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DOOM THREAD

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DOOM THREAD / RETRO FPS THREAD - Last thread >>3490293

DOOM/II/ULTIMATE/FINAL/64
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/GnWMDhg0

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

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

== /VR/DOOM COMMUNITY ==

IRC
irc.zandronum.com #vr (key in faq)

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K
>>
===NEWS===

[09-14] Mutiny community project final version released
https://www.doomworld.com/vb/post/1668971

[09-13] Angst Rahz Revenge Doom TC
https://www.youtube.com/watch?v=BE8DAj-rX0Y

[09-13] GZDoom Autobuilder currently down
http://forum.drdteam.org/viewtopic.php?t=7146

[09-12] Unconstrained Aspect Ratio for ZDoom
http://forum.zdoom.org/viewtopic.php?p=939096

[09-12] What should the name of the Booty project be?
http://notepoll.com/p/what-should-the-name-of-the-booty-project-be

[09-11] Anon map release: exit.wad (boom compatible, requires cc4-tex)
https://drive.google.com/file/d/0B4mwJRa7e5VpMEgzT2wyOXQ3Z2M/view?usp=sharing

[09-10] Vinesauce mapping contest: 150 submissions were made
https://twitter.com/joel_vinesauce/status/774307787643969536

[09-09] Proper HUD Scaling
http://forum.zdoom.org/viewtopic.php?t=53440

[09-09] Interloper by Notlea
https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/intrlpr

[09-09] Anon's first map for vinesauce contest
https://www.mediafire.com/folder/veq59tsw8t74a/Vinesauce%20Doom%20Wad%20Contest%202016

[09-08] Anon's map after staying home sick one day, unfinished
https://drive.google.com/open?id=0Bxqvxak6WzStTjVjTjQ0RXlxSHM

[09-08] You are at a bar and an archvile slaps your girlfriends ass
https://drive.google.com/open?id=0Bxqvxak6WzStUnk2WmxwS21UalE

[09-06] Anon mapset testbuild
>>3477687

[09-06] Eternal's new mapset, Endpoint
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/endpoint

[09-05] Weird Disc with random Doom maps found on a flea market
>>3476172

[09-03] Shadow Warrior now free on GOG, with all the expansions and shit
https://www.gog.com/game/shadow_warrior_complete

[09-02] Lights & Brightmaps for Freedoom
https://www.doomworld.com/vb/freedoom/90527-lights-brightmaps/

[08-29] Vinesauce Mapping Contest Rules
https://vinesauce.com/vinetalk/viewtopic.php?f=19&t=118438

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
I should make my own sick latex models of dildoes and then put them in the game.
>>
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Where were you when Best Ever died?
>>
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Tiny statue, tiny bust.
>>
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See anything you like anon?
>>
>>3496837
what is that supposed to be
>>
>>3496837

Just the shotguns.
>>
>>3496820
Not forcing shitty photoshops.
>>
>>3496820
fuck off with your shitty shoops
>>
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I find it very amusing that it's gone from photos of toys, to 3d models of guns, to 3d models of toys.
>>
Say, what happened to those witty titles in the OP?
>>
>>3496886
Orig OP threw a fit and left, like IMX
>>
>>3496886
wenna didda dried out on a man lake fulla trout boat fulla shoes
>>
https://youtu.be/vhRDWS8gdfA
>>
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Anyone understand moon here?
>>
>>3496928
Let the butthurt begin!

Yes, looking at you, "m-muh ephebs!!" guy
>>
>>3496940
>Thinking that was nothing more than a one-off troll

Now it's gonna be back now that you acknowledged it in anyway.
>>
>>3496920
That was really nice listening anon, thanks.
>>
When is the vinesauce contest thing gonna be revealed or whatever?
>>
>>3497000
when you lose your virginity.
>>
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i got a seperate dummy item test to work by walking up to it, pressing use and it gave a tommy

problem here is when i go back to the nade, i even made it a a_firecustommissle now to see if it made any difference
i feel like as soon as the nade is flying through the air, its in the death state and i cant do anything to do it anymore

i just want to activate the goddamn nade
>>
>>3497006
So never?
>>
>>3496837
Fuck Archie, let me guess, your waifu?
>>
Does anyone know how to make Armageddon Invasion 2 work without it crashing or messing up all the time?

Some of the problems I'm getting are the inability to switch to a shotgun, some maps crashing when a certain wave is reached ( Due to a problem with enemy spawns and/or missing sphere powerups), enemies that don't even spawn at all and fatal crashes when a bot grabs a SS.

Any suggestions on how to fix this? It's one of my favourite wads to play a while back and it's quite disappointing that I can't get it to work properly. I'm currently using Zandronum.
>>
>>3497105
try loading it with skulltag's pk3s.
>>
>>3496820
The original was fine as it is
>>
>>3497112
I have the skulltag pk3 files loaded, but unfortunately I'm still getting these crashes and oddities.
>>
>>3496837

>Archie is back

FUCK YES
>>
>>3496885

I can guess that gun without even opening the thumbnail

it's that damn Nerf gun that everyone modifies for their cosplays, isn't it?
>>
a wad where doomguy has wicked brown sugar farts
>>
I wish GZDoom had a wireframe mode.
>>
>>3497441
go make it
i'll pay you $0.00 to do it
>>
>>3496798
>[09-12] Unconstrained Aspect Ratio for ZDoom
>http://forum.zdoom.org/viewtopic.php?p=939096

I have a triple monitor setup and I eagerly await being able to use gzdoom using the hardware renderer at 16:3.
>>
>>3497482
Did they also uncap FOV? Last I checked you couldn't push it above 180.
>>
> made it to SLAYER in plutonia
Dis shit is ez
>>
http://kinsie.tumblr.com/post/150415693677/metadoom

>Recently, Flat Sprites were outright removed from GZDoom pending a complete rewrite that has no timeframe. This sucks for several reasons. First, it sucks because many of the most prominent effects in MetaDoom were done with Flat Sprites in ways that cannot be imitated using a flat billboard model as a substitute. Second, it sucks because it was only ever posted about on a forum all of three people read that should have been merged into the ZDoom forums at least five years ago, meaning I was caught off guard several days after it happened! And finally, it sucks because I’m really close to a v1.0 stable release and was looking forwards to getting it out in the next week or two.

>Making people suffer through a version of the mod with half the effects removed is crap. Forcing people to use a VERY SPECIFIC devbuild instead of the latest one is a shitty, lazy copout. As such, unlike certain mods I could name, I’ve opted to remove the download link and replace the OP of the MetaDoom thread with a copy of this message. You can still download and play the mod if you go digging through all the posts for the latest release, it’s just going to be missing a whole ton of nice visuals that add to the experience, and it’s also much older than the version that’s almost ready for release.

>I’m very sorry about this, and will have the mod back up and ready once the new Flat Sprites implementation is complete. Or a week afterwards, if the GZDoom devs’ messaging continues to be as brilliant as it has been.

Ladies and gentlemen, modern GZDoom modding.

Man, I'm glad I'm sticking with WhackEd 4 for my mod.
>>
>>3497591
>modding for devbuilds
c'mon son
>>
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>>3497591
Ouch. Now that's gotta sting.
>>
>>3497614
only dev builds have A_Overlay and anonymous functions

they're pretty game-changing let me tell you hwat
>>
>>3497662
oh they're game changing, but then graf zahl comes over to shit in your cornflakes.
>>
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>>3497667
:(
>>
Alright. That's that, thanks to shivers i have something good.

Now to actually start on the attack.
>>
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>>3497749
Good.
>>
>>3497749
Looking sweeeet.
>>
>>3497749
Pretty neat
>>
>>3497749
Is there a ice sword ? If so can you make the ice death more satisfying than in hexen
>>
>>3497835

Good question. Right now there's a sword tech to reflect each subweapon

dagger = rapid cuts (not sure on element, could be ice or water here)

lance = thunder stinger

torch = firebrand

axe = crescent slash (lunar energy, so like, a lightsaber swing)

shield = gale force (wind)

hammer = hammer (hammer)
>>
>>3497857
Nice.
>>
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>>3496798
>[09-14] Mutiny community project final version released
>https://www.doomworld.com/vb/post/1668971
holy shit this is hard
>>
>>3497857
but what is hammer
>>
>>3497878

hammer
>>
>>3497882
but *why* is hammer
>>
>>3497878
>>3497895

Hammer

>>>/wsg/1298820
>>
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>>3497878
>>
>>3496928
Alice is into /ss/?
that would explain why she was into Term at some point
Hot.
>>
>>3496890
still here, just not spending half my life compiling news posts any more! life is good. thanks to the people who took over, you're doing a fine job.
>>
>>3496928
Shotagun
>>
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Can anyone recommend any urban mapsets with good detail and medium challenge?
>>
>>3498101
https://desuarchive.org/vr/thread/3471059/#3473940
>>
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Master Levels
master2.zip (50 KB, 2005-01-20) - William "the kid" Cochran
https://www.doomworld.com/idgames/?id=13170

not the actual master levels, a somewhat unfortunate title but as was pointed out on /idgames this was made years before final doom appeared. although the name is hardly deserved as these two maps (replacing the start of E2) are clearly someone's first attempts at using an editor.

the first: default textures, pitch dark rooms with massive caches of ammunition, and very few monsters. light goggles in a secret area behind a fake wall, and an inescapable nukage pool, with both a BFG, and the key you're probably looking for, in it. there's another key somewhere else. don't do it! take the erroneously-placed second exit linedef that allows exiting the map in a few seconds instead.

the second is much better than the first, but still is a basic maze of rooms to explore. still tons of ammo, but in many secret areas (23 in total, 22 accessible). the larger rooms are more fun. two cyberdemon encounters, the first has you chased around a couple of central rooms connected by multiple side tunnels by a lot of monsters, the second an arena with two of the things. however, you are provided with more than enough invulnerabilities. i did enjoy the second map enough to play it two or three times although the slower parts running through chains of small rooms and 64-thick doors let it down.
>>
So how long does take to learn how to make maps in Doom (and then TF2) if I don't know how to code?
>>
>>3498190
Doom: Can you draw a box on a piece of paper?
TF2/Source: Listed in the dictionary under "WORLD OF HURT"
>>
>>3498190
Some basic coding is required to make switches and platforms work correctly. Some not-so-basic coding is required to make anything above a simple switch.

