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DOOM THREAD

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File: only one is a mouth.png (5KB, 464x292px) Image search: [Google]
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DOOM THREAD / RETRO FPS THREAD, DANCE BONEDADDY EDITION - Last thread >>3481609

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 (embed)

SO YOU WANT TO PLAY SOME...
Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png (embed)
Doom download: https://yadi.
sk/d/469ydBaLndVCJ
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1405/27/1405272990521.png (embed)
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw (embed)
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg (embed)
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg (embed)

== 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 (embed)

== /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 (embed)
http://pastebin.com/aiEgdB3K (embed)

RADIO
Found in http://liquiddoom.net/
>>
Why did the last thread get deleted?
>>
>>3483276

Some guy reported it, likely thinking thread deletion would somehow be more of a momentary inconvenience.
Expect incoming :^) and :) posts.
>>
[9-06]Anon mapset testbuild
>>3477687

[9-06]Eternal's new mapset, Endpoint
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/endpoint

[9-05]Weird Disc with random Doom maps found on a flea market
>>3476172

[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

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
File: i dunno dude.jpg (1MB, 2000x2000px) Image search: [Google]
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So what the fuck just happened, janitor not get his hotpockets tonight?

Thanks for making a new thread quickly though
>>
>>3483280
:^)
:)
>>
>>3483282
mm8bdmguy AKA DKG got butthurt apparently

>>3483280
>>
What in the hell happened to the last thread?
>>
:^)
>>
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>>3483289
Megaman faggot probably got triggered
>>
>>3483287
>>3483292
He's done this before and the janny just deleted his posts, why did the entire thread get deleted this time then?
>>
>>3483296
accidentally the whole thread
>>
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>>3483296
Faggot Janitor
/vr/ is for Retro
Doom is Retro
Its not that hard
>>
>>3483301
but new doom isn't (^:
>>
>>3483307
I don't remember seeing any nudoom though
>>
>>3483296
Because many janitors are really shit at their job and often go by volume of reports rather than looking what is actually being reported.
>>
>>3483310
this is why /vg/, /tg/ and /vr/ is so shit lately, with the /v/, /b/ and /pol/ rats shitposting there
>>
>>3483307
by nuDoom is good, unlike the megaman mod lol
>>
>>3483326
at least they're both free
>>
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well it sorta looks like a bloodstain
>>
>>3483343

I'd think that it's some sort of transparent fire or smoke before bloodstain.
>>
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>>3483349
No, not an actual bloodstain

A Dark souls bloodstain
>>
>>3483349
Kinda looks like blood in water
>>
>>3483354

Oh. Looks pretty good to me, then.
>>
>>3483357
>>3483349
>>3483343
Unfortunately, the .webm got cut off (and also you can't see the green dynamic light cause software)

However, this .webm does demonstrate the bonfire respawning effect.
>>
>>3483363
Damn that looks so good
>>
What's a WAD that goes well with Demonsteele?
>>
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Hi guys, first time posting here. I've decided to play doom for the first time, I've followed the >https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png instructions but the link to download the IWADs seems to be down.

Where can I get ultimate doom and doom 2 WADs?
>>
>>3483406
http://doom4ever.free.fr/download_wads.htm
>>
>>3483409
thanks anon :3
>>
>>3483406
Does someone keeping narcing to bethesda about where to find links with hosted IWADS or something?
>>
>>3483423

that would be extremely petty if true
>>
>>3483425
I'm starting to think that's the case, there's always a small handful of people early in the thread asking why the links to the IWADS are gone.
>>
>>3483423
I'm not 100% but I think it's just the same old link people keep trying to use.

Maybe we should link to http://lmgtfy.com/?q=Doom2.wad instead because the third result is >>3483409 or just link to that and skip the snark entirely.
>>
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>>3483406
Welcome to /doom/ fellow Anon
>>
>>3483428
>>3483423
Yeah we've been using that specific linked infographic since July 2. There was a different URL to an infographic before then but the image isn't archived anymore so I don't know if it had the same IWADs link.
>>
Can't be helped, I guess. Probably should work on v8 of the image over this weekend.
Won't be much of a content update, but should have better/more links for downloading the iwads.
>>
>>3483442
If the image is just going to be linked to, why not just have a webpage? Tumblr lets you create custom pages with your own HTML, then the OP could just link to fuckassanon.tumblr.com/soyouwanttoplaysomedoom and you'll be able to update it at your leisure without obsoleting months of infographics / links.
>>
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you are at the bar and this guy slaps your gf's ass.

what do you do?
>>
>>3483534
Shoot him with four rockets, then follow up with some chaingun fire to make sure he goes down before he can even get one attack off.
>>
>>3483541
>anything other than getting in his face with SSG
coward
>>
>>3483534
I trust my GF to stunlock him with her chainsaw, while I break a series of bottles over his head.
>>
>>3483547

Why does your GF have a chainsaw?
>>
>>3483550
>not giving your GF a chainsaw
It's like you don't even want to keep her.
>>
>>3483546
>getting your ass blasted into the stratosphere because you relied on RNG instead of using a better plan that ensures a flawless victory
It's like you want him to A_VileChase out of there with your girlfriend.
>>
>>3483547
i didnt know the chainsaw could stunlock archviles
>>
>>3483556
>firing a rocket launcher
>in a bar
Enjoy killing yourself and your gf.
>>
>>3483570
>firing a rocket launcher
>in a bar
>alcohol everywhere

rip bar
>>
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>>3483567
I just tried it. You can't. Works great on a mancubus though
>>
The chaingun becomes over shadowed by the plasmarifle once you get it, and even for mowing down groups of weak enemies, the SSG is usually better because it takes out 2 or 3 at a time in one blast. You only ever use it for sniping low-to-mid tier enemies, but even then you'll probably not wanna use it against anything stronger than a cacodemon.
How could I make it so the chaingun remains more useful? I was thinking that maybe I could have it spin faster and faster like the Quake 2 chaingun(but it still spins at the regular speed if you just tap it, that way you can still use it for sniping) and have it use a different ammo pool from the pistol. What do you people think?
>>
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maximum comfy
>>
>>3483597
looking pretty boss, anon
>>
>>3483597
nothing quite makes it as comfy as a few century old decaying skeletons
>>
>>3483614
they were so comfy they didnt move and therefore died.
>>
>>3483550
Work reasons.

>>3483567
I imagine you could if one keeps sawing and the other keeps smashing bottles against it's temple. And then maybe using a jagged bottle stump to jab against it's eyes/jugular.
>>
>https://www.youtube.com/watch?v=X3YTIrF6REI
yeah yeah >not retro and all, but i still think these are pretty interesting
>>
>>3483628
YESYESYESYES
>>
>>3483628
Played it the other day. It was okay. It's not retro-esque feeling really, but it's a good arena sort of shooter. Pretty fast paced.
>>
>>3483273
is that shotgun licking blood or is that some monsters tongue?
>>
are there any other mods like Smooth Doom that do nothing except make vanilla look much better?
>>
>>3483698
Beautiful Doom
>>
>>3483698

There's the Minor Sprite Fixing Project, I guess.
>>
>>3483628
I'm not sure what to think of the enemies. They look too much like Stroggs.
>>
>>3483597
So, you are making a Dark Souls mod for Hexen?
>>
>Vinesauce Map entry is finally done

Yaaay
>>
>>3483534
Watch my gf punch his Martian ass into paste, laugh, and then realize my gf is a revenant just before I get shot in the face with a homing rocket. All because I didn't acknowledge her new armor looked good on her
>>
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now for the rest of the 32 weapons and then i can move on to the next part
>>
>>3483698
visual "upgrades" for doom are all extremely retarded.

"hey let's try to make a game from 1993 look like a game from 1996"

please, just don't. doom looks fine.
>>
>>3483746
Maybe
>>
>>3483747
it'd be great if someone from /vr/ won.
>>
>>3483754
the only visual "upgrade" i would like to see would be recreating all the monster sprites as voxels as faithfully as possible. also the upgrade least likely to ever be achieved
>>
>>3483754
>visual "upgrades" for doom are all extremely retarded.
agreed. GL renderers were a mistake
>>
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>>3483534
Stunlock him with Best Chaingun.
>>
>>3483534
I duck under a table and laugh at him as his puny hellfire fails to do anything
>>
Every so often look at my maps in 3/4ths view in doom builder and wonder why noone has used the engine to make an isometric ARPG... Probably too much work.
>>
>>3483749
This is pretty neat, but if you've dropped Z& support I'm considerably less interested.
>>
https://twitter.com/joel_vinesauce/status/773979919349125125
>>
>>3483801
well maybe zandronum should have +HITTRACER then

I've tried using A_Explode as a workaround, it doesn't work anywhere near reliably enough

(I'm not making the mod, I just made the damage dropoff code for it)
>>
>>3483801
>>3483805
this, and theres another critcal problem

there really seems to be no way to change the players collision height when crouching/proning as well as zandronum just not being up to par with gzdoom

im not even sure if zandronum supports anonymous functions or the GDCC compiler

until some miracle happens and zandronum starts support these i dont see it ever happening
>>
>>3483807
>anonymous functions
nope

>the GDCC compiler
it didn't for a long time, but I think gdcc can compile for zandronum well enough now
>>
>>3483807
>>3483805
Yeah, I get the reasoning. I just don't think DoD's weapons and gameplay suit a single player game with Dooms AI. But I'm just one guy.
>>
>>3483832
yes, it was your fault, you monster
>>
File: Das Doom ya.png (2MB, 5120x3840px) Image search: [Google]
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>>
File: DOOM.png (1MB, 5120x3840px) Image search: [Google]
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DOOM for the PS1. (Circa 1995)
>>
>>3483876
>that black bar on the right

Other than that, looks sweet
>>
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>>3483534
>>3483534

Hope that there is a Berserk Pack and MegaSphere in the bathroom.
>>
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>having fun with oblige, doom rpg plus doom rl
>crafted myself a tactical shotgun
>feeling good about myself
>then this cunt shows up and ruins my day
>>
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>>3483927
faggot is now stuck. I win.
>>
>>3483927
I would love it if someone managed to make an in-engine oblige that worked with Doom RPG, basically turning it into an infinite roguelike
>>
>>3483882
those barrels look super out of place
>>
>>3483897
hah, you actually made his post into a map.
can you share the map please i would also like to try it
>>
>>3483882
>5120x3840
Seriously desu-wa?
>>
>>3483897
but where's your gf?
>>
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>>3483939
they are quite protruberant. but they are there in the original. i suppose the difference is, there are plenty other things in the original as well. plus the apparent lack of distance fade makes the far one stand out a lot more.
>>
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>>3483927
>>3483935
WHY
>>
>>3483962
I mean that they don't share the resolution of the rest of the screen
>>
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>>3483949

Installed Doombuilder yesterday so its nothing special.

https://drive.google.com/open?id=0Bxqvxak6WzStUnk2WmxwS21UalE

>>3483960
She died?
>>
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>>3483897

>turning posts into maps

My god, think of the possibilities
>>
>>3483968
for only a day of mapping it is impressive. it's small but well-formed and seems free of zdoomisms*. the hellknight is kind of stuck in the wall though. and there's no exit. but it's surprisingly hard, quite a challenge (i am trying to avoid touching the megasphere, otherwise you can just absorb damage)

____
* by which i mean new mappers tend to make things that depend on zdoom despite not intentionally mapping for zdoom and using none of its features
>>
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got him, finally
>>
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>>3483982
>seems free of zdoomisms*
That was not intentional


I stayed home sick yesterday and came up with this map:

https://drive.google.com/open?id=0Bxqvxak6WzStTjVjTjQ0RXlxSHM

There is no ending to the level.

