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SCREAM AND FEAR

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 603
Thread images: 108

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DOOM THREAD / RETRO FPS THREAD - Last thread >>3772465

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] Second phase of mapping has started! Ends on Feb 28th
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

[2-4] Sgt Shivers and Yholl to do some megawad-themed weapon packs; Ancient Aliens, JPCP, and BTSX
https://forum.zdoom.org/viewtopic.php?p=975429#p975429

[2-3] TNT Revilution Beta released
https://www.doomworld.com/vb/post/1551971

[2-2] Lithium 1.2 released
https://forum.zdoom.org/viewtopic.php?f=43&t=54904

[2-2] gdxBlood working along
https://www.youtube.com/watch?v=LbcwwIaKeV8

[1-31] RIP Jan Paul "Mr. Elusive" van Waveren, long-time Id programmer/Carmack associate
http://www.shacknews.com/article/98848/jan-paul-van-waveren-programmer-for-over-three-generations-of-id-software-tech-has-passed-away

[1-31] Noclip interviews John Romero
https://www.youtube.com/watch?v=AJqWA3UPsPg

[1-31] D4T (the diet D4D fork) has been updated to v1.0.1.1
https://forum.zdoom.org/viewtopic.php?f=43&t=54750

[1-31] WIP: GZDoom to get Doom 64-style gradient sector colouring UDMF
https://www.doomworld.com/vb/post/1711113

[1-27] New release of Custom Gun (v0.999) with fixes
https://forum.zdoom.org/viewtopic.php?f=43&t=54303

[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

===

PROTIP: If you would like to submit any news or your personal map or mod releases here, please reply/backlink to this post.
>>
OPs pic and the Starry Night remix are good stuff.
>>
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>>3778141
It makes a good wallpaper.
>>
>>3778142
More classic paintings need the Doom treatment.
>>
>>3778143
There's a Romero edit of Mona Lisa lying about somewhere, as well as The Last Supper. Though the latter isn't a meme edit
>>
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>>3778146
this?
>>
Where's the OOM general?
>>
What is the best way of playing Doom 3?
>>
>>3778193
I like using Sikkmod
>>
>>3778193
Turn 360 degrees and walk away
>>
>>3778194
BFG edition or vanilla? Also what do you think about Overtinked Doom?
>>
>>3778214
I used Vanilla. Never heard of Overtinked Doom.
>>
>>3778215
I looked it up on the archive and it was mentioned the grand total of two times. One of the threads that mentioned it also mentioned to get a mod for fixing the shotgun. Now, is the shotgun in Doom 3 unusable or something?
>>
>>3778218
The D3 shotgun is just really ass
>>
https://www.youtube.com/watch?v=oXy4W7wzINE
The next part will be the last.
...or is it?
>>
>>3778214
Where do I get it? Google does nothing.
>>
>>3778239
moddb
>>
>>3778214
Modded Vanilla is probably better option, since BFG edition is incompatible with mods for original if it can even be modded at all.
I did play vanilla Doom 3 like week ago and enjoyed it and didn't find it ugly.
>>
>>3778203
Enjoy headbumping into Doom 3 again.
>>
Has anyone gotten Colorful Hell to work with Psychic? I'm not getting any Colorful Hell enemies when loading them together with both load orders.
>>
>>3778257
Colorful Hell should take priority by loading later, but the thing is that the CH enemies will not drop blood money on death. Though Psychic isn't all that easy as-is, I suppose there must be a patch around or something.
>>
>>3778258
Preddy weird since Psychic was recommended as a weapon mod on the Colorful Hell mod page
>>
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What's the best way to take down this fucking tank? It seemed like sniping the gunner would work but it did nothing so I tried the rocket launcher but I only get a few shots off before it one shots me. The fucking aoe alone is enough to one shot me and the rocket flies so fast I can immediately strafe as soon as it fires and I'll still die.
>>
>>3778261
Probably just mentioned for being a gameplay mod without any apparent custom enemies on the surface level. Psychic does modify the base Doom enemies, there's some aesthetic stuff like Hell Barons throwing red stuff and Pain Elementals creating different Lost Souls that don't drop shit, otherwise they would practically generate infinite money for you.

It's why Guncaster needs a patch as well. No patch, no dosh.
>>
>>3775286

why can't we have 16 angles for every animation?

and captures from above and below?

it's 2017
>>
>>3778267
>>3778267
Ugh, that thing...
I tried to fight it with DRLA, what seemed to work for me was darting behind those trucks and then attack him from behind; if I remember correctly, he cant turn over there. Also make sure you're hitting the turret; only it can take damage.
>>
is there a way to precache textures in gzdoom that are not on the level?

I'm having some serious fps drops with some weapon particles when first fired
>>
>>>/vg/
>>
>>3778267
Is that Grezzo?
>>
>>3778270
>why can't we have 16 angles for every animation?
I think you can, 16 sprite rotations is an EDGE extension that was adopted by ZDoom and PrBoom+ at least, maybe others since 2011.
>>
>>3778270
ZDoom does allow 16 rotations but not above and below.
>>
>>3778274
Thanks, I did it.
>>
>>3778282
No it's the hell on Earth Starter pack.
>>
>>3778193

redux
>>
>>3778270 >>3778284 >>3778285

https://zdoom.org/wiki/Sprite#Angles

It's a bit complicated, instead of XXXXF1 to XXXF8 you have 1,9,2,A,3,B,4,C,5,D,6,E,7,F,8,G - 9 to G are interspersed between 1 to 8. This is mostly for backwards compatibility. But it does work!
>>
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>>3778270
>>3778285
Above and below is doable but not without some sort of scripting hack. Return of the Triad does it for the platforms.
>>
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>>3778319
>>
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So if the SSG fires more than double the pellets with two shells compared to a regular shotgun with one shell, would you get a super-like version of a regular shotgun if you cut off a barrel from a SSG, and thus convert it into a single shotgun that simply fires more pellets?
>>
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>>3778324
>defiling a SSG
SPEAK NOT OF SUCH BLASPHEMY WITHIN THESE HALLS
>>
>>3778324
half barrel 10 pellet ssg would retain much slower reload and wider spread of full ssg thus be strictly worse than traditional pump action 7 pellet shotgun.
>>
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>>3778326
>>
>>3778193
Flashlight mod or with chainsaw as much as possible.
>>
>>3778365
Could you explain why the chainsaw is good, to those who haven't played the game?
>>
>>3778412
Really powerful, is essentially it.

It has a high damage output, and a fast (constant) one too, so if you put your mind to it, you can kill near any monster in the game with pretty basic tactics.
>>
>>3778412
makes the game easier. games problem is its fucking tedious and not challenging and the levels are stupid long and boring.
>>
>>3778193

don't use the flashlight mod, I don't fucking understand how people not realize the way it works is to give emphasis on the terror atmosphere
>>
>>3778458
The terror atmosphere in Doom 3 is really weak and boring though, you very quickly grow accustomed to the repeated jumpscares.

I prefer cutting out something the game just isn't even good at in the first place to make it a better shooter.
>>
Does anyone whose played zbloody hell know what the zandronum console command for weapon bob is?
>>
>>3778142
>missing chaingunner
what gives
>>
>>3778593
movebob

default value is 0.25, adjust to your taste accordingly
>>
>>3778613
Nice thanks
>>
is there a list of all the assemblies in doomrl arsenal?
>>
>>3778627
Yes. I don't know where it is though. I just remember it's been posted lots of times before. As I don't play ZDoom stuff I didn't care to make a note of the link. You can probably find it searching the archives for, well, the words in your post to which I'm replying.
>>
How do I git gud at Unreal Tournament?
>>
>>3778653
UT99: just shoot the enemy & remember rockets hit like a truck
UT2003/4: spam jump repeatedly & shoot the enemy
UT3: don't even
>>
What was that fan level pack for blood that was updated recently?
>>
>>3778665
Deathwish?
>>
Any good Heretic weapon mods, other than Amplified and OSCJ?
>>
>>3778697
Samsara?
>>
>>3778702
Too limited.
>>
>>3778230
how long has this contest taken
>>
You can 3D model anything, what do you make?

Remember that it has to show up well in 320x200 for weapons, and about 60x60 for monsters.
>>
>>3778713
About a week and five months assuming it started when the thread on Vinesauce.com was made, which I kind of doubt. It was all a bit of a shitshow for anyone that cared to enter.
>>
Doom 2 (2019)
>>
>>3778720
>You can 3D model anything, what do you make?
Dicks. Lots and lots of dicks.
>>
>>3778681
YES! thank you
>>
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IT'S FUCKING SATURDAY, Y'ALL KNOW THE DRILL

POST YOUR SPRITES, POST YOUR MAPS, POST YOUR CODE, POST YOUR LAYOUTS, POST WHAT YOU'VE BEEN WORKING ON
>>
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>>3778720

Sprites for my game.
>>
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>>3778737
I decided to continue that True Lab wad I started months ago. No real progress though. I'm just wrecking my head how to best translate the angled top down RPG view into a 3D environment.
>>
>>3778732
https://my.mixtape.moe/oxmiak.webm

You can make a cheap pingas and make it jiggle in maybe 15 minutes. If you want realistic elements then the sculpting will take more time.
>>
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>>3778627
>>3778640
>>
>>3778267
First keep behind the trucks and clear all the zombies. Then run behind it and fire at its fuel tank. You can take it down with two rockets.
>>
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>>3778737
Setting up another room for that E1M8

aka >>3773825 related

i'm trying to make it so killing the barons lowers these 3d floor fuckers out of blocking position. Having a glance at the unusual hexagon makes me think i may axe the 3d floors tho.
>>
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>>3778737
Just prettied up my map02 and released a new version (RC1)

Getting it off my shoulders, since next week I'll be pretty busy. Threw in that map I made some days ago, too, since I don't know where else I could throw it.

