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A VIEW TO KILL

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Thread replies: 565
Thread images: 175

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OOM THREAD / RETRO FPS THREAD - Last thread >>3757618

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/hzDnLpct

SO YOU WANT TO PLAY SOME...
Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.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
>>
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=== NEWS ===

[Highway to Hell] The first test build is released; the second phase of mapping to begin just before February
https://warosu.org/vr/thread/3757618#p3759223

[Til 4-1] QUMP is still going!
https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit

[Til 3-15] Dropbox will be dropping support of public folders in mid-March

[1-27] Disjunction Beta 3 released
https://drive.google.com/file/d/0B1NxOZlEf5aNU3NCN0tVRmk0XzQ/view?usp=sharing

[1-26] Anon release; a pack of SP Quake 2 maps
http://colonthreeenterprises.tumblr.com/post/156354414901/my-quake-2-unit-is-finally-here-3c-it-has

[1-25] Sgt Shivers has released Final Doomer, a gameplay mod with classes themed around TNT and Plutonia
https://forum.zdoom.org/viewtopic.php?f=43&t=55061

[1-22] New Smooth Doom version out
http://www.mediafire.com/file/mkkqiypo8q4hm88/SmoothDoom.pk3

[1-19] SLADE v3.1.1.5 released
http://slade.mancubus.net/index.php?page=downloads
http://slade.mancubus.net/index.php?page=changes&v=3.1.1.5

[1-15] A maintenance fork of GZDoomBuilder is released
https://forum.zdoom.org/viewtopic.php?f=44&t=54957

[1-14] D4T, a simplified fork of D4D compatible with Zandronum 3.0 and D-Touch, is released
https://forum.zdoom.org/viewtopic.php?f=43&t=54750

[A good chunk of news was cleaned up due to previous thread's broken YouTube embeds]

===

PROTIP: If you would like to submit any news or your personal map or mod releases here, please reply/backlink to this post.
>>
>>3763058
>OOM THREAD
>>
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>>3763068
FUCK
>>
>>3763058
>OOM THREAD
>>
>>3763058
>OOM THREAD
>>
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>>3763058
>OOM THREAD
>>
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>>3763072
>>3763095
>>3763103
D-Don't judge me
>>
>actually playing OOM
>when you could be playing Uke Ukem instead
>>
>>3763106
I'd rather be playing LOOD
>>
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SO YOU WANT TO PLAY SOME MOTHERFUCKIN OOM?
>>
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>>
>>3763110
my neck
my eyes
i can't believe you've done this
>>
>>3763108
Fuck that. Edneck Ampage 4 lyfe
>>
>>3763106
>He doesn't play Tar Ars: Ark Orces
>>
>not casually speedrunning Olfenstein D
>>
>>3763110
Reminds me of playing on the N64, nice.
>>
>>3763058
>OOM
UHH?
>>
>>3763058
OOM is probably my favourite game in the series next to DOOD
>>
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>>3763160
UHH
>>
>>3763161

>Not liking MOOM

pleb
>>
>>3763059
>[Highway to Hell] The first test build is released; the second phase of mapping to begin just before February
>https://warosu.org/vr/thread/3757618#p3759223
Man, I can't wait until the 2nd phase begins, so I could finally finish my map and fix some things.
>>
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>>3763157
>Olfenstein D
>Not Uke Ukem D
>>
>>3763058
I think my favorite one has got to be either Eretic or Exen.
>>
>>3763095
IP AND EAR

IP AND EAR
>>
>>3763183
Yeah. Now that I am sorta done with my mapset, I could fix obvious problems with my map
On that note, time to shill.

Play Isjunction.
>>
Uake is where it's at.
>>
>>3763234
Quit shitting up this general with your Uake bullshit when it is painfully obvious you have never played Nreal Ournament you garbage fucking plebian
>>
That feeling when you go to kill a chaingunner with a shotgun, but he doesn't die in one hit and have to awkwardly stand there reloading as your health is quickly drained.
>>
>>3763239
Have you tried moving to cover?
>>
>>3763252
This, people don't consider the value of taking cover in Oom, it can be really practical, particularly when fighting against chaingunners, breaking their line of fire means they'll stop shooting, giving you a window to act.
>>
>>3763239
>but he doesn't die in one hit and have to awkwardly stand there reloading as your health is quickly drained.
Wait
Since when chaingunners need to reload?
>>
>>3763239
>and have to awkwardly stand there reloading as your health is quickly drained
Here's an idea, don't be a fucking mouthbreather and don't stick around out in the open when someone is shooting at you with a machinegun, especially not when in a vulnerable state such as when your gun isn't loaded.

If your gun is empty and his isn't, RUN, reload, and get back to him.
>>
Did that anon who was making a wad that puts UT physics into doom ever release it?
>>
>>3762921
wrath of chronos does it (giving you bonus xp for clearing a map) and it's really not annoying to me
>>
>>3763303

I was thinking of doing a ut2004 weapons mod with dodge jump and is already done?
>>
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>>3763058
>OOM
>>
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I want to do a little speedmapping, but I can't think of any ideas - how about the first three responses dictate the iwad, level theme and time limit?

Last time I did something like this I got Skyscraper Speedmap
>>
>>3763320
Doom 2, City infested with Hell, 10 hours.
>>
>>3763320
Strife for Iwad
Infested Techbase w/ Eye/Mouldy/Sunder fleshbeast sectors
30 minutes.
>>
>>3763284
It's you that has to 'reload', as in the animation between shotgun shots.
>>
>>3763320
Doom, wow.wad sequel, 60 seconds
>>
>>3763320
Chex Quest
Flesh & Brimstone
One hour.
>>
>>3763239
So is your keyboard broken or are you just slow?
>>
Speaking of keyboard, does anyone here plays without mouse?
>>
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>>3763058
Anyone else liked this or was it just me?
>>
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>>3763058
>OOM

>>3763396
When mouse is unavailable, I have used the keyboard to look about.
Don't know whether you can turn up the speed at which you turn, though. If you can't, then keyboard look is slower than mouse look.
>>
>>3763396
once in awhile, but I play better with a mouse
>>
>>3763409
???????
>>
>>3763409
It looks familiar, but I cant remember what it's called or how it played. What is it?
>>
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I'm confused, is this a thread for Oom or Oom?
>>
>>3763438
>>3763441
It's called Z.A.R, late 90s fps where you shoot robots and drones in a voxel landscape.
https://www.youtube.com/watch?v=hQP9cm5Us8k
>>
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>>3762225
>i'm glad to see blaz is making appearances in other mods
>>
>>3763441
>>3763438
It is Z.A.R. : Zone of Artificial Resources, an obscure Rusian FPS with large open outdoor areas on alien planets with Voxel environments and sprited objects (basically same as D.O.G.).

You equip your supersuit, that looks pretty similar to Crysis suit (10 years before its release), and go shoot evil robots with cannons and lazers.
>>
>>3763453
kek
>>
>>3763453
REKKR release when?
>>
>>3763454
I haven't played it in 18 years but I remember everything being destructable so you could shoot a hill until it was flat, right?
>>
>>3763458
Like... NOW

jk. look man, i need more time to make levels and hammer everything out.
>>
>>3763461
Yeah, if you have enough explosives, you can dig down a mountain.

>>3763462
I remember Term or some other moddev saying that the best course of release is to get something tangible with most features out, then a steady stream of intermediate releases until the thing is done, helps with getting the thing popular and retaining said popularity overtime. Singular releases that do not persist on front pages through the updates tend to be forgotten much faster.
>>
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>>3763058
Decided to try out mapping. Does this rug look alright raised or would it be better as a flat surface?

I only just started making this room and I'm saving detail for later, so I apologize for it looking like ass.

I'm using Chocolate Doom so that I don't get distracted with all the extra shit in GZDoom - I want to learn how to make a functional level before I move on to the fancy shit.
>>
>>3763491
Too thicc.
>>
>>3763492
Right, I guess I'll slim it down a bit. Thanks.
>>
>>3763491
I think it would look better, and more realistic if it was flat with the floor, or maybe you could make it so its only 1 unit above the floor
also kudos for starting with basics instead of jumping into gzdoom straight away
>>
>>3763482
I don't like multiple versions. I'm okay with it just being a single release. The only way I'm okay with that is if it's like BTSX's "Ep1, Ep2" style, but they have 30 maps per episode. I'd only have 9. On first release I'd have a bunch of empty episodes.

So I'll just stick with the single release idea for now. We'll see how it goes.
>>
>>3763492
>>3763496

I slimmed it down to 2 units and it's looking much better. I'll move on to the next room though.

I'm going to make the level branch into dead ends with keys at the end just so I'm forced to learn how to make teleporters to bring the player back to the start.

Also I should clarify this is for Ultimate Doom, not 2. I'll mess around with 2 another time.
>>
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>>3763482
>>3763505
You know what I might do, is strip out everything but a few songs and the weapons/powerup sprites/etc, and release/host a deathmatch wad comprised of modified single player maps. That would help balance the weapons, and find which ones are op or too weak.