TF2 is completely different
>>
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>>3497614
I knew things would be a little fucky with devving for devbuilds, but a.) I wanted to play with the new toys after a good while of having to stick with Zandro3 compat with nuSamsara and b.) I don't think new features have ever been outright **removed** after the fact before.

Ah, well. I guess I'll just have to move to EDGE.
>>
>>3498205
Now that's how you do an HD sprite
>>
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>>3498205
>Ah, well. I guess I'll just have to move to EDGE.

Let's not do anything rash now.
>>
Kinda hit and miss but it got a chuckle out of me.

http://forum.zdoom.org/viewtopic.php?f=19&t=53410
>>
>>3498205
>I don't think new features have ever been outright **removed** after the fact before.
really, never? wow it must have been very badly written

i wonder if there are any other mods in the same position. who else is known for depending on unstable features as soon as they land? hideous destructor?
>>
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http://forum.zdoom.org/viewtopic.php?f=19&t=53219

>plutonia simulator
>>
>>3498230
this has been posted already.
>>
>>3498230
So it replaces monsters and tacks on some extra features for no apparent reason?
>>
>>3498230
>>3498232
>>3498245
some doom memes will never die it seems
>>
>>3498205
Polymost, light size, light intensity, torque simulation, hqnx (might have come back, don't know because it's a filter), opengl 2.0 support, not spamming the console when a script tries to use an item that doesn't exist.

There has to be more but I can't think of any or find any.

Anyone remember Polymost? Man, there were no rules back then.
>>
>>3498254
I don't remember poly let getting anywhere beyond wireframes
>>
>>3498257
A lawless land of heathens and barbarians.
>>
>>3498257
polymost*

autocorrect, fucking *please*
>>
>>3498205
>I guess I'll just have to move to EDGE
DON'T DO IT ANON!
>>
>>3498254
Console spam has since been restricted to developer mode.
>>
What are commonly needed props that don't have enough sprites?
>>
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Added something that every Dark Souls homage needs. Complete with sound.

Also I cleaned up the debug information screen because a lot of variables were now unused. I added a display for i-frames too.
>>
>>3497591
>Flat sprites

????
>>
>>3498290
Good graphics of magazines for first person weapon sprites, very few are good at all, many times a magazine for an assault rifle is just based on that crude old Nam' graphic where it's a chunky box with no feed lips and a single row of cartridges. Or subgun mags with no feed lips and a single column of cartridges.

Otherwise, I guess army rations and shit could be cool, like various MRE packets or something, maybe just various doodads and items that you would find around a military base, or a space base.

Maybe treasure items, a little like in the vein of Wolf 3D.

>>3498346
Love it, darling.
>>
Anybody wanna do a wad about MAIDAN?
>>
>>3498346
I was honestly expecting a GiantDad joke.
>>
>>3498205
>Ah, well. I guess I'll just have to move to EDGE.

Whoah now.
>>
>>3498205
Don't throw away your mods over this! Persevere, be strong.
>>
seriously what is the point of removing features for devs? is graf just on a power trip?
>>
>>3498502
the legend isn't a joke
>>
>>3498521
I think he doesn't want broken features released, as then the broken version has to be kept in the engine for backwards compatibility with mods that used it, and it clutters things up.
>>
>>3498532
hi graf.
>>
>>3498521
The feature didn't work as intended and the code was sloppy and implemented because it was really old and Graf forgot about the pull request, but now that it's in issues are coming up. Graf wants to redo it and make it better without keeping old stuff in to complicate the massive web of nonsense that is GZDoom.

>From Graf
The reason I ditched this is because I want to do it RIGHT!
But if a release gets out with this mess in a later fix is no longer doable. And I do not consider this critical enough to postpone the release until I have suffiently free time which may be a few weeks off.
The code as it was was unsalvageable, it had to go no matter what.

My main problem with reviewing this is that of course the demos I got were tailored to the implementation and looked ok. It was just after I was doing some more explicit tests to see how the rotations stack when I noticed that some things did not work as intended. I'm sorry this passed the review but the convoluted state of the code was a major contributor there.

What needs to be done is to do the initial coordinates already in flat space and then rotate from there, not as this did, by starting with a wall sprite and rotate it around until something useful-looking comes out - and then make sure that the rotations work as intended.

The good thing is, the wall sprites are fully working as intended, everything absolutely behaves in a sane fashion.

The new implementation should support rotation along all three axes. What I cannot guarantee is that you may have to make adjustments.

With one sprite I tested the z-position was all wrong and rotations did not end up where they should, that's what prompted me to remove the code.
>>
>>3498535
>But if a release gets out with this mess in a later fix is no longer doable. And I do not consider this critical enough to postpone the release until I have suffiently free time which may be a few weeks off.
Translation: If this busted codes makes it into an official release, it has to stay in for backwards compatibility. It can no longer be changed and if Graf wants to add better code it'll have to be FLATSPRITE_EX or something because he can't replace it entirely without breaking mods that relied on an official release's functions. If it breaks a mod that relied on a devbuild, oh well it's a devbuild and it's to be expected.
>>
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This run animation is goofy.
>>
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>>3498346
Working on adding status effects. Currently Poison is in and working 100%. I've only laid the foundations for bleed. Not sure about toxic..
>>
>>3498546
I'M JUST RUNNING IN THE NINETIES

COME ON BABY RUN TO ME
>>
>>3498535
thats..fair i guess? still he could've just worked on the new code separately and then just removed the old shit and added it when it was finished rather than just removing it outright and making us wait however long for an alternative. better than just halting devs.
>>
>>3498582
But if it's still in they'll just be developing mods that use a feature that's going to be removed later anyway. The new version isn't going to react the same to the old inputs, he's changing how it rotates and likely adding new options / changing old options to better control the rotation so it's less of a crapshoot with 3 dimensions.
>>
>>3498535
>>3498541
>>3498582

There's a lot of perfectly valid reasons to shit on Graf, but this isn't one.
The dev-builds are in-development, not final. So anything in them is completely subject to remove stuff if it turns out to not be working.

It's like expecting mods in-development to stick with every feature they added and not remove any if they aren't working.
Only difference is that GZDoom publicizes its builds with every single goddamn push on the git, which are then automatically compiled and uploaded every couple of days.
>>
>>3498592
he could just warn devs that he's working on a better alternative that you'll potentially have to work around. the point is i don't think it's a good idea to just spring this on to people
>>3498595
im not shitting on graf, i'm just saying there's more elegant ways to do something like this that wouldn't piss off devs as much
>>
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>>3498558
I work quick when I want to, I suppose. Bleeding is now in, currently only executable from a script but it will be applied to monsters, dunno which yet. Perhaps I'll make variants of monsters which deal different damage types. Blood ettins anyone?
>>
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it's a trap of the format, honestly.

dev builds are supposed to be for testing, not serious development.
but because of all the cool features (and extremely protracted release schedule), people aim for serious development with them
this is great for bug fixing and figuring out stuff that's broken but not so good for making stable releases

moral of the story: stop fucking developing for dev-builds unless you're 100% sure you can make things work if they go tits-up
>>
>>3498603
It's a lot to ask for Graf to make a blog post about every github commit when the people that are dead set on using unsupported developmental builds can look at the github themselves. If they don't understand what his commit summarizations mean, which are essentially warnings of every change made, maybe they should stick to an official build. https://github.com/coelckers/gzdoom/commit/30cb651d9241a54c3d808850a992866829e1ad60

Maybe Graf should point out the obvious on the devbuild page and say that it's "Developmental, unsupported, and nothing is guaranteed to work. If you don't want your mod to break a weak after releasing it, use the official build."
>>
>>3498616

I'm not asking for a blog post, but I do wish the big official GZDoom discussion and notices therein wouldn't be on another fucking forum entirely.
>>
>>3498618
this
drdteam's forums are awful
why isn't gzdoom discussion on the zdoom forums anyway
>>
>>3498618
Yes. Fucking yes.
>>
>>3498618

this, basically
>>
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>>3498562
>>
>>3498618
Yeah I totally agree with that. I know it makes sense to Graf because drdteam.org hosts all the GZDoom stuff and all the dev builds and used to be the main filehost for the forums and maybe he doesn't want to split off all the old posts from a forum change, but everyone's at ZDoom.org now. Have been for years.
>>
Is this Doom or Quake?
>>
>>3498647
Yes.
>>
>>3498647
No.
>>
>>3498647

I dunno, maybe.
>>
>>3498647
unreal
>>
>>3498647
ultima underworld
>>
https://www.youtube.com/watch?v=VN1N05WmiqU

Literally who? Made something blatantly pandering to this thread

Shame on you, literally who?
>>
>>3498647
i think it's Requiem map15
>>
>>3498667
Gameplay looks tits, but I never liked early 3D modeling, I don't get why anyone would mimic that, sprites would have been better.
>>
>>3498685
early 3d is comfy as heck
>>
>>3498685
>Gameplay looks tits
sorry is that good or bad?
>>
>>3498647
My guess would be Rise of the Triad.
>>
>>3498685
aesthetic aside it's just easier to make a model and animate it instead of drawing a bunch of sprites
>>
>>3498689
He means it looks like dog's bollocks
>>
>>3498667
HD Texture Pack: The Game
>>
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>>3498687
I kind of disagree, even back in the day I felt that Half-Life character and weapon models were ugly as sin, and I fucking love the game.

>>3498689
Titties are good, anon, any size of titties in fact.

>>3498691
True, though prerendering exists for a reason, and many games back in the day utilized it.

I understand it as a stylistic choice, and I guess it's kind of neat to see, but largely that stuff was too crude to actually look aesthetically pleasing, at least in my own opinion.