Any critiques would be great.
>>
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>>3483990
finished him off with a barfly's gun while he was distracted. then the owner removed me from the establishment.
>>
Any tips for a new mapper? Using Doom Builder 2.
>>
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>>3483971
i am, and they frighten me beyond reason
>>
>>3483995
Shift+C during line-edit for curve tool.
Start from first room, flesh out the idea and theme of the map.
r
>>
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>>3483995
make good maps

seriously though, don't overuse monster closets, use windows to show other areas,don't get caught up in details until you have most of the map finished
>>
What are some of the edgiest wads you guys ever seen?

excluding Grezzo 2 of course
>>
make a map entirely out of monster closets. but they're all empty so it's really spooky. a bunch of doors open and nothing comes out
>>
>>3484026
like playing a sunlust map with no monsters turned on
>>
>>3484026
>pick up a key
>shotgunners spawn around you
>except they're frozen statues that you can break and take their guns
>>
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How in the actual fuck is this supposed to be a 50. caliber gun?
>>
>>3484213
for something that takes up a fourth of the screen they didn't really put much detail into it
>>
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>>3484213
The same way the ball on teh right is .75 caliber and the projectile on the left is .50 caliber.
>>
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pupper grenade when
>>
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>>3484269
be the change you want to see, anon
>>
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Did the guy who made this do anything else?
>>
>>3483982
>make things that depend on zdoom [...] despite using none of its features

That sounds like an oxymoron. If a map depends on ZDoom, then it's using ZDoom features.
>>
>>3484292
he's talking about flats on walls, textures on floors or ceilings, untagged non-door line specials, situations that rely on finite thing height, and probably others; stuff that zdoom tolerates even in doom/boom format maps, but stricter compatibility ports don't
>>
>DoomRL + RPG + Going Down
>tactical set + mother-in-law
>getting all of the loot using Magnetize Skill
>virtually infinite EP thanks to high Energy Stats + high Luck + Luck Augmentation

https://www.youtube.com/watch?v=TeXatquVqAc
>>
>>3484292
http://doomwiki.org/wiki/Doom_community_jargon#Z
>ZDoomism - A term for common mapping errors that may appear when a mapper only tests maps in ZDoom, without testing in other source ports.
>>
>>3484378

Which isn't an issue when the map is for ZDoom.
>>
>>3484284
What is Gumshoe doing there?
>>
>>3484405

You say that as if everything else in the image perfectly fits.
>>
>>3484390
zdoom-only maps aren't made in boom format
>>
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>>3484405
What's the issue?
>>
>>3484390
If intentionally for Zdoom, yeah.
>>
>>3484415
I'm wondering what the fuck is going on with the multiple raymoo yukkuris
>>
>>3484416

Right. I'm not really going against that, more offering a supplemental clause.
>>
>>3484416
This is not necessarily true. Some maps may still intentionally require zdoom for the heavy use of decorate, mapinfo and the like, despite not using a zdoom feature rich mapping format.
>>
>>3484269
If I have room in my list of states at the end of my wads production I'll make a puppy that follows you around. Maybe hide one per episode.
>>
>play a map
>the start has a shootable switch
>shoot it
>7 BILLION CYBERDEMON NOISES, REDUCING YOUR EARDRUMS TO ATOMS
>>
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>>3483882
You look more 3DO with the PSX maps than PSX.
>>
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>>
Is there a way to stop sounds from getting to the player? Like the brainspawn noise?
>>
Random Doom music sighting: techno remix in a auction video for a sweet 6x6 tank-truck.
https://www.youtube.com/watch?v=sE3mA7QETtc
>>
>>3484454
That is definitely a pet peeve of mine.

City Of The Unavenged from Memento Mori 1 has among of my favourite Cyberdemon uses, because you don't see them coming, and can really throw you off if its your first time playing. None of that "monster closet that can hear every room" nonsense thats basically like having a sign that says "beware of cyberdemon"
>>
>>3483706
>I guess.

You guess, but it is exactly the one project that could've been rightfully called Doom 2.0.

Brings a lot of graphical changes that were not in the original game due to size limitations, and a couple of fixes to some sprites that needed them so bad.

Now the chaingunner looks less goofy

>>3484378

>Doom_community_jargon

TIL that an article about Doom community jargon is a thing
>>
>>3484223
>multiple complaints about overdesigned guns throughout game development
>suddenly they need more detail
how.
>>
>>3483706
This is pretty much my go to. I'm glad the guy who made it is making versions for wads with custom palettes, with a version for Ancient Aliens already out.
>>
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Why was the Baron of Hell in the Fantastic Four PS1 game?
>>
>>3484575
fuggin weird
>>
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>>3484575
He just had to take jobs wherever he could since he was suffering from a loss of popularity as people starting following the Knights of Hell, who capitalized on the demand for more numerous, lower cost but still powerful performances, their versatility almost made him drop off the map entirely.
>>
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>>3484592
This was weird too.
>>
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>>3484269
will this help
>>
>>3484575
demons aren't originally from doom. Hell mythology goes way back.
>>
>>3484625
S'a good question.
How does everyone feel how well Doom did to mimicing Hell mythology?
>>
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>>3484625
>he took the post entirely seriously and at face value
>>
Seems pretty D_DEAD around here.
>>
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>>3484764
Well then answer this and I'll bump the thread in the morning.
>>3484471
>>
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How's DUMP 3 going?
>>
>>3484764

It's almost 3 AM EST.
Of course it's fucking dead.
>>
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>>3484778
SHUT UP I WANTED TO BE CLEVER.
>>
>>3484774
why don't you post in the thread to ask?
seems strange to ask about it on another board entirely.
>>
>>3484781
Not really.
>>
>>3483582
I think part of the problem is that the chaingun, being reskinned machinegun, looks a lot more powerful than it really is, so people always end up rather underwhelmed by its actual performance.

What would you guys think of a more powerful rapid fire bullet weapon added not as a replacement but in addition to the chaingun? Kinda like the SSG is to the regular shotgun.
>>
>>3484774
It's a-goin'.
Compiling the updates and slotting them in is tedious but it's a-goin'.
Afterwards gotta run through all of them one by one to make sure people didn't slip in goatse or a map is now suddenly unbreakable.

This is gonna be the crushing part.

>>3484781
I post here, too, and I think the amount of people with ZDoom accounts here are a very small fraction.
>>
>>3484769
Not that I know of without editing the source that makes the sound itself or the base SNDINFO lump.
>>
>>3484778
You'd expect 4chins of all places to remain active at these hours.
>>
>>3484789
>What would you guys think of a more powerful rapid fire bullet weapon added not as a replacement but in addition to the chaingun? Kinda like the SSG is to the regular shotgun.
Didn't Skulltag kinda do that by adding a traditional minigun?
>>
>>3484797

Even NEETs have to sleep, man.
>>
>>3484769
i can think if a bandaid solution for that: modify the mobs that create this sound and delete the playsound

got no clue how to make it the right way
>>
>>3483991
>>>/wsg/1289117

starts off well, reminiscent of e4m6. sky is broken outside (i turned on homflash to highlight it)

then i guess you ran out of ideas at the end and put in a slaughter room, but it was pretty fun. needs more ammo, though.
>>
>>3483982
>>3484292
>>3484378

i always thought the go to source port for people was z/gzdoom

and purists had chocolate doom i think
>>
>>3484834
There's also PrBoom+. That's also pretty popular.
>>
>>3484834
prboom+ is the typical port used for testing non-zdoom maps

chocolate doom is only used on maps that are actually supposed to be 100% vanilla (not even limit-removing)
>>
Hey guys, I'm working on my very first weapon WAD. I'm trying to take the baseball bat from Urban Brawl and put it into Doom.

I've got no experience with DECORATE and I have basically zero idea what I'm doing. The way it's supposed to work is the "firing" sprites are supposed to slide across the screen, but I don't even know how to make a basic melee weapon fire.

Anyway, I'm posting my work here, and I'll see if anyone is willing to help.

https://mega.nz/#!aE4SFDjZ!DTaoqcoU7kpOBpJoJ3Znj-brDJeUhkoKZ9f9C5_0JnU
>>
>>3484834
PrBoom+ is popular among demo recorders, and semi-purists.
>>
>>3484889
It's the only modern source port that can play Doom demos from the 90s without a hitch.
>>
>>3483706
that's fucking neat
>>
>>3484878
Updated version of the file. New sounds, longer decorate entry, still doesn't work at all.

https://mega.nz/#!OFQSnBCa!oZ8aG9AuIT0BzWkF9HKR9ZTGOhZwOKyaUH8CyS0843g
>>
Playing Scythe for the first time

People weren't kidding about the byte-sized maps, but it's still fun
>>
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Eat shrapnel you big faggot!
>>
Well, made my first map. I learned what I could from chubz tutorials on doom builder. I have such newfound respect for mappers.

Made it for that vinesauce thing but it was mostly to learn how to map so I could put serious effort into something in the future.

Anyway here is a version of Entryway for ants.

https://www.mediafire.com/folder/veq59tsw8t74a/Vinesauce%20Doom%20Wad%20Contest%202016
>>
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>>3484269
>>
>>3485169
2cute
>>
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>>3485168
Pretty creative idea but you made a few texture mistakes and one secret is missing.
>>
>>3485209
Thanks for the feedback. Damn I missed a secret.

I just sleepily stumbled through this. Took me forever just to get doors to work. I'll go and fix these problems.
>>
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>>3485110
>>
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>>3485230
This is a neat little detail tbhfam.
>>
Welp, submitted my entry for the Vinesauce contest.

I had to upload it to MEGA because the link to submit wads requires you to connect via Twitch. And as I had to find out, accounts younger than 24 hours can not be used for that. It's not visible yet on the forums because every post requires mod approval.
>>
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>>3485297
I had the same issue. New Twitch account has a wait period and confirmation for vinetalk didn't show up in my inbox. I just emailed Joel with my submission but, eh, if anything I learned a lot in 3 days of frustrating speed-mapping.
>>
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Finally grabbed my old Turok PC disc!
Ah, fuck
>>
>>3485315
I was working on mine since last Saturday.