Plus it would play along with your idea of keeping it in the minds of the community.

pic unrelated
>>
>>3763514
Sounds great to me.
>>
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>>3763482
>>3763462
>needing your mod to be popular
Alright, moddev for other games here, any mod you make should be a mod YOU want to play. Don't rely on the approval of others for your motivation or else you'll end up with half your projects or more unfinished. Every mod I ever made that people liked was something that I myself wanted to have but that no one else was making. I made it for myself and shared it with other people and they enjoyed it to and even provided some input on it. I also had a clear vision of the project and therefore it didn't devolve into a mess of features suggested by a gorillion other people mashed into one mod.

tl;dr Make mods you want to play, not what you think others want to play.
>>
>>3763585
>any mod you make should be a mod YOU want to play

Well, DUH. Anything else means you are consciously making a turd, which a no sane person with dignity would do.
>>
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What are the differences between (G)ZDoom sound bakcends? Which one is better to use with Fluidsynth? Also what Soundfont is the best to use with modern wads? So far I've been using WeedsGM.
>>
>>3763058
(reposted from last thread)
Anyone have any advice on how I could run Arcane Dimensions through Quakespasm on a toaster laptop and get better than 20fps?

I can run basically any other Quake map from quaddicted at 60fps+, but AD just annihilates my machine.

Any help on stuff I can do, settings I can disable etc, much appreciated
>>
>>3763595
Good job reading the entire rest of that.
>>
>>3763585
>>3763603
I read the whole post, but all you did was being captain obvious.
>>
>>3763608
No, I made a point that the motivation for a mod shouldn't be "how do I make this popular?", it should be "what do I want to play that doesn't already exist?". Mod popularity is an absolute roulette wheel unless you already got lucky with it in the past, and even then it's a gamble.
>>
>>3763602
disable any open gl stuff
>>
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>>3763109
>>3763069
>>3763072
>>3763095
>>3763103
>>3763109
>>3763108
>>3763160
>>3763161
>>3763186
>>3763235
>>3763234


>>3763239
This is why I usually use Chainguns against Chaingunners, or ill use the SSG. On one hand its great to rack up bullets from them, but at least chaining them you get the bullets replaced.

Same goes with pinkies, its a 50/50 tossup as to whether a full 7 pellet blast from the shotgun will kill it in 2 blasts. If it doesnt then he's probably chewing on you at least once.

The best solution is really just to lob a rocket unless its literally just a lone chaingunner up close or out in the field. Its worth it to lob a rocket up in a machinegun nest just to kill one dude and be done with him.

>>3763281
Actually I think there's a 1/8 chance they will keep firing for a cycle even after you break line of sight.

>>3763281
People dont consider the value of taking cover in ANY games these days it seems. While I learned this the hard way and by studying military tactics.

Until very recent years all game architecture has been absolutely impenetrable and invincible. I let the scenery take the damage.

> it brought joy to my heart to know that in Half Life, a game of as early as 1997, they have actual rules for explosives and even if it doesnt have a direct line of sight to you it still does damage. I dont know the exchange ratio but a demolition pack can easily kill you if you just toss it around a corner.
>>
>>3763618
how? I thought the whole point of quakespasm was that it WAS opengl...
>>
>>3763585
this

in fact I borrow so much shit from other people's stuff I dont even know where it came from, it'll be nightmare mode just to assign proper credits for it, but since IM the one playing it none of that really matters.

Also I Personally have no problem with putting the SSG in Pistol slot and a starting weapon... and then having a Magnum Pistol as the Shotgun tier weapon that you actually have to find or pickup from a drop. Because that works for me.
>>
>>3763636
it has openGL but even my laptop can play it and I dont have a GPU.

There are varying levels of openGL intensity, disable all of it and then turn on the most basic shit.

You can get texture filtering and non-colored dynamic lights and even my intel GMA will play rather fast.

Wouldnt know about your level, but there you go.
>>
>>3763585
>Alright, moddev for other games here, any mod you make should be a mod YOU want to play. Don't rely on the approval of others for your motivation or else you'll end up with half your projects or more unfinished
That's what I do and I couldn't do it any other way. But dealing with utter silence and disinterest is kind of disheartening - I'd much rather have harsh criticism.
>>
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>confused as hell making a secret sector in chocolate doom, think it isn't working
>after all this time, eventually realize that "you found a secret!" message wasn't in the original
>it was working the entire time, I'm just fucking dumb
>>
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>>3763669
>>
>>3763669
Yeah, happened to me too when I first played chocolate after a decade of advanced source ports.

I hate the secret revealed sound in zdoom though. Quake had the best one.
>>
>>3763651
>dealing with utter silence and disinterest is kind of disheartening
iktfb, but just remember that it's pretty much 50-75% luck to get your first popular mod. Very much a case of "right place right time" assuming all other things are equal (effort, competence).
>>
>>3763585
Yes, that's all well and good, but the comment was in regards to a release schedule. Not what to develop.
>>
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Looking better already. That hallway past the stairs is supposed to be another door, I'll get around to that.
>>
>>3763714
>talks about someone else in an agreeing manner
>it's autism

well it's obvious you're a faggot. whens v20c coming out?
>>
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This happens to me fairly often when I'm building doors.

>draw sector(s)
>select door sector
>shift + D in GZDOOM to create door
>change lines and sectors around the door
>pic related happens

I can only consistently fix this by basically deleting everything in the area and rebuilding it from the ground up. Its like the linedef I expect to have door properties becomes permanently screwed up. What am I missing? it looks like it has all the same properties as a functional door.
>>
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FUUUUUU....

Starting to pull my hair out over this shit. At random times seemingly for no reason at all Zdoom is fucking crashing and its not outputting any reasons or logs.

> and the game starts fine without any errors too

Im trying to remember what all or any modifications I did to my decorate code since this just abruptly started happening.

(its Zdoom not GLZ)


Ive amended some of the code but im playing BTSX map 7 and im going for the BFG, I dodge the revenant fireball and game fucking crashes right after it blows up.

> there's nothing wrong with the homing missile decorate code on death state

Im trying to remember what all the player might have had in their FOV but all I can think of for that L shaped hallway are zombies, imps, and pinkies and there isnt anything extraordinary going on with them either.
>>
>>3763691
> popular mod
don't care about that, it's more that i want criticism so i can learn and improve.
>>
>>3763741
specifically for revenant tracer it does this:

* Set sprite scale 35%
* Set translucency to additive
* Play baron/shotx sound at 75% volume
* Set damage type "Explosives"
* Explode for 16-32 damage (radius 52)
* Play explosion frames (nothing fancy there)
>>
>>3763745
This.

It's really hard to find out if your work sucks or not if nobody even knows you exist.
>>
>>3763745
you and i both lad.

i think i'll stick to making preset rooms and having them for plonk-down purposes because I don't have any coherant map ideas.

Deja-Vu 2: Deja Vu when?
>>
>>3763741
use EDGE or gzdoom?
>>
>>3763752
the last mod I released on the forums only got 26 responses. 10 of those responses were my own posts. Nobody really gave me much feedback for the long term.
>>
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>>3763756
>>3763749
>>3763741
now its something else, since it just seems to happen out of nowhere, pic is the crash message

fault module name is riched20.dll
>>
>>3763769
what exactly did you make?
>>
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>try to make water fountain
>realize waterfall textures weren't in the first game
>>
>>3763776
Way ahead of ya: Use the white "rocky beach" texture in several transparent layers and have them scroll downwards at slightly different speeds. Or use the TEXTURES lump to palette-bash some of the dirt textures to a mostly white noise
>>
>>3763780
I'll keep that in mind. Thanks.
>>
>>3763786
If you're making a zdoom map you could also go all the way and make a DECORATE actor that spits out white "puff" bouncing projectiles with randomly applied scaling and velocity in the floor bounce state.
>>
>>3763769
The one with the shitload of actors from that whatsitsname isometric game?
>>
>>3763780
At that point, why not just use Doom II? Or just import the texture from Doom II?
>>
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Tried making a sort of outdoor garden area. Should I keep the green vines on the walls, or just use bare marble instead?
>>
>>3763775
The basic premise of the mod is that all weapons can have random stats, you can pick up and drop your weapons at will to swap out with other, better weapons. you could use modules to upgrade the stats of your weapon. You could also have other special qualities such as your weapon firing ice or flame rounds, or can posion foes.
>>
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So, anyone knows why Ambient Lihgt Level (gl_light_ambient) option got removed in GZDoom 2.3, while it was still present in 2.2?
>>
>>3763818
Ooh, that actually sounds pretty neat.
>>
>>3763813
I would make a plant beddings framed with stone alongside the left and right wall and use the vine texture on those walls but normal marble on the wall in front of you.

I would also put a comfy looking bench or two somewhere in the area.
>>
>>3763834
Interesting. I'll try something like that.
>>
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EAT MY BALLS YOU HITSCANNING FUCKS

I'm still not sure if I like this BFG or not
>>
>>3763625
>People dont consider the value of taking cover in ANY games these days it seems.
Which is strange considering how many games have forced cover mechanics these days, and by that I mean pressing a button that velcros you to a chest-high wall, which is just clunky and inflexible (cover shouldn't need mechanics, either there's an object between your hitbox and the projectile, or there isn't).

It's kind of frustrating watching Vinesauce Joel play Doom, and he just fucking stands out in the open without actually dodging projectiles or getting behind something (but oh how often he backs away from a projectile in futility, watching it slowly catch up with his face), or how he hates arch-viles, but does NOTHING to properly handle them (he never hides behind walls or pillars to interrupt their devil magicks, just letting every attack happen). At least his ramblings can be fun.

>While I learned this the hard way and by studying military tactics.
Honestly I just always did because it made sense, and because I'd see that in movies. I'd notice in games that bullets would hit what I was covering behind, an that I wasn't hurt.