>>3498696
No I do not.
>>
>>3498667
i'm usually pissed at the lack of FBA, but in that case YOU'RE JUST FLOATING WEAPONS, HOW IS THIS ALLOWED?
i hope it's just a prototype thing
>>
>>3498705
you literally listed THE comfiest early 3d game
>>
>>3498708
FBA?
>>
>>3498715
Full Body Awareness
basically having a character that's more than a camera with hand(s)
>>
>>3498667
>Made something blatantly pandering to this thread

You're fucking weird, dude.
>>
>>3498712
that's not brave fencer musashi
>>
>>3498708

I think the floating weapons thing is really cool.
Game looks neat, looking forward to it.
>>
>>3498705
>Titties are good, anon, any size of titties in fact.
>No I do not.
Dog's bollocks means the same thing, I'm just trying to confuse the poor anon further
>>
>>3498716
Oh. I fucking hate that. It's too uncanny and obviously not my body that it's more immersion breaking than not having an awkwardly angled low poly body in the first place.

Same with helmets. Fuck everyone who keeps pushing helmets over the camera.
>>
>>3498718
It's a good kind of pander, one that should be practised more often
>>
>>3498712
Half-Life is comfy because of it's levels, because of it's narrative, because of it's gameplay, because of it's atmosphere.

I always play it with at least the HD pack, because things actually look like things with it.
>>
>>3498712
That would be thief or system shock 2. MOSTLY owing to their stellar sound design, while half life had stock sound effects throughout.

>If your graphics look like shit, at least make it sound great
>>
>hd textures
>full body awareness
jeepers this thread took a turn o_O
>>
>>3498716
>Full Body Awareness
2 games in history of the universe ever did that well. Dark messiah and mirror's edge. Then it was abandoned as a fad that it was.
>>
>>3498731
thief & system shock are too tense to be comfy

halflife, deus ex and spyro do it for me
>>
>>3498724
>Fuck everyone who keeps pushing helmets over the camera.
fuck you helmets are cool

they're really really easy to mess up and look hideous, though.
see: that abysmal shitty ultimate doom II visor thing
>>
>>3498739
Yeah I see what you mean. Though being good at thief I'm never tense in it. Half life has this stop and go structure quake also had, makes you appreciate down time.
>>
>>3498742
If the helmet is 3D, has refractions, self shadow and built in windshield wiper to clean off the blood (republic commando basically) then it's good

If it's a flat texture (doom, stalker) then it sucks
>>
>>3498748
more like your face sucks

yeah

take that
>>
>>3498748
>3D, has refractions, self shadow and built in windshield wiper to clean off the blood
these all sound terrible. except maybe the last one, which could be a humorous gimmick but would get old after a few minutes.
>>
>>3498736
i'm pretty sure that a lot more games did it.
if i remember well, it was at least in montezuma's return, shadow warrior 2013 and it could really easily be modded in in fo3/NV and skyrim

and yeah, imo it really makes sense in terms of gameplay (bloody plateformer elements) and immersion
there's really no reasons not to do it, except laziness
>>
>>3498647
I guess a weir amalgamation of various famous FPS games at the time, with Doom being it's biggest source of inspiration.

That file name tho...
>>
>>3498763
That is a baseless, not to mention rude, statement.

>>3498764
Well it does obscure your FoV, but done right it looks neat if a bit disctracting. If you ever played stalker with gas mask overlay mods then that's how you don't do helmets.

>>3498765
>i'm pretty sure that a lot more games did it.
They did it alright. But none did it well.
>>
>>3498748
>If the helmet is 3D, has refractions, self shadow and built in windshield wiper

Why would you want any of that?
>>
>>3498771
>That is a baseless, not to mention rude, statement.
AND SO'S YOUR MUM
>>
>>3498771
more like your face is a rude statement
>>
>>3498775
>>3498776

GOD DAAAAAAAAAMN ANON COMING OUT WITH THE HEAT TONIGHT
>>
>>3498772
https://www.youtube.com/watch?v=ChwU7o55rIc

I think it's kinda neat. The old spess mehrin fantasy. And that's what vidya games boil down to at the end of the day.
>>
>>3498771
>If you ever played stalker with gas mask overlay mods then that's how you don't do helmets.

Honestly, what I get more from that is "don't have graphics that are in the way", which can be applied to HUDs that are or aren't helmets.
>>
>>3498786
In a lot of games the protagonist is already wearing a motorcycle helmet for all intents and purposes. Lens flares (not how human eyes work), blood smears, etc.
>>
/r/ing a mod where picking up an armor bonus gives you a helmet hud and it persists until your armor is 0
>>
>>3498546
Can you add my ex?
>>
>>3497591
>yfw it takes five years for this to be implemented
>>
>>3498826
what
>>
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this tiny knocker...
>>
>tiny knockers
lewd
>>
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>>3498887
>>3498948

Big knockers are the best.
>>
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>>3498948
delicious flat knockers
>>
>>3498960
i bet the ceiling of that lab has "holding hands" written on it
>>
>>3498976
>h*** h******
Enjoy your v&
>>
>>3498667
Level design looks Doom II-tier
>>
>>3498667
Game looks fun as fuck. That mid-air combat looks incredible.
Graphics are still shit though. They're trying so hard to emulate the retro style that it's looking shittier than it should.
Quake didn't have people with fucking Dorito chip heads and texture-less skies.
They should've done something similar to what STRAFE is doing.
Make it look like "the game you remember playing".
>>
>>3498667
eh.
>>
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we mario now
>>
>>3498667
I saw this at PAX. Didn't play it though. It looks kinda okay, but they missed the mark on a lot of the 3D. Unpanned textures and shit that wouldn't fly in any game past heretic. Certainly not quake.
>>
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>attrition becomes nuclear throne by mission 8
Holy shit. I may have made a few mistakes.
>>
>>3499290
>played like dozens of levels of attrition on the score attack mode to grind all my weapons to maximum
>mfw the enemy spawns
>>
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>they removed the megaton edition of duke 3d off steam
>>
>>3499316
They blatantly try to grab cash with an inferior re-release.
>>
>>3498613
I didn't even play Dark Souls, but I want to try this out quite badly, it looks pretty sweet so far.
>>
Guys are there any Skulltag/Zandro style Invasion maps for z/gzdoom singleplayer? I always loved invasion but want to use gzdoom weapon/monster mods with them, but had no luck finding anything that isn't a near full-modification (like Stronghold).
>>
>>3497105
>>3497128
I managed to fix it with a combination of things.

I used the stable version of Zandronum, a merge patch for both skulltags pk3s (called skulltag_contant2.1a.pk3) and set the compatibility mode to "zdoom" in the options menu. I don't know which out of the 3 things managed to fix everything, but it managed to solve alot of the problems I have been having.

>>3499490

Armageddon Invasion 2 and Delta/Alpha Invasion are pretty awesome invasion maps to play by yourself or with bots. Complex doom is another good one and although it modifies alot of things, it sticks to the original invasion formula.
>>
>>3499536
>Complex doom is another good one
>>
>>3499092
>They should've done something similar to what STRAFE is doing.
Nooooooooooooooooooooo
>>
>>3499536
Yeah I played Armageddon in Zandro (well it was still Skulltag back in the day) but I am specifically looking for gzdoom equivalents, some good arenas to play with custom weapons and whatnot.

I could perhaps make some with ACS and some custom spawner actors and shit, but I am a horrible mapper, I can only do the code part right.
>>
>>3499549
>Nooooooooooooooooooooo
You okay there?
I don't entirely agree with what STRAFE is doing gameplay-wise, but honestly the game is great visually so far. Really dig that one outdoor area's aesthetics so far.
>>
>>3499598
You talk exactly like one of the guys working on it.
>>
>>3499605
Wow!

You are superfast at being mad!
>>
>>3499615
Nah, it's just that I'm friends with one of the environment artists
>>
>>3499092
>Quake didn't have people with fucking Dorito chip heads
i think the idea is that they have kkk-esque hoods
>>
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ayyyyyyyyy
>>
https://clyp.it/xl4oh134

Back at it again with Synth1
>>
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>>3499864
Nice. Looking good.
>>
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>>3496928
>shota class
>death(brutal
I don't like the sound of this.
>>
You guys why does plutonia throw viles and skellies on the first mission
>>
>>3499996
because you touch yourself at night
>>
>>3499696
I think it's meant to be more of a Jason from Friday the 13th thing. He actually didn't even show up in the first movie, and in the second he wore a bag over his head. It was the third one that he had the hockey mask.
>>
>>3500003
B-But I thought Jason always had a hockey mask! And a chainsaw!
>>
>>3500010
Machete, not chainsaw
>>
>>3500013
I thought it was obvious my post was a joke.
>>
>>3500015
I am not a smart man
>>
>>3497345
Old pic, sorry anon
>>
>>3498876
As a monster, like a dino.
>>
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>>3498976
wow what sort of a pervert are you, anon
>>
>>3499864
good shit anon

but where's my moist nugget
>>
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>>3500324
its right here
i dont have a good firing sound for it so i put it on low priority

maybe you have a good one?
>>
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funky lighting
>>
(hr2 map24)
>>
How well would Doom work for a game with some degree of stealth mechanics?
>>
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>>3500735
As in turning Doom into a stealth game?
>>
>>3500735
Brutal Doom and HD both have enemies that lose active status when left alone for awhile.

HD doesn't really have anything to take advantage of stealth and BD lets you punch/kick shit silently I guess.

It is kinda janky to try and take advantage of stealth.

D2 Reloaded had a stealth level where you can't shoot and enemies were set up in spots where you have to go around or time your advancement with stuff blocking their vision.

It's a bit janky no matter how you look at it, but it should be possible to do some very light stealth mechanics.
>>
>>3500747
What is that white pillar?
>>
>>3500754
Technician from DRLA has little beacons that display above pickups for easy rarity identification, likely since he can turn any non-white weapon into a modpack.

I'd say he's the most flexible class in the mod.
>>
>>3500757
Wow nice, I haven't played DRLA in a while.