For those interested, https://drive.google.com/file/d/0B1NxOZlEf5aNYVo1cWlISFVHTW8/view?usp=sharing
New map is map07
>>
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This >>3778909
vs This
>>
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>>3779002
For (You)
>>
>>3779002
">music is utter shit sounds like a retard composed it "
>shitting on I Sawed The Demons
fuck off
>>
>>3779002
/vr/ is nearly 4 years old
you've been doing this for 4 entire years
think about that
>>
you just had to acknowledge it, didn't you?
>>
>>3779015
i called out the troll. a report wouldn't do any good -- there's nothing in the post that actually breaks the rules. same as with >>3779018 . anyone who's been here any length of time will recognise that not as an opinion but bait. but it's not against the rules. so what can you do?
>>
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I actually like quake a lot more than doom

for me dooms strength resides in its modding capabilities, but quake feels all around more solid gameplay wise. all it needed was a couple more monsters with more interesting fighting mechanics
>>
>>3779029
this is a minority opinion but far from a unique one so stop worrying that you have to hide behind a spoiler tag.
>>
>>3779038
I actually did it so as to avoid being confounded by a shitposter as has happened to me long ago
>>
>>3779029
>for me dooms strength resides in its modding capabilities, but quake feels all around more solid gameplay wise.
I have to agree there- not much of a fan of Vanilla Doom myself.
>>
>>3779043

>confounded by

Did you mean "confused with"?
>>
>>3779065
Accessories to Murder
>>
>>3779084
Just don't bother.
>>
>>3779089
>>3779095
I think it's fun :(
>>
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what wads should I play to have an idea of what is a good map?

(implying I'm gonna make one)
>>
Hmm...

What if in GZDoom, Voxels would've been rendered as an array of X/Y aligned sprites instead of 3dmodels? Would that make it run faster or slower?
>>
>>3779101
>>3779095 (me)
I didn't mean it was shit, (it isn't) I was telling him to not reply to the troll.
>>
>>3779102
Back to Saturn X E1/E2
Ancient Aliens
Speed of Doom

basically anything thats mentioned in the cacowards
>>
>>3779102
>>3779109

and maps with special effects and such?
>>
>>3779104
Slightly faster, but more complicated 'cos multiple draw calls. That's why Graf does it with MD3s.
>>
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>[2-4] Sgt Shivers and Yholl to do some megawad-themed weapon packs; Ancient Aliens, JPCP, and BTSX
That Ancient Aliens plasma rifle equivalent better look like a cheesy old school scifi gun. Hopefully firing neon goodness too.
>>
>>3779123
>It'll be the Dakka lightning gun
>>
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>>3779102

For Gameplay maps

>Doom 4 Doom or D4T(Best dewm 4 emulation ever)
>Metroid Dreadnought(The ever unfinished Metroid primemod for Dewm)
>DRLA(Roguelike ARsenal)
>Russian Overkill(for blowing shit and spill DAKKA AL UVER DA OLE PLACE)
>Johnny Doom(which marks BRD will never be)
>GMOTA(Fuck in Melee as a true Man should)
>>
>>3779129
Forgot

>Demonsteele https://www.youtube.com/watch?v=Ww2fU_CBpyQ
>>
>>3779102
Don't just copy the cacoward winners, play random stuff from the mid nineties, when modern perfectionism hadn't bled all the soul out of mapping.
>>
>>3779129
I love that picture. The cacodemon is very well drawn - it's pretty hard to make them actually scary and grotesque, especially in the Post-Alice Age
>>
>>3779123
Oh,and maybe sound like some of these too:
https://youtu.be/qHK4YjgDV9s
>>
>>3779140
Still looks cute to me, sucks that Dale Gribble is about to kill it.
>>
>>3779150
That could be said about most generals.
>>
>>3779102
the various works of nicolas monti

fancy textures and graphical details are for fags, learn you some quality encounter and secret design before you bother with any of that shit
>>
>>3779129
>(The ever unfinished Metroid primemod for Dewm)
i keep hearing this, but nobody ever says what's unfinished about this
>>
>>3779150
>waaahhhhh my shitposts got deleted!
>>
>>3779156
Didn't Term say it was pretty much finished, or something like that?
>>
>>3779156
>>3779161

I have to agree. There are a few things that could've used polish like proper charging animations for the arm cannon, but I'm not really sure what else you could do with it besides turn it into a full Metroid fangame.
>>
>>3779169
make it z&dro compatable
>>
>>3779175
it is
>>
>>3779169
>turn it into a full Metroid fangame
:3c
>>
>>3779169
And that went real fuckin' well, didn't it?
>>
>>3779070
fucking hell
>>
>>3779182
Imagine if Nintendont decides to cease and desist entire GZDoom development because of that.
>>
>>3779156
>>3779161


its mostly a joke here, where term moves quickly to another project while the other one is still going on and he says that the former is complete and some people make fun.

In fact, its "complete" for a gameplay mod for both SP and Multiplayer, but a lot of people here and on /r/metroid had a lot of ideas for improving it, liek zero suit mode with metroid universe guns, suit upgrades based on D4D code and Better samus sprites using the SNES/Fusion SA-X, but everyone fears messing up with the mod because they don't know how to Doom mod 101 right, also they fear that reggie the nigga boogeyman of nintendo will come up at night and rape their asses for using the name METROID<also the fans, both here and /vr/ and other places, ane they a simply a bunch of autistic fucks who keeps bitching about Prime vs Platformer.

also the mod doesn't work well on the newest GZDoom updates, unless you delete a few lines on Slade


there was a guy on youtube updating it, but we had no news of him, this the bastard managed to replicate prime on the 2nd video

>https://www.youtube.com/watch?v=0h4vgD0Qt9U
>https://www.youtube.com/watch?v=31BQsEWeyO8
>>
What's the creepiest Doom wad that still has Doom gameplay?
>>
>>3779156
>what's unfinished about this
It lacks Brutal Doom support, duuuuh.
>>
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>>3779161

I have, because it pretty much is.
There's been attempts to make it into a TC before, but all of them kind of flopped, and I don't really see it changing.
>>
>>3779191
I can't say much for the wad's gameplay but Hellcore 2.0 has some horror in it.
>>
>>3779196
>Hellcore
>gameplay

kek
>>
>>3779186
I'd laugh so much if Oolickers got carted off to the german goulag
>>
>>3779190
>also the mod doesn't work well on the newest GZDoom updates, unless you delete a few lines on Slade
I think v1.1c plays fine, now. Unless there's a super-recent update that breaks it.
>>
>>3779205

1.1c? I thought the last version was 1.0.
>>
>>3779207
zdoom thread op says v1.1c

https://drive.google.com/file/d/0B4p2zWkJEFFtQUpIbEV6TS0zbjg/view
>>
>>3779195

now it will take a long time since nintendo is hunting down any fangames based on metroid, even rogue dawn is also on the bounty list

>>3779205
graf managed to break some old mods along with dreadnought 1.1c, and you need to delete some lines on late to make it work.
>>
>>3779215
Good fucking job, Graf.
>>
Let's post opinions that go against the hivemind.

Mid nineties maps are better than 2010s maps.

Advanced port modding features are unnecessary. There's no gameplay features Doom needs that Boom compatibility can't provide. In fact about half the features Boom added are ill thought out and should never be used.
>>
Guys I'm looking for one short wad I played it was kinda like Groundhog's Day except more grimdark you went into your apartment, heard a weird noise, killed an imp and then you were in front of your house agian.
>>
>>3779225
t. Brad Harding

please donate
>>
>>3779225
Memento Mori and Requiem play like shit.
>>
>>3779225
>that go against the hivemind.
lol
>>
>>3779230
But then who was super shotgun?
>>
>>3779235
I'm responding to an earlier post that suggested it's impossible to have differing opinions. I don't believe it is as long as you post in good faith instead of trying to bait everyone.

>>3779234
That's a good one. It's even broadly correct, although there are a handful of maps in them that are excellent and I replay often.
>>
>>3779225
Alien Vendetta is dull.
>>
>>3779241
i know and agree, but it was still funny
>>
>>3779225
Ancient Aliens is kind of ugly. It has some interesting gimmicks, but the colors can be downright garish sometimes. Overrated as fuck, Valiant was skillsaw's real magnum opus.
>>
>>3779225
I agree with a lot of Graf Zahl's opinions.
>>
>>3779242
That's true, it starts off okay and Clandestine Complex is glorious but there are some real long slogs in there that are not fun to replay at all. Dark Dome is okay with a powerful weapons mod.
>>
>>3779198
>>3779196
????

Going to post what's been changed so far. Gascan still in same spot, some light touches here and there, put up the WORNOUTFACES, got the floating debris around the pillar.

Trying to think of some neat baseline stuff for the last couple of rooms, and then start peicing the last bits together in the main base section.

Going to make a slight secret passage to the infested room, and possibly extend the teleporter hexagon room into the map itself but only accessible from the bottom-most direction

3d sectors ahoy
>>
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>>3779251
>>
>>3779245
Yes there's too much change for change's sake in it. Textures are a total repaint job, with a new palette. Except for the traditional monsters, it doesn't look like Doom in the slightest.
>>
>>3779259
Honestly the monsters and weapons being stock Doom is the biggest disappointment to me. Valiant was so good because of its rebalanced weapons and new monsters that actually made gameplay fresh and interesting and not just holding M1 with the SSG out until all the hell knights are dead.
>>
>>3779225

I don't like how Valiant gets so much praise for its redone monsters and weapons when they ultimately amount to a basic dehacked patch.
>>
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>>3779123
I should have spent more time learning to model instead of screwing around.

Colors aren't final, needs to be palette friendly.
>>
>>3779265
I don't particularly like Valiant either because of that reason. It just replaces the base enemies with annoying faggot versions, and it doesn't really feel like it adds anything either because there are no vanilla enemies to compare side to side with the replacements in gameplay.
Valiant is actually the .wad that really kind of soured me on the demo compatibility meme, because dehacked is so restrictive in the end.
>>
>>3779265
>when they ultimately amount to a basic dehacked patch.
What's wrong with that? Sometimes less is more. The new monsters change gameplay up substantially while still fitting in next to regular Doom enemies instead of being so blatantly overproduced like half the shit on Realm667. The weapons aren't really all that impressive, but the rebalance is sufficient. The pistol is more bearable to use and the chaingun holds its own against the SSG, and that's all Doom's arsenal really needed.
>>
>>3779247
He's often right about technical matters. On the other hand it's really obvious when he's arguing in bad faith.
>>
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>>3779273
Oh boy, that looks amazing!
>>
>>3779275
To be fair demo compatibility and custom monsters don't mix. I mean, very few demos are recorded on maps with complex dehacked patches that change gameplay significantly.

I mostly argue for using Boom compatibility because it retains freedom of choice of port for the user. You can play a Boom map in Pr+ or Eternity or ZDoom. If you choose ZDoom you can play the map by itself or with any number of gameplay mods.
>>
>>3779273
Is that the fake gun from the back of that old level pack box from the 90's?
>>
>>3779280

By itself, nothing.

