say i have a system where 10 bullets are fired all at once, each doing 5 damage, but half of them will have a max range of 20
now, i want the next "group" of bullets to be part of spread, so its kind of like a normal gun with spread, except yeah bullet "group" has 10 micro bullets
is there any way to make this system not be retarded have like 100 a_firebullets just for one cycle?
jpcp was headed by a girl.
>>3477436
but
how do you pronounce sword
>>3477436
That's got to be the best thing I've heard of since sword-chucks on 8bit Theater
Am I too old to get into doom modding
>>3477508
>mfw this post
>>3477508
the only thing your too old to get into is competitive doom
>>3477508
are you on your deathbed?
>>3477501
JPCP was headed by Tatsurd-cacocaco, who is a guy.
>>3476162
Eternal just dropped a new levelset, Endpoint.
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/endpoint
>>3477527
where does it begin
>>3477539
nigga
readme file
>>3477508
Probably not.
>play Strife
>hitscanners
>hitscanners everywhere
>they're all bullet sponges
GODDAMN IT, WHY WERE THE ID GUYS THE ONLY ONES WHO GOT HITSCANNERS RIGHT
>>3477571
>ID GUYS THE ONLY ONES WHO GOT HITSCANNERS RIGHT
did they really?
>>3477571
>tried playing Strife years ago
>after completing the first level and meeting the guy in the bar there are infinite hordes of hitscanning soldiers spawning everywhere
What did I do wrong?
>>3477584
that guy's a trap, don't get the chalice
instead, agree to get the chalice and then immediately kill him to reveal a switch that leads to a hidden passage with goodies
>>3477527
great news!
>>3477583
Yes.
>>3477583
>did they really?
Yes. They have really low health, but a powerful attack(instant-hit hitscan), and three variations to choose from(not counting the mastermind here), each with their distinctive tactics, which makes them flexible, challenging, but also fair to fight.
The Strife equivalent of Doom's lower tier enemies(zombies and imps) is the Acolyte. Basically a guard with as much health as a chaingunner that fires in bursts, and he's also way more accurate. These fuckers are the most abundant enemy in the game. And to make matters worst, later in the game you also fight robots with shotgun-like attacks that have a lot of health, and ceiling turrets that fire near constantly and are very small. It doesn't help either that the weapons in strife are generally very weak, and ammo is not as plentiful as it is in Doom.
>>3477612
Hitscanning in the first place is already bad by default. That's one thing Doom 4 has over the originals.
I've started a list of recommendable wads on Google sheets, and I wanna post it here for you guys to have at, but 4chin seems to believe that the link is spam. Any ideas for how to pass the link along, guys?
>>3477618
Post it on pastebin and then link the pastebin here.
>>3477618
Put it on pastebin, then post the pastebin link here. I think linking to pastebin is allowed here.
>>3477618
put it in a pastebin or archive link
>>3477618
I made that image years ago and it's so weird seeing it reposted so often
Will this really be my legacy
>>3477626
>Will this really be my legacy
No, till will be yourDoomsday
Alright, let's try this. The list is far from complete, and I just decided to let you guys populate it since I intended for it to contain your recommendations anyway.
http://pastebin.com/Ui8T2Fk2
>>3477630
Unf
>>3477630
>>3477631
>Ghoul's Forest
>SMMP
>Speed of Doom and Reelism added twice
egh
what is to keep an anon from adding dumb bullshit like prodoomer and unfinished stuff like space pirate on there
>>3477630
We're going to be making these puns for an eternity.
>>3477643
>and unfinished stuff like space pirate on there
Or Dreadnought.
>>3477647
here we go again
>>3477643
It's only going to be publically editable for a few days, after which I should hope you guys have populated it pretty thoroughly. After I make it private again, I'll muck the shit entries out, standardize the rest as necessary, and add stuff on request.
REST IN PEACE DREADNOUGHT
REST IN PEACE METROID
>>3477631
Needs more classic megawads like Requiem, Memento Mori and Hell Revealed
Other than that all my favourites are on there
>>3477663
>needs more of this and that and-
Add them yourself. I made it publicly editable for that specific purpose.
nintendo's on a damn dmca spree
god damn axis powers unit 731 mother fuckers
>>3477671
only 70 billion mario fangames to go.
https://www.youtube.com/watch?v=o61th66HGds
>>3476161
https://drive.google.com/file/d/0B1NxOZlEf5aNcFZWVzNRYi1Qd1U/view
Gonna attempt to shill my mapset's early test build again.
Apparently it isn't Boom-comp after all.
Yellow is the worst range, followed by blue.
>>3477708
That's because you haven't seen the purples. All five of them.
>no matter where I go, cant find a download for the DOOM and DOOM II wads to actually fucking play
Great general. :^)
Can anyone recommend me some wads that don't make sense and look like they came out of a weird dream?
>>3477727
The Sky May Be and void.wad are the only two I can think of.
>>3477730THE GUN IS GOOD
>>3477727
Beyond Reality and Mayhem Mansion
>>3477727
Erkattäññe
>>3477723
https://dl.dropboxusercontent.com/u/66496479/NearlyallIWADSyouneed.zip
>>3477727
It Only Gets Worse.
>>3477758
Oh thank you friend.
>>3477661
I FEEL YOU BROTHER
>>3477717
I can't in good faith call that a range.
>Super Shotgun on the very first map
>>3477796
>shotgun right in front of the spawn
>>3477796
more like
Will Doom ever die?
>>3477836
Probably not for a long while, if ever.
A little messy but at least the seam isn't too bad.
Thought it would be cool to try a 1024 map for Doom 64. It was kinda hard to keep everything inside a 1024 box, but I think I did a decent job with it. Anyway, here's the download.
http://www.mediafire.com/download/9udvd4mopwjj6h0/1024_wad.zip
Also keep in mind there's a good chance the game will crash after you hit the exit switch. No idea why it does this, but my guess is because I'm using a slightly modified doom.wad base and the game doesn't know what level to load next. But other than that it should work fine.This is also my first legit level I've finished so feel free to pick it apart and make fun of my mistakes.