I usually played Marine when I did.
>>
>>3500763
Technician is a nice middle ground considering you're not tactically pigeonholed into using certain types of weapons to make the most of your choice, but rather instead assemblies in general. You can also startscum for a random basic assembly at game start, this means you can start out with a sniper rifle that can one-shot Revenants.

Scout is also a fun one and is pretty much the only reason you'll bother with pistols.

Only class that didn't really click with me was Renegade, which was mostly just better shotguns and instant weapon switch.
>>
>>3500786
instant weap switch is gold for heavy weaps (like RLs and BFGs)

imo, DRLA really shines in coop squads
>>
>Vinesauce forums down for days due to MYSqL error
>no word from the Swede, instead streaming Dark Souls 3

Fucking hell.
>>
Implemented moss, now you can clear your bleed or poison buildup. Also there's enemy variants which deal certain status effects. Like the pictured 'blood ettin', who builds bleed with each hit (whoda thunked it)

Also, basic pickups are now in. Using placeholder graphics, that is.
>>
>>3501007
Is this some kind of Souls-like Hexen RPG?
>>
>>3501012
Yeah pretty much. I wanna take aspects of both games and make something decent of it.

I've been working on this for 2 and half years
>>
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Straight out of Blender, no cleanup. It would look better if the normals weren't busted but that's beyond me.
>>
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>>
>>3501017
That amount of time is really nothing compared to lots of other megawads ain't it? But still, good job on tinkering with it as a hobby for so long.
>>
>>3501051
I suppose its a long time for a single person to work on something, with nothing to show but a few .webms and screenshots.

I actually realised that this dates back to October 2013, so it's coming up to three years old. woah.
>>
>>3501064
You'll finish it at some point, but don't rush. Keep it as a hobby that you sometimes work on like what most Doom modders/mappers do.
>>
>>3501067
I have no doubts that I will finish this.

It's just going to take a very, very long time
>>
>>3501083
As long as you have a clear idea of what your actual goal is, never ever will become now at some point as long as you keep working diligently like a good autist. I wager people can live with a slow pour of content as long as they know that you're still working on whatever good shit you're making, especially if it's innovative and looks promising.

t. fellow vaporwad dev
>>
Major Cooke is reportedly closing in on the finish line for the new FLATSPRITE code.
>>
>>3501086
thanks anon, that's a real good motivational speech!
>>
>>3501093
Don't mention it, I'm especially hyped for this because there's a draught of good Hexen and Heretic content, and I've been dying to play around with either one I made a primitive Undead Asylum map a while ago, but you probably know how it feels alternating between projects - things slow down a lot, which is bad, so.

If you haven't played Severance, I highly recommend giving it a playthrough if you want some extra inspiration for melee combat. I think Souls is the better series for RPG elements, but combat in the former is fucking metal.
>>
Man, Plutonia is fucking awesome. Dat 31st level. That's how you do a town. I hope Plutonia 2 is as good.
>>
>>3501104
>I made a primitive Undead Asylum map a while ago
post link
>>
>>3501114
It's in some long lost development folder along with D1 Tristram and a few other testing maps, and wasn't particularly detailed - it was pretty much just a rough blueprint. I might find and polish it up later now that your project is a thing, but I don't want to get too distracted by dank Hexen magic just yet.

invasions when
>>
Is it possible for the pain state to have more than one frame? Like, a two frame animation that loops briefly and then goes back to normal?
>>
>>3501138
yeah just put that in the pain state in the decorate
>>
>>3501146
Ah, I figured it out. I just need to have the frame letter sequence repeat themself.
>>
>>3501041
try switching from world space to tangent space normals
>>
>>3500641
Fancy. How do? bunch of small zones that are lit differently? How is it flush?
>>
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>>3501167
>How is it flush?
it's not. up close, it's a bunch of tiny triangles.
>>
What mods let you summon/revive enemies you killed to be on your side?
>>
>>3501185
Oh those tricky fuckers. Pretty good though. Kinda bothers me that the bars aren't shadowed.
>>
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What was that mod that let you use a book of brick sorcery?
>>
>>3499223
That looks incredibly cute! But then again, I'm a huge sucker for other videogame cameos in Doom like games!
>>
>>3501230
http://forum.zdoom.org/viewtopic.php?f=19&t=51066
>>
>>3501230
Combined Arms
>>
>>3501041
>>3501045

Looks good, just needs a little bit of polishing and it'd be good.
If I wanted to use this for a project, what name should I credit you with?
>>
Does anyone perhaps still have the Bestever backup Jenova uploaded to best-ever, that is now unreachable?
>>
>>3501191
Ooh I'd be interested in this as well. All I know Possess Me lets you take control of dead bodies.
>>
>>3501191
town infection has a mace weapon that does exact that in one of its trillion iterations. I remember that came with its own mapsets though.
>>
>>3501191
>>3501297
Aeons of Death has a spellbook that revives enemies and a monster summoner weapon dropped by one of the boss monsters, but I'm not sure that you'll really want to play THAT mod.
>>
>>3501309
Why not?
>>
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>>3501321
>>
>>3501324
ooh burn
>>
>>3501321
Textbook example of Quantity Over Quality, it just takes all kinds of things from 90's FPS games and just shoves it all in there with a bunch of randomizers and little thought, it's an inconsistent mess.
>>
Did someone experience the release of Doom: Rampage Edition first hand?
>>
>>3501309
>>3501321
>>3501324
It actually looks kind of awesome imo
>>
>>3501381
try it then, just don't type any weapon cheats, only gives you like 7 out of the 100 or so and locks you from getting any more through normal means for some reason.
>>
>>3499864
reminds me of STALKER a bit?
>>
>>3500641
all that effort and it didnt even do sector lighting for the bars on the window.
>>
>>3501382
tends to happen a lot with most mods that feature a ton of guns you carry all at the same time
>>
>>3501384
Maybe there weren't enough visplanes left.
>>
>>3501234
It's not really mario, but just cartoony styled. I think the doom engine could really pull a "retro" styled game off pretty well. Or at least minimalist. Adventures of square looks pretty nice, though overall is a little too MSPaint-ey for me.
>>
>>3501424
I typed this without realizing doom IS retro. What I mean is like... low poly, different genre, different art style sort of thing...
>>
https://youtu.be/bWvwXhMrgdM
>>
>>3501191
one of the big weap ressource wads has a necromonicon that does that, i'm pretty sure
(i think it was the one with a lightsaber that lets you parry projectiles)
>>
>>3501434
that plasma rifle is dead as fuck
>>
>>3501447
Well... At least it's useful in the context of the game.
>>
>>3501442
http://zdoom.org/wiki/Weapons_Resource_WAD#Power_Level_N
that's what it was, check it out.

basic weapons randomizers are really easy to make, so...
>>
>>3498346
this looks pretty good any way to follow the development?
>>
>Script error, "ketchupV5.pk3:decorate.blood.txt" line 545:
>Expected ',', got 'l'.

help
>>
>>3501527
update gzdoom would be your first action
>>
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>>3501531
>download latest

>'GL_ARB_sampler_objects' extension not found.
>Please update your graphics driver.

>driver is updated
>>
>>3501531
heh not this time
>>
>>3501527
the author typed l in place of 1 in a bunch of places. the engine used to ignore this (silently using 0 instead of the intended 0.1) but now it's an error.
>>
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>>3501540
Do you think he will fix it soon Anon?
Ketchup makes a lot of meals better like mashed potatoes, hotdogs and pancakes to name a few
>>
>>3501540
>find and replace
>I -> 1
>break everything else
>>
>>3501540
Mark is kind of a dumbass like that.

>>3501546
>ketchup on pancakes
Literally subhuman.
>>
>>3501546
Don't know.
>>
>>3501485
I usually frequent these threads, but if you're asking about a blog or anything, then no - I don't.

I could always make a tumblr, would anyone else follow a development blog if I made one?
>>
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>>
>>3501604
CHABAWA CHABAWA CHABAWA
>>
>>3501589
Okay dudes, I bit and made a tumblr. I'm not the best at these sorts of things (hell, I don't even use tumblr, I have no idea what I'm doing) but I've made a couple of posts and hopefully I'll keep it updated.

http://hexen-souls.tumblr.com/
>>
>>3501612
Player was raped by Zeus
>>
>>3501309
> Aeons of Death
Can someone explain to me what the fuck that mod is about? I hate forum posts that act like everyone knows what the fuck something is, as if you where there for the very first release. Other mods do it, too.
>>
>>3498653
this kid is the truth
>>
>>3501740
you could at least read the replies.
>>
>>3501740
Nigger, what is Google? What is youtube?
>>
>>3496796
Not sure if this is the right place to ask, but I'm looking for a Defrag movie that features the song "Blid & Theorized - Mindless thoughts" (https://www.youtube.com/watch?v=Tc019IdGQlU). Can't seem to find it anywhere.
>>
>>3501743
>>3501748
It looks like a clusterfuck. Is that it?
>>
>>3501761
maybe.
>>
>>3501761
That's it, you just described it. A clusterfuck.
>>
I was thinking about a mod with loads of weapons, with some of them being direct upgrades of the others (4-5 weapons per type, first being direct upgrades, last 2 are sidegrades that compliment each other), and a way of weaponselection that does not limit the player's capability to carry guns, and don't turn into a clusterfuck at the same time.

So the idea is this: Have 4/5 slots, with any weapon being equipable into any slot. When player holds the key for 3 sec, a selection screen appears that allows him to assign a weapon to the selected key.

What do you think of this idea and how can I do it?
>>
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>>3501740
Its a monster & weapon randomizer, taking weapons and monsters from different games and implementing into doom. It is a bit of a clusterfuck, but not as much as Hardcore Doom Wars (pic related). its playable and somewhat fun, but not everyone's cup of tea, as evidenced by it's worst wad cacoward.