For a speedmap, I think I polished it quite well.

Now only to wait 2 weeks or so before he actually plays them.
>>
Doom thread i know but im sure you guys will know...

What are the best Duke 3D levels/expansion packs?

I'm not really enjoying the Nuclear Winter one
>>
>>3485324
Life's a Beach a best.

Duke it out in DC is also pretty cool.

Nuclear Winter is pretty much considered the worst expansion.
>>
>>3485320
Post it sometime. Maybe the /vr/ submissions should be in the news part of the thread.
>>
>>3485324
Duke It Out in DC and Life's A Beach are both much, much better then Nuclear Winter. Nuclear Winter was an expansion made by a famous shovelware distributor. And the thread's a retro shooter general, everything's welcome.

Here's a site which has reviewed a bunch of Duke 3D custom levels and given them scores.
http://www.scent-88.com/mapbase/maplistings.php
>>
>>3485324
The other two official expansions are better.
>>
>>3485324
Atomic is nice, though the quality of The Birth is highly varied, it has some of the best maps in the original game, the final two maps of Atomic are fucking amazing, I love Derelict.

The other one is Duke Caribbean, fucking fantastic episode, good levels all around, cheerful and wonderful atmosphere, everything is vacation themed, the pig cops wear sunglasses and aloha shirts (in various colors).
The music is amazing, and they got a perfect impersonator to do Duke's lines for this episode (you'd never believe it wasn't J.S.J if I didn't tell you).
Really, they take the vacation concept and run with it, and make a very well held together episode that's very cheerful and enjoyable, it'll put a smile on your face!

Duke It Out In D.C is sort of ok, some of the maps are boring, a few are pretty bad, and then there's one map, Smithsonian Terror, which is based on the Smithsonian Museum (to scale, by the way), this is a huge level, and you'll either love it or hate it. I only really liked the submarine level, personally.

Nuclear Winter is a frozen turd, don't bother playing it.
>>
>>3485324
Life's a Beach: Pretty much the best one. Silly fun.
Duke It Out in DC: Also good, though its merely just a mapset.
Nuclear Winter: Pretty much amateurish and not worth your time.
>>
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Demon Invasion Episode 1&2
invasion.zip (405 KB, 1995-09-05) - DOOMac
https://www.doomworld.com/idgames/?id=3212

two maps, earth base theme, a bunch of 128-wide brown corridors mostly. doors have an irritating tendency to be only openable from one side, forcing you round loops, preventing backtracking for more ammo. i had to restart when i ran out completely in the small nukage maze, despite having loads of shells back at the start. second map is larger and more developed although has the same appearance, repetitive, drab, dark, no lighting variation/contrast. but the fight for the yellow key, ducking for cover from archvile on far ledge whilst getting infighting between arachnotrons and chaingunners, was good. sadly later turns back into sequences of doors, switches, and monster closets, although perks up again a little for the ending, except for that one last damn nukage maze full of spectres (half of which are stuck in the walls) in which the exit is hidden. the package is rounded off with a bunch of ill-fitting sound replacements. zombies curse at you and scream comically, demons sound like seductresses(!), switches talk to you in the star trek computer voice, and the "no no no you're doing it all wrong" of pushing on unreactive walls becomes tiresome very quickly.
>>
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>>3485319
Game forces fullscreen and for some reason the map doesn't work correctly, bugger.
>>
>>3485409
Yeah I had to run 64 emus to get the map to work in turok. Don't worry they're identical insofar as i can tell.

>inb4 I get told otherwise
>>
Why hasn't anyone gotten rid of Quake's pallette restrictions yet? is it even possible?
>>
>>3483280
:^)
>>
>>3484821
Hm... I'll do that. Thanks.
>>
>>3483960
It's obviously meant to be played with HDoom
>>
>>3485497
after that june update pretty much everyone has forgotten its existence havent we
>>
and HECK will finally receive the free DM patch and arcade mode

>https://www.youtube.com/watch?v=RZgqWmE57ZU

and there's a lot of millennials and /v/ users bitching about that

>>3485425
PJ64 still struggles to run Battlezone:Rise of the black dogs, without the 2d HUD gets screwed
>>
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>>3485479
Actually I already did that.
What about dssawidle noise? Anyway to remove that in dehacked? I think that's actually the issue I'm having. The saw noise cuts off every other player noise, and since mine is an axe it just plays a loop of silence. Makes the player go "u- u- u-" instead of "unf unf unf".
>>
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https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/intrlpr

Interloper by Notlea

Investigate scientific facility and... you know what it is all about. 5 levels map pack inspired by Doom 2016 and designed to beat in one sitting with your favourite weapon mod. Skill levels included but UV is the way it is meant to be played.
>>
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I seriously love Bloodstain so much, it feels like Scythe 2 but with better monster placement.
>>
>>3485548
>Bloodstain
Thanks for dropping this going to play this soon.
>>
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>>
>>3485548
>but with better monster placement.

Kinda funny, considering UV monster placement was a complaint some people had about Bloodstained in the DWmegawad Club thread.
>>
>>3485607
Bloostain*
>>
quick question, souls anon here

so I'm at a crossroads here. I have two potential control plans but I can't decide which one.

One control layout has:
>primary fire
main attack
>secondary fire
parry/shield - tap to parry, hold to shield

the other has:
>primary fire
light attack
>secondary fire
heavy attack
>zoom
shield
>reload
parry

While I like both systems I can see that #2 is a bit more clunky, but also I'd like to have light/heavy attacks. My other idea is having light attacks executed with a tap of the primary fire key, or heavy attacks on a key hold.
>>
>>3485617
>>
>>3485525
how long is the existing sound?
>>
http://forum.zdoom.org/viewtopic.php?f=18&t=53440

WHY IS DPJUDAS SO FUCKING BASED?
>>
>>3485623
Primary/Secondary should be main/secondary attacks to stay true to the source material

But you're probably better off making secondary fire parry/shield and reload be the heavy attack
>>
>>3485624
goddamn, I'm tired.
>>
>>3485634
about a second.
>>
>>3485635
But will he readd dynamic light settings?
>>
>>3485425
I'm having fun with it anyway, map or not. I haven't played this game in years. Shame I can't find my Turok 2 CD.
>>
>>3485638
I suppose that could work.

I tried the tap/hold light/heavy idea but it didn't work as there was too much delay before a light attack was executed, which didn't feel good to play with.
>>
>>3485623
Create an option menu with both in place, unless you're trying to get this shit to run in chocolate doom. Or separate wads with both the control schemes as an add-on kinda deal.
>>
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>>3485547
Well, I hope it's just an accident.
>>
>>3485654
While that seems like a good idea, I'd rather settle for something that works for everyone without having to change much.
>>
>>3485645
Make it shorter, barely a blip.
>>
>>3485673
Wouldn't that just loop it faster, and interrupt faster? But I'll give it a shot.
>>
>>3485668
...what mod is that?
>>
Oblige is garbage. No matter what settings I set, no matter what seed I set, the maps all come out the same with slightly different variations.

Am I doing things wrong or is this the...power...of...Oblige.
>>
>>3485680
That's the power of Infinite Gameplay through Procedural Generation.

Now you're noided to procedural generation.
>>
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>>3485678
http://forum.zdoom.org/viewtopic.php?f=19&t=24261
I must warn you that balance is all over the place. Also it seems like mod hates autosaves between levels.
>>
>>3485680

Procedural generation is trash. Oblige is no exception.
>>
>>3485693
>2009
that's retro as hell
>>
>>3485708
found the underageb&
>>
>>3485715
Take a joke, grampa.
>>
You know, there should be an "Oblige Redux" sort of Mega Wad.

The project head used Oblige to generate levels for contributors who then have to improve the level with textures, refining the architecture, detail etc.
>>
>>3485724
polishing a turd, just make a new map.
>>
>>3485732
Not what that idea is about.
>>
>>3485724
RDC did some Tuning\Freakmapping Contests where the goal was to tune up Slige\Oblige template map. Some of them you can find on doomworld.com/idgames/ by searching "Tuning Contest" title.
>>
>>3485756
That's a neat idea. Thanks for that. I'll check 'em out.
>>
>>3485756
oh yeah, freak4 was really good, i remember that
>>
>The bullet attacks in Turok, both enemy and player, are actually invisible projectiles with travel time
Neat.
>>
>>3485778

Huh, never knew that.
>>
>>3485724

i would be happy if someone could improve oblige with something more like, each random generated stage based on the mod or weapon pack

like

>Roguelike, Generate maps perfect for roguelike
>Metroid Dreadnought, generate maps using metroid dreadnought gameplay(tunnels included)
>D4D or D3 Weapons, maps based on both games

but then, do something like that would do A LOT of time
>>
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Pewpewpew
>>
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Hey guys,
I'm currently developing a classic shooter in the style of Doom and Quake. It's design leans on polygonal, minimal design and it works in VR with a comfortable "Retor-" and an Immersion-Mode.
I'll be applying for some game design universities using this and other projects on my side and I'd love some feedback from the people who know Doom and Quake best.

You can download the game for Windows x64 on my website:
https://lucadoesgames.wordpress.com/2016/08/08/polygonull/
>>
>>3485832

Well, there's the Brutal Doom module.
>>
>>3485849
Fire looks like shit, if you want it to look like Quake or Doom then stop using generic lowpoly models for everything and incorporate billboarded sprites. Gun looks like shit also, those wires are too thin to warrant devoting vertices to them. In Quake that would just be on the texture and it would look better because of it. Your armor and health counters have no spacing between the numbers at all.

"Polygonal" and "Minimal" are almost always used as a crutch and they look terrible when it isn't done well. Actually look at Quake from an artistic standpoint and find the differences.

Those round heads would have less than an eighth of the vertices and would use shadows drawn on the texture to convey curvature, and they wouldn't have thin stick arms. You could get a free male mesh base from Blendswap or something and retopo at a low poly count http://www.dummies.com/web-design-development/the-basics-of-retopology-in-blender/
>>
Billboarded/paper sprites are the worst. Can't understand how OpenGL users put up with them.
>>
>>3485913
Just to clarify, you understand that Billboarding means the sprite always faces the camera and that the default GZDoom behavior is to render them as flat objects that you can look at from above and see them as if they were standing sheets of paper?
>>
Any good, long Campaigns for use with DoomRPG + RLArsenal?

I've been making my own autogen'd Oblige campaigns, but I was hoping for something with a theme.
>>
>>3485927
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/sunlust
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/bstain
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/gzspd4
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/thtthren
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/hellbnd
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/mayhem15
>>
>>3485940
Damn dude. Quick response.
I downloaded most, except that third one. Looking forward to trying "Hellbound".
>>
>>3485921
I don't know what the exact term is. All I know is I see people going on about how bad software freelook appears, then they post these screenshots where the monsters look like cardboard cutouts viewed from above and I'm like "you shit on software mode yet you think this is acceptable!?"
>>
>>3485927
the longest wad i've ever done is Armadosia, most of the maps take well over an hour to finish and there are 32 of them
>>
>>3485956
Yeah billboard is the opposite of that nasty shit.
>>
>>3485956

I have my sprites set to X/Y billboarding to try and prevent this, but that introduces another problem where enemies will look like they're on their backs if I look straight down.