GZDoom EX when
>>3477796
>>3477813
>>3477812
>>3477861
that's a girl.
>>3477869
and the relevance is...?
has a girl ever made a wad
>>3477874
yeah I made one once.
>>3477875
oh shit waddup
>>3477836
Not as long as that image of Homer Simpson all sickly cuddling a rotten sandwhich still exists
>>3477891
I'm terrified that this shitpost will embed itself in my mind and when and if I survive to be an old man with a broken mind I'll repeat this to people I loved and respected and no one will understand why I'm saying it.
>>3477727
happy time circus 2
>>3477897
I'm terrified that this shitpost will embed itself in my mind and when and if I survive to be an old man with a broken mind I'll repeat this to people I loved and respected and no one will understand why I'm saying it.
>>3477909
it's the only reason i can think of
>>3477920
You need proof that Nintendo is taking down fangames?
https://www.engadget.com/2016/09/05/nintendo-issues-dmca-takedown-for-hundreds-of-fan-games/
http://fireside.gamejolt.com/post/dmca-notices-for-fangames-bzc9h583
https://github.com/gamejolt/dmca/blob/master/2016/2016-09-02-nintendo.md The notice with link to 562 fangames.
>>3477920
wait is it not actually gone? i didn't bother to check
i'm not that guy btw
>>3477930
No, Dreadnought isn't gone, it's just dead.
>>3477929
note that this is nintendo OF AMERICA acting as world policemaybe it'd be worth tweeting to the big jap heads that the gajins are fucking up again?
>>3477935
>assuming le superior nintendo of nippon didn't instigate it in the first place
>>3477934
*finished.
>>3477935
japs are known for being asses about copyright.
>>3477941
Well the shitpost from hours ago that >>3477920 wanted more information on was that Nintendo is dead because of >>3477909 and Dreadnought is dead because it's been having issues with devbuilds (of course it does, they're development builds but Dreadnought being dead is a recurring theme or joke or plain shitpost in these threads).
Conversations bend and weave, relax.
>>3477947
Only for us westerners though, they have a fucking huge con to share and sell porn of all the popular japanese anime and video games, shit's been allowed for years.
>>3477953
it's more that i'm not sure why metroid discussion doesn't go in the metroid thread, just like how doom discussion is guided towards the doom thread
>>3477953
Speaking of Dreadnought not working in the dev builds, I discovered that editing it so that it runs is a simple task.
Just remove the first two lines in chromastorm.dec and it'll work. I didn't notice any issues running through a few Oblige maps or when messing around with the Chroma Storm beam.
>>3477959
Again, conversations bend and weave. It was a tangent of a Doom mod, we're not going to all collectively agree to stop the conversation and pick it back up in another thread.
We're not even devolving into shitflinging... at one another.
>>3477960
Dreadnought is so dead Terminus won't even remove 2 lines of code from the Git repo.
Whats the best Quake map editor and whats a good tutorial for someone who has only used Doom Builder?
>>3477968
I like Trenchbroom, all Quake editors function essentially the same, check out the Quake pastebin ALL the way on the bottom. There is ANOTHER pastebin, I put a shitload of information about trenchbroom and map editor on that section
>>3477968
Trenchbroom is to Quake how GZDoom Builder is to Doom.
>>3477963
>we're not going to all collectively agree to stop the conversation and pick it back up in another thread.
it's happened before, but eh
Really difficult getting Wrack's models to look good, and not being able to use the textures due to Milkshape not importing and converting the UVs isn't helping.
https://www.youtube.com/watch?v=3dC94wYUNvI
>>3478006
I'll see your link and raise you: https://www.youtube.com/watch?v=GKTPQtlscWg
>>3477874
has a girl ever made a pk3?
>>3478037
bazinga
>>3478037
has a girl ever made a deh
Any WADs made use of a trench shotgun yet?
>>3477874
has a girl ever made a bsp?
>>3477874
mech commander GZ
http://forum.zdoom.org/viewtopic.php?f=19&t=38339
probably better than a lot of mods made by boys
>>3477874
No idea about Doom wads but I played a Duke 3D map made by a girl. It was decent.
>>3478123
Game Looks Good
>>3477874
main dev for 3dge is a girl iirc
>>3478141
"girl"
what the fuck guys
Hey guys, I need your help with something that should be relatively simple.
Some awesome anon helped me get the katana from Shadow Warrior working in Doom, and the mod is great except for one thing - I have a pistol replacer I like to use, and since this mod replaces the starting weapons, you can see how it can get a bit messy.
So, I tried combining the two mods into one, and it hasn't worked out so well. Can someone look over how I arranged it and the code, and see if they can get it working?
The mod is here
http://www.mediafire.com/download/gu1wmqqewa7q0fs/SWKatana+Revolver.pk3
Hi guys, I've been looking for an old version of a very cool WAD, one of the very best, made a couple of years ago: Psychophobia.
The latest version is still available on modDB (with hope of it being completed someday) here www.moddb.com/mods/psychophobia . I've been looking for the 1.0 version, the latest one which still was fully 2D. Some years ago it was possible to download it from modDB or the author's site, but the former got deleted and the latter hasn't been saved by archive.org, which kept the page but not the game file.
Can anybody help? Thanks, and if you don't know psychophobia, try it! It's insanely difficult and well designed. One of the very best WADs I've ever played.
>>3478310
you're just dumping the sprites into the patches folder
you need to go into Textures and import the files, then arrange the offsets so your gun isn't hovering up in the top left somewhere
i'd do it myself but i'm going to bed
>>3478345
Oh
That sounds hard. I think I could pull it off if I put in the effort and learned how to pull it off.