Popping in and out of cover with your gun goes far, especially in Doom (of course, you also need to remain mobile too, for best performance).
>>
please don't hate me but where can i find moon man mod?
>>
>Hasn't played Oom before

Where the fuck are you at
>>
>>3763846
you mean oon an
>>
>>3763843
Streamers are not good at videogames, especially Vinny and Joel. They make so many goddamn rookie mistakes and have no sense of video game logic. I mostly just use them as timewasters/background noise so I'm not too concerned.
>>
File: tuesday.jpg (54KB, 840x470px) Image search: [Google]
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>Noclip Profiles is our new series where we take a closer look at the lives of the people who play and make games. In our first Profile we talk to John Romero about his extraordinary career, his passion for independence, and his new life on the west coast of Ireland. The full feature will be live Tuesday, January 31st 2017 at noon Pacific.

https://youtu.be/iQ_UHWHjI2s
>>
>>3763851
yes
>>
>>3763823
I thought so too, I like playing my own mod. but I guess others don't as much.

¯\_(ツ)_/¯
>>
>>3763854
>>>/ol/
>>
>>3763843
>>3763852
Joel is "kinda" good when he sets his mind on it.
Usually in the Contest streams he just plays for fun and doesn't take the game as serious business.

Not everything has to be a serious competition where you have to play perfectly or btfo

It's not like the vinesauce guys are trying to prove something or anything, they're just having fun their way.
>>
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>>3763859
>Rump is going to build the All
>he's going to build literally everything
>>
>>3763774
>>3763756
>>3763749
>>3763741

Okay I figured it out I think, something to do with a dummy counter I had set up for the Imps to kill them after a certain period.

However it wasnt designed for the imps but for inheritance so that the Stone Imps that were based on them would use the counter and self-kill. So I just removed the counter portion from the Imp and defined it as states for the Stone Imp (uggh).

Seems so far its not an issue but when I run into long Pain Elemental matches we'll see if it locks up again
>>
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>>3763058
>OOM THREAD
>>
>>3763857
link?
>>
>>3763813
Nice oldschool vibes. Keep going.
>>
>>3763868
Oh god dammit.
>>
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>>3763848
i perfer lood
>>
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>>3763853
>not carmack
>>
you guys sure are good at driving a weak joke into the ground
>>
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>>3763941
>weak joke
>>
>>3763941
it's okay, OP. we're laughing with you, not at you.
>>
>>3763905
I'll post a link when I release v1.0 which should be soon. I've got an updated version sitting on my HDD - just needs some polish and debugging
>>
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>>3763938
I know. Adrian was the best guy from the lake house
>>
>>3763954
oom*
>>
>>3763443
So, tell me about Oom.
>>
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>>3763954

wow somebody still uses IRC?

last I checked there were just endless fields of empty chat rooms with no action whatsoever

>>3763984
my face when, if they had initially named the game BOOM it would have sold just as well and could have been exactly like they made it

considering that the rocket launcher is kinda the go-to primary weapon
>>
>>3763992
>game is called ROOM
>is still technically true
>>
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>>3763954
>Fucking stop it god damn just talk about Doom.
Okay, anyone else think it would be cool if there was a mod like Final Doomer but instead of weapons it changed the look of enemies to better fit the feel of the megawad?
>>
>>3763068
Quiet meditation on hellish constructs.
>>
>>3763954

You're a dumbass.
>>
>>3763997
I would cum in my pants no joke.
>>
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This final bout was a little underwhelming, I know it's only map03 but when I dodged past those initial pinkies into the first alcoves with the cell ammo I was more disappointed than relieved that I was safe when I noticed the monster blocking lines. Maybe stick a pain elemental which would also introduce some verticality in this massive room.

Great map nonetheless
>>
>>3763997
Unless we're talking subtle palette adjustments or R667 stuff, there's just too much work involved making a custom set of sprites.
>>
>>3763863
Well I notice that he can sometimes move pretty decently when he puts his mind into it, but I think he just plays so atrociously most of the time, like, even when I'm just kinda half-serious about playing I still do a good job of dodging.
>>
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Progress is slow but progress nonetheless
>>
>>3763059


>>3763967
>>3763905
>>3763823
>>3763775
sod it. I've dusted it off and uploaded the most recent version

>custom gun v0.999
https://forum.zdoom.org/viewtopic.php?f=43&t=54303
>>
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>>3763106
>>3763108
>>3763120
>>3763124
>>3763157
>>3763186
>not playing all of those + Hadow Arrior, Nreal, Nreal Ournament, O Nes Ives Orever, Hief and Eus X
I Shiggy Diggy Doo.
>>
>>3764043

I got the following when trying to load this:

Error in translation 'C_EXPLO':
Script error, "translation" line 1:
Expected integer constant but got identifier 'C_EXPLO' instead.


Execution could not continue.

Script error, "M-CUSTOMGUN[0.999].pk3:actors/plasmarifle.dec" line 376:
Unexpected token 'none'

Does your mod use like, the NEWEST of NEW shit in ZDoom or something?
>>
>>3764051
Yeah, fairly new, I should have mentioned that.
>>
>>3764006
he's right, you know.
>>
>>3764057
no, you're not
>>
>>3763954
>just talk about Doom
>/vr/ is ZDF and all the "popular users" hide in IRC

You could write a thesis on the sheer amount of irony in this post.
>>
>>3764043
fuck, realised I left some debug number shit in there and there's an odd bug with the experimental and piercing hitscan weapons

>redownload
https://my.mixtape.moe/iptdpe.zip
>>
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>>3764068
indeed.
>>
>>3764043
I'm gonna play it tomorrow. Looked through the pk3 a bit though, and one thing that struck me is how it replaces monsters - if I were you I think I would have tried to avoid that especially in a weapon randomizer mod which could mesh well with one of the many monster randomizer mods.

For example the poison and fire damage stuff could be put in the puff/projectiles themselves with +HITTRACER and a species check, which should make it support colorful hell and smooth doom out of the box since they inherit from the base actors if I recall correctly.
>>
>>3764081
>phoneposting
>>
>>3764095
>posting
>>
>>3764081

Phoneposting for a separate IP is pretty easy to do, dude.
Not that I care much about the "/vr/ is X" nonsense.
>>
>>3764048
>No Erious Am
>>
>>3764097
>
>>
>>3764098
I know it's gonna take more than a single image to prove I'm not that guy but I can't ass myself to do anything beyond that. I ain't shoving my hands in shit.

brb enabling proxies.
>>
>>3764098
Oh speaking of IPs, an entirely off topic question: If I plug my cable into the router I'm apparently range banned from posting on this whole site, but I can post if I plug it right in wall. It's getting tiresome changing the cable all the time so is there something I can do?

>>3764102
The SS series isn't very popular around here unfortunately.
>>
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>>3763186
>Uke Ukem D

I would play that all day every day.
>>
>>3764108
It's too late, anon. You're posting on 4chan.

Your hands are already stained with the metaphorical discharge.

Embrace the pooper.
>>
>>3764083
Huh. I hadn't considered compatibility with other mods. If you could enlighten me on how to achieve what I've done without touching the monsters I'd be grateful as I'm kinda stuck on how I'd do it. Especially the fire and ice translations on death.
>>
>>3764116
>embrace the popper
with two hands?
>>
>>3764017
>subtle palette adjustments

Yeah, that sort of thing.
Basically just playing dressup with the monsters: clothes changes, new accessories, palette swaps, shit like that. I guess they could change some behavior because Final Doomer definitely doesn't play like vanilla Doom.
>>
>>3764109
>If I plug my cable into the router I'm apparently range banned from posting on this whole site, but I can post if I plug it right in wall. It's getting tiresome changing the cable all the time so is there something I can do?

There's always 4chan passes, which will let you get around blanket range bans, such as when an entire ISP or country is rangebanned (typically happens in cases of China, where apparently random people would just come here and post complete nonsense for no reason).

It costs $20 a year, but on the flip side you'll never have to solve another captcha and your post cooldown is halved.
>>
>>3764123
A lot of it will be much easier with zscript.
>https://forum.zdoom.org/download/file.php?id=27949
That should if nothing else serve as inspiration. I've improved upon a decent it since posting (fire damage can now thaw frozen actors and freezing puts out fire for example) but I'd have to rip it out from the rest of the project again to post the new code.
>>
>>3764109
So what about Alf-Ife
>>
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>>3764115
same
>>
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>>3764146
>>
>>3764146
Ppossing Orce > Lue Hift
>>
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>>3764109
I dunno. I like it.

I know it's a BIT after the cutoff year (2003), but it feels as if this thing would of fit in...

Give me a map request. Beginner mapping, so nothing too difficult.

Ideally, something that makes me learn some new shit.
>>
>>3764206
For Doom or for planetside (if you can even make maps for that)?
>>
>>3764208
Doom.