>>3501743
>>3501748
>>3501763
>>3501767
See, it isn't that hard to answer someone's question in detail.
>>
>>3497876
It's also really damn fun with RLA.
>>
What would be a good way to speed up the Archvile attack sprites without making the attack itself faster?
>>
>>3501873
>>3501761
that said the sixth version allows you to theme the monster spawns, so that you only get ''sci fi-themed'' or ''medieval fantasy themed'' etc so that it stops being an inconsistent mess.

but I still prefer v5.
>>
>>3501885
Smoothdoom?
>>
>>3501885
Because I've been thinking of having the first frame last longer, and then having the rest played at increased speed.
>>
>>3501898
oh
well that saves me some trouble
>>
which duke expansion to play next?

evens for nuclear winter
odds for life's a beach
>>
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>>3501946
>>
>>3501946

you poor soul
>>
>>3501653
Awesome, I'm very looking forward to play this!
>>
>>3501986
You're not a smart man.
>>
>>3501998
Fuck you deathwish is gr8
>>
>>3501986
>Duke3d is literally the worst 2.5D out of the ones people still talk about

That's a strange way to spell "Strife".
>>
>>3501653
Keep it up senpai, you're a fucking legend.
>>
>>3501946
Only duke expansion worth playing is life's a beach. Nuclear Winter sucks for obvious reasons and Duke it out in DC is mediocre at best.
>>
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>>3502023
>Strife has a lot going for it.
>>
>>3502035
STOP
ENABLING
THE
SHITTER
>>
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>not a single good synthwave or cyberpunk mod
>>
>>3502063
Ancient Aliens is pretty a e s t h e t i c desu senpai
>>
>>3502063

there was one
but it died a horrible death
it was nothing more than a flavor of the month
just like vaporwave
>>
>>3502063
>>
>>3502085
>just like vaporwave
vaporwave is like the one meme genre that isn't a flavor of the month ffs
>>
>>3502089
could an EYE wad work?
>>
Is there a Hexen mapset that changes the gameplay to be less like a long puzzle maze and more like Doom?
>>
>>3502063
Someone should make a Zdoom port of William Shatner's Tekwar.

Except, y'know, good.
>>
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>>3502124
>meme genre
>>
>>3502142
..ok pretend i used a different term. my point still stands
>>
>>3502023
Duke is still good today, but it wasn't as consistently good as Doom (for comparison) in any area except for maybe sound. It was a lot more gimmicky and "fun for funs sake" though.
>>
I've seen a lot of people who say Shadow Warrior or Blood as the worst/hardest build engine game ever.

Have they not played Redneck Rampage?
>>
>>3502126
I've been kicking around the idea of remaking dream sequence in idtech, but came to conclusion I'm a) too shit at mapping b) the tech is too primitive

>>3502178
>Have they not played Redneck Rampage?
Blood is definitely harder than rednecks, and rednecks are generally considered a shit game for twats
>>
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Whatever happened to Lydia

He said he was gonna start updating again a while ago
>>
>>3502178
Blood isn't necessarily a hard game once you start to get the hang of it, it's just that at the start you feel very weak and underpowered because most of your weapons either kinda suck or don't get much ammo. Once you start to get the hang of the game, it gets a lot easier and the later levels make ammo a lot less scarce.

Shadow Warrior is hard as fuck. Genuinely, sincerely hard as fuck. No question about it.

Redneck Rampage isn't a hard game, but it's also not a good one. It's playable and it has a few neat ideas (the sawblade thrower for example) but it's far from a good game.
>>
>>3502178
>>3502197
>>3502209
You guys hate fun. Redneck Rampage is good.
>>
>>3502212
It's the roughest around the edges compared to Duke 3D, Shadow Warrior and Blood. Also the levels go on too long, are too confusing and the gunplay feels shitty.
>>
Plutonia Experiment - DONE

Man this campaign is fucking amazing. I only wish you could FUCKING TELL WHEN THE FLOOR HURTS AND WHEN IT DOESN'T CAUSE FUCK KNOWS IT'S 50/50 EVERY FUCKING TIME
>>
>>3502178
ok am i just projecting or were the giant vixens totally just sneaky giantess porn
>>
>>3502229

Considering it's very easy to guess the author's opinions on women with his other mods, it's very likely.
>>
>>3502246
redneck rampage was made by one guy?
>>
>>3502227
Going on to Evilution (what a retarded name)
>>
>>3502290
It's not as good as PE. I advise skipping TNT and just playing Plutonia 2 instead.
>>
>>3502327
I disagree and think it's totally worth playing.
>>
>>3502142
south park reactions are so fucking cringy.
>>
>>3502327
nope.
>>
>>3502332
For what?
>>
>>3502327
It's not as punishing as Plutonia, but it's superior in almost every other way.
>>
>>3502356
Like what?
>>
>>3502343
because it's ___

seriously methinks you might be looking way into this somehow
>>
>>3502257

Oh, I was thinking of the giantess vixens from NeoDoom. My mistake.
>>
>>3502343
For fun. I just wouldn't skip it entirely is all. You can always go back to it if you want to play Plutonia 2 first.
>>
>>3502378
yeah i figured thats what you were referring to. what else has he made?
>>
Any good megawads released recently? Looking for some Doom
>>
>>3502461
No, but Plutonia 3 may come out soon. I hope it doesn't suck like the second, although it probably will.
>>
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Compared to the various megawads released throughout the years, where does Plutonia fit on the difficulty scale?
>>
>>3502471
Mid tier.
>>
>>3502478
So likes of say TNT are babby tier?
>>
If I beat Plutonia 2 on U-V does it count as beating Doom 1 and 2 on U-V? I like the original games, but don't wanna play them again unless maybe on nightmare, but...
>>
>>3502471
>that image
What is the literally gayest Doom mod?
>>
>>3502471
47
>>
>>3502486
No. Only beating Doom 1 and Doom 2 counts as beating Doom 1 and 2. You have no obligation to beat them though. Just play what you want.
>>
>>3502487

HDoom, if you're a girl.
>>
>>3502501
You know what I meant. If Plutonia 2 is harder, then obviously it should count.
>>
>>3502514

Think of it this way, even if it is harder it doesn't count because it isn't actually the DOOM I/II level set. You wouldn't say that you beat, I don't know, Duke Nukem Forever because you beat DN3D and that was a more difficult game.

As the other anon said however, you have no obligation to beat them. 'Sides, if you're capable of beating Plutonia 2 on UV then you're obviously capable of beating far easier levels on the same difficulty and don't need to prove yourself.
>>
>>3502526
What if I beat D1/2 on nightmare, would it mean I can beat Plutonia 2 on UV?
>>
>>3502487
that one where there's a cyberdemon on a heart-shaped bed and the berserk boxes are replaced with tubs of lube. it had several sequels and homages in other wads. despite that, i can't remember the title.
>>
>>3502539
beating doom 1 on nightmare really isn't that hard at all (excluding e4 and maybe some problems with finding ammo early on in e2) and doom 2's kind of a weirdly designed clusterfuck level-wise. neither of them are really comparable to plutonia 1 or 2. i'd say if youre really good at taking out revenants and chaingunners then you're ready for uv plut 2 but idk that's probably bullshit too
>>
>>3502559
Cybie Dreams
>>
>>3502482
That is low tier challenge.

Doesn't make it bad though, just on the lower end of the difficulty spectrum.
>>
>>3501946
Well, at least it's short.
>>
>>3502487
Total Insanity: It always gets Better.

If you find all the secrets.

or the Cybie Series.

All Terry Wads
>>
What's a mod that requries you to aim to certain spots (do headshots etc) similiar to Counter Strike.
I want to practice aiming
>>
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>>3502717
Something like this.
>>
>>3502717
>>3502718

Headshots are fairly rare in DOOM mods, arm and leg shots even rarer. In fact, I have never heard of a mod that has those.

The only mod with headshots I can think of off the top of my head is Brutal Doom.
>>
>>3502717
Doom isn't very good for practicing aiming unless you deliberately play like it like it could.

But it's going to teach you bad habits because you won't be used to any sort of fast target.

You want to practice aiming?
Look up a guide, there's a lot of material out there.
>>
>>3501882
I'll try that out, thanks for the suggestion. Game kicked my ass with Led's Generic Weapon mod
>>
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>>3502727
I've been toying around with a severely modified version of Nash's old hitbox scripts with some touchups and expansions, with hilarious results so far. Gunplay is maybe a little bit too lethal at this point, but it's leaps and bounds beyond the original and actually works decently coupled with the medical system.

the end result feels somewhat like a ghetto version of HD but zandro compatible and with even more cryptic behavior
>>
>>3502758
How's progress on Doomstation going?
>>
>>3501974
>>3502029
Thanks glad you think so. I'll still post .webms in these threads, however, I'll post higher quality videos with sound on the blog page.
>>
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nice
>>
>>3502774
Almost on the finish line for alpha testing. It's by no means done, but at this stage there's enough content to test security/medical on a basic level - hit/damage systems, simple equipment, pharmaceuticals, wounds, as well as gamemodes and objectives. Most of these work if isolated but don't always behave as a whole, so I'm mostly busy applying glue and making things cooperate at this stage.

I have somewhat of an internal roadmap I'm trying to follow when it comes to things like departments and overall mechanics, so don't expect anything near the original game yet, just enough to at least keep players engaged on a basic level. Once rounds are played and resolved without any gamebreaking issues, adding jobs becomes somewhat simpler.
>>
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Getting back into the swing of things. Just some misc UI stuff, hoping to record some new lines with Mel's new VA tomorrow. Exciting!
>>
>>3502803
I didn't know Blaz was a Jedi.
>>
>>3502828

I need to tweak the hookshot's sprite, honestly
>>
>>3502758
Hitbox stuff would be sooo much easier if there was a rendering option or something that showed them.
>>
>>3502812
Just want to say I fucking love that menu. Very DOS.
>>
>>3502356
Evilution gets pretty tedious around the latter half, there's a reason everyone played Plutonia instead of TNT in the pre-Skulltag ZDaemon days.
>>
>>3502464
What's wrong with Plutonia 2?
>>
>>3502464
>GO 2 IT
>GO 4 IT

GO 8 IT?
>>
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>>3502812
>Alternate gamemodes
>>
>>3502837
It's simple enough to draw a model over the native hitbox, but advanced passes are kind of tricky and needs some OCD to work with. I'm not really too keen on making hacky actor hitboxes that warp around if it can be done more elegantly with scripting.