But, pic related.
>>3478350
It's a bit of a bitch but if you use SLADE you can sort of do it quickly. It has a tool to adjust offsets quickly.
>>3478357
>It has a tool to adjust offsets quickly
it does?
>>3478360
Yeah when opening an image there's a blue-ish icon that looks like some sort of crosshair and you can pick offsets for HUD, sprites, monsters and such. It doesn't do it in batches unfortunately, but it'll save you the pain of doing it manually every single sprite.
>>3478357
>>3478360
>>3478367
>check
>"Use Source Gfx Offsets" staring me right in the fucking face
>after hours and hours in Textures I somehow never noticed it
pic related it's me using slade
fuck your tiggers and triggers i've got a trigger warning for you here fffffuuuuckkkkk youuuu
>>3478357
Interesting.
I think I could do it if I had a step by step guide, but I still hope someone will come along and help, since I have no fucking idea what I'm doing.
Still, it's nice to know I have more than one option.
>everyone starts going on about trannies, triggers and drama while ignoring actual questions and comments
love it
Maybe I don't need the fire particles, I got the animation looking better
>>3478414
That looks fucking neato
>>3478414
Are you the GMOTA guy?
>>3478426
The one and only, and forever getting ass-blasted because I can't make up my mind when it comes to developing this mod.
Well, hopefully that'll change with this next update.
>>3478414
You can make fire particles inside the sword swing itself, just make them linger for one frame in the place where sword was in the previous frame of animation, same way as lightning does for the lightning blade in the same vid.
Without similar effect, flaming sword looks... unfulfilling.
>>3478437
I'm really not sure if I want to attempt to do that. I'm bad at arts.
>>3478439
IIRC lingering fire particles were also present on flaming hammer from Hexenhanced. Maybe you can lift them from there, or look at them for inspiration at least.
Or just crop out parts of the flame from the sword, make them stay in place, then edit them up a bit.
>>3478446
Lemme go googling
>>3478446
Well my googling is either weak as fuck or it doesn't exist anymore. I'm not having any luck in finding them.
Also I was thinking about using a_gunflash states to create a flame overlay, not sure how well that would work though
>>3476172
Wad_09
Blood.wad
E1M1
A small level with no set theme, automap is your friend when looking for secret doors, one of which holds a key.
>>3478429
There's a lot of shit going on in this mod. It's both a benefit and a curse.
>>3478464
When I'm done a lot of that shit is gonna be toned back and streamlined. No more random item spawns, controls that make sense, and a better balance of weapons and items.
>>3476172
Wad_10
Barney3D.wad & Barneysnd.wad
Sprite & Sound replacement
Replaces Baron of Hell with Barney the Dinosaur.
>>3478412
We have a report button for a reason.
>>3478470
I remember there was a general shareware disc I owned that actually included the Barney Doom mod for whatever reason. How nostalgic.
wddt/wad_80/gather.wad: early version of top100 wad "gather2", in a single map (later versions were split into multiple maps)
>>3476172
Wad_14
Cave.wad
E1M2
A neat little level, only problem is a switch that opens a door can only be activated once and the door closes. You must go through that door to progress. Beware the Cyberdemon.
This is a welcome change to the low ceiling bullshit I keep getting, pic related.
>>3478470
You actually managed to get that one to work?
Because I kept getting errors about missing animation frames.
>>3478520
where are all your textures!?
>>3478429
The trick to making up your mind iswrite down the plan you have RIGHT NOW and stick with it.All new ideas go into another project, so on and so forth. This prevents bloat
>>3478550>5 project ideas outlined in my project ideas directoryhuyuuu
>>3478520
neat, although not very cave-y. the big teleporter trap was fun. I BFG'ed the cyberdemon without realising there was a kill switch for it
Who /endpoint/ here?
>>3478532
Nah, I didn't
>>3478578
You see, this sort of texturing looks nice.
Meanwhile, I'm too autistic to combine Marble with base textures because I thinks it looks ugly. Or to use any of the brown brick textures.
Noooo, autistic me needs fucking details everywhere and lots of color.
>>3476172
WAD_15
CHALLENG.wad
E2M2
I thoroughly enjoyed this one, its quite well made. No keys, only switches. 4 out of 5
>>3478578
I dunno how this happened.
Is it possible to make a song start as normal and then just loop from a point in the middle to the end?
>>3478640
How is your crosshair moving like that?
>>3476172
Wad_16
Play.wad
E1M1
Its a slaughtermap. Play with friends or with sv_fastweapons 2.
You start in a landed spaceship with a very generous amount of ammo and weapon pickups, for very good reason. Theres like 8 cyberdemons on this map
>>3478640
Seems like a more illustrative form of auto-aim
>>3478676
lack of testing renders it unplayable
- two computer maps
- you can get into the outer ring without a blue key, but need it to get back in, leaving you stuck
- going the same way but jumping off the other side of the platform, there is a teleporter to escape presumably, but it doesn't work at all, again leaving you stuck
- the nukage maze containing one red key does not actually damage you, although this is a mercy, you don't have to go back to the spaceship to keep getting new radsuits
- two red keys, suppose the second one was meant to be yellow
- no yellow key means the exit cannot be opened. so even if you avoided all the other places you could get stuck you're still stuck forever on the map.
i can only assume/hope the author accidentally uploaded an old version and nobody played it long enough to notice (if anyone ever played it at all).
>>3477727
https://www.doomworld.com/vb/wads-mods/71954-murderworld/
is there anyway to make this?
you have a gun, it fires
after it fires, it immediately fires another custom homing projectile, that follows and homes in on the original shot you fired, would be better if it they were both instantanous
Gzdoom 2.2 stable release when?