I was more asking general opinion
>15 dollar monthly subscription fee aside
>>
>>3764206
>Give me a map request. Beginner mapping, so nothing too difficult.
What about an island with some kind of techbase on it? Including some natural terrain with beaches and whatever.
>>
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>>3764213
Make a level around this concept from E1M8 where the walls lower to reveal a larger battlefield, so make an entire level using only "floors" and have them all lower at once for the final battle
>>
>>3764225
Meant E1M4 like the filename
>>
Has there been any updates on bloodEX?
>>
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Anybody here wanna help me get this assault rifle working? I have all the sprites and sounds extracted from a pre-existing mod, but I don't have the code to make it work.

https://mega.nz/#!to5AGaCb!pH4_gFb56bo3Y-HYQHSUNlo3rWFgqXZUJW074mbTxfw
>>
>>3764225
That's not a swastika...
>>
>>3764245
It was, as a homage to Wolfenstein, but they had to change it for obvious reasons.
>>
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Anyway, new version of my HtH map ( Waterworks ).

https://my.mixtape.moe/vsnbix.pk3

For sake of convinience, I made it into .pk3 so you don't have to fiddle with the base.pk3. Mapinfos should be in order this time, at least...

Mostly minor fixes, some visual.
> You can't sequence break by jumping into room with archvile
> Some visual tweaks ( ex. screenshot )
> Fixed automap slightly.

Also, hot tip time: possibility of archvile jumping is intended
>>
>>3764138
Thanks. I'll look into it in the morning.

The other thing that I used monster replacements for was module drops upon death but I suppose I could whip up a KILL script to drop a mod based on SpawnHealth or something.
>>
>there are still people who think doom was originally conceptualized as an Aliens game.

The post-mortem hosted by Tom Hall and John Romero disproves this. They already had an alpha with demons in it, before they were even contacted about doing an Aliens game, and the offer was declined after 30 mins of talking.
>>
>>3764334
>they were contacted

WREG NIGGA.

They contacted FOX, not the other way around, and it was DROPPED not by fox, but by id, for intellectual freedoms. this was before doom was even demons.
>>
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I'M YOUR OOM
>>
>>3764346
>They contacted FOX, not the other way around
>this was before doom was even demons.

The post-mortem says otherwise.

>and it was DROPPED not by fox, but by id, for intellectual freedoms.

This is true, and I even said this
>>
>>3764334
>>3764346
>>3764369
here it is, btw: https://www.youtube.com/watch?v=NnkCujnYNSo
>>
>>3764369
>>3764370

The fuck? Did I step into an alternate universe?
>>
The pistols in Final Doomer are quite powerful meanwhile the new shotguns are underwhelming as fuck, and perhaps even worse at long range than Doom's. I just don't see a point in using shotguns ever in the mod.
>>
>tfw you want to make a map but aren't imaginative enough to even know where to start
>>
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>>3763997
>>3764017
>>3764135

custom palette here you go, more colors, existing ones are reduced to make space but maintain appearance for the most part

(slade export, colors are arranged as indicated)

its easy to recolor stuff and if you have the sprites saved as PNGs in the wad then it actually takes up less space, ill post an example

in zdoom it wont work without extra modification (converting all textures and vanilla gfx to PNGs)

but I think itll work fine in gzdoom as it is

when doing palette transition remaps the starting colors are picked from the image as is, but the remapped colors will be onto the wad native palette so be careful

better just to convert the graphics and recolor what you want done in slade
>>
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>>3764404
>>3764135
>>
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Looking for some wads that have a decent HUD built into them, or just the HUDs themselves.

I often see screenshots of cool Huds but no indication of where they came from or how to get ahold of them.

I just want to drop/insert it into existing gameplay not play a map pack with the HUD dedicated to it necessarily (im willing to weed thruogh the hud code to adapt it though)

pic related, but also looking for others

> I dont use GZdoom, only Zdoom
> I run 640x400 windowed
>>
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>exploring a map
>can hear a shitload of revenants and an archvile lurking nearby
>have no idea where they are
>>
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>>3764414
>>
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>>3764414
I found them.
>>
>>3764414
I should someday make bunch of monster-tele rooms nearby some empty hallways. Full of revs and archviles.
They don't teleport to that hallway, but unnerve and mislead player.
>>
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Hey I found the Archie too, and wouldn't you figure, he has company in the form of an arachnotron and a chaingunner

Fuck me, right?
>>
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>>3764424
Don't worry guys, I got something for you
>>
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>>3764425
JUST GIVE IT A SEC IT'S WARMIN UP, BUT IT'LL BE WORTH IT, TRUST ME.
>>
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>>3764414
>mfw it's all dark
>mfw archvile laughing somewhere where you can't see him
They still give me the creeps.

>>3764412
I like NC Hud for being clear, concise, minimalistic and showing Dewmguy's face while still being fullscreen. I understand it's adaptable.
>>
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>>3764426
ENJOY THE LIGHTSHOW YOU MARTIAN BASTARD. SEE YOU IN DOUBLE HELL YOU BUTT LICKERS.
>>
>>3764429
NC hud? whats the full name of it?
>>
>>3763453
Fukken based
>>
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>>3764430
>>
>>3764434
https://forum.zdoom.org/viewtopic.php?&t=33079
It has patches for a couple of popular mods too.
>>
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Boy this map is off to a good start, I sure do love pain elementals.

GET THIS SHIT OUTTA MY FACE
>>
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>3764442
>>3764446
remember to abort the skull babies with your face
>>
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PLEASE FUCK OFF
>>
Has any one tried to remake the Marathon games in Doom? Aleph One isn't that great.
>>
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>>3764448
I would but I can't fly, so I had to abort them with machinegun fire. Currently working on makign this chaingunner an eunuch with my revolver
>>
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>>3764446
>>3764442
>>
>>3764451
There was one old mod that was attempting to rebuild Marathon 1. I don't know what happened to it or where it went.
>>
>>3764451
Doesn't Marathon have really fucking weird and unnatural geometry and shit, like you can round a pillar and suddenly you're somehow someplace else
>>
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I hear revenants and archviles

Hold me, /vr/oom. Preferably with one arm and a shotgun clutched in the other.
>>
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I LOVE THIS MACHINEGUN
>>
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MY GUN IS BIGGER.
>>
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PUNCH EM RIGHT IN THE TITS.

There as a chaingunner on his fat ass on the otherside
>>
>>3764464
Gotta say, I like how the casings are being throw out at a forward angle like that, as if the gun was overgassed.

Might give this a try, I never did play through Plutonia proper.
>>
>>3764460
yes

a perfect fit for line portals
>>
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CARVE EM LIKE A GREASY THANKSGIVING TURKEY

>>3764469
It certainly does add a lot to the mapset to have its own unique set of weapons, they feel good to use in general as well.
>>
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Oh god damn it
>>
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Time to take your 40mm suppository, you son of a bitch.
>>
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FUCK FUCK FUCK FUCK
>>
>>3764476
Do the new weapons have new behaviors (the grenade launcher having actual arcing/bouncing grenades) or is it largely just reskins?
>>
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AAHAHAAAAAAAA
>>
>>3764479
You have max health/armor and two barrels, use that corner next to you and fuck him up.
>>
>>3764480
Grenade launcher does arc/bounce.
BFG behavior is different ( ex. TNT is a rapid-fire deal without the ball-projectile, the SSG is a burst-shotgun instead, TNT has weird device as chainsaw that in three modes offers envirosuit/90% dmg reduction/nightvision while firing ).

>>3764390
Personally I like TNT's shotguns. Plut's are boring, but the burst shotgun is love.
>>
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I am amazed I got through that unscathed, goddamn.

>>3764480
All new behaviours, the pistol hits pretty hard, and has unlimited reloads, the shotguns are mostly untouched, but the machine gun is excellent, the grenade launcher's projectiles fly very quickly but they don't start bouncing and arcing til they hit something, and even then they haul ass.

The plasma gun is replaced with a big hitscanning LMG that hits like a truck, and the BFG uses its own unique ammo, as indicated by the little bar next to the ammo counters, you get BFG ammo when you pick up big ammo boxes (or cells, if you want, it's an option)

There's 2 other weaponsets in this mod too and they have their own unique quirks

>>3764482
That's what I did too.
>>
what does /oom/ think of oblige?
>>
>>3764490
*blige
>>
give me a mapset to play through

ultra violence
>>
>>3764492
Double Impact, best E1 mapset ever made desu fäm.
>>
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and I'll punch you too, you cheeky cunt
>>
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OKAY PLUTONIA I DID NOT ORDER A CHAINGUNNER SANDWICH WITH A SIDE OF MEATBALL DEMONS. WHO THE FUCK MADE THIS MAP
>>
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>>3764506
>those maps where there's a chaingunner behind you when you spawn
>>
>>3764048
>>3764102
>No Urok: Inosaur Unter
>No Escent
>>
Final Doomer shits out too much ammo to the player.
>>
>>3764506
I love that people are using that alpha muzzle-flash colored red, it's excellent for rapid fire weapons.
>>
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HELLO BOYS. BACK FOR MORE I SEE
>>
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>>3764517
Fuck.