Still, it's hopefully gonna be worth the payoff considering it allows for more varied damage effects, especially if weapons are tweaked to compensate in order to make things fair.
>>
>>3502850
HAVE @ IT
>>
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Okay so I've been toying with .webm quality settings for the tumblr and uploading videos to tumblr totally butchers the quality, even in HD.

anyway, here's simple poison floor (a la blighttown) test run, currently just being in the sector (even when not on the floor) you build poison, going to change that.
>>
>>3502871
are you also going to artificially limit the framerate to imitate the true Blighttown experience?
>>
>>3502871
I'm particularly curious if you have any boss fights rudimentarily implemented or even planned out loosely - I think Souls-style bosses in FPV would be something of an experience.
>>
>>3502878
yes

>>3502883
Nothing yet, I'm still thinking of how to do it. I've got a long road ahead. though with i-frames implemented I'm partway there.
>>
>>3502885
modify the wyvern and you have the moonlight butterfly
>>
>>3502896
Haha yeah. Moonlight Butterfly was a shitty boss though.
>>
>>3502932
I haven't even bothered finishing a single DaS run and I think I remember beating that fucker first try. Just seemed kind of there.
>>
>>3502932
>>3502938
Yeah, it was more the point of experimenting around with native features and getting something decent out of it. Just try to be creative and don't go all "big humanoid" if you can, going by what you've already got I'm certain you can make up something neat.
>>
>>3502942
Yeah, I know. I've already got a few ideas of how to do it. Though boss variety will be limited to what I can scratch together in terms of sprites.
>>
>>3502812
Demon Busters! sounds interesting.
>>
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>>3502718
>chest wounds do less damage than gut wounds
>>
>>3503050
The gut doesn't have a skellington protecting it.
>>
>>3503052
it also doesn't house organs like the heart or lungs

there's a reason that police and military are trained to shoot for the high-center mass
>>
>>3503058
That's for accuracy. You fire a bullet, you will hit something.
>>
>>3503064
Shut the fuck up lol
>>
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Listened to Term's podcast and got curious about Aleph One.

So what actually went wrong with it and Marathon sourceports in general?
>>
>>3503128
The developers make some... strange decisions, and there aren't enough people left in that community to do a fork and walk them back, or improve certain things.

My "favourite" example is them randomly deciding to RE-instate the vanilla limits on number of "awake" monsters you can have at once, despite lots of the best mods being made with no limits in mind. With predictable results.
>>
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>>3503140
>Remove limits
>Modders make maps based around this feature
>Then reinstate limits

For what purpose?
>>
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>>3503128

Term has a podcast?
>>
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>>3503245
Term, Kinsie, and SgtShivers talking old school FPS stuff, hosted on the former's YT channel at least. Second one is currently new-ish.

Seven minutes in, Term goes full ham with name drop puns.
>>
>>3503252
sounds cringy.
>>
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>>3503254
I'd say it's an alright listen. Something to listen to while shitposting elsewhere or something.
>>
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>Blaze through SoH like a champ
>Get to Halls of the Damned
>Get my ass handed to me by Halls of the Damned
>Proceed to lose everything
>Ragequit and play some babby casual FPS in shame and bitterness

Who in the fuck designed this level and how bad of a day were they having?
>>
>>3503252
Nice cravette.
>>
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>>3503278
>Who in the fuck designed this level

Sandy Petersen.
>>
>>3503284
What the fuck is a cravette

Google isn't telling me shit
>>
>>3503278
where did you die?
>>
>>3503298
i think he means cravat
https://en.wiktionary.org/wiki/cravat
>>
>>3502487
Ancient Aliens.
>>
>>3503306
Oh, I get it now.
>>
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If someone made a Samsara with the absolute BEST original modded characters like pic related, who are a must?
>>
>>3503252
What is this pixelated head meme all about and when did it start? Is this some Rambo mod?
>>
>>3503407
yeah.
>>
>>3503407
It's clearly from the Brutal Rambo TC
>>
>>3503405
The entire Russian Overkill protag cast

You can just limit them to their unarmed movesets
>>
>>3503405
HideousDestuctorGuy would be fun to play. Would be a change from the obviously-high-powered shenanigans the other characters can pull.
>>
>>3503405
MSX guy.

Hae Lin would need nerfs or else Blaz is pointless to pick
>>
>>3503423
>Hae Lin airdashing through levels
>Blaz jumphammering all day
>HDGuy has to stop every few seconds because he can't do anything without running out of breath
God forbid there's a 8 foot drop as well.
>>
Is the The Marathon Trilogy any good?
>>
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>>3503427
Speaking of MSX, this keeps happening on GZ for me, but it works fine in Z, what gives?
>>
>>3503405
>dragon from guncaster would be too op
>leonhart would need a buff
>shi hong would need some goddamn weapons
>>
>>3503429
HDGuy would find solace in a similar counterpart: Rocco, who would be walking slowly and missing everything because shaky hands.
>>
>>3503405
Technician from DRLA?

>Everyone else is carving through the maps
>Then there's some faggot just trying to search every nook and cranny for modpacks to make a moderately overpowered weapon as soon as he can

I'm not sure how you'd go adding in such a character without adding in the mod's entire weapon roster though
>>
>>3503460
>Guncaster dragon too OP
>But Hae Lin is allowed
Honestly I'd say Hae Lin is stronger and scales better.

>>3503467
Rocco was pretty accurate if I remember correctly.
HDGuy's weapon selection beats Rocco's clean. Fucking love the Thunder Buster
>>
>>3503476
Yeah but initially his hands are always shaky as fuck which could always reflect in a higher weapon spread sort of way.
>>
>>3503405
Trailblazerguy, Guncaster's dragon, Combined Arms' Doomguy if solely for Daibatana
>>
All Hell Breaks Loose guy
>>
>>3503405
C.Kid from DRadys.
>>
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why does this reminds me of the hunted?
>>
>>3503678
>That rifle
>>
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>>3503678
>>3503678

actually it's an autoshotgun according to the hud, point still stands
>>
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>>3503681
>rifle
the glass weapons is a bug
>>
>>3503678
>SATURATION
>>
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Who else would make the dream roster?

inb4 Blossom Vercetti
>>
>>3503453

Yup.
Wildly different from Doom, though.
>>
>>3503718
Swan Fox
>>
>>3503718
Space Pirate!
>>
hey what's with bloodstain suddenly going european extreme on map06? ffs i already survived two cagematches with fifty gorillion enemies and now i have to fight like 20 barons at once? fuck off
>>
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>>3503678
>>3503690
>That HUD layout
>>
>>3503735
>implying
>>
>>3503718
mel the space pirate
anti-samus & her "friend" from tbp
pirateguy from pirate doom

also
>marty
>not based yuri
>>
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>>3503735
Which one?

One's dead and the other's unreleased.
>>
>>3503743
Hey, at least she'd be in something close to complete.

>>3503750
The one you least want.
>>
>>3503690
>>3503678
what map are you playing? it looks old school
>>
can anyone think of a map that has a really huge decoration sprite hanging from the ceiling? maybe something eternal/deadall made, i don't know
>>
>>3503474
maybe just keep the scraping/modding part?
like, you could scrap any weapon (maybe only the ones placed on the map) for +1d100% to one stat of your weapon (damage, ROF, precision, clip size, AoE..) or to add a random effect (silenced, tracking, stunning, poisoned...)
>>
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>>3503741
whatsa mada wit it?

>>3503759
eclipse, made by nazi harborers (argentinians) to resemble old school
>>
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>>3503718
IT BURNS IT BURNS
AAAAAAA AAAAAAA
>>
>>3503780
What the fuck is with the saturation on the guns.
>>
>>3503302
Not him, but for me it's either getting gangbanged by spectres and pinkies (the former more than the latter), or that stupid room with the falling ceiling.
>>
>>3503797
see
>>3503690
>>
>Mutiny gives out the SSG in the middle of MAP01
For fuck's sake, guys.
>>
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>>3503718
Doomguy's mom from Going Down.
>>
>>3503839
it's for that boner/pinky combo coming out when the wall comes down.
>>
>>3503737
and map07 is just some gladiator slaughtermap bullshit. this is some map30 gimmick bullshit. can someone tell me this gets easier? what's with this ridiculous difficulty curve?

idk maybe playing on uv was a stupid idea but cmon now
>>
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POST WHAT YOU'VE BEEN WORKING ON M8S

SHOW OFF YOUR MAPS, YOUR SPRITES, YOUR IN-DEV SHIT
>>
>>3503718
That guy from Psychic
>>
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>>3503457
>>3503457
>>3503457
>>
>>3503892
this:
>>3499223
and this:
>>3499914
>>
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>>3503892
I finished this weeks ago (even posted it on the d64 forums), but I feel like it's missing something. Some of the other 1024 levels I've played had really nice outside areas you could see which made the levels feel bigger.

dl if anybody wants
http://www.mediafire.com/download/o84qf2yoe5fh91v/1024_wad_edited.zip
>>
>>3503813
when i was super new to the game i died in the pitch dark maze by monsters sneaking up on me. i refused to play that part of the map again for quite some time afterwards.

nowadays of course i know the layout, where the trap triggers are, and also where to get light goggles from. but it still sticks in the memory.
>>
>>3503910
No idea
>works in software but not hardware
maybe drivers?
>>
>>3503892
tinkering with software mode freelook. sprite clipping is not right.
>>
>>3503928
Whoa what, explain?
>>
>>3503975
While on the matter, is it possible to implement software-like proper sprite rendering in opengl mode (like in Strife Veteran Edition)? IIRC Kaiser released the sources.

https://doom64ex.wordpress.com/2014/12/24/sprite-clipping-in-strife-veteran-edition-explained/
>>
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Just wanted to let all of you know that you're all wonderfully talented and creative. Even if you're not working on anything, the fact you come here and make this place a pleasure to hang around in is a blessing.
>>
i've got leaks too
take a screen, i know you won't believe me but take a screen

(i translate these leaks from chinese)

-leak of starters evolutions is real, no split evo

-rockruff has two evolutions, one is a werewolf

-two villainous teams in the game

-no new megas

-paras, nidoran, meowth, and ponyta have new forms

-dolphin pokemon is 2 stages, water/psychic type
rugby monkey is grass/fighting, he use a kind of strange coconut as a balloon

-Tilie is not the real rival

-fossils are : bug/rock and water/rock

-pseudo of the gen is an ankylosaurus

-no gym but 8 leaders are in the game

-one of the new legendary is a peacock , fairy/flying type

-there is an iguana pokemon, 2 stages, grass/dark type

-there is a new category of creatures in the game, not catchables

-you can build your house on each island except for the first
>>
>>3504020
Wrong thread?
>>
>>3504006
Nothing special really, but I noticed saw people talk about 1024 sized maps for Doom a few threads ago and gave it a shot for Doom 64. I think it came out alright, but I haven't gotten much feedback from it.
>>
>>3504017
That was embarassing, post hidden.
>>
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>>3504020
Pokémon wad when
>>
>>3504020
Ah yes, the tropical resort-themed Doom 5.
>>
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>>3504035
>>
>>3504017
Thanks.
But for me, it's honestly pretty simple--I just like working on stuff.