A friend of mine challenged me to speedrun this... https://www.youtube.com/watch?v=Ji9qSuQapFY
I don't want to install Linux and I'm new to modding (I pretty much only know how to download and run other WADs). I got the sounds replaced fine but I can't get the textures to replace. Is there an easy way to replace all the textures at once?
>>3478943
Feasible but very very strange.
>>3478550
That's what I've been doing with this reboot. I wrote down a design document for Blaz and the various pickups and I'm sticking with it.
Feels good
wddt/wad_37/under.wad: Under The City is a sewer system with very wide corridors. low monster count makes it feel very empty. two of the keys are superfluous. lots of fairly obvious secrets but you can skip it all and exit in 30 seconds (althuogh luck required for successful exit due to sergeants + no armour)
Shortened her legs, made her boots and hands bigger, sculpted her thiccer, still not quite Doom thicc.
At least she conveys a lot better, she used to look like a damn stick figure.
>>3479214
i am intrigued
>>3477571
>muh hitscanners
every time
>>3479229
Found the chaingunner.
>>3479229
back to the gantlet with you
>>3479214
Wait... What is this ? Depending on your answer, I may or may not get a doomboner.
>>3479256
It's rough sprite of Jill Valentine in her S.T.A.R.S. uniform, minus some small details.
>>3479229
honestly this. you guys treat doom like it's supposed to be touhou. you gotta find cover sometimes
>>3479267
But he wasn't playing doom
>>3479269
i'm talking about hitscanner complaints in general
Hitscanners are so 90s.
Automatic Bullet Time is the new hotness.
>>3479275
>even when not playing doom, you treat doom like it's supposed to be touhou
???????????
>>3479283
strife is a doom mod, it counts
>>3479284
Cybermage is better anyways.
>>3477584
You're not supposed to fire your gun off in town. Firing a gun inside the bar (also bringing in the Chalice) will set off the alarm in the bar, but not in the town proper. Setting off the alarm will cause the town's traders to be temporarily unavailable, but acolytes won't be called in.
>>3477601
>getting the chalice
>renders the game unwinnable
Shit like this in vanilla Strife is so stupid. it makes me wonder if it's part of why there are basically no gameplay mods for Strife. It's an incredibly easy thing to fix, too.
When you pick up story-important stuff like the Chalice, the game awards the player with a QuestItem, used by maps to track various things. If you go look in the Governor's conversation block, you'll see it checks for the QuestItem, which can't be removed from your inventory under normal circumstances. Just edit the block to check for the Chalice itself, and the problem's solved. As long as the player doesn't have the Chalice in their inventory when they talk to the Governor, it doesn't matter when you do the Chalice quest.
Can someone explain to me how the fuck does anyone manage to do the final ambush of Stardate 2X16 map02 ? I couldn't do it on HNTR and I heard that on UV there were two archviles each time instead of one. This thing has 8 revenants on pillars that permanently shoot at you and respawn each time since there's a fuckload of them, and three (or six) archviles coming at you at regular intervals until you can turn on a switch, activating a trillion imps coming at you with the skeletons you haven't killed, and you have to wait more for the door to open. You don't have the BGF9000, I came in with 120 hp/150 armor and there's an extra megasphere and I have no fucking clue how this is supposed to be remotely feasible. I skipped and weat to map3 on ITYTD because this is way out of my league.
Graf has reached the point of removing features from GZDoom.
No more light size or intensity settings, if you want them larger or duller you'll have to manually edit each light yourself from now on.
Performance remains unchanged.
>>3476172
Wad_17 is a Sky replacement
Wad_18
Prison.wad
E1M1
I really don't know what to say about this one. It doesn't feel like a prison. Nonetheless it's playable and it's the first wad that has sound replacements, ignoring the barney wad that only half works.
>>3479319
I saw that commit, it's not Graf's fault for once, it's some other guy who decided that the settings should be removed.
>>3479319
Those settings didn't even seem to do much for me.
>>3479330
Christoph is Graf.
Who the hell was Ceeb and why were they banned of the zdoom Forums?
>>3479335
Really? I thought Graf was his actual name, not an alias. Fuck Graf then.
>>3477506
What about Shirou in Fate/? He swords so hard that he becomes a sword made of swords and every sword he has seen is in a plane of swords and his affinity and origin of "sword" and his wounds stitch up with swords and he can pull swords out of thin air and he had hot sweat mansex with a guy who swords even harder than he doesOkay I made that last part up but you get my pointsword
>>3479343
Graf really does seem like a Graf though.
>>3479343
Graf Zahl is the German version of Count von Count.
>>3479337
shitposted a lot, was warned a lot, then banned. Apparently he was banned so long ago his profile doesn't even show up in the member list.
>>3479337
I used to be friends with that guy, he's one of the most unstable and fucked up furries I ever met, he used to make weapon sets for me for Doom years ago, then he started making terryWAD shit and completely lost his mind.
He now makes a living writing furry smut and thinking he's hot shit.
>you will never live in a world where zdoom has a finished polymax implementation
>you will never live in a world where zandronum isn't saddled with countless relics from skulltag
>you will never live in a world where doom source ports are developed by people who actually enjoy any aspect of doom
>>3479319
i honestly get why he'd do that. leaves the light sources in the hands of the mappers
Is there any way from stopping adjacent textures from scrolling with split middle doors?
>>3479368
And if someone wants to see it as intended they can set the light size to 1. Plenty of other options can be set that change how a level looks, the sector light modes, entirely disabling lights, >filters, but this one is locked away now.
There's also the more common situation of loading maps with the default lights.pk3 which is just arbitrarily decided lights.
Sure, his reason follows a consistent logic, but it's not a good reason.
>>3479385
when has graf ever not been arbitrary with how he applies his reasoning
>>3479364
>>you will never live in a world where doom source ports are developed by people who actually enjoy any aspect of doom
you can live in this world if you make your own source port.