But there's several downsides to it.
A: When people treat it as something revolutionary, it's annoying because it's really not.
B: It seriously limits replayability of what it actually can be played with, which is one of the big strengths of Doom.
C: I don't like the replacements, the weapons seem to ultimately boil down to "faster versions of existing weapons".
>>
>>3779305
See: >>3779123
>>
>>3779290
Indeed, that's mostly how I feel about him. Making each individual voxel cube into it's own MD3 makes sense because the code is simpler (multiple MD3s in one call instead of multiple calls) but otherwise his arguments are horribly biased, and usually rather dumb.
>>
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>>3779309
Well shit, how did I miss that link
In any case, yeah it's looking good so far, can't wait to see what other weapons you're gonna come up with
>>
>>3779305
It's loosely a 2265 style phaser rifle from Star Trek but pretty much.
>>
>>3779309
>>3779319
NNNEEEEEEEEERRRRRRRRRRDDDDSSS
>>
>>3779338
J. J.pls
>>
>>3779338
Anyone else go through and emerge from a nerdcore hiphop phase
>>
>>3779338
This has to be ironic. Right? You're in a thread for playing and modding a 20 plus years old video game. Star Trek is way less nerdy, it's practically mainstream.
>>
>>3779306
>A: When people treat it as something revolutionary, it's annoying because it's really not.
I don't think anyone thinks the replacements in Valiant are particularly special on their own. They're just the element that makes it more than just another high-quality Boom megawad.

>B: It seriously limits replayability of what it actually can be played with, which is one of the big strengths of Doom.
I don't really agree that every wad should strive for maximum replayability. It's nice, but it usually results in staler stock gameplay.

>C: I don't like the replacements, the weapons seem to ultimately boil down to "faster versions of existing weapons".
Yeah, the weapons aren't anything to be wowed by, but again, they fit in alongside the unchanged weapons instead of going crazy with 100 frames of animation, 20MB worth of high-quality sound effects, and so many particle and smoke effects that you can't even see what you're actually shooting. How else would you rebalance the pistol and chaingun? If you change the base damage dealt, you've just introduced an inconsistency. In stock Doom, a bullet is always 5/10/15, no matter what gun fired it. The blood code takes that into account and you can get a good feel for how much damage a given shot dealt by observing the size of the blood splatters. It's one of Doom's most subtle and most useful features, and it hurts a little bit every time some new game has giant numbers popping up out of enemies when you shoot them, because Doom had the same feature but done so much better 23 years earlier.
>>
>>3779352
>In stock Doom, a bullet is always 5/10/15, no matter what gun fired it.
this is incorrect
>>
>>3779357
It's correct for any player gun. Chainsaw and fist aren't guns.
>>
>>3779361
for any player gun, correct

for any gun, definitely not; the zombies and shotgunners and chaingunners
>>
Does anybody know why the texture I'm copying over from a resource wad isn't functioning as intended?

I copied the animdefs and everything. It's the faces from that shadowcastertex thing
>>
>>3779370
Yeah, but if you're looking at the blood coming out of you instead of the status bar to try and judge the damage you're taking, you're probably making a mistake.
>>
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>>3779338
>participating in coitus instead of participating in a greatest electronic virtual reality experience that stands the test of time
>>
>>3779352
>he blood code takes that into account and you can get a good feel for how much damage a given shot dealt by observing the size of the blood splatters.

This is a nice idea in theory but nearly impossible to seriously keep track of in the heat of a battle, especially against a wide array of enemies.
>>
>>3779376
*the greatest

Pardon my error, I believe it was because I was distracted by my calculus.
>>
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>>3779347
Of course not. I was completely serious.
>>
>>3779379
Works for me. I get autistic as fuck about lining enemies up so my shots are never wasted, and I'll also use it to judge when I can switch to the shotgun to finish an enemy that normally needs a second SSG shot. Maybe it's not practical in slaughtermaps where you're being swarmed by massive hordes of enemies all the time, but in more sensibly designed maps I have no trouble keeping track of almost every enemy in any single encounter.
>>
>>3779379
This is a necessary skill to be a top free-for-all deathmatch player. You keep track of which other players are at lower health, and thus you pick up as many cheap frags as possible.
>>
>>3779403
>This is a necessary skill to be a top free-for-all deathmatch player.
the most worthless position i can possibly think of
>>
>>3779438
I'm just repeating what I've heard from others. I'm shit at all forms of multiplayer, competitive or otherwise.
>>
>>3779385
You are mistaking the concept of hipster with nerd.

Nerd does not have to be non-mainstream.

Besides only JJ Trek is mainstream, I'm sure there are a couple of hipsters who watched 60's trek because of big meme theory, but very few "normal" people have watched DS9 and Voyager, most of them haven't even watched more than a few sporadic episodes of TNG.

I definitely know more people who played Doom than people who watched 20's century trek, I can tell you that much.
>>
>>3779452

Fuck, meant for >>3779347
>>
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>>3778737
Screw ingame screenshots, here's the project or something. It makes Doom harder kind of maybe. It's not done though.
>>
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>>3779190
>>
>>3779480

RIP Samsara, too good for Zandronum
>>
>>3779493
But it's still alive and kicking.
>>
>>3779505
how long do we need to yell at kinsie for another update
>>
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>>3778134
So I'm playing Master Levels For DOOM II for the first time.

Is it just me, or are some of these levels cryptic as fuck?
>>
>>3779526
Jim Flynn and Sverre Andre Kverno made a few maps in there, and they're known for making "puzzle" oriented maps. Both them also contributed to Eternal Doom, IIRC.
>>
>>3779347
>Star Trek is way less nerdy

Err what? Star Trek, alongside DnD, used to be the stereotypical nerd interest.
>>
>>3779589

commonly in US, yurop was always Warhammer stuff followed by Dr Who
>>
>>3778138
Joy of Mapping 3 is live. Tell those newbie mappers how shit they are.

No but really; tell those newcomer mappers how to not be so bad
>>
>>3779608
Welp, I know what I'm playing tonight.
>>
Who thought that hitscan enemies would've been a good idea? Who the fuck approved TNT Evilution?
>>
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Newb here. Doing Scythe wad (the first one). UV pistol starts. This shit has gotten intense in the last 10 levels.
>>
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>>3779701
>>
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>>3779273
Pew Pew
>>
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>>
>>3779760
hehe
>>
>>3779760
No idea why the text is gone, but I found a physical copy of quake the other day for 5 bucks, it was a great find, does anyone know how to play it on the computer?

Playing it regularly plays it as an audio disc, which is cool in a way, playing it in msdos gives me this message

any clue lads?
>>
>>3779701
>complaining about TNT evolution for being 'too hard'
damn.
>>
>>3779768
https://www.dosbox.com/wiki/GAMES:Quake

this help you?
>>
>>3779769
Rather because the map design is awful and it's not that hard even with all those fucking chaingun guys. And no revenants save for one level.
>>
>>3779772
I love how this page is saying "just use a source port, dude"
>>
>>3779774
>map design is awful
it's not, by any means. and if we couple that with your 'let me complain about this specific enemy type, but it's not hard at all for me I swear!' scapegoat, then your complains make no sense.
>>
>>3779774
>the map design is awful
Nah.
>>
>>3779808
There are types of difficulty. Hitscan spam is not really hard, just time consuming.
>>
>>3779812
>just time consuming.

Save for the Mastermind (which is rarely used in the iwads), Hitscanners are the weakest enemies in the game. I find it hard to believe its "time consuming" having to deal with them.
>>
>>3779812
you explicitly mentioned
>Who thought that hitscan enemies would've been a good idea?
which more than lets out you need to acquire fucking proficiency at killing things faster. I don't know how you can complain about hitscans bogging the game down when there aren't even that many to boot.

you're memeing aren't you?
>>
>>3779815
>you
not me
>>3779814
>Hitscanners are the weakest enemies in the game
Yeah but Plutonia (and TNT to a lesser extent) spam them to such a degree that they might as well be some of the strongest. Massed chaingunners drain HP like nothing else.
>>
I must be going crazy because I don't ever recall finding TNT unfair with its hitscan usage. I barely ever recall there being overabundance of them, let alone dying to a chaingunner.
if I ever died then it was all on me for not paying attention, especially knowing final doom in general was hard as fuck to me back then.
>>
>>3779820
>projecting
I don't think that word means what you think it means
>>
TNT was the good Final Doom
>>
>>3779820
>t. Team TNT
TeamTNT have not been active for nearly a decade, and the leader Ty Halderman hasn't even been alive for nearly 2 years.
>>
Final Doom 4, a snapmap snappack priced at $19.99
>>
>>3779774
>he throws a bitchfit when he sees more than two revenants in 2 maps

I wished more shitposters realized how most people find strawmen like this hilarious instead of getting angry over it.
>>
>>3779824
>Yeah but Plutonia (and TNT to a lesser extent) spam them to such a degree that they might as well be some of the strongest. Massed chaingunners drain HP like nothing else.

So you're telling me this post was a lie? >>3779812
>There are types of difficulty. Hitscan spam is not really hard, just time consuming.
>>
>>3779850

that is possibly the most tenuous way i've seen trump connected to these threads yet
>>
>>3779849
Nice reading comprehension. Strong is not hard. A baron that fires 9000 baron balls a second is certainly strong, but it's not that hard to avoid. Hitscan is time consuming because you have to break LOS to avoid it, but it's not that bad unless you've got 10 chaingunners firing at you at once with overlapping fields of fire that mean you're getting fukt regardless of your position unless you just take cover and take potshots.

I mean I know this is bait but try harder.
>>
>>3779857
>overlapping fields of fire
lol
>>
>>3779857
>A baron that fires 9000 baron balls a second
Are there any Doom based SHMUPs, that preferably don't need sourceports for working?
>>
>>3779857
So, what constitutes as hard to you?
>>
'i have skill I swear, it's just only balanced when I don't die'
>>
>>3779869
Look buddo, if me a gamer with these skill can't not die, then mayhap it's not good a map?
>>
>>3779857
>Hitscan is time consuming because you have to break LOS to avoid it

How on earth does that even count as "time consuming" that takes like, what, 2 seconds?
>>
>>3779857
lol you're literally always breaking LOS with a hitscan regardless of quantity. TNT gives you plenty of cover even with its more open sections and plenty of ammo to fight back so it's up to you to die like a bitch.
>>
>>3779867
A combination of enemies that test my ability to avoid their damage while allowing me sufficient freedom in engaging them. For example, there are some arachnotron turrets on raised platforms over a field with small obstacles in it. In the field there are a bunch of demons that rush to attack the player. Also the hallway leading up to the arena has some shotgunners and chaingunners aiming into it, and has lost souls spawn in as well once the player enters the main arena. The demons provide pressure to keep the player moving, while the arachnotrons can be used to kill the demons quicker if the player is skillful, or cause damage if they aren't. The hallway leading out has enemies that deliberately discourage fast play in it to punish the player for attempting to cheese the arena by using the entrance.