Oh well, I can live with that if it means no y-shearing.
>>
>>3485838
Pretty cool pew pew you have there.
>>
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>>3485894
I agree with this guy on everything but the fire, the fire looks alright imo, but only if you're going with a polygon art style.

Try to keep in mind that polygonal style isn't the same as low-poly style. Low poly almost always requires good texturing to look good (pic related), and if you're not a decent painter I'd go with flat shaded polygonal style instead and focus on keeping the details clean and even in polygon density. Make sure everything is read-able first and fore-most, and go for appealing proportions.

If you're adamant about low-poly then I'd learn to paint because your game is going to look like shit without decent textures.

Regardless of which you go with you're going to need decent animations to sell it (again, pic related). Look up 12 principles of animation.
>>
>>3486013
>the fire looks alright imo
It's a random spray of triangles, if it has to be 3D models it would be better to have one or three models in the shape of a fire or explosion. It would better fit "Polygonal" than a bad particle system of floating triangles.
>>
>>3486026
>opinions
look m8, I will fite you over this. were u live im comin over
yer dead kiddo

Nah though. The fire looks okay, it's just out of place. the rest of the world is too flat for it. If the polygonal density were even across the screen it would look fine.

But based on the way he bent those cables on the gun I'm going to guess that he doesn't have the artistic skill (yet) to accomplish something like that, so he probably should go with something less detailed.
>>
>>3485651
if it didn't feel good, then you don't want to do it. #1 rule is that the gameplay feels god
>>
>>3485624
BLEBLBLEBLBLEBLBLEBLBLEBLBLEBLBLEBLBLEBLBLEBLBLEBLBLEBLBLEBLBLEBLBLEBLBLEBLBLEBLBLEBLBLEBLBLEBLBLEBL
>>
>>3486070
[MASTURBATION ANALOGY]
>>
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>>3485849

I get that this is an "Early demo" but your screenshots make me not even want to waste my bandwidth to play it. You should put more effort into design.

https://www.youtube.com/watch?v=qXPkDQnM0JI
https://www.youtube.com/watch?v=p3MB1s2dV5g

Just because you are shooting for "minimalist" and "retro" doesn't mean you don't have to put real effort into interesting design. Not just slapping a viking helmet and goatee on and Eric Cartman model.

This "feels" like quake:
https://www.youtube.com/watch?v=XSoRbNs9bDk

but I'll play it when I get home.
>>
>>3485849
Mouselook feels bad and unresponsive, I can't tell if it's input delay or mouse acceleration. The differing X and Y sensitivities is something I never understood the attraction of, it's so unnatural. I shouldn't have to move my mouse more in one direction than the other to get the same rotation.

Hitbox seems too small, I was firing the minigun not far from an enemy and shots were missing.

Grenades seemed to disappear shortly after they exited the gun and the explosions always sounded the same volume and right behind me.

Minigun start up renders it useless unless you get it started before entering a room.

Not sure why walls appear and disappear when I cross thresholds.
>>
>>3486086
[CLICKING INTENSIFIES]
>>
>>3486165

He's black?
>>
So the contest time limit is over, when will Joel play them?
>>
>want to make DOOM maps but trying to figure out Doombuilder 2 is taking ages
I just want to make MUH LORE and SECRETS. ;_;
>>
anshient chinese shecret.
>>
>>3486165

>>>/pol/
>>
>>3486212
>what is google
>>
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why do bullet casings come out in cones like this
>>
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Spriters. What's your favorite spriting tutorial?
>>
>>3486367
Were you the anon trying to make sprites from 3D renders before? I may have some suggestions.
>>
>>3483273
New to /doom/
Can any anon explain the revenant agitated meme?
>>
>>3486421
https://www.youtube.com/watch?v=HJcf0aOwmiA

Good introduction to how2play Doom, despite initial appearances.
Shits on all the monsters, refers to the Revenant as the agitating skeleton.
Revenants are already fairly memorable enemies for a variety of different reasons, this video shitting on them in a nice way, combined with cool music, made it stick in people's minds.
>>
>>3486208
Give it two weeks if not more.
>>
>>3486367
Any that drives home what perspective is and where the vanishing point is supposed to be.

Other than that I don't think I've seen a tutorial that provided much help other than saying what angles the letters go to in lump names. Learning how to draw in general is more important. It's all just drawing.
>>
>Finish map 1 of Endpoint with 1 health
>Map 2 is now virtually impossible
How you gonna do me like this
>>
>>3486508

pistol start, man
>>
Doom is weird
>>
>>3486208
https://twitter.com/joel_vinesauce/status/774307787643969536

Over 150 wads? I didn't expect more than 50. Oh boy.
>>
>>3485623
I'd do right hand being the attack buttons and left hand being either reload and zoom, or +user1 and +user2
>>
>>3486548
I suspect a good chunk of them will be declared trash within a minute of loading them.

Can't wait to see Joel deal with terrywads melting his computer.
>>
>>3486554
>terrywads but with Granddad and Joel yelling GRANDDAD played on loop

Oh the horror.

Actually, I think the wads are being tested by the forum mods before to make sure they are actually working.
>>
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Did you know the bow in Turok can one-hit kill almost every enemy besides bosses? If you hold a normal arrow for a couple seconds a tiny glint will appear for a few frames, releasing the arrow during this time does incredible damage.
>>
>>3486584

I actually did know that, thanks to a Let's Play
>>
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>>3485894
>>3486013
>>3486026
>>3486092
I'm the guy who made the game. I'm just 19 and have only recently learned 3D modeling at all. This game will just end up having 5 or 6 levels and a simple boss fight. I dont want to create a master piece or even something with good art direction. All I want to do is create a simple shooter. No story or universe attached. Just some rather classic shooting fun that can be completed in like 45 minutes. And it also is a project to show how VR can be enjoyable and immersive, even for people with motion sickness, who want to play on a virtual screen with fitting scenery. So dont go so hard on every little detail.

I'm also using this game and some of the other projects on my site to apply to a few game design universities here in germany, where I hope to improve my skills.
>>
>>3486548
What if someone put hdoom shit in the middle.

Hooo boy
>>
>>3486629
Banned From Twitch
>>
>>3486631
If its just nipples twitch isnt as sensitive but still.
Here is hoping that dosent happen
>>
>>3486626
>game design universities
I'd skip that and go straight to applying for jobs, when you have the skills. If you have discipline and can self learn you don't need college for this industry.
>>
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>>3486654
But I want to. First off my dad would kill me if I didn't go to a university, since he's pretty old fashioned when it comes to job applications and education. But mostly I want to improve my skills and I'd like to learn it from other people and not by myself. So yeah.
>>
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>The Catacombs
I really regret not having a map now
>>
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IT'S ANOTHER WEEK, SO IT'S ANOTHER DAY TO POST YOUR IN-DEVELOPMENT STUFF.
WHATCHA WORKING ON? MAPS? SPRITES? CODES?
>>
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Yholl homeboy, what's with the Elephant Gun's damage output? Sometimes it can kill a Revenant in one shot but sometimes it can't kill a Chainguy in one shot.
>>
Am I the only one who thinks that Demonsteele is a pile of ass? I kept hearing raving reviews about it. About how it was this action-packed take on Doom that added hack-and-slash mechanics.

But the hack and slash mechanics blow shit. They all rely on getting right up to the monsters while they're spamming ranged attacks at you the whole time. Tiny windows of charge-up notwithstanding. How the fuck are you supposed to slash a chaingunner? How about three of them? Or even a clump of shotgunners. Shotgunners in groups of two or three is like the most common encounter in the game, and this wad expects you to just run up to it while mashing M1 in hopes of not getting hit.

I feel like the creator of this wad missed why the chainsaw is a good melee alternative: It stuns enemies when you get close enough to hit them so they don't immediately swap into their ranged attack animation and hit you with a cheap shot. It would be pretty worthless if you started chainsawing something, and they just kept attacking you anyway.

I cannot count how many times I try slashing something, and the slash isn't enough to activate their hurt state so they just keep shooting and take away one out of eight or so life tokens that I have. This is with every fucking ranged enemy.

Best luck I've had with it is to combine it with Project MSX so I at least have an overshield. Surprisingly, having a slight window to cut things makes the wad far more enjoyable.
>>
>>3486929
You can shoot waves of energy out of your sword to kill long range enemies. Read the help in the menu.
>>
>>3486934
Requires two pips of energy to do, and how do you get energy? You slash things. So it's basically worthless outside of a few choice encounters.
>>
>>3486934
not really an alternative. the slash is meant for batches of enemies, and most enemies have ranged attacks. it isn't possible to use the energy waves to kill ranged enemies considering that most of Doom is made of ranged enemies.
you should have said "Use your pistol, that's why you have it".
>>
>>3486949
Well yeah, you also have a gun. Use that.
>>
>>3486929
Use dodging to go through or around shots, it makes you invulnerable / +ghost

Use the alt-fire of the sword to swing your shealth and create an invisible shield of sorts that lasts longer than just spamming the sword swing

It's not perfect at all
>>
>>3486953
>>3486949
Pistol ammo is rare, much rarer than there are enemies in the game. Plus, killing with the pistol doesn't give you the energy you need to do the sword slashes.

>>3486957
>Use dodging to go through or around shots, it makes you invulnerable / +ghost
I've found dodging to be iffy at best. Sometimes dodging straight through shots actually damages me because reasons. Or worse, dodging puts me in a position where I'm guaranteed to get hit.

It also doesn't solve the problem of enemies not receiving hitstun from the sword. I can dodge around all day, but eventually I need to walk up to the enemy who is always facing me and always shooting to slash him. Chaingunners in this wad are the worst.

>Use the alt-fire of the sword to swing your shealth and create an invisible shield of sorts that lasts longer than just spamming the sword swing
See, this is good advice that I didn't know. I had thought the sheathe just had a larger hurt chance than the sword, so I was following hits up with sheathe + slash just to get them out of their shooting animation.

>It's not perfect at all.

I noticed. Which is a shame because it feels that with a little more work, it would be 10/10 wad of the year.