I needed a break anyways, fucking skeletons
>>
>>3764518
it looks like they're mocking you
>>
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>>3764519
They're always mocking me, I always blunder into homing revenant rockets at least once an encounter, something about their gentle turns really fucks me up
>>
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https://www.youtube.com/watch?v=J-Zuk8YXmX4
Oh fuck
>>
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>>3764529
Everybody get down and DWANGO
>>
How in the absolute piss do i add texture packs to doom builder 2
>>
>>3764529
oh please
https://www.youtube.com/watch?v=Lbg7jzarrQU
(can we make this gif the intermission for h2h?)
>>
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>>3764513
Final Doom shits out too many monsters
>>
Okay, I've played 1 & 2 countless times but never played through Thy Flesh Consumed, TNT or Plutonia, if I want to go for increasing order of difficulty what's my route look like?
>>
>>3764553

exactly the way you wrote it
>>
>>3764553
TNT < Thy Flesh Consumed < Plutonia

However play order should be Thy Flesh Consumed < TNT < Plutonia because you're really going to hate no SSG when doing Thy Flesh Consumed
>>
>>3764553
Thy Flesh Consumed is just another 9 maps slapped onto the end of 1, so at least play those first
>>
>>3764406
Y'know, that doesn't look terrible.
>>
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>somehow managed to replace every cacodemon in my map with a chaingun
>>
which wads would you consider essential

which to complete first and in what order?

doo 1
doo 2
thy flesh consoomed
tnt
plutonia
sunder
echelon
hellground/bound
sith/2
fucking positions/2
you gotta die/2
ribiks
skilsuw
stolen maps chillax
goin' down on romero
suggestions
>>
>>3764580
Start with Knee Deep in ZDoom for the definitive experience.
>>
>>3764557
I'd honestly argue that TNT is easier in general than Thy Flesh Consumed, because TNT doesn't at least choke you out on ammo and health for the first few levels.
>>
>>3764580
I liked Going Down On Romero.

Though it was a bit hard, a bit much to take in, almost too much to swallow.

Hope you like lots of opponents
>>
https://mega.nz/#!6181CaaK

Chocolate Doom anon from earlier, the map is done

take my garbage
>>
>>3764598
>decryption key

what the fuck

let me try that again
>>
>>3764598
>>3764601
https://mega.nz/#!6181CaaK!RoY6O3Fwdp5zjEJl79jK7IXJ-Qsq44F7eNQyYnSb7rc

aight I think this is the real one

chocolate doom, e1m1, but just play it in whatever I don't mind
>>
>>
>>3764603
explains oom ixty our
>>
>>3764593
TNT overall isnt even that much harder than doom 2 itself.
>>
>>3764553
The first half of Thy Flesh Consumed is overall quite tough but starts to ease up.

TNT is a cut above Doom 2 in difficulty, the maps are generally a bit longer and have more enemies.

Plutonia is about as tough as it gets in the way of official IWADs.
>>
what if chaingunners had jetpacks?
>>
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>>3764634
Calm down there satan
>>
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>>3764634
Stop that.
>>
>>3764619
I think the better aesthetics of TNT gives it another edge over Doom 2.

>>3764634
I can still take cover, can't I, also they're not exactly meaty, I'll blast them out of the air like clay pigeons.
>>
>>3764636
>>3764637
what if mancubi went on an Atkins diet?
>>
>>3764634
are we talking "cacodemon" flying chaingunners or "tear ass after you from across the map like a lost soul" flying chaingunners

because I can sure as hell handle one and not the other
>>
>>3764642
>creature at archvile speed
>still has the triple mancubi fireball attack

STOP IT. STOP IT NOW
>>
>>3764642
>super buff and lean mancubus sprinting after doomguy like a marathon runner

I need this
>>
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>>3764639
>I think the better aesthetics of TNT gives it another edge over Doom 2.

True, though like Doom 2 a lot of the later maps aren't overly interesting either, but it's probably still the better package overall. MAP31 is still pretty ugly though.

>>3764642
Butwould he still be able to stop the trolley?
>>
>>3764646
both
>>3764647
>>3764649
what if revenants could combine in megazord fashion?
>>
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>>3764557
>>3764558
>>3764560
>>3764619

Sounds good, I'll do TFC first since it's shorter. Then TNT and then Plut. Wish me luck.
>>
>>3764651
he eats the trolley and becomes two times as fat
>>
>>3764652
>what if revenants could combine in megazord fashion?

Only if Doomguy can get a mount or mecha to take it on with
>>
>>3764658
>Doomguy climbs the mech like it's a fucking colossus and rips it apart, bone by bone
>the revenant heads all scream in outrage as you rip them out of the body
>>
>>3764658
well okay
you get to ride a cacodemon
>>
>>3764654
Enjoy E4M2, son.
>>
>>3764664
>tfw this is actually entirely possible to make
>>
>>3764671
Yeah, SgtMark posted this here a couple of years ago.
>>
>>3764664
>>3764671
every regular cacodemon becomes an astral dreadnought boss
>>
>>3764675
Just take it to the logical conclusion already, all monsters are revenants, and all revenants bleed revenants.
>>
What if cacodemons fired rockets?
>>
>>3764679
>tactical airstrike cacos
>>
>>3764669
Starting E4M2 now... the real question I should have asked before is, Pistol start or carry over for the real playthrough?
>>
>>3764678
anon no
that's not fun enough
The icon of sin summons furries
>>
>>3764684
the only people who dont pistol start are bitch baby cuckfags
>>
>>3764547
Did you try adding them to resources?
>>
>>3764684
E4 gets pretty heinous in the early levels, but I honestly can't say because it's easy to take a beating and then get stuck with low health at the start of a level, on the other hand it busts your balls on ammo.
>>
>>3764686
okay that's pretty shit

All zombiemen become you and inherit voodoo properties, meaning they can kill themselves by shooting you
>>
>>3764678
go play demonsteele and brutal doom at the same time

:^)

>>3764673
oh my god that's amazing, thank you
>>
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>>3764686
>The icon of sin summons furries

So it becomes a Zandronum server?
>>
>>3764696
yes
Lost souls are replaced with circus2 daisyheads but actually killable
>>
>>3764696
YOU FIGHT LIKE A GIRL
>>
Another for the OOM pile:
Pain elemeatbals become edible
>>
>>3764689
Wooah, shit, I wish I was badass like you.
I fought for my plasma rifle, I'm keeping it, they can pry it from my cold dead hands.
>>
>>3764710
what a bitch baby cuckfag
>>
All pickups are inherantly running for it; and have their own properties.
Invisibility spheres become fucking invisible, because if it's an invisibility sphere, HOW THE FUCK CAN YOU SEE IT?!
Megaspheres become baby mancubi
Soulspheres can fly
Berserk randomly explodes
Invulnerability tries to kill YOU as a lost soul
Automap misaligns nearby textures
>>
How tough is Oomguy?
>>
>>3764717
The riginal Umber Ne Adss

guess we can start concepting OOM for jokewad?
>>
>>3764715
>random chance that Guts is hiding in a Berserk pack
>>
>>3764717
75 % of Doomguy's toughness.
>>
>>3764719
glorious

The spider mastermind masterminds a legion of arachnotrons

All enemys gain doomguy's face
>>
>>3764719
Guts uses a sword and a gay arm crossbow, I'm pretty sure he wouldn't be a big deal.
>>
>>3764726
>arm crossbow
>gay

nigga YOU gay
>>
>>3764696
did zandronum implode for anyone else? there's nobody on it
>>
From last thread, for Oom:
>>3760916
>>3760919
>>3760923
every skybox gets a hidden chaingunner
>>
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>>3764732
>fistpunch
>>
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>>3764737
perfect
>>
>>3764732
>skybox chaingunners are a delayed reaction
>you're constantly told to hurry up and finish the map
>and in a worst case scenario, you should hide indoors
>you are never told why, but you will soon find out why
>you have been seen
>>
>>3764739
and
>shootgun
>>
okay so what haven't we covered?
jetpack skybox chaingunners
atkins mancubus
icon of furfaggotry
ridable cacodemons
revenant megazord

Archviles become disco lightshow rave warriors and kill by causing epileptic fits
>>
>>3764389
So... In what year did Nelson Mandela died?

Also BerenstAin or BerenstEin Bears?
>>
>>3764747
straferunning zombiemen
>>
>>3764746
>>3764737
more like these.

Oomguy also has a variety of taunt/idle/whatever animations where he plays with toys or figurines.
>>
>>3764758
I'm pretty sure it was an E

who's nelson mandela and what would i know him for?
>>
new to the doom 2 hell on earth

what name is of bone man with the rocket gun ?
>>
>>3764763
the demonstrator

teaches how to make a screaming without skin

a fruitful lesson
>>
>>3764763
agitator
>>
>>3764763
Evenant
>>
>>3764761
http://rationalwiki.org/wiki/Mandela_effect

E in Berenstain means you are from alternative reality that was merged with this one some time in the late 90's.
>>
>>3764768
confusing
>>
What is the best tool to delete unused graphics lumps?

delete unused textures/whatever in slade deletes them from the TEXTUREX lump, but leaves the graphics themselves... Except for flats, it gets rid of those.
>>
>>3764761
Nelson Mandela was a terrorist who died in prison in the 90's.
>>
>>3764747
>>3764759

>shotgunners propel themselves through the air with shotgun blasts
>>
>>3764779
bizarre. never heard of him.

i always did think the hadron collider was a Reality Distortion Array though.

let's get back to concepting "the megajokewad"
>>
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>>3764780
yes good

Impse

Demons become speedy gonzales. Andele andle, fucky fucky.
>>
>>3764780
You mean the Hotgunners
>>
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Can we agree that this Byeblothingal guy is fucking brilliant despite being literally insane
>>
>>3764786
So they shoot hotpockets at you?
>>
Cyberdemons in OOM shoot redeemers like revenant trackers
>>
>>3764786
Hotgunners are hot babes in bikinis (with shotguns)
>>
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ROUND TWO YOU BONEY FUCKBOIS
>>
>>3764724
So does that mean he runs 25% slower, has a 25% penalty to his health/armor cap, or carries 25% less ammo?