Or, you know, just use hitscanners in sane numbers from sane numbers of directions.
>>3779876
>>3779878
When massed it brings the flow to a screeching halt to deal with them. It's not that they kill anyone who isn't shit (or at least knows the map), it's that they take the normal run 'n' gun gameplay and force you to take cover or just plain get fucked.
>>
>>3779883
>playing final doom
>'run 'n' gun gameplay'
ok
>>
>>3779884
Do you often watch men eat cum?
>>
>>3779887
I mean if you can't run 'n' gun every bit of it without the chaingunners you might need to git gud. Even the archvile bits you can usually run through pretty easily, provided there's cover to duck behind for the last moment of the attack to avoid the damage.
>>
>>3779890
I don't get how you can complain about chaingunners breaking the pace while archviles and their mechanics, coupled by their high resilience and chances of resurrecting every monster killed when left unattended, gets a pass.

it's not like TNT shoves them in your face without cover anyways. hitscan does have limit too you know.
>>
>>3779883
>When massed it brings the flow to a screeching halt to deal with them. It's not that they kill anyone who isn't shit (or at least knows the map), it's that they take the normal run 'n' gun gameplay and force you to take cover or just plain get fucked.

This describes literally nothing about TNT, and only like one map in the entirety of plutonia.
>>
>>3779857
>overlapping fields of fire
I didn't know doom was rainbow six.
>>
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Should I just avoid using dynamic lights in GZDoom? Screenshot taken using GZDoom 2.3.2. In 2.2.0 it works fine.
>>
>>3779941
looks awful
>>
>>3779225
I think slaughtermaps tend to mar great visuals and level design with a slog of monsters that are boring to fight against.

Coming up with comlpex technical placement of monsters also feels like a lot of misplaced effort.
>>
>>3779957
>Coming up with comlpex technical placement of monsters also feels like a lot of misplaced effort.

For slaughtermaps, not in general.
>>
>>3779941
Post screenshot from 2.2.0?
>>
>>3779225
I wish PrBoom+ would add MAPINFO support.
>>
How is Demonsteele? Does it have its own maps and music?
>>
>>3779701
people shooting guns at you should always be hard. Learn to take cover.

Hitscan is just a way of modeling firearms. using actual projectiles wont make a difference, you still can't dodge a bullet, especially when its supersonic and it hits you before you hear the sound of the gun being fired.
>>
>>3779998
it's pretty neat, but doesn't play like doom at all

no maps

comes with its own jukebox, which is cool
>>
>>3779998
It's fun, especially once you get the Iron Maiden.
Doesn't have maps, but has an optional pk3 for extra music.
>>
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>>3779985
It should look like this
>>
>>3780012
Yep there's definitely something fucked up.
They removed the dynamic light sliders from settings in 2.3.2 so that might have something to do with it:
https://forum.drdteam.org/viewtopic.php?p=63928&sid=dccbdb2ba76e91a027be8e2e0f2e48fb#p63928
>>
>>3780001
>>3780002
What map wad would you recommend playing with it?
>>
Has anyone here play a wad where each level was based on a different videogame?
I remember one level had a futuristic base look and had Spark Mandrill's theme from Megaman X.
Other level was based on Castlevania: Circle of the Moon, its theme was Catacombs from the same game and the even the map looked like the map from the game (mostly squares)
>>
>>3780023
scythe 2, brotherhood of ruin, or newgothic (if you have a powerful computer)
>>
>>3780028
Vanguard?
https://www.doomworld.com/vb/wads-mods/55256-vanguard-wad-now-on-idgames/
https://doomwiki.org/wiki/Vanguard
>>
Is there actually a way to run blood at 1280x1024 smoothly?
>>
>>3780040
play it in real dos instead of dosbox
>>
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>>3780032
Close but no, this doesn't have the CotM and MMX stages.
Also it's pretty old, as the Castlevania level might suggest, around the GBA era.
>>
>>3780031
Do any of these fit its aestethic theme?
>>
>>3780046

didn't somebody talk about how their retro computer that exceeded blood's requirements still lagged like crazy at resolutions above 800x600
>>
>>3780046
Damn the no sourceport blues,
>>
the Brutal Doom guys should just make their own game and impliment whatever they want in it. First, they could make money. Second they'd have full control over it. Third, they would stop having debates about whether Brutal Doom is true to any original developer intent or not. They could just go nuts, and make it true to THEIR intent, and people could like or dislike it. They could call their game "Brutal". (If it's not taken).

I'm suprized they haven't done this yet.
>>
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https://twitter.com/jacehall/status/751611945292222464

>July 9th 2016
>>
>>3780070
Which forum is this from
>>
>>3780071

>#iLiveAgain

Is Carmack gonna have to choke a bitch again?
>>
>>3780054
scythe 2's gothic levels do and newgothic does, if you play hae-lin

if you play shihong, traditional 90s techbases may work, such as equinox
>>
Anyone got a link to Duke 3D? I forgot to move it to muh new PC when I shifted over.
>>
>>3780083
>traditional 90s techbases
You mean wads from that timeframe?
>>
>>3780018
I guess. After some more testing I noticed it occurs because I move them around with an ACS script with the warp function, as the lights illuminate correctly when they're in their initial position whatever it is. Were they never supposed to be moved like that?
>>
>>3780110
I think it might be better (if possible) to just copy the light entities and have the second set initially disabled. Then you just switch the activation of both sets.
>>
>>3780110
Check this thread, there's couple replies from Graf:
https://forum.zdoom.org/viewtopic.php?f=3&t=50651
>>
>>3779526
That one map with four Icons Of Sin in a square room (but only one of them is real) is perhaps the least fun official map for Doom.
>>
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>>3778737
Trying to make the menu graphics as good as I can within vanilla limits.
Never liked Dooms words overtop of words thing. Looked messy imo. So I put black backboards on all the menus I could (save, load, and options weren't possible)
Pixel aspect ratio on the menu graphics are fucked in gzdoom, but fuckit.
>>
>>3780130
Are you also editing the sliders in the player set up menu for source ports?

Cause I never found a way to do that.
>>
>>3780134
I doubt it. I'm pretty much editing for straight vanilla and letting the rest fall where it may.

The only things I'm doing for the source ports are assets that were originally in vanilla, but were unused. Maybe I'll see what I can do after the important stuff is done though.

Probably will also change the "HELP" option into a "STORY" option, that has a little blurb on the story thus far. Since no one actually needs a help menu for this.
>>
>>3779812
>take cover
>trick hitscanner to start massive infighting
>just shooting him because he's got maybe 80hp at most
Literally git gud
>>
>>3779857
>unless you just take cover and take potshots
Then fucking do, if it's a tactic that works and lets you handle an encounter you would otherwise find difficult, then why don't you just fucking do that?
>>
>>3779883
>the normal run 'n' gun gameplay and force you to take cover
HOLY SHIT! A MAP SET MIGHT BE DESIGNED WITH A SLIGHTLY DIFFERENT SORT OF GAMEPLAY IN MIND, WHAT THE FUCK IS UP WITH THAT? EAT SHIT TY YOU FUCKING FAGGOT, HOW DARE YOU DO THIS TO ME
>>
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>>3780018
>They removed the dynamic light sliders from settings in 2.3.2 so that might have something to do with it:
Grafh you fucking reprobate, letting you customize the dynamic lighting to your choosing can make or break your performance and frame rate in certain instances.

You fucking dumb German piece of shit, that's the worst fucking reasoning I've ever seen for taking out a feature.
>>
>>3780130
That is one fine looking menu, REKKR guy
>>
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hey check this out
>>
>>3780168
Thank you.
>>
>>3780182
looks bad, what's this for
>>
>>3780182
it doesn't look that bad but it does look cluttered, what's this for
>>
>>
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>>3780130
Wrecker
fuck yes. And thats the one most people will be playing too so it makes perfect sense
>>
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>>3780190
>>3780191
>>
>>3780194
still looks bad, what's this for
>>
>>3780210
>>3780209
>>
>>3780214
so are you going to give an answer or
>>
>>3780218
It's that "anons_first_map.wad" with the barons and the lack of consistent lines and such. Stream of consciousness wad from a newbie.
>>
>>3778193
Sikkmod with Wulfen and Monoxead's textures. Enable Doom 1/2 style movement, healthpack collecting and flashlight, maybe make the battery less lengthy in the options.
>>
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>>3780218
Check the past every-thread.

It's an h2h map
>>
>>3779995
What for?
>>
>>3780182
>>3780194
Protip: since you're using UDMF you could be using slopes.
>>
Is there a weapon pack which would sort-of fit the atmosphere of Unloved? Something slightly horror-y.
>>
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>>3778737
I'm late to this but fuck it.

I need to figure out why the hammer doesn't shoot rocks when really close to monsters but I like this
>>
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>>3780279
Scratch that, is there a gzdoom compatible Blood weapon pack?
>>
>>3780282
> kegan hammers his boner.webm
>>
Quick question:
I'm using zandronum doomseeker for multiplayer. I just tried to start a server for deathmatch, but I got an error that said; 'W_GetNumForName: PLAYPAL not found!".
I found a thread on the zandronum forum saying that playpal is a pallette in the IWADS, and that I need to have a legitimate bought copy of the doom IWAD.
I downloaded my IWADS from the general's link list, will they not run? Why wouldn't copies from that dl link not have PLAYPAL?
>>
>>3780343
Are your iwads in Zandronum folder? And where is your Zandronum installed?
>>
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>>3780282
>that ending
>>
Can somebody post a link of how E1M1's music sounded like on DOS with a good sound card?
>>
>>3780279
There's Shut Up And Bleed.