I still think combining it with Project MSX and just playing on hardest difficulty where shield depletes in two or three hits may be the best way to play. At least then there is little pressure to not get hit all the time when you get to the portions where enemies unload shmup levels of fireworks.
>>
>>3486929
>>3486972
>and the slash isn't enough to activate their hurt state
>It also doesn't solve the problem of enemies not receiving hitstun from the sword.
The slash automatically activates the hurt state on any enemy that isn't boss-tier.
It's you fuckin' up, senpai.
>>
>>3486929
>How the fuck are you supposed to slash a chaingunner? How about three of them? Or even a clump of shotgunners.
bretty easily, really. dodge in through their fire, cut one down with the dodge slash, use sheathe to block attacks and position yourself to use one as a shield, cut it down, dodge to the final one to cut it down.
quick, easy, simple.

demonsteele really isn't that difficult, it's just VERY different. if it isn't to your taste, though, then don't worry about it. there's millions of other wads out there.
>>
>>3486972
https://sourceforge.net/projects/orphamielautoclicker/
>>
>>3486995
Not the Archvile.
But yeah, iirc every low-to-mid-tier enemy has a painchance 255 against the sword.
>>
>>3486995
>The slash automatically activates the hurt state on any enemy that isn't boss-tier.
Incorrect, but thanks for pretending to know what you're talking about.

If an enemy is charging up, slash won't activate that. Hilt strike might, but only on small enemies.

Pretending that it works any other way when I am playing the game right now and can see that it's not is you fuckin' up, senpai.

Quit fuckin' up and quit lying to show everyone how big your balls are.
>>
>>3487005
>If an enemy is charging up, slash won't activate that.
It's okay to be upset, but no enemy suddenly becomes immune to pain during their "charging up" state.
>>3487004 is correct.

You fuckin' up, senpai. Calm down, stop getting so defensive about someone correcting you.
>>
>>3487005
why are you suddenly so defensive?
>>
>>3487002
>bretty easily, really.
Okay, I'm listening.

>dodge in through their fire
-And immediately get hit when my dodge ends, I'm seeing problems already. Do you really think I haven't tried dodging around and blocking?

>use sheathe to block attacks and position yourself to use one as a shield
Okay, Fair enough. But Sheathe can't block everything forever. I just went to Map4 and tested that against two chaingunners and found that their bullets get through after the second or third block.

See, that's the real problem here: It's fine if you're facing like one guy. When you get to clumps of two or three, that's when the mechanics break down because enemies don't hurt when you slash them point-blank. Or if they do, their shot still comes out.

>>3487003
-Probably a good suggestion. Thanks.

>>3487010
>a whole post of 'u mad?'
Try playing the wad then, and see how far that gets you. Every time you go up against a charging enemy with the sword, he hits you. This is because the sword just can't kick most enemies out of their charging state.

>>3487013
Because he's acting like I haven't tried this before.
"Slash the enemy until it dies", does he really think I haven't been trying this? Like this is some new, revolutionary tactic that I have not tried in the game that starts you with a sword in your left hand?

"Gosh! Maybe if I tried slashing the enemy while it's charging up to shoot at me, they wouldn't shoot! Why did I not try this sooner? I guess I was just fuckin' up the whole time. Because I did not think to slash the enemy who was about to shoot me."

I am going to get defensive, because I would have to be the biggest retard ever to at least not try slashing the enemy about to shoot me at least one time before complaining about it.

Maybe it's different on the easier difficulties, but as it is right now; the painchance of the sword is not high enough to interrupt a bunch of enemies. One of which is the chaingunner, who happily keeps shooting me.
>>
>>3487037
holy shit, calm down dude
>>
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>>3487037
>the painchance of the sword is not high enough to interrupt a bunch of enemies. One of which is the chaingunner, who happily keeps shooting me.
The painchance literally cannot be higher.
I opened to double-check, and it is at 255. They enter pain chance every time you hit them.
>>
>>3487037
>This is because the sword just can't kick most enemies out of their charging state.

huh, because all the way up to mancubus, I see this:

>PainChance "kubiuti", 255
>PainChance "kubiutiCleave", 255

and a stunning lack of A_ChangeFlag("NOPAIN", 1) in their attack states

you are 100% wrong, stop trying to deny what the code clearly says
>>
>>3487048
>WeeabooChaingunner
nice
>>
>>3487037
What are you loading the mod with?
Given that you keep talking about "charging state" and enemies not going into pain, I suspect either you have somehow modified the mod or are loading it with something that replaces the enemies.
>>
>>3487048
>>3487051
And yet, I keep getting hit. Maybe it's a bug? who knows.
Feel free to open the game, spawn three chaingunners and start slashing them and see what happens.
>>
>>3487058
Nope. This is in Original. The only thing I load it with is the midi wad or Project MSX when I'm trying one of the silly slaughter wads.
>>
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>>3487048
Do strings care about capitalisation?
>>
>>3487067
DECORATE doesn't
>>
>>3487067
shouldn't.
if they do, that's a glitch.
>>
>>3487067

Not in Decorate.
Or at least, it shouldn't.
>>
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>>3487067

>only (30) damage

WOW LOOK AT THIS WEENIE SWORD
>>
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>>3487061
>Feel free to open the game, spawn three chaingunners and start slashing them and see what happens.
one is clearly cut out of his firing animation
pain chance always activates
>>
>>3487051
>you are 100% wrong, stop trying to deny what the code clearly says
not him, but I've had DECORATE fuck up inheritances before and not treat PainChance the same way.
not saying that is what is happening, but don't assume that the code itself is 100% the be-all end-all. That's how bugs slip by.
>>
>>3487078
it hits twice, so doing 80 damage would result it in doing 160 total damage

which i'd be okay with for a modifier
>>
>>3487064
Tried it a few times with DemonSteele v0.9, summoned a lone WeeabooChaingunner and cut him every time he raised his gun and I heard the click, pained each time. Though one time after the pain he went back into his attack animation after pain very quickly but it was an outlier.

Was this only happening with Project MSX loaded? I haven't tried it, but it seems like that would be an issue since Project MSX is a completely different gameplay mod with its own enemies and weapons and I don't understand why you would load them together aside from seeing how badly it fucks up for the lulz.

Perhaps you were cutting another actor in front of the firing WeeabooChaingunner? It can be hard to tell what's happening in DemonSteele with the sword flailing around on screen while trying to look for enemies and projectiles and mashing that mf left click.
>>
>>3487067
>>3487079

Would it be possible that anon's copy of G/Z/Zandro is somehow interpreting the strings differently because it's not capitalized?
>>
>>3487064
>loading it with Project MSX
Project MSX has its own enemies, so it's very likely that the enemies are being replaced with variations not having painchance.
>>
>>3487083
Not the same, they didn't stop shooting at one another after the slash, because they were in-fighting. You killed one and then two of them engaged one another.
Again, watch how the last chaingunner keeps shooting even while you slash him.

>>3487087
>pained each time.
How many slashes? Which difficulty?

>>3487087
>>3487093
>Was this only happening with Project MSX loaded?
No. Project MSX is what I loaded to take on the slaughterwads with so I could make use of the overshield. Original remains unchanged. .9.
>>
>>3487105
The one that gives you four tokens.
>>
>>3487105
>Again, watch how the last chaingunner keeps shooting even while you slash him.
no
he shot
i slashed him
he broke his shooting animation

why are you clinging to this so much
>>
>>3487105
And then after he killed the one being engaged, it turned on him.
>>
>>3487108
>why are you clinging to this so much
Because it's clearly not working that way on my end.

I completely reject this concept that the problem is me not slashing them when, surprise, my only option is to either shoot them or slash them.
>>
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>>3487083

Step aside and watch a real sword work
>>
Really though a chaingunner's painchance is so high by default (170) and the sword hits twice so there really shouldn't be an issue
>>
>>3487113
Boner sword
>>
>>3487105
>>3487112
that's a pain state.

>>3487113
someone get this hothead outta here
>>
>>3487116

The blade is white not because of the metal, it's solid calcium
>>
What's the console command to adjust resolution in Quake 1? I'm playing the GoG release and for some reason it is super fucking small
>>
>>3487120
vid_width and vid_height should be it
>>
>>3487118
That's him firing after you already hit him. They do the same thing to me.

Could the pain state be delayed somehow?
>>
>>3487128
>That's him firing after you already hit him.
No.
No, it isn't.
>>
>>3487128
>That's him firing after you already hit him
anon, are you in denial?
>>
>>3487128
no, it's clearly a pain state, he's not in his firing frames at all. that shot you see is from the tic before.
>>
>>3487128
I'm starting to think that you're intentionally being obfusticating.
>>
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i guess since the original complaint was them ignoring pain while in their "charging state", here.
>>
>>3487139
>dark souls 3 in a nutshell
>>
>>3487139
the thuggest of all chaingunners, takin' those like a champ
>>
>>3487139
Man that guy's a fuckin' badass.
>>
>>3487139
A CHAINGUNNER AS DURABLE AS SIX HUNDRED NIGGERS IN ONE MAN
>>
>>3487130
>>3487131
>>3487135
>>3487136
Fine, whatever. I fucked up. I've been fucking up this whole time and that's why this thing isn't behaving the way it should be.

I went and tried >>3487139 with a single chaingunner and he still managed a few hits every other slash. So I guess Demonsteele is actually perfect and I'm a loser or something.
>>
>>3487147
have you tried actually recording this
>>
>>3487147

No, it's not perfect.
But there's something clearly off, and we should probably figure it out.
Can you record a webm?
>>
>>3487146

THAT'S AS MANY AS THREE HUNDRED DOUBLE NIGGERS
>>
>>3487147
Calm down, anon, for fuck's sake.

No, Demonsteele isn't perfect. Lord knows I've ripped Term a new one for some dumb shit in it.
We're just telling you that what you're reporting isn't consistent with what the code and actual monster properties is.

Can you show us anything? Upload a video to youtube? Record a webbum?
>>
>>3487152
I don't have recording software and I have no urge to get any. This internet argument isn't enough for me to search for some at 2 AM in the morning and try to configure it to work with Zdoom.

>>3487153
>But there's something clearly off, and we should probably figure it out.
Okay, thank you.

I'll try using FFMPEG. I have that, and it supports full-screen capture.
>>
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>>3486907
Just now turned Saturday.
>>
>>3487168
that is a much more modern-looking interface than I'd have ever expected a dehacked editor to have
>>
One second, it's converting.
GZDoom version is 1.4.03, if it matters.
>>
>>3487168

Woah now, that's a cool editor
>>
>>3487123
Thanks friend. Should I go 800x600, 1024x768, or do my laptop's native 1366 x 768? Leaning towards 800x600
>>
>>3487171
that's from 2010 dude wtf

http://gzdoom.drdteam.org/page.php?page=download
>>
>>3487171
>GZDoom version is 1.4.03, if it matters.
I am amazed you got the damn thing running on it.
Try playing on a more recent build?
>>
>>3487173
I'd keep aspect ratio at least, so 1068x600 or 1366x768

your call I guess
>>
>>3487176
>>3487181

Yeah, it kept working so I didn't get rid of it.
Do you think updating would fix it? I'll give it a try.