Is he 25% shorter?
>>
>>3764785
>Imps can be set up for melee finishers like it's Brutal Doom or 4
>you just Impse them
>there is no mechanic like this for any other monster, all you get is Impse
>Impse doesn't even kill them, they just lie there
>you can repeat it as much as you want
>forever
>>
Barons and Hell Knights become Executive Pants Demons.
>>
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>>3764793
Uhhhhhh
>>
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>>3764785
>that one Demon level in 1 Monster
>Waves of Mexican Pinkies leaping out of walls screaming at you in Spanish
>>
>>3764805
welcome to the plutonia experience

thanks and have fun
>>
>>3764806
search that wall graphic for more reaction faces.

Yes, this is best joke-wad.
>>
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>>3764805
I didn't even do anything. The hell knight died too.
>>
>>3764006
Damn son I'm that guy and you're salty as fuck nigga.
>>
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>>3764806
>>
>>3764812
you're really one to talk, friend
>>
>>3764813
>Oomguy's face fluctuates between these for his status portraits
>the weirdly smug one is him picking up a weapon
>>
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PUT UP YOUR DUKES BITCH
>>
>>3764823
oh shit I've got it

Oom Arachnotron's have extremely swole arms and can suplex you across the room
>>
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So THAT'S what those pillars were hiding.
>>
>>3764826
>>3764821
glorious
Invulnerability looks like the Mr. Bean one

keep in mind more hillarious shit for Oom 2.
>>
>Ain Lementals fire out powerup spheres at the monsters to buff them
>you can intercept the shot to steal it for yourself
>>
>>3764826
>he's brain AND brawn
>>
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>>3764838
>INVULNERABLE archvile
NATAS NWOD MLAC
>>
That's an awful lot of ideas.

Reminds me of the board WAD ones
>>
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>>3764849
>Disco Archvile's music and lights grow in intensity for every powerup it steals from Ain Lemental
>>
>>3764851
i think we're spitballing until it starts rooling out of control.
>>
>>3764851
>>3764853

I figure once we go out of control and this implodes on itself some crazy person will cherrypick and salvage what actually works and unleash an abomination on the world
>>
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>>3764852
>>
>>3764858
what doesn't get used can always be put back in the oven and used in a sequel wad.

basically just becoming our personally constructed jokewad series

What about keens? Does the jelly train go down the track?
>>
>>3764863
>so you wanna play doom v8 is nothing but the entire Oom series
>>
>>3764868
>SO YOU WANNA PLAY SOME FUCKING OOM
>>
UMP when?
>>
>you finally pull it together and defeat the furry of sin
>you have mastered Oom
>the ending is a troupe of disco archviles performing a number, while their seizure attacks stack in volume; hotgunners are acting as backup dancers
>the game then closes itself as a final fuck you
>>
>>3764878
>Ump
>It's basically WOOO4/MOCK3 except with actual effort put in and not just "terrible just to be terrible"
>>
>>3763995
>"You are tearing me apart, Impsa!"
>>
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>>3764881
>The intermission/text screen is just Kane dancing
>>
>OP makes a typo
>The Sky May Be 2 happens
>>
>>3764889
OOM; THE SKY, MAYBE?
subtle hint at the chaingunner skybox
>>
>>3764894
HE KY AY E
>>
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>>3764882
>half the fucking doors are broken to shit, the other half practically taunt you with the whole rapid open-close bit
>instead of the door opening, the entire fucking room your in becomes the door
>>
>>3764894
>people complain about the skybox chaingunners[/spoilers]
>our response is just "well, the title warned you"
>>
>>3764898
>Half of the wall textures have monster sprites baked onto them
>>
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>>3764901
>Wolfen SS become MaxiGunners
>They shoot fractal-doom sized Oom chaingunners
>>
>>3764905
>>3764901
The rocket launcher randomly blows up in your face due to an EDF soldier running infront of you
>>
>>3764906
>Affen S
>"Chutztaffel!"
>"Eine eiben!"
>>
>>3764913
>jetpack chaingunners scream at you in german
>being chased by an army of these, pinky gonzalez, and discoviles
>>
Arrels try to sneak up behind you when you're not looking
>>
>>3764920
and a revenant megazord
>>
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>>3764921
>>
>>3764923
So, what do we do with the cyber and mastermind?
instead of infighting like expected, the cyberdemon starts riding ontop of the mastermind like a horse
>>
Pectres are completely invisible and make no growling sounds
>>
>>3764932
Pectres also have incredible abs; the shine on a pectre's pecs is the only thing giving it away
>>
The chaingun suddenly drops to the floor and starts bouncing around chaotically while still firing
>>
>>3764932
>>3764938
>when they catch up to you they stop to flex for a moment, becoming visible
>this is your only chance to run or shoot before they fuck your ass up
>>
HAS ELL GONE TOO FAR?!
>>
>>3764948
THE DRIVING QUESTION

>>3764941
>silent assassin pectre sneaks up on you
>randysavage.wav
>>
>>3764952
OOMGUYS HATE HIM
THIS ONE OMBIEMAN TRICK THAT WILL DRIVE YOU CRAZY!
>>
NEE EEP N HE EAD
HE HORES F ELL
NFERNO
HY LESH ONSOOMED

All menu, switch, and general map-geometry movement sounds are replaced with Chain-gunner/Zombie-man/Sergent sounds
>>
>>3764963
>guy quits game before meeting jet chaingunner or pinky gonzalez
>quitsound is the game berating him in spanish or german
>>
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Sometimes this fucker will rotate menacingly into view
>>
>for the fight with the cyberdemon riding on the mastermind your cacodemon steed comes to the rescue
>intense fight ensues

>later to defeat the furry of sin you fly through the hole in his brain and crash into romero
>the cacodemon explodes an heroes the icon like it's fucking independence day
>>
>>3763105
> - on't judge me
>>
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>>3764969
>>
>>3764970
>even the maps are part of the nonsense
>most of the names are things like "O O OUCHFACE RANGERS" "ook ut ehind ou" "hat he ell s oing n?"
>>
>>3764970
>O IN HE AME OU UST ILL E OHN OMERO
>>
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Hm, this might be better than just a simple "projectile that flies forward and pushes shit away"

Bringing enemies closer together to put the smackdown on them might be good. Though I might have the tornado occasionally fire out some winds to cause flinch that way players have a better chance of getting in close without catching a fireball or bomb to the face
>>
>>3764998
This MOTA revamp is shaping up pretty well
>>
>>3765010
Here's hoping it plays as well as it's looking. I plan on scaling a lot of the monsters back so bigger maps become less of a clusterfuck. Playing with vanilla monsters again makes me appreciate them all the more, so I'm probably gonna nerf the range and frequency of the crazy jump attacks the revenants and hellfos do, along with a few other tweaks.

I'm considering giving the mancubus replacement a special cannonball shot that breaks other projectiles as it flies through the air, that'd really shit on the player's parade
>>
>>3764998
I suggest putting up 3-4 circular moving air "vortex" effects in a conical fashion to simulate a tornado. Make it more actively pull enemies in for a duration, then blast them away when it ends for small damage.
>>
>>3765032
I don't want too many visual effects seeing as players will most likely be charging in swinging swords at a clusterfuck, and sadly due to the weird nature of a_radiusthrust if I crank it up too high you'll have enemies getting catapulted across the map.

I'm still toying with the idea of blasting the enemies away at the end of the tornado's lifespan though
>>
>>3764279
>I suppose I could whip up a KILL script to drop a mod based on SpawnHealth or something.
That's a pretty great idea.
>>
https://www.youtube.com/watch?v=AlCbPg_bUjc
Oh boy, that looks awful.
>>
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Great! Now i just need to learn how to ..
>add own textures
>make and add own enemys
>make and add own weapons
>balance things
>make interesting traps
>add own music
>add own sound effects
>utilize GZdoom's enhanced graphical abilitys
>make cutscenes
>make events
>mod doom in a way to make a "real" inventory
>mod doom in a way so i can buy and sell stuff

And after 10 years of learning how to do that i'll can finally make my dream of my own first person dungeon crawler comes true. See ya in 2027 guys!
>>
>>3765112
I mean, you could always just use an engine that doesn't require a million horrible hacks to do anything out of moving and shooting...
>>
>>3765120
well i could shit on Cutscenes, a inventory and vendor stuff. even on GZ dooms graphic stuff.
it's just nice to have.

Also: i like the level editor.
>>
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Is there some sort of tutorial that covers the basics of how to actually play Doom? I've seen a lot of gameplay but I still don't think I understand how some secrets and level design aspects work.
>>
>>3765129
Theres the obvious

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

https://www.youtube.com/watch?v=_0KBAZkPFmI
>>
>>3765129
Just play through the first game while pressing the "unf" button on walls with suspicious looking texture differences compared to surroundings. Also listen for distant door opening sounds
>>
Am I the only one that hears MUS playback in SLADE being faster than it should be?
>>
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>>3764823
Uppercutting an archvile to death is super satisfiying
>>
>>3765046
at least I can find joy in him trying his best to take stuff from nudoom while using 't-this was actually something I wanted to have YEEEEEARS AGO, SEE IT'S CALLED INSPIRATION WHEN I DO IT' as a scapegoat.
>>
what are some good map packs besides scythe and btsx?
>>
Money for completing levels, minus tax :^)
>>
>>3765290
what is tax based on?
>>
>>3765305
Random between 1 and 5% of your total.

long fixed taxpct = ACS_RandomFixed(1 / 100.0, 5 / 100.0);
payout.total -= payout.tax = payout.total * taxpct;
>>
>>3765310
Making it random is gonna piss people off.
Make it perhaps based on performance or something? It is really hard to gauge since, but maybe estimate some time on the enemy-count, weapons available and time spent on map.
>>
>>3765310
why dont you base it on picked up items?
the more ammo, health and weapons you pick, the higher the tax, not saying it should be +1% for each pickup, but maybe something minor so its like 0.02% for pickup so its playable with slaughter sections
>>
>>3765314
It already is based on performance. You gain score for killing enemies and picking up ammo, this supplements that by giving you some extra score based on your kill and item percentages.
I had zero score at that level because of a death exit ;_;
>>
>>3764692
Yeah but it just says 0 next to the .wads name when trying to view its textures
>>
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My desire to map can't be helped.
>>
>>3765290
THANKS OBAMA
>>
>>3765373
Nice.
Now make it play well.
>>
>>3765382
Never
>>
>>3763059
I am the creator of the Quake 2-unit in the list, and I have just uploaded a new version of the last map of the pack to address some issues.