Though it has a lot of cool ideas and actually can make a lot of even stock maps scary, it's far from perfect (the gameplay balance is very 'crooked', so to say).
>>
>>3780000
>you still can't dodge a bullet, especially when its supersonic and it hits you before you hear the sound of the gun being fired.
I dodged plenty of bullets in RO2. It's doable if the ping is low enough.
>>
>>3780391
Someone pulling the trigger too soon/late or just missing isn't quite the same as dodging.
>>
>>3780394
>peek from corner
>see muzzle flash
>release E
>bullet hits the wall right behind where I was standing
Happened plenty of times.
>>
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double jump effect totally not stolen from starbound
>>
>>3780391
>I dodged plenty of bullets in RO2
Thats a game sonny. A game with pretty crap handling of firearms by the sound of it.
>>
Doom 2 would be better if every enemy would be replaced by Chaingunner.
>>
>>3780430
but you need enemy variety
tougher enemies = double chaingunners
>>
>>3780431
>>3780430
Basically regressing the game to Wolfenstein 3D
>>
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>>3780147
>I like Doom being a cover shooter
>>
>>3780268
So that mappers that want to keep things vanilla and boom for demo compatibility are no longer restricted on when they can use secret exits, tag 666/667, and story text. Would also doom 1 styled episode selection in doom 2 wads.

Wads like Valiant and Ancient Aliens, despite being compatible with prboom+, also have few mapinfo features used that only work on zdoom and eternity.
>>
>>3780437
The beauty with Doom is that you can mix cover shooting and running and dodging and it is 100% viable.

Always have been too.
>>
>enemy spotted
>>
>>3780071
If its nlt the fucking source code or a sourceport i dont give a shit
>>
>play megawad
>first 19 levels have enjoyable gameplay
>from 20 levels onward it's ''dude square arena with 30 Revenants lmao''

fuck this fanbase
>>
>>3780479
Didn't he spend too much time playing Doom during Quake's development, though?
>>
>>3780505
Scythe is weird, its fine until the 20th level when it turns to slaughtershit then it turns back into normal maps but then for the last map turns back into slaughtershit
>>
>>3780507
>map20
End of episode boss map.
>>
>>3780426
(kill yourself)
>>
>>3780505
scythe is on the easy end of the spectrum when it comes to doom pwads, sorry. try turning down the difficulty to hmp or hntr if you're struggling.

>>3780507
scythe only has two slaughter maps (26 and 30) and only 3 maps with over 150 monsters on uv.
>>
>>3780385
Ah shit, something with Unloved fucks with weapon packs

Good mod anyway, i'll try it out
>>
Doom is easy as fuck
>dude play on UV lmao
>just more enemies
>don't even deal more damage

woah how challenging

Doom is a shit game all around
>>
>>3780541
>Game difficulty is the only quality by which to judge a game
>>
How is mapping with Trenchboom for Quake compared to Doom mapping? Currently considering using Darkplaces for a FPS-project.
>>
>>3780541
I dunno, that sound MUCH better than simply turning enemies into beefy powerhouses.
>>
>>3780554


forget darkplaces for now, No one has managed to update that thing since havoc left it to work on Google

>https://icculus.org/twilight/darkplaces/files/

but he uploaded a beta update it this year
>>
>>3780565
Oh.
I have been juggling options of Quake 1/2/3 (ioquake). Plus Serious Engine, but I have trouble setting it up ( plus tools don't work in 64bit? ).
Unity and UE4 I am averse though, since I want a demo-system and both have non-deterministic collision detection.
Plus I want mapping tools be available to players, as well.
>>
>>3780567
Hardcore is a design style, not a difficulty setting.
>>
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weee
>>
>>3780587
>Underdoom

Oh man.
>>
>>3780580

try to speak with LordHavok, if hes still alive on QuakeOne forums.

if don't, mail him about that.
>>
>>3780587
those monochrome walls are really offputting
>>
>>3780595
Well, Ambient Occlusion is not improving upon it. Much.

Maybe it will look better once I get to the lighting part.
>>
>>3780591
Still at preplanning-stage, I probably can produce a prototype even with older engine. But thanks, I'll keep that in mind.
>>
>>3780587
Time to UV-max Undertale.
>>
>>3780587
Oh god no, it's alive again
>>
>>3780587
Put black lines on all corners.
>>
>>3780607
You seem offended.
>>
What are some cool maps which rely more on tricky enemy placement than hordes?
>>
>>3780509
I dont remember the levels exactly sorry.
>>
>>3780628
Swift Death?
>>
Does anyone know what the best Quake 1 texture set in Doom is?

I've tried using Afterglow's version but it's a pain to navigate through the big Flat/Texture list. The Realm 667 version has Quake -style animated water textures, but everything is lumped together in the same directory and its even worse to find what you need. Plus, there's a lot of useless crap from the expansions.

Is there a texture rip out there that divides things back into the METAL, RUNIC, etc, sets?
>>
>>3780587
Were you the anon wondering how to handle the 4th wall in your map conversion?

Have you considered using the unseen wall to expand the area a little? Maybe have a small lower area with some workbenches or a kitchen or something.
>>
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>>3780617
Not really, I'm more agitated
>>
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>>3780665
I'm not sure whether I'm the right one. I wanted to keep the map as close as possible to the original.
>>
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When you find all the secrets on a map but still haven't found the keykard
>>
>>3780669
>that perspective
I always had the impression that Alphys' lab had an open top floor, like it could overlook the bottom.
>>
>>3780679
That's what I thought as well. The first time I just had the conveyors be simple elevators. Then, the whole part was just a slope. The way I go about it now makes more sense I guess.
>>
>>3780686
>>3780669
Your map is great so far, so needs that detail work. Can't wait to see the True Lab.
>>
>>3780126
The movement wouldn't be as smooth and it would be harder to implement. In that case I prefer to use sector lights
>>
SCREAM AND FEAR

https://www.youtube.com/watch?v=Ja0SbZKGE8g
>>
>>3780385
Not him but do you have any maps to recommend it with? I've done a few maps but shit's hard with even moderate-sized clumps of monsters
>>
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anons, I'm thinking of doing a megawad with maps from the unreal tournament series (obviously adapted for single player)

I'll probably do it for quake too

what do you think?
>>
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>>3780675
>being lost in any game and you find a room but it's just a secret and not the way you need to go to progress
>>
>>3780720

that guy like mods
>>
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>>3780730
Just do it.
>>
>>3780730
That sounds pretty sweet, I'd play it
>>
>>3780730
How the hell do you adapt a confined and often symmetrical arena into a singleplayer level?
>>
>>3780720
How can a man not see that this does not look good under any angle?
>>
>>3780757

deathmatch levels are not symmetrical

anyway, I can use half of a CTF map
>>
>>3780776
Still trying huh? You've been here all day. Just like me
>>
well, the Zenijews did it.

http://www.vrdb.com/news/zenimax-awarded-500-million-in-oculus-lawsuit
>>
>>3780783
So is Oculus fucked?
>>
>>3780789
Unless they appeal, yes.

I hope they do something spiteful, like pay the whole amount with truckloads of quarters.
>>
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>>3780789
Carmack is, at least he's trying to deny it like the cia & the htcVive fucked the oculus imo.
>>
>>3780821
>>
>>3780271
Slopes and me don't get along
they jump 30 feet up in the air and dont face in the right/anticipated direction

plus i don't feel like manually aligning 3000 slopes
>>
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We're going to need a bigger hell gateway for all these shitposts.
>>
My girlfriend introduced me to her ''special'' brother once, she called him and he sprinted towards me singing E1M1 music I asked
>what the fuck?
and he answered with
>UGH UGH
as he tried to push the wall
>yeah nice to meet you too

my girlfriend was embarassed and I said it's all right then we heard a scream the retard tried to enter the grill because he thought it's a portal to hell.

Doombabs are a danger to themselves and people around them.
>>
So anyone know progress on BTSX3?
>>
Doom 2 > Doom 3 > Doom 64 > Doom 2016 > Doom
>>
Gimme them claustrophobic mapsets
>>
>>3780865
What's the progress on Oom
>>
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>>3780863
>>3780821
>>3780817
>>3780810
>>3780776
>>3780841

fuck off
>>
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>>3780878
Placeholder shit for jetpack chaingunner and atkins mancubus is there.
>>
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what the fuck is happening
>>
>>3780907
Time traveling is happening.
>>
Fucking Unloved overrides gameplay mods god damnit fuck
>>
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>>3780907
Shitposting
>>
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>THIS is what he does on a Sunday night
Glad I'm not him.
>>
>>3780907

This is what happens when people think reporting posts does nothing.

I love Doom but I'm glad I don't give that much attention to this general, otherwise I would be pretty mad at this.
>>
>>3780916
>night
>shitposting animus
you're not any better than him.
>>
>>3780918
Completely wrong side of the globe you uneducated goon.
>>
>>3780923
>I'm from israel
post your nose
>>
I'm just starting to play Heretic for the first time. Is freelook kosher?
>>
>>3780939
Freelook is fine in any oldschoolan game. Disregard the dried cuntflakes.
>>
>>3780939
Play however you want senpai. Just make sure you disable jump and crouch.
>>
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>>3780947
Obviously not, or you would still be on-topic.
>>
>>3780959
How does that monster work anyway?
>>
>>3780964
Weird decorate/acs hacks?

Fuck, I don't know. You'd have to dissect it and the rest of Lilwhitemouse's bullshit.
>>
>>3780959
Name of the mod?
>>
>>3780971
Harbinger.wad

It's just a boss and 2 maps. It's retardedly overpowered, but that's what you expect from a boss.

More just a mechanics proof-of-concept I think.

https://forum.zdoom.org/viewtopic.php?f=37&t=13894
>>
>>3780919
>2017
>triggered by anime reactions
caustic soda
>>
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>>3780973
Link's dead, Jim.
>>
>>3780976
https://www.dropbox.com/s/1fukcewlu49rfte/harbinger.wad?dl=0

It's worth digging lilwhitemouse and Eriance's shit up, despite how incomplete they are.
>>
>>3780981
if you like buggy pieces of shit, sure. suit yourself
>>
>>3780984
Thirsty?
>>
>>3780990
just saying eriance's works are unfinished and some are barely playable.

the fuck is your problem?
>>
>>3780965
>>3780969

He's still right, you know?

The shitposter should've been banned six hours ago but he's still here, despite the fact that over the week he showed up once per day but then he was gone immediately, the shitposts were being deleted by the mods almost automatically with no chance to report them.

All he's doing right now is exposing one of the biggest problems of this general: you guys don't report shit and move on.

"But that won't do anything, he'll come back tomorrow anyway". But of course he will, and at the end of the day he will still prove to us he's a pathetic loser with no life who shitposts in holidays, but at least people won't put the blame on you for not doing your part.

But those are my two cents anyway, it's your decision what to do with him.
>>
>>3780993
No problems. I just assumed you were the person going around sperging about quake.

which is a good game, but doom is better
>>
>>3781001
I can't believe people don't bother reporting.
>>
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>>3781007
This is honestly a half-reasonable claim, if pure bodycount is anything to go by.