Also, ffmpeg recorded sound, not video. Let me try downloading latest and I'll try again.
>>
>>3487176
Not him but are the most recent builds stopping that fucking stupid

>ACS: I DON'T KNOW WHAT "FAGGOTS" IS

bullshit?
>>
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>>3487170
WhackEd is the shit. I played with dehacked a bit on dos, and this is much better. A lot easier to keep track of shit.
>>3487172
And how.
>>
>>3487185
yeah, it now only appears if you have 'developer' set to 1

least it should
>>
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So I tried it again.
The game looks way different now, and enemies are slower overall. Like I didn't realize weapons appeared with a bolt of lightning, before I just heard the sound and the weapon was there.

So, I guess that settles it.
Thank you Doom Thread
>>
>>3487221
See? Told you. You fuckin' up, senpai. :^)
Seriously, though, glad it works.
>>
>>3487195
So ultimately, does this workaround ultimately change anything or is it ignoring bigger problems?
>>
>>3487221

Glad to help, hope you have a better experience.
Thanks for playing my mod.
>>
>>3487236
it's not really a workaround.
if there were problems, they're still there, and they were there before the message-spam as well.

it's more removing the fix that wasn't even a fix.
>>
>>3487234
I guess I was.

>>3487237
Thank you for making it, because I really do like the idea of this wad, and want to see more development on it.
I don't get how the robot chick works at all, though.

And while you're here, Who does Lin's voice?
>>
>>3487221
good to hear
>>
>>3487221
turn off those filters, set sector light mode to software because that was added two years after you last downloaded gzdoom and it adds much more contrast and makes gzdoom look less flat. it's under opengl preferences.
>>
>>3487245
Adoxographist does Hae-Lin's voice. She's 500% weeaboo, but she's cool.
Her performance really hit that 90s dub feel, I thought it captured the corniness of the mod perfectly.
>>
>>3487257
Well, she does a good job. Keep up the good work.
Sorry I called it ass when the problem was on my end.

>>3487252
Oh, thanks.
>>
>>3487261

Ah, I don't mind. People call my stuff ass a lot.
I'm more interested in folks having fun and things working right.
>>
>>3487267
>People call my stuff ass a lot.
half the time, they're right! :^)
>>
>>3487268

RUDE.
>>
>>3487270
#trutho
>>
>>3487270

Well he's not wrong

Last thing you made was demonsteele

and now the booty project

>booty

It's ass.
>>
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>>3487280

I accept it.
>>
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https://www.youtube.com/watch?v=l-Ww7ORK_Cc
>>
>>3487237
>>3487285

You started a new project? Does this mean the end of new updates for demonsteele?
>>
>>3487332
Hopefully not.
>>
>>3487332
last i checked, it was a matter of art.
>>
>>3487332

Ideally, no.
Unfortunately, there's a bunch of holes in areas that I can't really do.

Still, I've been fiddling with it a lot behind the scenes during downtime with Booty, once those holes are filled up then I'll have something I can show.
>>
>>3487338
if you need any help filling those booty holes just let me know
>>
> I'm just 19 and have only recently learned 3D modeling at all.
> I'm also using this game and some of the other projects on my site to apply to a few game design universities here in germany, where I hope to improve my skills.

It's good that you practise by actually creating games but this is simply no fun and looks like crap. I don't know how high the requirements are for a "game design university" but I don't think creating something while you are still very amateurish is enough to get you into the course.
>>
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Whoa these are cool, I don't remember them at all, though..
>>
>>3487397
Man, Turok looks like butts. Hasn't aged well.
>>
>>3487398
your butt looks like Turok.
>>
>>3487392
well, better to make things and have that knowledge under your belt than to try and apply without having any idea how to designing or programming works.
>>
It's kind of an odd place to be: I was playing Doom when it first came out (I'm 32) but, I only just recently started checking out the mods scene of the Doom community and so my mind's being blown away by things like Donkey Kong Doom, Sonic Robo Blast 2, Pirate Doom, and so forth.
>>
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>>3486907

Cash money, my dude.
>>
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>>3487453

can't wait for that booty
>>
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>>3487453
>>
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>lightly injured, open door and spot spider mastermind
>about to pitch some hand grenades at him through the door
>throw the grenade down into the arena
>back off and about to close the door to protect myself against shrapnel
>several shotgun baldies come at the door and gun me down like
https://youtu.be/z38tZPxDekw?t=1m

I'm not even mad, like, I should have been more careful and not carelessly gone out and been noticed by a bunch of zombies without clearing the catwalk area first. I like how much more dangerous gunshots are in Immoral Conduct, it's a little bit like Blood in that sense.
>>
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>>3487267

term, you should visit >>3439012 someday to share your knowledge, the samus boys there are itching to upgrade themselves dreadnought and make even a map pack for it
>>
>>3487663
Oh not you people again.

http://fantendo.wikia.com/wiki/Doomtroid
>>
>>3487667

>>>/v/
>>
>>3487669
don't enable them
>>
>>3486929
Protip: F I think is the launcher. Do that and everything short of bosses insta-stun and go into the air. You can shoot/slash them there and they can't do anything.
>>
>>3487221
...You fucker it was because you were using MSX, you fucking TRIPLE RETARD
>>
>>3487663
From the thumbnail that Omega Metroid looked pregnant, then I thought it was holding a giant cookie, now I'm just disappointed
>>
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Fuck this map
>>
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>>3486907
I figured parrying was a bit of a pain to pull of sometimes, so now you can parry from holding your shield up. Makes deflecting projectiles a lot easier.
>>
>>3487787
What's this project called?
>>
>>3487787
Looks intuitive.
Are you the same person that had a WIP dark souls mod with a red magic shield projected from the player's hand?
>>
>>3487804
nope, and also that went nowhere because I'm lazy (and ended up playing dark souls for 300 more hours instead)
>>
>>3487812
>>3487804
and actually come to think it, a bloodborne-style system would probably be better for doom, since doom is about evasion anyway and it's less "square peg, round hole"

I'd probably do a pistol + magic/other guns system, instead of pistol + melee/other guns, since doom doesn't delve into melee that much either and the shield was a way to get around that

the problem though is that I don't have a PS4 and therefore can't actually *play* bloodborne

(I originally had non-100% damage reduction for the shield since I didn't want to add stamina, but then I ditched it)
>>
>>3487667
>Should you not want to subject yourself to such things, please return to your previous page.

This falls flat on its page when my previous page was 4chan
>>
>>3487237
i love you https://a.pomf.cat/asyfvz.webm
>>
>>3487798
I don't have a name for the project yet, I mean the project folder is called Doomon's Souls but that's just a dumb internal name.

>>3487804
Yeah I find it really easy to use. Originally parrying was a bit slow because you'd bring the shield up like a block then swing, which means there's was a noticeable "lag" after actually pressing the parry key
>>
>>3487176
I wonder what my version is.

>1.8.10

Clucking bell
>>
I really like the lighting in project brutality, is there anything that gives me just the lighting or similar?
>>
>>3487842
i think that is actually relatively recent
>>
Is Community Chest 1-3 worth playing?
>>
>>3487854
yeah
>>
I just cleared original Doom on the blank difficulty at x3 enemies on Maps of Chaos.

Tower of Babel was a mistake.
>>
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These mappers sure like to make things cryptic in in a few parts here and there.
>you have to get INSIDE a fireplace, burning your ass, then look back and up to find a hidden stairs texture in order to progress
>>
WELP

>Doom2 with Demonsteele, fresh off Doom Ep3 (Too lazy to do 4)
>Blazing through, jumping tears the levels apart but who gives a fuck
>Down the elevator in The Crusher
>The Emperor
>"Not this time, faggot."
>Pull the lever on the crushe-
>Motherfucker teleports away
>MFW
>>
Can someone help? I'm using ZDL to launch doom and some mods. Is there a way to set a "default" mod directory in it? It's not a big deal, it's just kind of a PITA to go into my mod folder from the ZDL folder
>>
>>3487951
Wait nevermind. I just made a shortcut to my mod folder inside ZDL.
>>
>nothin' personnel kid
>>
name a good mod with bad repercussions for future mods
>>
>>3487974
▮▮▮▮▮▮▮▮▮▮▮▮▮▮
>>
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>>3487986
This post speaks to me on a spiratual level
>>
>>3487974
Erotic Mom
>>
>>3487974
Anything that tends to get dumped in autoload I guess? Not sure what you mean
>>
i don't understand the appeal of turok
>>
>>3487997
fucking amazing.
>>
>>3488008
yeah i never "got" dinosaurs. i was the only kid in my entire school to not go see Jurassic Park when it came out. always preferred space, technology, laser guns etc.
>>
>>3488008
It's sort of fucking apeshit and weird after the beginning
>>
>>3488008
dinos + aliens +kick ass weapons + neat plot
>>
these games are designed to use auto aim right?
>>
>>3488027

Doom, duke, hexen, etc? Yeah, not sure about stuff like quake though.
>>
>>3488031

Doom and Duke yeah.

I dont know if its the "right" way to play. I assume so as I literally cannot turn it off on my version of the game.

Also, save states are ok right? Or do you all reset the entire level if you die? Megaton edition has this cool little rewind slider
>>
>>3488034

Lotta people here advise against using states in doom but duke is a little more bullshit sometimes so it's fine in there I guess.

I'm honestly fine either way, I didn't even know doom had savestates til recently myself.
>>
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>tfw just discovered a whole new section in Warp Factor I had never gone in before (the Star Trek styled deck room)
This feels so fucking surreal.

Now I'm seriously considering replaying several retro shooters and intending on sweeping through every nook and cranny in the hopes of finding more wicked shit I never did find when I was younger.
>>
>>3488034
Doom levels are very short and frantic. You can save if you want but you only really -need- it on the far later levels and even then only on the higher difficulties.

Also, Doom is ultimately a 2D game. If you face an enemy and shoot, you will hit him. It doesn't care what angle you fire at
>>
>>3487974
Comfy Doom
>>
>>3484025
moonman
>>
>>3484453
>jumpy puppy who chases you through the whole map
>constantly yipping and blowing your cover
>too cute to get mad at
>>
>>3486927
i can deal w that but the accuracy and insane knockback make it feel really op. it should cost 3 power mods imo
>>
>>3487669
Boris?
>>
>>3488113
I've always seen it as really weak, what with the low fire-rate, and a lack of spread.
>>
>>3488167
>low fire rate
oh god you'd be unstoppable with a higher fire rate. its just as fast as any other pumpaction
>lack of spread
in a way that's a perk. it feels more like a high caliber rifle than a shotgun
>>
>>3486629
>>3486636
Considering he does malware breaking streams, I'm sure he has a hotkey to nuke the stream in an instant along with a sizable delay just in case shit hits the fan AKA boobies.
>>
>>3488172
But it can only kill one guy per shot, wheras a decent shotgun can kill multiple enemies. Honestly, it just feels wrong for it to use shells, because it just doesn't work the same as other shell weapons.
>>
>>3486292
It's just math. Since the bullets spray out at a specific angle range up to a maximum distance, it will eventually form a triangle.

