DOOM THREAD / RETRO FPS THREAD - Last thread >>3847428
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
=== CURRENT EVENTS ===
[Highway to Hell] Second phase of mapping over
>>https://warosu.org/vr/thread/3826106#p3830558
[Til 4-1] QUMP is still going; only this month left
https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit
[Til 3-15] Dropbox dropping support of public folders is imminent
=== NEWS ===
[3-13] GZDoom map release; UAC Vinur Prime Research Base
https://forum.zdoom.org/viewtopic.php?f=42&t=49163
[3-12] Quake Champions to be F2P; Ranger provided as the default character
https://youtu.be/vq5bFwvQMwA
[3-10] Anon Release; a Hexen/Heretic compatibility pack for Final Doomer
https://warosu.org/vr/thread/3847428#p3849380
[3-10] Anon Release; 'Discharge' map pack beta
https://www.doomworld.com/vb/wads-mods/93151-discharge-4-maps-beta-test-feedback/
[3-6] More gdxBlood progress made
https://www.youtube.com/watch?v=WFmMxmoVXJI
[3-2] MetaDoom 3.1 released, featuring tweaks and balance adjustments
https://forum.zdoom.org/viewtopic.php?p=981099#p981099
[3-2] Quake Champions to be playable at PAX East
https://bethesda.net/en/article/1XhLAJzCHSymCkQIKiI6gw/bethesda-is-heading-to-pax-east-2017
[3-1] Nevermore, an add-on for Trailblazer
https://warosu.org/vr/thread/3826106#p3829402
https://drive.google.com/open?id=0B93dAHEWrRc-dFhSTklHUWVaQzQ
=== PREVIOUS ===
http://pastebin.com/PZDkqABT
=== PROTIP ===
If you would like to submit any news or your personal map or mod releases here, please reply/backlink to this post.
>>3857026
Errenously linked an older thread, correct previous here >>3852524
What's the status on both Highway to Hell and QUMP?
>>3857031
Flip the sprite to see why it's crooked.
>>3857052
https://www.youtube.com/watch?v=2TMTWAwktbc
>>3857058
https://www.youtube.com/watch?v=S_vNhLYW_e4
>>3857059
5-star post
>>3857052
Yeah I'll do some itty bitty touchups on it later. for Now I've got the muzzle flashes ready so I'll have to start writing the weapon itself up once I finish breakfast.
>>3857061
Actually, I'm gonna redo PSMGC0, looks a bit odd.
>>3857061
whats kegan done now?
What is the best source port for Hexen 2 ? I would like animation interpolation like in Quakespasm if possible.
>>3857035
IIRC in previous thread Term came out of the woodwork and said he is extending deadline until end of month since people hadn't quite finished stuff.
Although that's just my understanding from skimming/recollecting text over.
>>3857076
Made me a cool sprite forcing me to abandon my usual order of feature additions. The bastard.
:^)
>>3857083
Alright, found it. Gonna tag onto >>3857028 just in case.
https://warosu.org/vr/thread/3852524#p3855512
Term also seems pretty busy with that Platformer Experiment stuff, and doesn't seem to have had time for a new episode of Intermission. Though I think it would help if he could quote the News post or get into direct contact, it's easy to skim over details like this.
>>3857076
>whats kegan done now?
He's just an irresistible target for memeing. It's something innate in him I think.
I recently bought a 21:9 monitor and decided to move the hxrtc hud to the center. Here's the link in case any one with a 21:9 or high res monitor wants their hud in the center.
https://mega.nz/#!Oog3lJha!xoZ4FqboKmyxhDe2zLc3VC4yiX_qb-T2CesxL6ZMROo
Here's how it looks ingame, kinda. Obviously not much has been done but copy over some old code and change the sprites, but I think it's workable.
>>3857147
I'm proud of you.
Make it do a three round burst like your standard SMG, that thing is really satisfying to fire, just make the tradeoff of the plasma SMG projectile based and the fact you have to let it recharge.
>>3857147
put some recoil on that gun
it's plasma, not laser
>>3857161
>>3857171
Don't worry, making stuff feel good to use is a priority. It won't be 3-round burst (most likely) but I assure you you'll be satisfied with the end result.
I may also release this as part of the "How to make a weapon mod/monster compatible with this mod" tutorial wads I'm going to make, so we'll see how that goes.
>>3857106
Wait, what? how long has SBARINFO had the option to base the draw offsets on the centre of the screen? I can't find it anywhere in the wiki.