Drama's for squares.
>>
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Post more but-why-core wads.
>>
>>3503718

Zharkov
>>
>>3503784
wats this
>>
>>3503486
>Daibatana
>not the brick book

Come on now
>>
>>3499864
Day of Defeat weps lel
>>
>>3501946
i'm back. nuclear winter sucked fucking dick

good to hear it was supposed to be the worst

i personally kind of liked duke it out in dc, nice big environments, conveyed a good sense of scale. It was almost immersive, which is pretty odd for one of these games, Felt they could have populated them a bit better, get a few Duke-slaughter type maps, but instead it ends up feeling a little sparse. Fun Cycloid Emperor fight at the end though, i think i prefer that one to the football field one, although it's actually easier because you don't have to worry about assault commanders.

Shame about nuclear winter sucking so much. Had potential. The level design was honestly just incredibly awkward, constant odd slopes and bad level geometry makes aiming and finding enemies annoying. Not to mention the dumbass laser mine traps that slow the pace to a crawl.

Honestly the whole episode just feels kind of fucked up. It did have its moments though, Santa's Corporate HQ was an appropriately mediocre Duke level, and the final boss fight with Santa is an interesting design choice, even if it is ruined by the awful level geometry.

also FUCK the femgrunts, tiny ass hitboxes huge ass dps

/blog
>>
>>3504132
>/blog
don't worry, that was more like a review.
>>
>>3504132
>not liking the E1M1 level
>>
>>3496798
Looks like Doomradio is updating again.

https://www.doomworld.com/vb/doom-general/63706-doom-radio-intermission-e1m2/
http://doomradio.org/

Took them long enough. Like...a year?
>>
>>3504153
ooh wow a reference to another fps game

not a joke, not a funny comment, just a reference

not funny, not interesting

also the level design for that sucked too, pointless corridors leading to nowhere
>>
>>3504017
that's the nicest thing anyone has said to me in awhile
>>
>>3502464
Wait, theres a Plutonia 3?
>>
>>3504194

YOU'RE A COOL GUY, ANON

NEVER GIVE UP

TRUST YOUR DICK
>>
>>3504110
I just like the noises the Daibatana makes.
>>
>>3504221
>Trust your dick
Never fucking trust your dick, I got stabbed because of that mindset
>>
Hey, anyone who can actually code and assemble sprites properly wanna help a brother out? I've done everything I know how to do and I'm completely out of options.

I'm trying to get the baseball bat from Urban Brawl to work in doom, but I'm not having any luck. The thing doesn't show up at all.

https://mega.nz/#!OFQSnBCa!oZ8aG9AuIT0BzWkF9HKR9ZTGOhZwOKyaUH8CyS0843g

Anyone here care to take a crack at it? You'll really be helping me out here. I've been at this for two weeks with zero luck.
>>
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>>3503892
guess what map i remade
>>
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Wellspring of evil
spring.zip (102 KB, 2005-01-18) - Robert Whitaker
https://www.doomworld.com/idgames/?id=13158

your mission, to rid the planet's water supply of hellspawn before they can corrupt it. it would have been nice if they'd given you some weapons to help with this, the start of the map has you in short supply, pistolling demons. although it gives you plasma, there's not enough to deal with the horde of cacodemons that inhabit the central area, the wellspring of title.

so you tend to run away and stay in the outer circle, missing the switch to lower the yellow key at the top of the spring (because it's hard to get up there with the awkward stairs and cacodemons), but you get the yellow key anyway because it's very easy to bump it. either way you are likely left wondering what the switch is for.

the yellow door leads to three places, a grey corridor of storage places, a dark set of tunnels and a teleporter atop a pyramid. the storage corridor leads to the middle level (of three) of the invulnerability room, i think you're supposed to go through the dark tunnels to reach the top level where the red key is, but you can get up on the ledge and skip the tunnels.

with the red key you teleport to a caged area whose exit is a bit hidden (you must shoot a box with no obvious reason to do so) to reveal another teleporter (and shoot the wall behind for a photograph, likely of the author). the teleporter leads to an ambush and two more teleporters, back to the pyramid, and the exit. note the latter is behind a lift whose activation switch is single use, so don't lock yourself out.

map had potential for an exploration mission but questionable progression and unhelpful ammo distribution left it disappointing.
>>
>>3504281
some combination of suburbs, the factory, and downtown
>>
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What the fuck is Duke Nukem World Tour
>>
>>3504336
its a shitty cash grab.

they took down the megaton edition
>>
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>>3504361
But WHY

Wouldn't it be easier to make an addon?
>>
>>3504376
You can't charge $20 for an addon. So they're re-releasing a broken source port with a new episode for $20.
>>
>>3504361
>>3504376
>>3504387
Meanwhile wolfenstein devs (ex starbreeze aka BASED) released a semi-official quake ep5

as a download link without even a captcha
>>
>>3504393
It wasn't amazing, but it''s cool of them that they did that.
>>
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>>3503892
Working on an alleyway of sorts.
>>
>>3504417
Well a cynic in me wants to see it as a publicity stunt. But then they didn't make much of a fuss about it, and neither did their dad (zenijew corp), so I guess they genuinely love quake and just decided to make a level pack for the fun of it.
>>
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>>3504498
That does suggest to me that they just really like making videogames, few studios bother with things like that and then don't even pass it off as anything.
>>
What is the Hurt Me Plenty of Duke, Come Get Some or Let's Rock?
>>
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>>3504017

thanks anon
>>
>>3504524

Damn I'm Good has respawning enemies and disabled cheats, correct? If so, I believe that would make it the Nightmare and the difficulty below it the UV.
>>
>>3504532
/r/ing tubes in the booty

boy does that sound lewd out of context
>>
>>3504194
Wasn't even adressed to (You) personally you sappy fuck.
>>
>>3504552
amazing
>>
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>>3504017
My dream is to one day make a mod based after the MSX Metal Gear titles to show my disgust and Konami. And because it would be pretty cool.
>>
>>3504615
*at Konami
>>
>>3504615
has anyone ever done a HUD minimap in doom?

that would be a great place to start
>>
>>3504629
>using minimap
Frig off
>>
>>3504629
There has been radars in Doom mods, not sure about a minimap though.
>>
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What are currently the best melee focused mods?
>>
>>3504615
I just want a stealth based Doom mod that's kind of in the style of MGS.
>>
>>3504673
Isn't Lydia kind of like that? I mean not essentially like MGS but if you're undetected you can take enemies out with a silenced pistol or punches, and if one sees you only that one will attack, you unless you make loud noise then everyone closeby will be on your ass.
>>
>>3504496
>RAP MUSIC
>>
>>3504670
None because right now GMOTA and Demonsteele both have ranged options being superior to melee. GMOTA especially so
>>
>>3504679
Which mod is she from?
>>
>>3504698
>there will never be an active Dark Messiah mapper community
>>
>>3504708
Lydia
>>
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back from finally finishing Shadow Warrior. was fun as fug

no idea why they stopped caring about difficulty all of a sudden in the final level and just droused me in fortune cookies and tons of ammo for all my guns which I didn't even bother picking up though, such a letdown after the difficulty spike that some of the later maps were meant to have, not that I kept dying or anything, I was playing on the third difficulty level all the way through and it was so easily noticeable.

which one should I do with next, wanton destruction or twin dragon?? also is SWP supposed to be buggy as shit and crash every minute or so?
>>
>>3504496
Looks pretty gud.
>>
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>>3504717
oh whoops
>>
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>>3504131
kind of the entire point lad
>>
>>3503851
>Mum

So does Doomguy hail from somewhere in the British Commonwealth?
>>
>>3504670
space pirate is cool but its apparently on hiatus. demonsteele is good if you like clicking the left mouse button a bunch and weeb shit
>>
>>3504726
I don't think they expected anyone really to finish it. And yes, it is very buggy. Shadow Warrior Redux is the "best" source port for it, but it's closed source and costs money.