If you repeatedly fired the shotgun or chaingun at the same segment of wall, it would eventually create a circle or an oval depending on its spread
>>
>>3488183
>you can only one-shot one hellknight at a time with a weapon made from one of the most common weapons and two power mods
wow yeah it needs a buff real bad
>>
>>3488194
Gotten the revolver? That shit is brutal
>>
>>3488202
i prefer making the shredder pistol. it's cooler
>>
>>3485695
>>3485680
Lol I fuckin love Oblige. I've seen so many insane maps.
>>
>>3488205
I think that was the red one (not touched Doom RPG after I found that export didn't work, probably was my outdated GZdoom version). That thing is a room cleaner.

I love DoomRPG so much but the interface controls are such trash. I look forward to that getting improved.
>>
>>3488186
what's funnier is the quantisation of distance. can't just eject a casing to any old distance, it's only allowed to occupy certain energy levels
>>
>>3488209
>I look forward to that getting improved

not happ'nin
>>
>>3488183
>whereas a decent shotgun can kill multiple enemies
that's classic doom, not roguelike arsenal
>>
>>3488223
Ah fuck, oh well. I can forgive it.
>>
where are the doom lewds?
>>
>>3488231
Hdoom
>>
>>3488231
aco
>>
>>3488231
there was a thread on /trash/. then it moved to /aco/. they were talking about moving it back to /trash/, though. i don't know what happened after that, i assume it died.
>>
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>>
>>3488239
there wouldn't be an actual reason to have a porn general at all times though

they merely consisted on reposts of stuff you've probably seen a million times before with a rather small spike of new art sprinkled about as result of nudoom's popularity, and little to no OC from what little drawfags we had

I do recall that one zero suit hk/boh dom image was first posted there though so there's something
>>
>>3488242
Those are too big
>>
>>3488265
>too big
>>
>>3488242
>>3488265
Literall titty monster.
>>
>>3488265
4u
then ill take em
>>
>>3488251
for smut making there's robotjoe, cacobro, almonds and uh

uh

I guess that's about it
>>
>>3488242
I love the big targets.
>>
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>>
ths ded¿
>>
>>3488463
no anon, you are the dead
>>
>>3488473
am I knee deep in anon

cuz das gey
>>
>>3488473
1984 reference?
>>
>>3488242
Too big. The Baron was muscular, but not ridiculously so.

Pic related works better.
>>
>>3488649
>too big
ok can these ephebs stop toting around their shit taste & fuck off to their waifu threads ffs?

and that's a hell knight you dangus
>>
>>3488684
>waaah why don't they share my tastes!!
Cry me a river.

>and that's a hell knight you dangus
So she has less health. Big deal.
>>
>>3488649

The original and honestly still the best.
I'd hold hands with this girl, none of the HDoom girls really interest me.

But I'm pretty sure I'm the minority, so.
>>
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>>3488715
>those spoilers
Not even Hell is prepared for this.
>>
>>3488709
>>waaah why don't they share my tastes!!
but that's what you were doing

a baroness would very obviously be more well-endowed.
>>
>>3488208
Tried V7 WIP, or even better, current git master? The levels are absolutely great now. I'm playing a generated 32-map wad made with yesterday's repo and I am having a blast. Still not as good as man-made maps, but for randomized ones it's pretty excellent. V7 is gonna be awesome.
>>
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>>3488729
>but that's what you were doing
The difference is that you were the one crying a river over it.

>a baroness would very obviously be more well-endowed.
Just like the Baron is hyper muscular when compared to the Knight, right?

Though frankly I wouldn't mind supertits on either the Mancubus or Cyberdemon chicks.
>>
>>3488265
You just aren't man enough to conquer those bazongas.
>>
>>3488729
how does 'muscular' correlate to 'big boobs'
>>
>>3488743
Porn logic.
>>
>>3488743
Pecs, I suppose?

Franly, I wish this whole "your taste a shit! shiiit!!!" would stop.
>>
>>3488753
*Frankly
>>
>>3488743
Sexual assets.
>>
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I can't get the actor property "Inventory.ForbiddenTo" to work. Any clue to what I should do?
>>
Tried HDoom. 0/10 baroness doesn't do boobjob.
>>
>>3488802
use something more recent than zandronum 2

it's based off zdoom 2.5.0, it almost definitely doesn't have it
>>
>>3488242
Requesting the full thing. For research purposes.
>>
>>3488802
also I thought daggers were simple weapons and could be used by anyone
>>
>>3488242
Full pic, please.
>>
>>3488818
It's for a multiplayer WAD. It needs to run Zandronum.

>>3488821
It's just that way for testing purposes right now.
>>
>>3488916
the best you,re getting is the zandronum 3 test builds then
>>
>>3488939
There should be an easy way to do it. I mean Hexen can be ran on Zandronum fine. I just want to restrict weapons to/from different classes, like in Hexen.
>>
>>3488950
Inventory.Forbidden/RestrictedTo is how zdoom generalized hexen's behaviour there. before that, there was no easy way to do it. the best you could do was run an ACS script that took weapons you shouldn't have away from you every tic.
>>
>>3488964
Damn I thought it would be easy. I'll have to look into ACS scripts then.
>>
So what is exactly the place in Doom where the best players get stuck on nightmare? Can a normal person (eg: me) get through at least a couple of levels in an adequate amount of time?
>>
>>3489010
You have to go fast and skip/rush battles for Nightmare.

There's no common spot where people who run Nightmare get stuck on, it is a bit of a luck of the draw every time.
>>
>>3489017
So you only get stuck on cyberdemon who constantly respawns?
>>
>>3489010
Also keep in mind that all enemies are sped up, pinkies are much faster
>>
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I'm very new to using GZDoom and mods and such, Is the game supposed to look like this and be impossibly dark in some areas as well?
>>
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I'm kind of loving the difficulty curve of Bloodstain, it's Just Right for me, with clever and mean monster placement for the most part, and only rarely throwing a big horde.

Cyberdemons are used reasonably often, with Immoral Conduct they're more difficult to deal with, making for more of a boss battle.
>>
>>3489035
You probably shouldn't be fighting those unless you absolutely have to
>>
>>3488715
Yeah, the newer HDoom art doesn't look nearly as good, in my opinion. The girls look weird now.
>>
>>3489091
looks like it's time for you to meet YOU'RE DOOM
>>
>ReplaceActor in MAPINFO doesn't work with Editor Numbers
fuuuuuuuuuuuuuuuuuuuck
>>
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>>3489091
>he doesn't drink animal blood
>>
>>3488242
God damnit Anon, you tease us with boobs of doom and now what do I do with this revenant I mean boner.
Maybe that's why revs are always so agitated.
>>
>>3488819
>>3488836
>>3489115
http://hdoomguy.tumblr.com/post/135323423522/ragawa-winter-raffle-rush-streaming-day2-12

TW: tits. keep away ephebs
>>
>>3489123
Boobs obtained! Oh hey I know this artist, no wonder my body wanted those boobs.
Thanks kind Anon. May you get hugged in hell.
>>
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>>3489123
>ephebs
Just because I like jailbait doesn't mean I don't like big titties too, sometimes!
>>
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guys, cease your educated, well-formed, retro FPS word exchanging on the 4chan board specifically designated for retro discussion. it's incredibly out of place and weird.

thanks in advance.
>>
>>3489138
>he actually admitted it
L M A O
>>
Is it just me or the shotgun in hdoom looks actually rather cool? If it wasn't pink it wouldn't be out of place in a serious mod.
>>
>>3489123
udderly impractical
>>
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>>3488802
>>3488987
I think I've found a work around. I added "+WEAPON.NO_AUTO_SWITCH" to all the weapons, and only put weapons I want a class to use under "Player.WeaponSlot". So, basically any class can pick up any weapon, but they can only switch to if it's for their class.

Any foreseeable undesirable side effects of this? Anyway the player could work around this other than straight up cheats?
>>
>>3489161
'use <weapon>'

there, I can now use it as the wrong class
>>
>>3489123
There are vg tits, c tits, h tits, d tits and then there are vrmod tits.
>>
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>>3489123
>keep away ephebs
Are you still butthurt? It's also funny that you consider preferring the old Hell Knight art, a grown ass woman, as being "epheb".

>>3489142
Yep, assblasted to Jupiter and beyond.
>>
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>>3489142
Welcome to 4chan.
>>
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>>3489142
> trying to make fun of minor loving gentlemen
Sir, you seem to be in a very wrong place. I would politely request that you off yourself by shoving a rusty german grenade up your arse.
>>
>>3483276
>Why did the last thread get deleted?

The world may never know
>>
>>3483534
throw a plane at him filled with jet fuel
>>
>>3489170
what? i gave you a warning so you'd stop with this "t-too big" nonsense
>>3489176
fuck your culture
>>3489190
>>trying to make fun of minor loving gentlemen
well i don't need to. the world does that already
also
>gentlemen
LOL we'll see how gentle you are when you get legally beaten to death by some girl's dad. enjoy your suicide fetish
>>
>>3489219
Maybe Reddit would be more your speed?
>>
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>>3489219
Boy are you hilarious.
>>
>>3489219
You still haven't explained how the fuck liking this >>3488649 better somehow makes one an "epheb".

At least get your terminology straight, man.
>>
>>3489223
why is pedo culture enabled in doom /vr/ threads but criticisms aren't?

i just think it's funny that i made a joke about ephebs and unintentionally called a bunch of you out
>>
>>3489232
Hey don't look at me, I am totally fapping to those boobs. For...uh, research purposes.
>>
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>>3489232
>why is pedo culture
Because 4chan.
>>
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>>3489232
To be honest some people just like more natural proportions and find gigafuckhuge tits a bit on the silly side.

But go ahead, put everyone in a single box, whatever helps you sleep at night my man.
>>
>>3489243
>gigafuckhuge
what? you fuckers love animu, by anime standards those are like above-average at best
>>
Let's just all agree that the new Imptan design looks horrible.
>>
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>>3489259
sadly, yes

but hdoomguy's cytube channel is legit
>>
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>>3489259
The worst.
There was nothing wrong with the old one.
>>
>>3489294
Those are some tits I can agree with!
>>
>>3489048
In OpenGL preferences chose either Doom or Software sector lighting mode, They are a bit different, with Software being a bit buggy on some Boom maps (making some walls pitch black in not-pitchblack areas), but looking generally better everywhere else. If you still find it too dark, tune up the ambient light level to 21-25 (optimal setting, imo, makes even pitchblack areas lit just a tiny bit enough to make out monster silouettes)

Als I suggest you to turn off texture filters, they geve the game "smear everything in vaseline" look and some times even ruin the details. Better option is "None, linear mipmap" with x16 anisotropy.
>>
turn off paper sprites as well
>>
>>3489310
>None, linear mipmap
What's the difference between this and just setting it to None?
>>
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>>3489301
Sometimes, a nice pair of D cups is just the right thing, just has to fit a girl's proportions.
>>
>>3489048
That area is actually darker in the original engine.
>>
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>>3489314
Mipmap scales texture resolution the furhter it away from you, so the distant textures won't turn into a shimmering pixel mess, while those close to you still look just as crisp.