>>3857183
> https://zdoom.org/wiki/StatusBar
> fullscreenoffsets
> center + 0
Oh the joys of uncapped infinite ammo.
>>3857205
that looks way better with recoil
>>3857206
Always does.
>>3857204
Ah, fuck.
>>3857205
Now all I gotta do is trick you into making a unique melee and a different chainsaw-tier weapon by giving you sprites
>>3857213
Well the fist is now a BIT better but I was looking into alternatives. You could always throw some shit but right now I wanna make this psmig work the way I want.
>>3857215
I'll do it later. Maybe I'll make a set of swingy wrench sprites for you from lameduke as a melee.
>>3857218
Well you can always drop it off in that discord I set up whenever too. I check it fairly regularly. I'll likely be out from 3 hours from now until about 8 hours from now.
>>3857205
Hey f a m, instead of just moving the gun down try scaling it larger with TEXTURES (unless zscript allows you to do it in code now) and moving it *upwards* at the same time
>>3857227
Is this Xangi's Discord? If so, it's also really good for memeing in. :^)
Anyone know if ZScript can do HUDs and print messages now?
Why is this boss such a nigger.
>>3857257
I'm surprised you even got that far. NiY is more than a bit of a slog.
>>3857289
I got a custom message when I turned God mode on, I think the gimmick was I was supposed to "pray to God."
Still dumb.
It starts out pretty great but there are most definitely some questionable design decisions here and there.
The boss fight with Morena did NOT need infinitely spawning enemies.
>>3857257
What wad is this?
So the ammo regen is going to work on an exponential curve, where it recharges faster the more you have. This encourages you to fire bursts but also allows you to dump the whole magazine if you want or need to. It charges up whenever you're not firing, even if another weapon is equipped.
Right now I think the curve's a bit harsh but that's what playtesting is for. I'll probably also buff the damage a bit since the fire speed is slower than the SMG. I want it to have very slightly less DPS to compensate for the whole infinite ammo thing, or at most the same damage formula.
>>3857325
Forgot webm, I am not a smart man
>>3857296
>The boss fight with Morena did NOT need infinitely spawning enemies.
Considering how easy they are to kill, I think they were meant more as a source of pickups than an actual threat.
I wish there was some kind of easter egg for heavily damaging Morena in your first encounter though. That fight wasn't nearly difficult enough to warrant a forced lose scenario.
This memeing must be stopped.
https://www.youtube.com/watch?v=NVw6LAMvsRE
>>3857325
>So the ammo regen is going to work on an exponential curve, where it recharges faster the more you have
Reminds me of NuDoom's static rifle. I like it.
>>3857257
Nocturne 1999?
Here's a throwaway scenario I made. It's an invasion type map, where a Marine(you), a bunch of dying sergeants and two mechs hold off against an invasion from hell. You could just win immediately by going up the tower and hitting the miss-textured switch, but where's the fun in that?
http://s000.tinyupload.com/index.php?file_id=00857890658525542246
>>3857349
Hey Zaneion, I have something you might want.
Crack open HARBINGER.wad, of Lilwhitemouse. Enjoy the splendor of multisegmented bosses.
>>3857331
Fool. Baneposting and WANO are ascended memes; nothing can stop them now.
>>3857360
Did you reply to the wrong post?
>>3857307
>>3857317
>>3857289
Anyways I beat the game.
Morena was fucking difficult but the final boss had the opposite problem, it was too easy and just way too fucking boring.
Also what's the point of a magical bow when the rifle is so much better at everything? "Ah yes, 7.62x54R, Cthulu's only weakness."
>>3857332
Sorta similar idea, yeah. Right now I'm fucking with the ammo curve to make sure it's fair. I don't want to cripple the player for over-shooting and also don't want the gun to be too OP. Right now its ideal usage is killing smaller numbers of weak enemies, which is different than the SMG which is a good quick-swap to stunlock enemies.
I also might make it hitscan but with very fast fastprojectile tracers (since apparently we have the option to just do that with ease now, who knew) and a max range just so that the "projectiles" don't clip walls unintentionally. Lots of neat stuff to experiment with here.
>>3857367
No? I assumed that was Zaneion
>>3857370
>Also what's the point of a magical bow when the rifle is so much better at everything?
Rifle ammo was probably meant to be scarce. It wasn't.
Final Boss was pretty lame, I agree. I liked the music during it though.
>>3857373
Having a fallback gun is never a bad thing. Would be good to use when trying to conserve ammo for the bigger stuff.
>>3857375
Don't know who that is.