I think Twin Dragon is the one you play first.
>>
>>3504793
aight, will give it a try after I'm done with this snapmap i'm currently making

cheers
>>
>>3503769
Or
>Technician starts with a random weapon from Doomguy (assuming he's in it)
>If you put enough modpacks together you pop out another protag's weapon.
>>
>>3504792
>on hiatus
Its dead
>>
How do I go about making custom music for Doom?
>>
>>3504910
an update was posted in this very thread tho
>>
>>3503718
lmao marty voices like three of these characters
>>
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>>3503718
>Guncaster

So is the protag meant to be a dragon or a gargoyle?
>>
>>3504972
Dragon
>>
>>3504983
Porn when
>>
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>that one guy that uses freelook in vanilla wads
whats his story?
>>
>>3505051
desu I use freelook on really aesthetic maps like suspended in dusk to appreciate the architecture more
>>
>>3505051
>not using freelook all the time
literally why not
>>
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>>3503718
If TCs are allowed, Nido Nakano and Urban Brawl guy, maybe?
>>
>>3504698
>Demonsteele have ranged options being superior to melee
>Hae-lin's BFG is literally punching machine supreme
>Blender mode with the kharon
>THE FUCKING TIGER SWORD
I can smell the casul from here.
>>
>>3505081
>Nido Nakano
?
>>
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>>3503718
Aeons of death guy
>>
>>3505103
From "Nido Force" a GLOOME game.
http://contest.gamedevfort.com/submission/411#.V94eO_nhDIU
>>
hey is there anyplace else to get the wads by teamtnt? the website's dead
>>
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>>3505114
>>3503718
grezzo 2 guy
>>
>>3505121
https://www.doomworld.com/idgames/themes/TeamTNT/
>>
>>3505127
thx
>>
Tfw you upgrade your PC and Eduke with HRP (no models) still runs like ass
>>
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>>3503892
>>>/wsg/1305684
Idle raptors and sounds, hooray.
Map is MAP01 of T-Style.
>>
>>3505206
music is funnily stereotypical
>>
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>haven't logged into my zdoom/r667 account in a long while
>go to log in
>"account manually deleted, contact an admin"

Whats going on here? Did anybody else get this?

Anyway, how can I contact any mods without creating a separate account just to ask them to give me my other account?

Thanks guys.
>>
>>3505329
i vaguely recall there was some sort of cracking attempt a few months ago
>>
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>playing a wad
>nukage doesn't hurt you
>don't know if it's the map or you accidentally fucked up your settings somehow
>>
>>3505329
http://forum.zdoom.org/viewtopic.php?f=3&t=52195
>>
>>3505346
it's probably the map. i don't know of any settings that might affect whether damage sectors affect you.
>>
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>>3505347
>>3505341
Thanks guys.

Any advice on what to to about R667?
>>
>>3505051
Auto-aim sucks, is basically it.
>>
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you can only reach the "DOOM" area in the top right in Map 04 of Alien Vendetta with noclip, right?
>>
>>3505051
Eh, I turn it on sometimes. It can occasionally be more fun than just letting the autoaim do its work.
>>
>>3505369
yes, it's a late nineties megawad design staple of having a separate area for deathmatch, effectively getting a completely different level depending on game mode, sharing the same space. maps in mm2, hr, and others also have them.
>>
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>>3504986
well, you said it, so of course it has to be done. thanks for delaying me from my dinner, enjoy
>>
>>3505392

I should show pillowblaster this later
>>
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>>3505392
>Rule 63

I'll take it, thank you very much anon
>>
>>3505393
please get his reaction, tia
>>
Sick
>>
>>3505381
Ahhh, gotcha. That explains a lot, actually.
>>
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Ah, so that's what that massive hallway in NRFTL 04 that I couldn't get to led to
>>
>>3505407
monster teleporter holding areas, with sound tunnels for activation

i don't think sound tunnels are as elegant as sometimes-called merged sectors but the iwads used them and some mappers seem to prefer them (see also ksutra)
>>
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>Decide to give MSX a try
>The Demons jump now

I just about fucking shit myself
>>
>>3505413
I figured. NRFTL has a few places where the holding areas still show up on your automap and I never bothered to check what they actually were. I always assumed they were secrets.
>>
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>>3505394
>that png
>>
>>3505051
looks like you were trying to look cool alongside your non-existent purist buddies that you thought were here.
>>
I am convinced Russian Overkill is about how long you can get in a single playthrough without saves before you crash
>>
>>3505442
yes.divide by zero in sprite scaling is the most common for me
>>
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>>3504496
RAP MUSIC
>>
>>3504496
Oh shit there must be rap music inside

Is there?
>>
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>>3504496
>RAP MUSIC
>>
>>3505460
>>3505463
>>3505467
wtf
did >>3504496 get linked in some irc channel?
>>
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>>3504496
>rap music
>>
>>3505468
I didn't notice the post until the anon posting Viper quoted it
>>
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>>3505463
>>
>download fractal doom
>decide to test it on gotcha
I have not killed a single monster since the SD and CD appeared, all I've heard is a bunch of sound effects in a blender and a ton of tiny corpses flying out of the ring
>>
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>>3505608
wrong file
>>
>>3505608
you messed up.
>>
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>>
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>>3505617
What does one even DO in a situation like this
>>
>>3505618
lie down
try not to cry
cry a lot
>>
>>3505635
>>3505618
Stay down low in front of the edges, when he comes close, back up and blast him, then move in before he can light you up.
>>
>>3505618
press the button. then it gets distracted by 20 mancubi shooting at you at once
>>
Incredible on how Duke Nukem and Metroid fans suffer...
>>
i remember there being a Minimap mod talked around here. It was based around generating a map image with software, then scrolling it around in the corner of player's view as he moves around.

Anybody knows what came out of it?
>>
>>3505860
I really don't get how Metroid is lumped as an FPS in this community, the best Metroid games were the 2D sidescrollers, it's only had 3 'fps' games and it had more platforming and exploration elements than shooting.
>>
I always looked at this screenshot and imagined this was Duke using his jetpack to launch a flying double-boot stomp/kick from the air, into the face of this adversary.
>>
>>3505872
Metroid fans are trying really hard to to join the fanbases together, it's embarassing as hell. Prime 1-3 aren't even FPS games but ''First Person Adventure'' as the devs call it.
>>
>>3505886
ok.
>>
>>3505890

unfortunately the sidescroller part is full of rose tinted autistic nostalgia fags, worse than any Doomworld or /vr/ thread about DOS DOOM and how "things like Zdoom and GZdoom kills doom fun"

heck, even some of them tried to hae HARD on AM2R, SM and Dreadnought
>>
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>>3505890
>Metroid fans are trying really hard to to join the fanbases together, it's embarassing as hell

Yeah, how dare people enjoy multiple things.
Almost as bad as Quake fans trying to join in as well.
Shameful.
>>
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>>3505892
You wouldn't want to jetpack stomp a cyberdemon in the face?
>>
>>3505904
Quake is an FPS though, Metroid is not.
>>
>>3505914

Yeah, how dare people enjoy multiple things.
>>
>>3505914
metroid prime is an FPS in the same way exhumed and hexen are
>>
>>3505051
t. Distant Chaingunner
>>
Is it true that someone from this site actually beat doom on nightmare? Is there any proof of this?
>>
>>3505991
There might be one fellow, but he doesn't leave any traces.
>>
>>3500747
what wad is this?
>>
>>3506052
the map is tnt:evilution map02
the mod is drla, presumably with its own monster addon
>>
>>3505991
is this a joke?

beating doom on nightmare isn't that hard. It isn't easy, but it's decidedly doable. You have to play with a different ethos than other Doom difficulties, it's not "explore and kill" it's "explore to find the exit and collect enough weapons and ammo to deal with immediate threats."

Now, beating a .wad on nightmare your first time through, that takes a special kind of person.
>>
>>3506130
>is this a joke?
no it's a forced meme
>>
>>3506141
>>
>>3506069
thanks man
>>
>>3506130
What wad?
>>
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This here is the "Devil Smasher", it's the weapon that you'll use throughout the Demon Busters! mode. This is the generic "fires lemons" version, but you'll get neato upgrades as you progress.
>>
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Working on a thing, here's a pickup sprite for a CAR-15 rifle
>>
>>3506194
most good ones
>>
>>3506203

Update when?
>>
>>3506237
man I wish I knew. The sooner the better, just been really busy on everything else lately.
>>
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I want to play the maps (including new textures, music etc) but with another weapon mod (Xweapons).
Is it possible?
>>
>>3506143
ok
>>
>>3506252
*play the BrutalDoom Starter Pack maps
>>
>>3506252
Yes? Just run gzdoom.exe with the weapon mod and the maps, instead of Brutal Doom.

I guess you probably have brutal doom in your autoload, you'll want to take it out (It should be in your .ini file).
>>
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>>
>>3506315
What
What is this
>>
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>>3506315
>oppai loli
>>
>>3506262
No, the folder I attached is the BrutalDoom Starte Pack. It comes like this in a zip file.
>>
>>3506352
Just select and drag "hellonearthstarterpack.wad" (the maps) with whatever weapon/gameplay mod you want and drag it over to gzdoom.exe

Not that gzdoom tho, a vanilla one from the gzdoom website.
>>
I'm loving Demons of Problematique, what are some other wads that REALLY give the feeling that hell is a vast expanse of spooky desolation and suffering?
>>
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>>3506315
>>
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Is it just me, or do the Steroids suck in Duke 3D? They makes your kick stronger, sure. But it also makes you so goddamn fast that you can barely control where you're going, so trying to kill multiple enemies is just a goddamn hassle. Plus, the strength increase isn't that much - you can kill troopers in one hit, but Pigcops still take like 2-3 kicks, so you're either eating a bunch of damage or you're still wasting ammo by shooting while kicking.

It's like they wanted to make a "more interesting" Berzerk pack, but it just came out worthless. Between it, the Holoduke, and the Night Vision Goggles, 3/5 of the usable items are pointless.

Duke Plus's steroids ups the kick damage and turns everything slow-mo, and it's so much better.
>>
>>3506332

Oppai>not oppai
>>
>>3506143
so is this the new thread?
>>
>>3506429
if this one dies without a new one, then sure
>>
Actual new thread
>>3506510

>>3506447
>>3506429
let's not, it doesn't have "doom thread" in the first post so the usual search won't find it.
>>
>>3506401
Steroids are good for speedrunning(more like speedjumping ), though.
>>
>>3506203
What mod is this?
>>
>>3506780

Judging by the filename, TSP.
>>
>>3506401
You can't be shrunk whilst using Steroids and you'll grow back to normal size if you pop 'em whilst shrunk so they're very handy if you're fighting a bunch of protector drones and get shrunk.
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I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


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