But no, doomguy would just smash his skull in.
>>
>>3781001
not then but what I find amusing is the one specific branch of shitposters who ignite shit, then keep it up with two posts or more, only to merge back into 'on topic discussion' with a single post.

like they're scared of being banned so they steamroll back in.
>>
>>3781016
Serious Sam just isn't that fun imo. It's not bad, but it's got nothing on doom/quake. Killing 45000 monsters isn't that impressive when 90% of them just run into your bullets.

It's more fun in co-op tho.
>>
>>3780749
I don't recognize this. What is?
>>
I guess a lot of people have better things to do than browse 4chan on superbowl sunday
>>
>>3781023
Yeah it's not like Doom enemies who move in a sideways manner towards you that's much more challenging.
>>
>>3781025
Rofl. As a serious sam fan I can assure you; you're an idiot.

>>3781023
Yeah. It's own brand of thing; Definitely recommended for slaughter-map fanatics.
>>
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>>3780854
moooooooods!!
>>
>>3780945
Were they ever on /vg/ ? I don't remember that. Can someone who was there pull up an archive link?
>>
>>3781040
D-do they have their way with her when she's defeated?
>>
>>3781001
>you guys don't report shit and move on.
>>3781006
I've been reporting posts all day but most of them are still there

I think I'm going to hit the 30 report limit soon
>>
>>3781045
Use the power of imagination, anon.
We won that round in the end
>>
>>3781045
Doom demons are asexual but the corpse will get eaten if you're into that kind of thing.
>>
>>3781054
Hey, if she cums, she wins!

>>3781056
Aww, no, that's not hot.
>>
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>>3781043
They may have indeed jumped straight to /vr/, I just thought they were on /vg/ for a while because it was a general, all things given.
>>
>>3781043
I made a Skulltag General on /vg/ back in early 2012 and it had people trying to discuss Doom in it and people announcing that they reported the thread. I think they said it had to be on /v/ and for it to get popular enough before being posted on /vg/ or some shit? It really doesn't make any fucking sense especially looking at how /vg/ is now since new generals easily get made, but maybe there was some kind of inter-general circlejerk mentality going on at the time since that was in /vg/'s early days.
>>
>>3780562
how do modern developers not get this incredibly simple thing
>>
>>3781068
I don't like the enemy/encounter design.
>>
>>3779721
an ok base, but still lacks some detail (gauges, lights...)
oh, and i'd make the orange rings a lot tighter, it should make them look like copper coils
>>
>>3781068
>linear levels
>encounter design is crap
>detailing is bad
Great Game. 11/10
>>
>>3779721
You should make lighting more coarse and add some pixel fuzz or something to make it look less 3D model-y.
>>
>>3781076
It was definitely a circlejerk, I remember such a thing.

You dindu nuffin'.

>>3780562
>>3781108
Because most modern developers were raised by goddamn soccer-moms.

Some developers do get that More Enemies+More Capabilities to the enemies+New Variants is more fun than "throw 9999999999 more hitpoints on it"
>>
>>3779774
>Rather because the map design is awful

The middle portion of TNT contains some of the best maps in all of official DOOM. You just need to git gud.
>>
>>3780587
>>3780604
If only you could talk to the demons.
they're still right proper cunts though. They're DEMONS for god's sake.
>>
Anybody played Quake with Tenebrae?
>>
>>3781249
Yep. It looks (and runs) like shit.
>>
>>3780507
>slaughtershit
there's that word again
>>
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>>3781251
https://www.youtube.com/watch?v=8iRDkFFZ8oc

>quake running at 35 FPS
>quake dipping into 'teen FPS's
>2017
>>
>>3781298
the ten or so maps of scythe could be considered slaughtermaps, actually
>>
>20 years later you notice that the Quakeguy looks like a NFL football with that armor and helmet
>>
>>3781324
it's not a slaughtermap if the monstercount is -1000
>>
>>3781375
lel
>>
>>3781351
where does it say that?
>>
>>3781324
Past map 20 the enemy count for Scythe 1 is still low outside of two levels.

If we're talking Scythe 2 that has more heavier enemy counts by a wide margin, but Scythe 1 plays it more subtly than that
>>
>>3780182
not bad, kinda ugly with the UAC grey/tan room
>>
Scythe

6 MAP10
12 MAP07
22 MAP01
24 MAP21
25 MAP18
28 MAP28
31 MAP04
33 MAP02
36 MAP05
39 MAP03
40 MAP22
42 MAP25
43 MAP12
46 MAP06
49 MAP16
51 MAP14
63 MAP08
65 MAP15
74 MAP09
75 MAP13
83 MAP23
84 MAP20
85 MAP11
97 MAP17
107 MAP27
112 MAP24
124 MAP31
141 MAP32
165 MAP29
181 MAP19
666 MAP26
755 MAP30

Scythe 2

8 MAP31
13 MAP16
38 MAP06
38 MAP07
45 MAP26
49 MAP05
61 MAP01
78 MAP04
85 MAP21
92 MAP02
92 MAP18
96 MAP22
104 MAP11
105 MAP13
121 MAP14
122 MAP10
122 MAP19
139 MAP03
144 MAP12
161 MAP08
174 MAP32
198 MAP29
201 MAP09
207 MAP17
212 MAP20
250 MAP15
306 MAP28
389 MAP27
440 MAP25
515 MAP23
651 MAP24
835 MAP30
>>
>>3781037
In Doom the level design at least plays off the enemies abilities some. It's not just "walk through door, door shuts, kill flood of enemies in big empty room, do it again"
>>
>>3781409
Yeah, I'm probably going to space it out more.

>>3781351
slaughtermap shilling 101
>>
>>3781442
>slaughtermap shilling 101
what did he mean by this?
>>
>>3781351
that's some bullshit.
>>
>>3781452
Yeah. I mean - negative 1000 monsters? Pff, come on.
>>
>>3781459
I forgot to post the rest of that but holy fuck am I glad somebody got the pun
>>
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>>3781448
>>
>>3781469
Name of wad?
>>
>>3781251
>>3781320
Just looking for ways to make Quake 1 look better if Tenebrae is worth bothering or not.
>>
>get to map
>titled: "The Imps, Oh God"
>only 66 monsters
Fucking noobmappers.
>>
>>3781469
heh the revenant missile trail makes it look like there is a spooky face on one of the metal pillars at the top of the picture
>>
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>>3781469
>>3781448
>>
>>3781487
Pretty sure that's Sunder map11
>>
>>3781478
It's a stolen map, Chillax.
some super-retard is making a chillax 2, comically missing the point because chillax is about stealing a bunch of good looking maps and throwing an absurd number of monsters in them. Basically the first true Slaughtermap set.

>implying slaughtermaps can't look gorgeous
>>
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>>3781490
Have some stick-your-dick-in-a-ball-of-gas
>>
>>3781442
>slaughtermap shilling 101

You're a dumbass.
>>
>>3781493
>Basically the first true Slaughtermap set.
Chillax is relatively new, slaughtermaps have been around for a long time.
>>
>>3781510
Well, of course. But it's the one that people most think of when they hear slaughtermap, or the one that coined the term.

Got some good detailed slaughtermap sets? I'll let you know what ones I have.
>>
>>3781510
>set
You're right, but I'm pretty sure almost no one did megawads before that.
>>
>>3781515

Hoo, detailed? I'm not sure about detailed, I'm blind as a bad when it comes to aesthetics. 1994 maps still manage to impress me.

The ones I really like, though, are Newgothic (a favorite), Sunder (a classic), Slaughterfest 3, Combat Shock 1&2, 32-Inch Nails, Rush, Survive in Hell, Drown in Blood (another classic, lots of fond memories of this on Skulltag), Shaitan's Luck, and oneweek.
>>
>>3781502
Sunlust map30.
>>
>>3781529
-Newgothic
-Sunder
-SF3
-CS1+2
Never heard of 32 inch nails, or rush.
-SIH
never thought of DIB as a slotter.
Shaitan i think I've played
oneweek I'm not sure of.
>>
>>3781539
https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/rush

Rush is really fun. It starts off tame, but it gets very hectic after the first map.
>>
https://www.dropbox.com/s/ckf338mqn02o4u3/2017-02-05-1729-17.flv?dl=0

it's dumb, but have some of the map stuff.

not sure about how I'm going to click some of this shit together tho.

thanks again randanon

you can increase sped if it's too slow
>>
what if doomguy played in the super bowl guys
>>
>>3781562
gane over
>>
>>3781562

we have the quakeguy already looking like a Football player with that armor and helmet
>>
>>3781594
Was inspired to make a football doom mod but quickly lost interest.

This is all I whipped up so far.
https://www.dropbox.com/s/vmjdviukbbnm9fk/uacfootball.pk3?dl=0
>>
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I made thing, it's pretty neato. Just gotta do it for the SSG now.
>>
and no one, even carmack is innocent on this shit.

>http://www.pcgamer.com/john-carmack-posts-angry-response-to-zenimax-lawsuit-loss-on-facebook/

Really... fuck VR Oculus and whatever the shit is, let it die again.
>>
>>3781678

I don't have anything against Carmack but Facebook can suck a dick, even from zenimax
>>
are there any gzdoom settings that could help decrease the incidence of motion sickness?
>>
>>3781718
>turbo 1
in console
>>
>>3781719
kek, without making the game slower
>>
Hey I want to play a wad I made with my friend on Z& but it uses wadseeker so you need a published wad as far as my knowledge goes.

How do I do this?
>>
File: 1482617138266.gif (100KB, 96x96px) Image search: [Google]
1482617138266.gif
100KB, 96x96px
>>3781673
This mod is already shaping up quite nicely, keep up the good work
>>
File: ss+(2017-02-05+at+08.19.47).png (7KB, 663x124px) Image search: [Google]
ss+(2017-02-05+at+08.19.47).png
7KB, 663x124px
>>3781757
SSG works now too. Really speeds up the whole murder thing especially when surprise revenant shows up and you need dat SMG stunlock real fast.

Current todo list is basically this, then I'll put out an actual version that isn't totally in flux while I think of other stuff to add.
>>
>>3781740

Have the file uploaded on a place they can download from, like tspg or idgames.
>>
File: quake108.png (2MB, 1280x720px) Image search: [Google]
quake108.png
2MB, 1280x720px
A screenshot from my latest Quake 2-singleplayer unit. :3

>>3778138
I'm the one that made that Quake 2-singleplayer unit in there.
>>
File: quake110.png (2MB, 1280x720px) Image search: [Google]
quake110.png
2MB, 1280x720px
>>3781795
Here's another screenshot.