>>3479424
you're either a gamer or a coder, or bad at both
>>3479319
Are you sure you can't go into the console and change them from there?
>>3479364
>>you will never live in a world where doom source ports are developed by people who actually enjoy any aspect of doom
odamex was made by some dedicated multiplayer doomers, and we know how that turned out
>>3479442
peak player count: 0
>>3479435
It was entirely stripped from the code unfortunately, not just the menu option.
I might be able to finish this tomorrow.
>>3479229
>he can't distinguish between good hitscanners and bad hitscanners
I got a Win98 PC, what should I do now? What launcher should I get?
>>3479485
launchers are for modern GUI babies, if you're on win98 you use the command line like a grown man
>>3479485
Doom ZDL
Command lines are for weenies
>>3479483
>he runs out in the open in every game that's not doom and gets butthurt when he can't outrun all the bullets
so, as a last resort in modifying chocolate doom, i tried to use the visual studio project files.i can't install the .net framework at all.
>>3479582
Nice assumption you're making there, faggot. Maybe if you stick with it, it will one day justify people's inability to make balanced hitscanners.
>>3479598
the only really imbalanced hitscanners i can think of are duke pigcops
>>3479614
I never had too much trouble with pigcops. That starting part of Duke it Out in DC comes to mind though.
dpjudas's new GZDoom stuff looks uncanny, but it still can't handle transparent textures on models.
>>3479617
iirc they can fuck you up in just a couple shots. i know theyre shotgunners and the point is to stay back but theyre usually just placed around corners where you won't know you're too close til it's too late and that crouch they do makes them harder to shoot first
>>3479624
The thing with most non-Doom hitscanners (especially Shadow Warrior's) is that they attack instantly, whereas Doom makes the enemies roar and walk for maybe a second before attacking (with faster reaction time on higher difficulties, even -fastmonsters gives players a chance), giving the player chance to hide or kill.
>>3479624
shit like that makes it hard for me to believe that gearbox can ruin duke
>>3479626
yeah. even though people complain about it a lot, i like the accessories to murder hitscanners. they feel like build engine hitscanners done right. they do a lot of damage but they fire somewhat infrequently and make so much noise that it's easy to know where they are. also can all be taken out in like two pistol shots
wddt/wad_85/liteoday.wad: this is a maze of vine-ridden tunnels and pools of nukage, until the end where it has a big room full of monsters. naturally that was the funnest part of the map. also mixes a cry of "Yeah!" into the weapon pickup sound which is a bit corny and gets on the nerves a little. fortunately not heard too often, but often enough.
is it just me or does $musicalias not work at all in pk3s
i tried it in a wad and it worked perfectly fine, but in a pk3 it didn't do shit
>>3477727
Grezzo 2 I guess.
>>3479671
maybe you have to use the full path to the file
>>3479686
do i have to if it's not even in a folder?
>>3479690
music has to go in a folder in pk3s, they go in the music folder
http://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement
>>3479692
okay, progress
by putting my music in a folder, i've now gotten it to... just play no music at all instead of e1m1 or the song i actually want
fuck
>>3479735
okay, what
so it works with the folder, but ONLY if i also copy the file into the base directory of the pk3 and leave the original in the folder intact
the hell
>>3479750
wait, i fixed it by renaming my song to D_RUNNIN
...i'm not entirely sure why that fixed it but fuck it whatever
>>3479675
Funny thinģ is that grezzo 1 and 2 are on twitch tv's banned games list
>>3479821
Is UAC Military Nightmare banned on twitchyet?
>>3479627
They'll try.
>>3479829
I don't think it's well known enough for that.
The sequel's been streamed before though, it was some argentinian guy like 3 months ago, took him a week to beat it.
>>3479594
perhaps the common thread in all your failures... is you
>>3479896
i just downloaded the iso for a six-year-old version of visual studio
even if it does work, i'm not sure if i'm willing to stoop this low just to compile one program
at this point i honestly think the best course of action is to just use a linux live cd
Guys check this out, [s4s] is having a party with zdoom netplay playing various mods. >>>/s4s/4742872
>>3480071
I don't know, did they ever send ack
>>3480071
i have never been able to understand what s4s is about
>>3479620
Looks like he's setdecking with 3d models. Looks pretty great though honestly.
At this point I'd drop the sprites entirely.
>>3480081
That is exactly what [s4s] is about, good job.
>>3480081
Originally an April's Fool joke, it was noticed that overall shitposting around the site dropped when it opened, and I think Moot just decided "Well, it can work as a filter" with the logic that there now was a dedicated board for shitposting.
I don't know how well that effect lasted, but it was noticeable at first.
>>3480094
That's what /b/ used to be about. [s4s] isn't too far off from the original idea of "weird" /b/, but is much more post-ironic about it.
How does /doom/ handle a new megawad they haven't gone through yet? Do you complete the whole lot in one go or do it over the span of a few days/nights? Because I'm trying to go through some and I just get burned out fairly easily, which is funny since there are other games I can play for longer periods.Do you also go out of your way to look up on how to get to the secret maps?
>Archvile resurrects a monster way up high on a ledge
Them 2.5D physics I tell you hwat
why quake 2's OGL and textures is so shit
>>3480096
And /trash/ is basically just /s4s/ with way more furry porn.
>>3480217
/trash/ is mostly /co/ refugees and a gigantic Hunger Games circlejerk. And of course there's tons of very specific character/fetish porn dumps that simply don't go anywhere.t. scalefag
>>3477857
No one? Damn..
>>3480146
has this been changed in zdoom
>>3480094
porn dumps aren't even allowed on /s4s/
>>3480261
I was using the Doom(strict) compatibility mode.
Ogres are like onions
What is this error, and how do I fix it?
>>3480289
Switch to Zandro or use an older version of GZDoom.
>>3480290
Hasn't that error been moved to the developer mode in the most recent builds?