Anisotropy makes textures look good when you look at them under angle.
>>
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>>3489330
>>3489048
this is what it looks like in pr+ software mode (after the light switch is pressed, duh)
>>
Is Resurrection (D3) worth playing?

I've beaten Doom 1, 2 and master levels, what now?
>>
>>3489365

>I've beaten Doom 1, 2 and master levels, what now?

Play the Final DOOM megawads.
>>
>>3489369
haha wouldof totally missed it thx
>>
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>>3489383
>>3489365
Beware of skeletons, also check out this quick tutorial on monster strategy.

https://www.youtube.com/watch?v=HJcf0aOwmiA

TNT: Evilution, and particularly Plutonia, will test your skills and your knowledge that you've gained from the first two games (which are really a cakewalk in comparison, aside from Ep4), hope you've gitten gud.
>>
>>3489391
hah, is there a mod that uses that if you die to one of those things?
>>
>>3489391
Just got to ghost town and so far it's pretty easy compared to master levels. Those taught me a lot about every monster bigger than demon. Before I didn't even know what archviles did exactly.
>>
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>>3489395
Not to my knowledge.
Might be fun to put it in a mod so there's a one in ten chance they'll do that if they kill you.

Would probably require ACS though, which I have zero familiarity with.

>>3489450
Yeah, archies are devious fuckers.

A thing the video doesn't show is that if you need to fight a fatso up close, strafing back and forth as he pumps fireballs to the left and right of you is consistently effective if there are no monsters currently nearby.
They're also valuable for starting infighting clusterfucks, because they always fire off a volley, and infighting is a valuable (and hilarious) tactic to use.

Also chaingunners should be approached a bit like archies, you need to make sure they can't maintain a line of sight to you (take cover, basically) and you should usually kill them sooner than later. On the flipside, they rattle off bullets with reckless abandon so they are invaluable at setting of infighting clusterfucks if you get the right angles.
>>
> 9 level
How the fuck are you supposed to win the end fight even on HMP? You can't even RJ to TP. Luckily I got lucky and managed to enter the exit without dying. Jesus fuck. It's not like you can just circle and shoot either.
>inb4: use siderooms
They don't help in the beginning which is the hardest part.
>>
Forgot to mention, it's Plutonia.
>>
>>3489539
>Luckily I got lucky
you don't say.
>>
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TRIGGERED
>>
>>3489556
it's a sekrit, right?
>>
>>3489556
is it loss
>>
>>3489558
Turns out it is.
>>
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>>3489539
It isn't that hard actually. Playing on UV difficulty.
>>
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>>3489610
>>
>>3489614
Huh. See, I had arachnotrons on the corners which made it MUCH more difficult.
>>
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>>3489614
>>
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>>3489617
I spent more time gliding to the teleport than actually fighting.
>>
>>3489635
Maybe I was too rash in giving up. Also,
>green symbols
what a faget.
>>
>>3488167
>>3488113
I think it needs to be more consistent in damage regardless of potential. In its current state it's a gamble.
>>
https://www.youtube.com/watch?v=xTyi4gfPPA4
>>
ranger's saggy saggy skin
>>
File: go to bed.gif (173KB, 500x409px) Image search: [Google]
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What are some other mods that would go great with Wrath of Cronos for Heretic? I'm in love with the RPG elements, and its sad that there are very few first person action RPGs in this format. But I feel there could be a little bit more spice to it.
>>
What is the hardest wad you played AND managed to finish?
CC4 for me.
>>
>>3489782
You mean without savescumming? Sunlust.
>>
>>3489782
BTSX
I know it's not hard compared to others
But, thinking about it, I've almost never finished any megawad ever.
At some point the maps just get too slaughtery and stop being fun.
Even with SOD and Alien Vendetta, which are pretty much my favourites ever
>>
>>3489782
SSMP

Fuck Spiky
>>
What's the most technically impressive doom mod?
>>
>>3489852
Depends on what you measure by.
Suspended in Dusk is extremely technically impressive for mapping.
Hideous Destructor is extremely technically impressive for code.
Aeons of Death and half of Doomero's shit is amazing when you look under the hood, in a "how the fuck did this work" kind of way.
>>
>>3489556
Loss?
>>
>>3489852
Does this count?

https://www.youtube.com/watch?v=OOg0BhlIvyQ
>>
>>3489859
zdoom itself, for making all of those possible (except sid, obviously)
>>
>>3489852
the Island and DTST
>>
>>3489879
Does a source port really count?
>>
>>3489852
Batman doom is impressive for dehack editing.
>>
File: hai3MGe.jpg (96KB, 1920x1200px) Image search: [Google]
hai3MGe.jpg
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Photorealistic
>>
>>3489930
We getting AO now? Screen space AO through shaders?
Ditch chromatic abberation though.
>>
>>3489930
Which wad is this?
>>
>>3489947
http://forum.zdoom.org/viewtopic.php?f=19&t=47797

>>3489946
Yeah.
>>
>>3489930
those buildings are leaning at fairly ridiculous angles
>>
>>3489963
u a dummy
>>
>>3489946
Not him and I'm not saying anything good or bad about chromatic aberration but why do people complain about it so much?
>>
File: Screenshot_Doom_20160911_214254.png (342KB, 1280x720px) Image search: [Google]
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Comfy brick villages
>>
File: 1472066562632.png (373KB, 667x818px) Image search: [Google]
1472066562632.png
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>>3489232
>>
>invaded by Dark Spirit Ettin the Masher
>>
>>3490027
is this yours? it is vaguely reminiscent of mordeth E1
>>
File: Screenshot_Doom_20160911_215511.png (590KB, 1920x1080px) Image search: [Google]
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Eventually I want to make something with IKBLUE.
>>
>MFW playing Demonsteele on Killing Machine difficulty
>>
>>3490030
Really wish Agemono would draw anything other than Selim lately.
>>
File: Screenshot_Doom_20160911_090617.png (583KB, 1600x900px) Image search: [Google]
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>tfw playing Scout class with this revolver
>raping everything
Now the only thing that would make it better is being able to pierce enemies with it. RIP
>>
>>3490130
>DRPG
I know what some of the HUD elements mean.
>>
>>3489998
It only works in specific situations. Was cool in Alien: Isolation because they were mimicking an old camera, 80s style. You can use it on water refraction because that's a thing that actually happens with your own eyes. But it's overused or senseless in almost every other situation. When it's over-exaggerated it's distracting too. It's like having a slight case of double vision in your periphery.

That's about it.
>>
>>3489998
It looks bad and it isn't realistic at all, it's a defect in poor lenses. I don't want my eyes to feel as though they're damaged.

Chromabs like that are what you'll find on a $20 toy lens from China, not anything "cinematic".

It's stupid postprocessing for mouth breathers that don't know shit about what they're trying to emulate and just want effects effects effects.

Now if you wanted to emulate eyeballs you would have high FOV with the centre of the screen expanded with a sort of barrel distortion. This would also make higher FOVs more comfortable to look at because the centre of the screen that would have once been small would be magnified while still having peripherals on-screen.

http://www.decarpentier.nl/lens-distortion if you want technobabble and some diagrams.
>>
>>3490032
It is, boom-compatible UV only

https://drive.google.com/file/d/0B4mwJRa7e5VpMEgzT2wyOXQ3Z2M/view?usp=sharing
>>
>>3490153
Really this should have been the "Lens Distortion" in GZDoom, not Holga Simulator 1993.
>>
>>3489998
It is being unnecesarily slapped onto many good images because it's "in trend", and due to misuse, ruins them. Many images that I could've liked otherwqise are completely ruinefd by chromatic aberration for me.

Maybe that's my personal peeve, since i have keen eyes for details and small touches, and unnecesary CO feels like slap in the face for me.
>>
>>3490153
Chromatic aberration can be used artistically though. If you want to get pedantic then technically DOF is an optical aberration too, and people pay thousands for full-frame cameras with huge sensors to get that effect.
>>
>>3490154
Oh yeah I used cc4-tex as well. For some community project tribute to scythe.
>>
New thread please.
>>
>>3490160
I have yet to see chromabs used artistically beyond "nostalgia" for shitty toy cameras and overpriced expired film. That said, it is still an artistic use, but that doesn't make something good.
>>
File: 3JR5PYg.jpg (156KB, 1600x900px) Image search: [Google]
3JR5PYg.jpg
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Cinematic
>>
>>3490180

No fire on the screen, not cinematic enough. Needs full texture filters too.
>>
>>3490172
Like I said, it was neat in Alien Isolation. Other than that It's not necessary. Should at least be toggleable.
>>
>>3490189
Can you imagine having to use Reshade to add lens correction shaders?

I get shivers of glee and fear at the same time.
>>
>>3490180
hey that's actually pretty of somewhat high but not excellent quality
>>
>>3490172
it worked in outlast
>>
Is it possible to make the beginning part of "running from evil" look? I mean the part where the drums go "dun dun da dun dun da dun dun da BOOP da dun dun da dun dun da dun BOOM"

https://www.youtube.com/watch?v=UZcwiYmJwLo
>>
File: visible confusion.jpg (72KB, 500x500px) Image search: [Google]
visible confusion.jpg
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>>3490226
>Is it possible to make the beginning part of "running from evil" look?
>>
>>3490226
you mean loop? yeah just edit the midi to delete everything after it. google up a midi editor.
>>
>>3490228
i meant to say loop ya bitch
>>
File: 1471450590073.png (433KB, 900x600px) Image search: [Google]
1471450590073.png
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>>3490228
Easy, you make a hallway with the same texture for 'dun', pick a different one for 'da', and for 'BOOP' and 'BOOM' use two seperate textures with high contrast to emphasize the difference between them.
>>
>>3490239
Nah man, I think you mean to go "ba boop boop ba boop boop ba BOOP"
>>
>>3490180
heh

is that the original source screenshot that was palettized into av's interpic, or did somebody try to recreate it?
>>
>>3490246
No, its beep boop boop bop.

Although I am tempted to try doing what I said though
>>
>>3490180
>WHEN THE CYANIDE KICK IN
>>
>>3490248
Recreate

https://www.doomworld.com/vb/post/1668061
>>
making new thread
>>
NEW THREAD

>>3490293
>>3490293
>>3490293
>>
>>3489232
>he doesn't like DFC
Look at him, look at him and laugh!
>>
>>3490313
Shh, you'll make him cry.
>>
>>3489556
Don't say "triggered" or you'll trigger Eevee.
Thread posts: 630
Thread images: 149


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