It's all WIP in progress.
>>
>>3781798
>WIP in progress
RIP in peace
>>
>>3781795
God bless you anon. This place needs more Quake 2 love.
>>
https://www.youtube.com/watch?v=H0wugvD-WfI
heh
>>
>>3781209
>habitat
Oh yes, such good map design. Please stop shitposting from the grave.
>>
>>3780562
It's still pretty mediocre compared to say, giving enemies better AI and/or more abilities. Not like many games get that right either. Though when it comes to difficulty my favorite meme is Ace Combat from 04 (included) onwards, the only difference between the hardest and easiest level of difficulty is how much damage you can tank before you go down, which basically means that Easy is the exact same shit as Ace.
>>
>>3781820
What the fuck happened to the shotgun reload animation?
>That framerate drop when any blood or effects are on screen
Nice
>that massive drop when using the chainsaw
n-i-c-e
>>
>>3778193
Not playing it at all
>>
>>3781673
>>3781776
so what is the final goal in mind for this?
>>
>>3781830
Habitat is not a middle level of TNT.
>>
File: 8ad.gif (1MB, 400x225px) Image search: [Google]
8ad.gif
1MB, 400x225px
What are the most Duke inspired or Urban themed mapsets for Doom 2?
>>
>>3781914
Assuming you're not baiting for this particular answer, Brutal Doom Starter Pack has some excellent city mapsets in the second chapter. A great mix of Duke and Doom gameplay/level design imho.
>>
>>3781907
Well I was playing my own earlier creation FKER and I noticed that the part that I found enjoyable wasn't really the monster randomization, but the introduction of new attack patterns into the mix. Particularly with the imps and barons. So I went ahead and started adding a bunch of new attack abilities and other stuff into the mix, some of which were inspired by other monsters that I used before (mainly ones I made or customized myself like the Nightmare Demon). Then I realized that giving the player the default arsenal for a mod like this would be a bit cruel, so I moved some of the older weapons over too and tweaked them to better match vanilla HP values, as well as improved them a bit in various ways (like the shotgun quick-switch, the RL got a damage buff, chaingun's spin up was accelerated, etc).

I also really liked the notifications in D4D and D4T that tell you when you get all the secrets or kills in a level, so I decided to try to make my own version of that. But then I realized that a much more interesting thing would be an obituary screen with your stats on it (like bullets fired, monsters killed, etc) so I'm making that now. Next will probably be... Better sprite effects.
>>
File: D2PosterOriginal.jpg (1MB, 2000x2325px) Image search: [Google]
D2PosterOriginal.jpg
1MB, 2000x2325px
>>3781907
>>3781928
I just realized that I dodged the question a bit. Final goal would be to:

- Add more variability to monster attacks (what I call predictable variability, where you can, say, bait an attack but often will not know what the attack will be), or at least buff their patterns for lower-tier monsters
- Improve the general lethality of Doom when playing with a M+K setup
- Add other features which I think would provide meaningful changes or player feedback (like the obit screen)
- Maybe improve the weapon effects a bit
- Make a fun mod
>>
>>3781830
Maps like Metal and Habitat were the exception, not the rule. And the guy said middle portion, which would imply maps 12-20. Habitat is map22..
>>
>>3781937
The latter half of TNT is utter trash save for 2 maps, the first part having some good maps in it doesn't make up for the rest.
>>
File: Untitled.png (55KB, 636x310px) Image search: [Google]
Untitled.png
55KB, 636x310px
>>3781820
>the rifle butt attack is a jpeg of an M16
>have to use iron sights first before it works

If he wanted a rifle butt attack in THAT badly he should just make it replace the kick when you're holding the rifle
>>
>>3781939
>The latter half of TNT is utter trash save for 2 maps

No. maps 16-20 are all perfectly fine. The final third was a slight step down, but I only found Habitat and Mount Pain to be outright terrible.
>>
wads with lots of open space circle arenas? Similar to Ancient aliens/Valiant
>>
File: 1479738896506.png (19KB, 208x196px) Image search: [Google]
1479738896506.png
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>>3781820
>Skulltag weapons need their own difficultly

So why not just use a fucking cvar or something?
>>
>>3781967
Because Mark has always had an aversion to CVars.
>>
File: sad kek face.webm (2MB, 640x360px) Image search: [Google]
sad kek face.webm
2MB, 640x360px
Fucking ACS I sware on me mum
>>
File: Well it works.webm (3MB, 640x360px) Image search: [Google]
Well it works.webm
3MB, 640x360px
>>3781982
God damnit I should just learn ZScript
>>
>>3782003
>>3781982
Why are you needing a punch counter anyway?
>>
>>3782006
I thought it would be a good way to test general counters, since the punch is about the least complex weapon in the mod so I won't accidentally fuck something up adding the ACS calls.
>>
File: 1486351664949.jpg (121KB, 636x542px) Image search: [Google]
1486351664949.jpg
121KB, 636x542px
>>3781851
>tfw hardly see the drop
I wish my game ran that smoothly
>>
>>3782009
Fair enough, I'm so used to using DECORATE that I use dummy items for all that, it's sloppier but it works.
>>
>>3781982
>>3782003
>>3782009
that's, like, one of the simplest things to code m8
>>
>>3782014
Nigga please I work in C# and Python these days, I haven't touched ACS is 5ever. No harm in being safe.
>>3782013
Well, it's using custominventory with a HudMessageBold. I just forgot you have to assign a TID to the player.
>>
>>3781975
Any reason?
>>
>>3782012
The fps counter he put at the top helps.
>>
>>3782025
he can't code for shit.
>>
>>3782031
Saw it after my post, immediately felt like an idiot
Still above 60 to for the most part, I'm lucky if I can get 40
>>
File: oompunch.gif (197KB, 320x200px) Image search: [Google]
oompunch.gif
197KB, 320x200px
Punch Fist
>>
>>3781956
You might as well say that Evilution is perfect and making people pay for the totally consistently great expansion that it is was totally fine. It wasn't.
>>
>>3782040
i don't understand
>>
>>3782040
The secret handshake!
>>
File: oomgun.gif (33KB, 320x200px) Image search: [Google]
oomgun.gif
33KB, 320x200px
>>3782045
some anon made a joke about combining a fist and a gun, another anon made a zarkhov joke out of it, this was the result of the two.

"what the hell why would you punch your own fist?"
"why would you shoot your own gun anon they're expensive"
>>
Is there a version of Brutal Wolfenstein with toned down gore or something?
>>
>>3781375
We don't need Doomguy bullying Satania as well.
>>
File: Screenshot_Doom_20170205_231249.png (191KB, 1280x720px) Image search: [Google]
Screenshot_Doom_20170205_231249.png
191KB, 1280x720px
Anyone know what the biggest value for Inventory.MaxAmount is? I assume 65535 but it's not listed on the ZDoom wiki.
>>
What are some tips to keeping arenas fair?
Any do's and don'ts of making arena fights?
>>
>>3782063
Nevermind I found what I'm looking for, being WildWeasel's Nazi's V2 + Epic2.
>>
>>3782078
The maximum value is the highest unsigned integer in a 32-bit address space, 0x7FFFFFFF.

You would actually have it in hexadecimal. like so:
Inventory.MaxAmount 0x7FFFFFFF

If you're curious, that number in decimal is 2,147,483,647.

The only real reason I could see for you doing that is for infinite inventory, but there has to be a better way. I think there is a DMFlag for infinite inventory you could probably set.
>>
>>3782113
Oh shit, 32 bit is even better. No possible way to fire 2^32 bullets in any reasonable length of time. I didn't see any flags to just uncap the max amount of items, I'll look again.
>>
>only 2 weapons in the Ancient Aliens set to go
I should stop checking this shit so frequently, I might die of a HYPE induced heart attack.
>>
>>3782118
2^32/2 *

These fucking captchas are getting ridiculous
>>
>>3782119
Forgot link
https://forum.zdoom.org/viewtopic.php?p=975915#p975915
>>
File: Screenshot_Doom_20170206_001855.png (169KB, 1280x720px) Image search: [Google]
Screenshot_Doom_20170206_001855.png
169KB, 1280x720px
Aligning text in ACS is suffering.
>>
File: easter-eggs-DOOM.jpg (170KB, 1920x1080px) Image search: [Google]
easter-eggs-DOOM.jpg
170KB, 1920x1080px
Doing a pistol start in Doom 2 but got stucked in level 13, recommendations? I already know that almost all of the subsequent levels are harder, so what to do? run as fast as I can and go straight to the keys?
>>
>>3782119
I hate that this Final Doomer update is going to make me want to play through Ancient Aliens again, even though I fucking despise the back half of that wad.
>>
>>3782151
>recommendations?

Stop the suffering.

In this life you can only trust yourself and the first 12 maps of Doom II
>>
>>3782151
Just grab the berserk pack and shotgun and run like a motherfucker. MAP13 is total shit, honestly while the later levels are harder they're not nearly as tedious. Also the invincibility can help a lot. Don't go near the center of the map if you can avoid it.
>>
>>3782153
I honestly didn't like anything past the first "episode" of that wad. Skillsaw's encounter style gets a bit too messy for my tastes in a lot of those maps. It gets pretty hard to even tell what's going on at times.
>>
>>3782151
And lastly, Is saddistic to try in every level to do a 100% monster count in UV? I'm sure that the answer is yes, but if yo can show me a speedruner like zeromaster doing so, then I will. If there isn't, I'll have to only run in the last stages?
>>
>>3782153
>>3782180
I didn't like Ancient Aliens at all, the cacoward description being 'it's a skillsaw wad, it looks colorful and has monsters in it that kill you and dying a lot is fun (if you don't like dying don't play this)' doesn't help.
>>
>>3782185
>Is saddistic to try in every level to do a 100% monster count in UV
No, if anything it's masochistic, and I'm pretty sure the doom wiki has demons for 100% runs of most levels.
>>
>>3782195
Yeah it's one of those wads that is so crazy that beating a map first try is about 25% luck. It's not exactly bad, but if Doom is like a thunderstorm, AA is like a double cyclone with frogs flying everywhere and hailstones the size of minivans.
>>
>>3782025

he also doesn't know how to use poly objects
>>
any gameplay mod that is class based similar to samsara or final doomer?
>>
>>3782173
>In this life you can only trust yourself and the first 12 maps of Doom II

I'm stealing this and you can do nothing about it
>>
I'd like Final Doom more if yholl and shivers weren't butts about 'only pistols have altfire and thats to reload' when tntguy's ssg could be 9999% improved if you could reload the 4 burst shots. Or just bite the bullet and make it so one click fires all 4 at once.
>>
>>3782121

revert captcha to text
>>
>>3782219
Well, Demonsteele has two different characters that work pretty differently from one another.