>>3479319
Source?
>>3480291
It has.
Dunno if it's released yet, though.
>>3480293
https://github.com/coelckers/gzdoom/commit/8b01a88b76f815833f77b3b7a7fcc47159d471e0
>>3480313
Oh, thank god those were removed, they were such stupid settings.
Anybody know where I can grab a copy of Douk Megaton Edition? I found out about Gearbox's foul jewery too late.
Project MSX would be better without reloads.
>>3476161
Are the master levels worth playing?
>>3480412
It was in a humble bundle, so g2a and kinguin might have it
>>3480243
I'll try it out and give you some feedback senpai.
>>3480416
>without reloads
>Hold m1 to kill literally anything with orionsniper
>hold m1 to literally kills everything on your way with the chimerarifle's shockmode (line 'em up, charge a shot, boom and when you're cooling down throw lv2 charge grenades)
>the fucking autocannon, nailshotgun and autoshotgun without reloading
You triple literally retarded assloving jabroni nigger asshole, do you have any idea how fucking broken would you become without reloads in project msx? Go suck a gremlin's green fat, short, dry and hairy nutsack
>>3480416
Nah.
>>3480436
rude
>>3480436
b-but muh flow even though the whole point of a gameplay mod is to change the flow
>>3480416
how about no regen health.
>>3480436
>that chain of insults
FUCKING
POETRY.
>>3480447
>regen health
you mean the shield? nahh. it makes for an interesting dynamic with how it protects you yet you can sacrifice it for a supercharged fist/grenade. the gameplay would be a lot more bland without it
>>3480457
yes, regen health, just like Halo, it's the number 1 reason people dislike it. calling it something else doesn't matter.
>>3480459
.but it's literally not your health. that's a separate thing that doesn't regenerate
yeah you can tell when someone doesn't have actual problems with halo and just want to be contrarian when they pull that out of their ass
>>3480459
The only things I really dislike about Project MSX are the jumping controls (release to jump feels awkward as hell) and that it hasn't been updated to use ZDoom's zoom and reload key bindings.
>>3480464
i'm not really sure what that superjump is for other than to break maps
>>3480462
>yeah you can tell when someone doesn't have actual problems with halo and just want to be contrarian when they pull that out of their ass
You're saying Halo doesn't have a regen shield? It's what popularized it.
>>3480485
>reversing the goalpost
..yeah. that's what i'm saying. you got it.
>>3480487
But you claimed that people totally didn't have a problem with Halo and were just trying to be contrarians.
>>3480521
what are you talking about?
>"regen health is in msx"
>no it's not; that's the shield
>"n-no it's your health. it's why halo sux"
>no it literally isn't in either cases. your health and shield are separate. you clearly don't have anything to criticize since you're just making shit up.
>"o-oh..s-so you're saying halo doesn't have a shield? xD"
like jfc just admit you have no idea what you're talking about.
>playing hunter's moon
>every single monster has these chris-chan drawing tier oversized feet and all of them have at least two attacks consisting of them shoving them in your face in full 3D
>posts his doom 4 monster sprites on the zdoom forums,'oh and i didn't like doom 4 by the way, because I'm a contrarian nigger who criticizes things based on nil points and muh cognitive dissonance etc'
>both monsters literally have kick sequences
>this and mazmon's mod
I genuinely think both HM and Swanky Moppets are cool and all, but, man. I'm starting to draw a pattern here.
>>3480546
foot fetish is annoyingly popular
Anybody got a link for the doom iwads that isn't full of aids? The link in the Doom guide pic is dead.
>>3480561
http://doom4ever.free.fr/download_wads.htm
>>3480446
who are you even favoring with that post
>>3480564
Danke
if the genius anon who thought up of the damage dropoff solution was here that would be great
firing deals no damage (idk if im supposed to set the weapon to deal 0 damage, i assume i do)
it only spawns blood and thats it
>>3480567
people who complain that reloading in mods changes the vanilla flow when that's the point. see it a lot especially when talking about brutal
>>3480570
you want an example wad? I can make one to illustrate my concept
also since it looks like you're using dev builds, would it be okay if I used A_DamageTracer?
>>3480575
yes please
also, i realized im a dumb fuck and you said on the bullet puff, so i deleted it from the garand actor and moved it to the puff, but now it outputs 0 from the ACS script
>>3480572
I don't think anon's comment was to imply to change the entire flow of the game because it's supposed to be vanilla or anything, just because he thinks reloading is tedious for some reason or another
I for one don't mind reloads in MSX I just kinda wished you were able to reload your gun by clicking fire a second time instead of hovering over the reload bind proper
also brutal does a lot of things differently so I don't think taking reloading out would drastically change stuff by a margin, BDSE does it with a mutator and it's fine
>>3480584
reloading is supposed to be a hindrance. msx's weapons are op so it makes sense to have some forced downtime. the only argument i can think of that isn't completely pedantic is "it's not like vanilla"
>>3480589
but not anyone in this whole conversation was being pedantic about it or willing to shoot msx down over it?? i know you're probably speaking in general though, i can however understand people not liking reloading when it's a mere additive with no actual weight or meaningful purpose behind it being there. i know it's not the case with MSX but I kinda resonate with that sentiment.
>>3480582
https://my.mixtape.moe/lcjtui.wad
>>3480623
holy fuck you are a god amongst men
>>3480635
having said that I immediately realized that the damage can still go negative if you set user_mindamage to below zero, but at that point, whose fault is it really
>>3480619
>two hour old shitpost gets its replies deleted
>save for the ones that encourage the shitpost
>said blatant shitpost still stands
Newfag to Doom sourceports here, is there any reason to pick zdoom over gzdoom or vice versa? I found a video that showed the differences and it just seemed like both were brighter in lighting than the original and GZDoom didn't have any of those distortions when you looked up with mouselook. The vid was also five years old though.