Also to the guy who recorded himself playing:

1v1 me pls
>>
Just something I started to wonder:

Are there any megawads that DON'T have the Icon of Sin on the last level? Ie. I don't have to shoot rockets through a small hole and kill Romero's head in order to finish the WAD?

Has the Doom engine been hardcoded to require the IoS on the last level, otherwise everything breaks?
>>
>>3765310
>making something as shit as tax random

What's this, a real-life simulator?
>>
>>3765401
Buttsex
>>
>>3765401
There must be a way to override the trigger so it's presumably just legacy.

I've never played a megawad in my life.
>>
>>3765398
>Also to the guy who recorded himself playing:

>1v1 me pls
O-ok. When? Where? I'm quite scrubby though. Last time I played Q2 dm I could kill people only with hand grenades,
>>
>>3765401
ancient aliens
>>
another dank idea for the epic oom mod: make it a fork of metroid dreadnaught!!!
>>
>>3765120
>not breaking the Doom engine over your knee

What are you, a casual?
>>
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>>3765120
>>
>>3765429
Get Q2Pro, and get on Discord like tastyspleen's: https://discord.gg/gwZTt
>>
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YOU KNOW THE DRILL, NIGGERS.

POST YOUR SPRITES, YOUR CODE, YOUR MAPS, WHAT THE FUCK HAVE YOU BEEN WORKING ON LATELY?
>>
>>3765447

Nothing!

That's right, I. MADE. NOTHING!

Bahahaha!
>>
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>>3765447
i glued a boy's arms onto a man's body
>>
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>>3765447
I'm close to releasing Lithium 1.2, just need to finish the rest of the second set of weapons.
>>
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>>3765447
Finally at the texturing phase and this where I usually fuck up. I'm terrible at picking good textures that fit together.
>>
I threw that sketch of hae-lin and blaz holding hands into that automatic coloring thingy and marvelled at how better it is at coloring than i am
>>
>>3765468
The ceiling is weird, but the rest is fine.
>>
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>>3765447
Generic stuff.
>>
>>3765503
them green lines remind me of skarj ship in unreal
>>
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God I am on level 18 of TNT (its called Mill) and its hard as shit. I am too autistic to do mid-level saves. Trying to do pistol starts UV and it was going fine until this level.

Also on a tangential note, the ps1 version of Doom does not run very good. I'm a big playstation sonygger but even I can admit it runs poorly. The aesthetics are cool but that doesn't matter when I can't have fun.
>>
>>3765290
>>3765310
Make tax based on the performance calculator that takes into account accuracy ("Property damage", for every shot that hit scenery and non-enemy objects destroyed) and time taken (more time - more tax % up to a cap), to stimulate players into speedrunning the levels. Maybe also Secrets Abandoned or something.
>>
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>>3765545

You could have a tax return at the end of a set of levels. The player wins if they get a return and lose if they owe money.

Doomguy gets a personal exemption for himself. No dependents. Itemized deductions may include medical expense (soulspheres can be written off) and charitable contributions (not picking up armor or ammo).
>>
Can you guys help me come up with a map theme and maybe some constraints to work with?
>>
>>3765573
Futuristic "Ancient" Rome, main plaza, several buildings, multiple keys to collect in no specific order. Each building has a cyberdemon boss you have to dispose of in a puzzle way.
>>
>>3765512
>playing on console
Why?
>>
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>Final boss of Oom: He Lutonia Xperiment
>>
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>>3764334

Not to mention there were hundreds of pieces of fiction that have taken inspiration from Aliens (with Halo probably being the most blatant). Its the de facto space marine scenario. Obviously Doom will have elements from it.
>>
>>3765605
>with Halo probably being the most blatant
Huh?
>>
>>3765609
>blasting alien lifeforms with a limited variety of weapons all the while the ai is braindead easy

it's doom without the infighting
>>
>>3765625
I don't understand how Halo is an Aliens ripoff. There's nothing similar other than there being alien lifeforms that want to kill humans, which isn't really uncommon.

Also, there is infighting.
>>
>>3765629
>There's nothing similar

The black guy with the cigar in Halo is literally the black guy with the cigar in Aliens.
>>
http://halo.wikia.com/wiki/List_of_references_to_Aliens_in_Halo

This is a much more comprehensive list.
>>
>>3765641
Okay, that's pretty neat actually. Thanks.
>>
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>>3765447
Popping out some quick DM maps for a REKKR DM testing release... Maybe I'll finish up the player sprites too (still need firing and death animations)
>>
>>3765401
>Has the Doom engine been hardcoded to require the IoS on the last level, otherwise everything breaks?
no, of course not.
>>
>>3765479
>holding hands

but that's forbidden!
>>
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>>3765479
>>
guys why is there never any classic deathmatch on doomseeker I'm so fucking tired of brutal deathmatch all the damn time
>>
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>>3765679
>tfw everything on doomseeker is le brootal super duper loud epic massive screenshake shit
>>
>>3765679
>>3765689
casual reminder that the zandronum community legitimately believes popularity corresponds to quality
>>
>>3765696
Casual reminder that that has been the norm for literally every community for the past like 15 or so years.
>>
>>3765702
yeah this is the case, pretty much the reason why Stalker community still has people recommending Misery and Complete mods, or why HL2 community has people recommend Cinematic mod
>>
>>3765702
>>3765705
>normies ruin everything
what a shocker
>>
>>3765716
The 2nd anon was being sarcastic
>>
hey all, I'm trying to find a website where i can download maps for doom, or, more specifically, a map where i can spawn every enemy with a seperate switch.

need it for testing mods, and I'm too retarded to use doombuilder
>>
>>3765720
nope
Misery is badly designed
Complete is stalker: ez difficulty mod
Cinematic mod is DUDE FERNS AND BRIDGES LMAO
>>
>>3765725
>Misery is badly designed
Only 2.0. 1.0 is perfect.
>>
>>3765727
They're both total shit and I'm not even that guy. Making everything brown and jamming every gun every 5 seconds is not good gameplay.
>>
>>3765727
1.0 was pretty good on balance side but >>3765728 is right about BROWN SO REAL
2.0 and onwards was so bad that first they fucked up with stolen sounds, then with broken economy, and now they STILL didnt fix kevlar plate bug
>>
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>>3765447
Got tired of doom mapping for a while but my pal made a midi that re lit the fire for it. Building a grey ass space base.
>>
Is there a way to fix ( I mean remove it) SR45/50 mod-side in ZDoom/GZDoom?
>>
>>3765758
Damn, looks good anon
>>
>>3765447

https://www.youtube.com/watch?v=3d2t8ijjldA

I've been working on the bike.
>>
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>>3765447
well uh
i made a _oom
>>3765598
>reve-vile
>arch-anant
SCARED.BMP

>>3765696
>>3765689
this is why filters exist.

i literally never see gools versus homos
no borpoldorpole
no LITERALLY FUCKING CALL OF DUTY
no MEGGAGAY 17!
and unfortunately everyone's fucking playing complex but oh well it's not intollerable; just heinously overpowered.
but there is good old wholesome CHILLAX STOLEN MAPS

now those zandro dev fags better hurry up so i can find servers of yholl's mod.
>>
>>3765598
what have we done
why haven't we done more
>>
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I have mastered the dark art.


... well, managed to dabble into.
>>
>>3765894
what is this fucking sorcery you people call MAPPING
>>
>>3765894
You gonna be releasing this when it's done? Looks really good man.
>>
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>>3765894
How did you made wall lights to flow so smoothly? Is it a light level effect or a texture one?


Also picrelated is a very clever pseudoslope bridge from Bloodstain. Why did it not get a cacoward? It has one of the nicest Boom architectures I've seen in the recent years. While AAliens has style and gimmicks, I consider Bloodstain better as a classic gameplay mapset.
>>
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>>3765894
are you making the insides a necron pyramid?
>>
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>>3765906

It's basically a voodoo doll on conveyor that sets sectors to 255 brightness, then loops back. Affected sectors have special of 8 ( glow ) - in this case their default light value is 32.
So it lights up ( 255 ) and then fades to adjacent darkest square ( 32 ).