Other that that, the only thing i can think of is the DoomRL Arsenal, and the class differences there are almost all passive- nothing anywhere near as clear and defined as Samsara.
>>
>>3782195
that's the perfect description for it, though
>>
>>3782196
The wiki has demos, not demons. Freudian slips aren't fun.
>>
>>3782219
Wrath of Cronos
>>
>>3782219
MooN? Also wasn't Samsara getting updates made by another guy?

>>3782225
What is the TNTguy SSG even supposed to be anyway? It kind of resembles a Striker but the real thing doesn't work like that (according to some people it doesn't work at all but that's a different matter).
>>
>>3782243
>MooN
moon man doom?
>>
>>3782246
Yeah that.
>>
>>3782243
The Protecta ejects shells automatically after firing

I think it just uses the design because it looks neat

>>3782225
Swapping weapons resets the amount of shots fired before reloading
>>
>>3782249
>The Protecta ejects shells automatically after firing
Neither the Protecta nor the abomination that goes as Striker need to be cocked after shooting 4 rounds.

>I think it just uses the design because it looks neat
The Mossberg 500 bullpup and other bullpup shotties look neater if you ask me. You could even have actual, fast reload animations too (by using a speedloader).
>>
>>3782251
When you said the Striker I thought we were talking about how it didn't even eject shells since it had to get reworked a few times over.

Personally I'm not into automatic shotguns but Mossberg 500 bullpup does look nice
>>
>>3782219
Aracnocide is kinda class-based
DoomRLA
People are probably getting tired of me shilling this, but Doomzone
>>
>>3782045
If you can shoot a gun
The you should be able to punch a fist
>>
>>3782264
>Personally I'm not into automatic shotguns but Mossberg 500 bullpup does look nice
It's a pump shotgun, just a Mossberg 500 or 590 with a different stock. If you want to see an actual futuristic looking yet old bullpup semiauto shotty look at the Hi Standard model 10, I fucking love how the A version of it looks.
>>
File: Screenshot_Doom_20170206_013909.png (235KB, 1280x720px) Image search: [Google]
Screenshot_Doom_20170206_013909.png
235KB, 1280x720px
Welp, time to call it a day. I gotta figure out how to make this not look so shitty but the basic functionality is there so I'll count it as "good enough for now".
>>
Next Intermission fucking when

>>3782243
>Also wasn't Samsara getting updates made by another guy

Kinsie is looking after it now, but it's mostly maintenance stuff on top of further polish and merging the ZDoom and Zandronum builds together.

>>3782270
Hideous Destructor has classes, a ton of them too, but they're more like starting loadouts.
>>
>>3782173
>In this life you can only trust yourself and the first 16 maps of Doom II

fixed.
>>
>>3782249
>Swapping weapons resets the amount of shots fired before reloading
That's a terrible workaround.
>>
>>3782280
>Next Intermission fucking when
Should be soon, we recorded shit awhile back
>>
>>3782282
I guess but it's all there is right now
>>
>>3782280
Where can I find the latest version of Samsara, the one that has more than 7 characters?
>>
JewiMax had Oculus pay them 500 mil $, because apparently, Carmack started to work on Rift while still employed in id (acquired by jewimax).
>>
>>3781375
Who sent the package?
>>
>>3782310
Well, here's the one with eight characters.

https://forum.zdoom.org/viewtopic.php?f=43&t=51771
>>
>>3782317
Wasn't there a version of it with the MooN characters too?
>>
>>3782320
Don't know and personally don't care.
>>
>>3782312
>500 mil $

Well, I guess they don't need the money from the IWADs anymore :^)
>>
File: Untitled.jpg (401KB, 1920x1080px) Image search: [Google]
Untitled.jpg
401KB, 1920x1080px
this shit takes time
>>
>>3782118
>I didn't see any flags to just uncap the max amount of items
there is a cvar, sv_unlimited_pickup
>>
>>3782320
Samsara addons are universally shit.
>>
>>3782151
map13 is top heavy from a pistol start so you need to know where to go

1. go for rocket launcher. do not make a sound before you've got out the building again, so the teleporting demons don't wake up.

2. go for blue armour in secret

3. go for plasma gun under crusher

4. perhaps grab invulnerability if you feel you need it

you should then be well-armed and defended enough to run around and clear up some of the wandering monsters.

i would then use the large teleporter to put me up on the ledge and strafe left over to the other ledge on the black building with the mancubus in it, to get a backpack, then use the teleporter inside to access a building with enough shells to clear most of the map. (you can get a shotgun from the door at the back of the building west of the revenant ledge)
>>
>>3782040
I see a stray pixel in there and it's destroying my non-autistic anonymous internet user facade
>>
>>3782454
>(you can get a shotgun from the door at the back of the building west of the revenant ledge)
sorry this is wrong. there are imps in there not sergeants. could have sworn...
>>
>>3782042
>You might as well say that Evilution is perfect

Why would I do that when I already said that there are a couple bad maps, and that the final third is a little weaker than the first two thirds?
>>
>>3782478
Because "the final third is a little weaker than the first two thirds" is a huge understatement but why am I even bothering?
>>
File: map13.webm (3MB, 320x240px) Image search: [Google]
map13.webm
3MB, 320x240px
>>3782454
>>
>>3782479
And "The latter half of TNT is utter trash save for 2 maps" is a huge overstatement.
>>
is there any trick to beating the triple minotaurs in e2m8 of heretic?
>>
Yo, Niggaz.

Just tried playing Quake 1 using Quakespasm. I get horrible input lag using vsync and unbearable jittering without it. Most likely this is due to Quake running in 72fps natively.

Does anyone know wether Darkplaces can help with this? Does DP by any chance run at a native 60fps?

ZDoom runs with 60fps and without vsync I get no tearing and no jittering. I'd like to play Quake the same way without having to buy freesync/gsync equipment.

I also would like to sodomize a Shambler.
>>
>>3782516
host_maxfps 60
Don't count on it fixing your tearing.
>>
>>3782531

Thanks, will try that. Is there a way to save that setting or do I have to enter it every time like fov?
>>
TNT Revilution is making me love the Industrial Hell theme it has going for its later maps.
>>
>>3782578
>Industrial Hell theme
take a screenshot please
>>
>>3780939
Iirc vanilla Heretic had an option to enable freelook. Or at least you could look up and down using keyboard.
>>
File: tuJPac6.png (5KB, 82x108px) Image search: [Google]
tuJPac6.png
5KB, 82x108px
thanks blastfrog
>>
File: FeelBedRomero.jpg (57KB, 776x1024px) Image search: [Google]
FeelBedRomero.jpg
57KB, 776x1024px
>>3782358

>not even a reply saying it looks like shit
>>
>>3782626
Anon it's a single room thus far, isn't it? It's functional but we'll need to see more
>>
>>3782626
>Baiting for pity replies

Looks okay for a myfirstmap.map
>>
>>3782626
Blame Hiroshima. I clicked ont he picture but it didn't load. Thanks is2.4chan.org.
>>
>>3782629

it's just the start point, some terrain labyrinth leading to a base entrance
>>
>>3782631

to be fair, what's the point of sacrificing one month of your life doing that if nobody support you?

I know I can't map for shit, kudos for trying
>>
>>3782625

this is wrong in many levels
>>
we are having competition, boys

>>3780114
>>
>>3782560
It saves itself per "Game" like the texture display options so you'll probably have to set it every time you load custom content.
>>
>>3782643
>competition
no, it's not a competition.
>>
File: YouAreBeingMonitored.jpg (32KB, 400x400px) Image search: [Google]
YouAreBeingMonitored.jpg
32KB, 400x400px
Two questions:

1. Are there any Map30 replacement wads that only change the final boss map?

2. Are there any texturepacks besides DHTP that change the default look and feel of floors, ceilings and walls in Doom2?
>>
>>3782658
Uh, every map30 replacement changes the final boss map, by definition. What do you mean exactly?
>>
>>3782661
Basically, I play megawads generated by OBLIGE, but the final boss sucks, so I'm looking for anything that could replace it.

Technically speaking, I want a .wad that specifically replaces the map30 only, without touching any other maps.
>>
>>3782663
okay, well there's this
https://www.doomworld.com/idgames/levels/doom2/m-o/map30
which i posted about here
https://desuarchive.org/vr/thread/3217447/#3219067

there is also an update
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/map30p
but i can't vouch for it having never played it (and it needs zdoom).
>>
File: TheRevenantGoes.png (164KB, 800x844px) Image search: [Google]
TheRevenantGoes.png
164KB, 800x844px
what's a good jewtube playlist with relaxing music for mapping lads?
>>
>>3782672
Thanks, that helps a lot.

That said, I was hoping for a more Doom1 style boss battles, like the ones against the cyberdemon and spidermastermind at the end of episodes.

Ehh... might have to pick up mapping to do it myself if none exist already. : /
>>
>>3782673
Depends on your tastes, m8.
>>
New thread.

>>3782701
>>3782701
>>3782701
>>
>>3782678
https://a.uguu.se/pv2sLN20yUcL_e2m8_as_map30.wad

all right, here is e2m8 converted to map30. it doesn't exit when the cyberdemon dies though. hopefully someone else can tell you how to do that.
>>
>>3782703
TO SOON
>>
>>3782706
Page 7 is fine is it not? I don't have long before going to bed and many here aren't keen on actually starting newer threads for some reason. Then people shit their pants when the next thread gets fucked up and I'm not referring to OOM THREAD-tier mistakes.
>>
>>3782709
yes it's fine.
>>
>>3782673
mine, but I'm not sharing
>>
File: 1486353488706_2.gif (196KB, 320x200px) Image search: [Google]
1486353488706_2.gif
196KB, 320x200px
>>3782463
>Not using your Autismus Maximus to remove the stray pixel
>>
>>3782673
Is there a ZIP of all the /vr/ Doom fanart? I used to have a lot of it (mostly of Samsara) but I lost 95% of it at some point.
>>
>>3782938

is right in the op anon
>>
>>3779714
UV pistol start + single segment really is the equivalent of new game+ "the real doom begins here" mode.

You thought you were playing doom before, well you were wrong!
>>
best way to play doomrla online coop?
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