>>3480654
always go gzdoom. "vid_renderer 0" will turn on the software renderer in gzdoom, which otherwise doesn't differ from zdoom.
>>3480619
>>3480639
>save for the ones that encourage the shitpost
literally only one response is encouraging it
i get it, you're angry your posts got deleted
>>3480632
oh yeah by the way, you might wanna change the values of target[XYZ] to use GetActor[XYZ] instead
I used the tracer (actual target) position but I just remembered that'll backfire badly on really fat monsters, since it'll grab their center, not where the puff actually hit
>>3480654
GZDoom actually renders everything as 3D objects with OpenGL. It's why when you look around that the view doesn't distort.
>>3480654
Chocolate Doom or prBoom
>>3480670
You guys always recommend those, but it's pretty obvious that most newbies will be focused on playing the dankest mods, and for that GZDoom works best.
>>3480673
GZDoom to play all the latest greatest mods, and PrBoom+ for playing older maps.
>>3480662
so how many more times are you going to white knight a shitpost
>>3480639
to that i'd like to add: 3480416 and 3480436 were written by the same person
just take the l and let it fucking go already baka
>>3480698
https://mega.nz/#!MhY1kLSB!-6i47detbeJ-8F_47ZBmDSfOZbTlbAllujmiCNflDh4
It's clean.
>>3480289
Looking at that now I've got question: how do I activate Shihong in latest Donutsteele build? I couldn't an option to choose her anywhere.Probably because I'm blind idiot.
>>3480704
>I couldn't find an optionJesus I thought I fixed it.
>>3480704
Just select her on the character select screen, dude.
>>3480709
Well, there's a problem that there's no character select screen. And further examination of contents revealed that there's no Shihong files in the first place, whoops.
I took Demonsteele from hereat least a year ago all dev builds were here: https://github.com/TerminusEst13/Folded1000Times .
>>3480726
that appears to be up-to-date, yes, i can see shihong's files there plainly
>>3480726
You somehow managed to get access to an older archive, then.
Download the new build.
seems the newer builds of GZDoom already tweaked the shader code so the PSX vertex jiggle doesn't work anymore
damn
>>3480731
>>3480738
Shit, it turns out I'm dumb motherfucker.I've unpacked dev build in the wrong folder and tried to assemble very old build instead of new one all that time
>>3476172
Neat. I was hoping for some Doom creepypasta in there somewhere.
How heretical is to play with mouselook?
>>3480784
Not that big of a deal, most do it.
The heretical thing is playing vanilla-intended maps with jumping.
>>3480572
>people who complain that reloading in mods changes the vanilla flow when that's the point
This never ceases to amaze me when I see it.
>>3480784
Some people might tell you to put your Dukes up while others might try to curse you with a Hexen but I think most people won't feel very much Strife about that sort of thing.
>>3480784
Mouseturning is OG, that's how Romero played it during development.
Freelook makes some encounters which are meant to be more challenging very easy, but not a lot. I hate auto-aim so I prefer using freelook so I can place my shots as I please.
>>3480785
Only really a problem if you break sequence, I like ducking behind low walls or jumping up ontop of a crowd in the odd instances that I get cornered, then run on top of their heads to get away before they can eat my balls.
>>3480787
Your puns are making me HURL.
>>3480557
Most people are more subtle about it and are not as extreme in their liking of it. Also it varies, some really takes a perverse pleasure in filthy feet, others prefer clean ones.
t. footfag
>>3479260
Awww I thought you were working on a Resident Evil mod for a sec.
>>3480791
are you willing to spill some BLOOD over them
>>3480797
This is all giving me flashbacks to NAM.
Does anyone know any other songs that the Doom soundtracks are based on? Are the TNT tracks derived from any irl songs? These are the ones I recognize:
Doom1:
-At Doom's Gate = Metallica - No Remorse
-Dark Halls = Slayer - Criminally Insane
-Kitchen Ace = Pantera - Rise
-I Sawed the Demons = AC/DC - Big Gun
-Hell Keep (Untitled) = Pantera - Mouth For War
-Deep Into the Code = Slayer - Behind the Crooked Cross
Doom2:
-Running from Evil = Megadeth - Hangar 18
-Shawn's Got the Shotgun = Slayer - South of Heaven
-The Demon's Dead = Black Sabbath - After All the Dead
-Waiting for Romero to Play = Pantera - This Love
-Bye Bye American Pie = Alice in Chains - Them Bones
-Adrian's Asleep = Alice in Chains - Angry Chair
"In the Dark" sounds like NIИ - Please, but the album didn't come out until 1999
>>3480804
It's a flatout MARATHON of references and puns.
>>3480808
really makes you wonder which lame joke will be EXHUMED next
>>3480812
We're being kept in the Perfect Dark there.
>>3480814
Gotta need a Golden Eye to see through all that.
>>3480818
as long as you're ready TUROK your body at the after-party.
>>3480851
Is there no end to this DESCENT into madness?
It's a shame that noclipping in this level can't be avoided.
>>3480857
no. dark forces have been unleashed. i'm quaking in tekwar
>>3480546the funny thing is you'd be okay with it if the monsters were human, because /v/ told you you should
>>3480881
u wot m8
>>3477267
+1 for Bloodstain being awesome. Can't believe I only just found out about it.
And thus story of cyborg trapped in fantasy world ends.
I've made a lot of mistakes with my life.Someone pls help
>>3480926
i think there's something about weapon psprites having to have negative offsets
>>3480807
Wiki might help; when browsing for track names ( compiling my .wad ) I noticed it lists musical influences.
http://doom.wikia.com/wiki/Doom_music
http://doom.wikia.com/wiki/Doom_II_music
>>3480935
Oh cool I'd never noticed it either. Thanks.