I did copy the method from Ribbiks' lighting example, so kudos to him.
>>
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>>3765908
what the fuck

i can't even fucking comprehend that
>>
>>3765916
I think there's a boom scroller floor that pulls the zombieman through a bunch of light-setting trigger lines (the lights are probably tagged in a 1->16 pattern) and the last trigger line teleports it back to origin
>>
>>3763691
never forgot that you could also do a demake or remake of something else in Doom and get a million times more publicity than something original you made.

ie; don't worry about being popular because BD is popular and look where that is.
>>
>>3765925
i think i understand
but go through one more time in complete retard, just to be sure.

because i understood up to "conveyor that sets sectors to 255 brightness"
>>
>>3765932
it brightens up then quickly darkens
>>
>>3765932
Not him, but here what I think happens in detail:

Conveyor belt pushes VD through trigger lines in sequence.
Trigger lines, when crossed, brighten a segment of the green line to 255, then tell it to dim to the darkest adjascent one (55). Triggers are numbered 1-16 or something, and correspond to light segments 1-16, so they all light up in squence and darken in sequence, simulating a pulse trail.

You an also notice that vertical ones light up all at once, since they are one segment. This couldve been avoided by use of 1-unit thin segments.
>>
Any updates on the zombies tc remake?
>>
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>>3765894
Looks pretty neat, Anon. Meanwhile I'm over here just being happy if I can make an elevator work right.
>>
>>3765679
If you want classic deathmatch you're probably better off with ZDaemon even if it's outdated as fuck.
>>
>>3766006
>zdaemon
Fuck off satan, i'm not going blind today.
>>
>>3766010
Then Odamex is the only option left.
>>
>>3766014
Anon, he wants to play deathmatch. You can't play deathmatch alone.
>>
>>3766014
rofl no

fuck this faggot.

>>3765679
anon just use filters
>>
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Random thought, but does anyone still have boxed copies of their favorite classics? Found the box for Duke3D Kill-A-Ton collection my grandfather got me when I was a kid not too long ago. Good memories.
>>
Should I make a new thread?
>>
>>3766090
Wait until the thread hits Page 5.
>>
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>>3766093
Aye aye
>>
>>3766093
>>3766094
Or better yet page 8
>>
>>3766090
If you do, copy and paste all the text from an archive so you won't litter it with shitty embed tags and stuff. Don't forget to put on the D

Also what >>3766097 said, you can get away with leaving it later on a slow board
>>
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literally me.
>>
>>3766121
Cool, thanks for the advice.
>>
>>3766126
Out of personal experience, compared to plenty of other generals /doom/ has an OP that requires a fair bit of maintenance and many will shit their pants when it's fucked around with
>>
>>3765401
The only thing killing Romero does is force a level to end. The ending automatically plays as soon as any level in the 30th slot is beaten, no matter what method was used.

You could place Romero in Map01, kill him, and all that happens is you go right to Map02 after he explodes. A lot of maps will do this as a level quirk, even. Have you blow up a building in the distance by pulling a lever, or whatever.
>>
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When we last left off, I had just gotten clobbered by a bunch of fat guys and had taken a break, we now continue our regularly scheduled program already in action:

FUCKING CHAINGUNNERS. I HAVE LIKE NO HP BECAUSE THEY KEEP SHOOTING ME IN THE BACK. They just keep using them in new and exciting ways to keep blistering my ass.
>>
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>>3766153
Found a secret, got some HP and armor now.

DYNAMITE
>>
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WAOHFUCK
>>
>>3766167
why is there lipstick on your shotgun's muzzle
..
on second thought, please do not tell.
>>
>>3766183
It's gonna give you a kiss that'll blow your mind.
>>
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Alright, time to head to bed. I am getting faster at doing layout/detailing.

Managed to atleast make those beams mulch monsters too ( monster-only teleport into a room with rapidly teleporting voodoo-doll. player gets teleported onto voodoo-doll if he touches beam )
>>
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Goddamn, this level's kinda sprawling
>>
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Oh no, pinky demons and specters, whatever shall I do
>>
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LINE UP BOYS THERE'S PLENTY OF ASSWHOOPIN TO GO AROUND FOR ALL OF YOU
>>
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Ah yes the old "skeleton behind the door" trick, ain't falling for that shit, Plutonia.
>>
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FUCK I'LL FALL FOR THE OLD "pull the switch and skeletons and martians pour out" SHIT EVERY TIME WITHOUT FAIL THOUGH, FUCKING PLUTONIA
>>
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>>3766243
Great now my armor's broke.
>>
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>>3766121
>Don't forget to put on the D
>>
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Well this level went off to a great start, two archviles spot me and I blundered into a fucking hole with no way out

RIP me
>>
>>3766076
Lost the boxes for most a long time ago, but still have the CD's and in most cases the manuals...
>>
>>3766253
If you can live with yourself then just idclip out of there m8
>>
>>3766297
Nah, I have some personal morals when playing doom, plus I JUST started the map, so a restart isn't so bad.
>>
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When I play Final Doomer and reload the pistol, the bullet counter doesn't go down (and I have effectively infinite ammo). Is this happening for anyone else?
>>
>>3766306
Pistols don't consume bullets, they all have a pool of infinite reloads.
>>
>>3766310
I hope this gets fixed. Plutoguy's pistol is stupidly powerful and you can probably power through a good chunk of the whole game with it if you have patience.
>>
>>3766315
It's not a fix, Yholl and Shivers made it a specific choice to give the handguns infinite ammo. The only one that's stopping you from using it is yourself, once you get your hands on the chaingun and shotguns, there shouldn't be much reason to go back to the pistol anyway
>>
Idea for Oom
Floors use wall textures
walls use flats
>>
>>3765906
Bloodstain is level design kino but gameplay-wise it's hampered by too many monster-blocking lines and too little ammo IMO.
>>
>>3766306
>>3766310
>>3766315
>>3766317
They should let you toggle it in the menu at least.
>>
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>>3766354
it's not really something that can easily be made togglable, especially mid-game

you'll just have to deal with your huge gun and matching penis :( :( :(
>>
>>3766361
Can I at least get larger pants so they can fit?
>>
>>3766343
Another Oom:
Some wall textures are enemies and will try to come out of themselves to kick your ass.
>>
Give me a map request and a timelimit.

For an incompetent mapper.
>>
>>3766408
Snowy arctic base

5 days
>>
>>3766408
Volcano Base

UMDF Format

200 minutes
>>
>>3766408
Rusty abandoned chemical plant
1 week
>>
>>3766408
Laboratory with an experiment gone wrong

7 days
>>
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>>3766408
Some kind of basic military complex.
Like it's a building with a few cubicle offices in it, a couple of living quarters, a security station which has a locker room with showers, a storage room, a rec room, a cafeteria with a small kitchen, a public bathroom, etc.

The challenge comes in working with this and making an exciting map layout with good gameplay, some rooms would be closed and marked as secret areas, because you'd have to find another way inside, perhaps through a vent or crawl-space, like say a wall is broken somewhere, and you can squeeze inside there and kind of crawl along in the dark and cramped until you reach a wall which is open and this leads you perhaps into an office or storage room which was locked from the inside, here you could find a dead marine who had barricaded himself, and you can take his gun, backpack and ammo.

I'm suggesting two weeks, the Alpha and Beta of Doom has some textures which would be fitting for these uses without having to go really far out, you could still stay within the Doom aesthetic.

Or just do a basic E1/E2 style techbase in one week.
>>
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Alright that's those guys outta the way. Let's see if I can make it
>>
Have a fucking WOW
https://www.dropbox.com/s/tfzdctjq6wh1nju/fuckwad.wad?dl=0
>>
>>3766530
cool map dude
>>
>>3766463
>>3766438
>>3766436
>>3766431
>>3766410

>>3766530
sorry; i haven't the patience
>>
https://www.dropbox.com/s/t3qeqfb6gquijf4/fuckinggarbage.wad?dl=0
>>
Which one of you fuckers needs detailing for your map?
>>
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
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>>3766590
OW MY FRAMERATE
>>
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>>3766592
>>3766590
what the fuck
>>
>>3766590
>>3766592
I find it funny how people say doom is powerful but I keep seeing shit like this all the time.
>>
>>3766602
What do you mean, powerful?
>>
>>3766602
In fairness this was 100% caused by me, I cheated to give myself multiple of each item that spawns these projectiles and actors, and then I just mashed on the use item key to see what would happen.

Turns out you can kill a cyberdemon with a second of spawning him and your framerate turns to single digits.
>>
>>3766602
Powerful in that many of the engines are pretty soft on your CPU, and you can do a lot of thing despite it's limitations.

Now, GZDoom opens up a LOT of possibilities in what you can do, but it's not particularly well optimized.

For instance, a Boom based sourceport can have a thousand monsters on the screen and your performance will actually not be that awful, while with a ZDoom port you'll start seeing performance issues at half that, even with a reasonably good computer.

Of course, Doom being based on linedefs, there's inherent limitations in that, the more lines a monster has to make a check on between him and you, the more performance it'll take, so a bunch of monsters noticing you from across a large and highly detailed map would start to chug on pretty much any sourceport.
>>
>>3766614
It really shows when you play something like nuts.wad in PrBoom+ first, then in GZDoom. The performance difference is just too immense.
>>
>>3766617
>>3766614
oh please
oku2
>>
guys, how the fuck do you make a techbase map? i've made two rooms and i'm stumped
>>
>>3766646
Hey anon, I'll help you map if you like.
I literally cannot get the wheels rolling on my own (yet).

we'll do it we'll make this shit happen.

In other news, what have you people cooked up for Oom today?
>>
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PAGE 7 BUT WHO CARES

KNEE DEEP IN THE THREAD
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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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