>>3480935
http://doomwiki.org/wiki/Doom_music
http://doomwiki.org/wiki/Doom_II_music
The Doom Wikia creators abandoned it to maintain Doom Wiki, but Wikia won't let you delete potential ad revenue. Less horseshit on the Doom Wiki.
How in the HELL do I get MIDI to work on eduke32? Every time a midi plays it devolves into utter cacophony.
>>3480857
nope, because everyone is hearing some PRIME Echoes in their heads
anyone here play hellground? i fucking loved the castle/mansion aesthetic, plus the whole librbary area.
>>3480956
Okay, so apparently MIDI playback is completely broken on Windows in the current build. Great. Thought it was something to do with VirtualMIDISynth.
>>3480995
I really liked Hell Ground. Had a pretty spooky atmosphere.
>>3480995
yes, it's great
>castle/mansion aesthetic
see also maps 28 and 29 of epic2
https://twitter.com/joel_vinesauce/status/773469382261571584
>>3481023
Can't wait for this meme-filled speedmap compilation.
>>3480995
I love hellground so much.
The scene wheredoomguy died and can go to heaven but decides to go the other way to hell in order to kill demons was lovely.
I just discovered Doom and I downloaded some wads and mods from the picture(Thank you for that) but I am still unsure when it comes to options.
I read in a previous thread to set lights to "Software". Anything else I should look into? What is the correct resolution?
Thank you.
>>3481075
In GZDoom the correct resolution will be any that match your aspect ratio that aren't marked with LB (Letter Box, which is for some odd monitors I think). Keep "Force Aspect Ratio" off, keep "Enable 5:4 Aspect Ratio" on no.
>>3481075
You should go into the texture options and change the texture filtering to either None or None with Nearest mipmapping.
I think changing the fog type to Radial is also a good idea for a more software-ish appearance, but I'm not 100% sure.
Hey guys I used audacity to databend Hellraiser doom and the results were pretty psychedelic.
https://www.mediafire.com/folder/ie8pn41lwzl6y/LSD_Hellraiser
Enjoy.
Few things you should know, I ran this in zdoom and it seemed to work fine despite being broken. Also, the HUD and menu don't display, so you'll be blind selecting difficulty. Whatever, just hit enter until the level starts.
https://youtu.be/rzkLd48SVaE
>>3480864
What wad? Or is that official Hexen and I just forgot?
>>3481118
>Hadn't heard of Hellraiser doom before
Hey, Genestealer sprites that aren't completely garbage?
>>3481162
I actually like Hellraiser doom. The skull rockets sound like screaming Cuisinarts from Phantasm.
>>3477384
Comfy music.
>>3481157
It's original Hexen played with Demonsteele.I've tried it again and it turned out all I had to do is to go slow on enemies. If player wipes out all enemies too fast, the walls that reveal wizards won't lower. How weird.
>>3480926
Set filters to None, my child
Seems that attempting to make something "similar yet different" to the ASMD just made me appreciate how much more satisfying the original is to fire than my shitty pushing weapon.
>>3480932
my.mixtape.moe/kyapwd.pk3
well i got the offsets working, your textures file was fucking with everything
thing is now without the textures file it doesnt work and now it wont fire at all, anyway this is out of my area but i got at least now you the offsets working lol
>>3480881That's equally as gross and creepy you fucking autist
>>3481258
It has a good combination of visual and audio feedback befitting what it is. In UT it's doing a good chunk of hitscan damage before the visual effect even finishes, I think that's another thing reinforcing its feel in that iteration. The fucker feels the impact before light even catches up.
Though more suiting of its 3HKO nature and backed with appropriate SFX, the UT2004 and UT3 incarnations make it a bit more of a pissy little beam.
>>3481023
as I mentioned before, I am eagerly awaiting the inevitable granddad related maps
>>3481286
Actually, I ended up fixing the thing myself.
Thanks anyway.
>>3480881
what the fuck are you going on about?
>>3480881
Did you get mixed up with another thread in regards to monster girl trash or something
Are the commercial PWADS The Lost Episodes, Hell to Pay, and Perdition's Gate worth playing? They seem a bit more "together" than other shovelware level packs.
>>3481440
perdgate is good, never played hell2pay. jptr_v40 didn't leave much impression on me.
>>3481350
Have to agree on UT3's feeling like a pissy little zappy beam.
UT2003/4's shock combo sound is godly, though.
https://www.youtube.com/watch?v=r23mLaSMu6M
>>3481440
Hell to pay is shit tier, I don't think the others perform better.
Also
>paying for Doom wads.
>>3481475
who said anything about paying for them?
>>3481475
I didn't say anything about paying for them, I was just wondering if they were notable since they're "kinda sorta official."
>>3481509
I agree with you on "kinda sorta official" status as far as Perdition's Gate goes, but I find that label to be debatable for Hell To Pay and the Lost Episodes.
While they're all unauthorized product, Perdition's Gate was originally meant to be an additional megawad for the Final DOOM collection. Hell To Pay and the Lost Episodes were not at any point meant to be officially licensed DOOM products, which lessens their "kinda sorta official" status, at least in my eyes.
Though, the level designer for the Lost Episodes did go on to make levels for the Master Levels collection, which is interesting.
>>3481540
I see where you're coming from on Hell to Pay and Lost Episodes. I only personally classify them as "Kinda Sorta Official" because they were sold in brick and mortar stores and, unlike D-Zone, weren't just stolen community levels.
>>3481545
Fair enough. It does give them a sort of interesting position among DOOM WADs, even if I wouldn't use the word "official."
is there anyway to disable a weapon from firing, preferably in ACS?
crash
>>3481580
?
you tried to read address 00000000
that's bad
>>3481592
how did you actually end up reading a null pointer
show code
>>3481601
i just got the image off a google image search for "zdoom error"
>>3481592
>carmack learns ACS
>>3481580
did your game fuck up or do you mean Mrs. Doomguy