>>3857379
Well it's going to be an optional replacement for the SMG. Babel's fairly balanced and you shouldn't be running out of ammo unless you're wasting it, but this is both sort of an easter egg for people who played my old mod and something cool that'll swap up the gameplay a bit if you choose it.
I really do think making it an addon might be a good choice though, since it's fairly simple inside so it'll be good for showing people how to put in fear token calls.
>>3857382
Footfetishmonsterfag.
Also known as that dude that's popped up in the thread recently and apperantly does good maps.so he's not a tremendous faggotron unlike me.
>>3857389
I've been doing this for a while anon, and my maps aren't good. My first map supposedly played like a D!Zone map but with features from UDMF. The map before this was the Moonwalker one, and the map/set of maps before that was Bajura. I've lost a lot of the maps I've made though, and I'd like to get them back. I recall that I made one map with Brutalist Doom that was decent, and that's the one I'd like to get back the most.
>>3857394
>Brutalist Doom
The rest stop map?
>>3857404
It started with 4 towers inside a large room, and inside one was a shooting gallery with some chaingunguys, that's all I remember clearly about it. Someone made a demo, and I saved it but I can't find it.
This is a neat effect. Definitely makes the weapon handle a bit better.
>>3857379
Final Boss sufffered from problem everything related to Cthulu. "More horrible than humans can possibly imagine" sets a pretty high bar for a bunch of floating eyeballs to live up to.
>>3857413
Oh, probably not the one I'm thinking of. It was made some time last spring/summer and posted here.
It had really nice architecture and a kind of desolate atmosphere.
>>3857443
3d models right? Try using a similar one as the MissileType actor since they inherit pitch these days. Should give you a nice contrail effect.
>>3857449
It's already got the inherit pitch effect, I basically just recolored the model used for the zombie bullets and changed the size a bit. Might be some extra cool effects I can use on them now too.
>>3857453
>It's already got the inherit pitch effect,
I meant FastProjectile trails (aka MissileType). You can use 3d models for them now unlike most of gzdooms history.
>>3857457
This is using
_FireBullets (angle spread_horz, angle spread_vert, int numbullets, int damage [, string pufftype [, int flags [, float range [, string missile [, float spawnheight [, float spawnofs_xy]]]]]])
as a tracer missile. The actual damage is hitscan but there's a tracer attached so it just looks better. The tracer is a FastProjectile with this model
Model PSMGTracer
{
Path "MD3/Projectiles"
SKIN 0 "tracer2.tga"
MODEL 0 "Tracer.md3"
Scale 0.75 0.25 0.25
PITCHFROMMOMENTUM
FrameIndex BALL A 0 0
}
So it always faces the direction it moves.
>>3857325
Functionally it sounds like infinite fire with a heat up / cool down. Just don't fire full blast and you can keep it going.
I will never forget the first time I played Wolfenstein 3D. It was at Kentucky Kingdom, which later became a Six Flags, and it was $1 a minute. It was really weird. It was just a PC setup at a table outside witha chair to sit in and acouple of guys working it. But it was amazing. I knew immediately that this was going to change everything. I'd played other VR games, but they were horrible. It never really occured to me that they could make anon VR version of the game though.
Anyone else have a similair experience?
I also remember the first time I ever played an online FPS. It was Counter Strike. There was an arcade/all ages club that had a lot of terrible goth and hardcore bands. But they also had a room with like 15 gaming PC's andyoucouldpay by the hour to play, either online or LAN. It sofucking amazing back in like 1997, I believe. I never thought it would blow up so big so quickly, although it was fun as fuck.
>>3857328
AHHHHHHHHHHHH I WISH I READ THIS POST SOONER
I just spent some fucking 10 minutes circlestrafing and crouching that cunt
>>3857471
Yeah as long as you limit bursts and pause between you don't generally run out. It's still slower than the normal SMG but then again it's got infinite ammo so ¯\_(ツ)_/¯
>>3857465
Ah, I see. I'd forgotten about FireBullets so I figured it was a normal projectile attack.
And now for the particle effects. I've gotta go to some dev meetup to try to get a fuckin job but the weapon is nearly done.
>>3857498
Yeah i didn't even know they built tracers in until I checked the page to look for flags a little while ago. Very neat functionality.
>>3857502
Going professional huh?
>>3857331
>Aquarius
I dunno how to feel about that fella after he was like "Oh hey, that's my art" when there was pic of his 'art' about Pink Panther being ripped in one TerryWAD. Kinda same feeling as with Major Cooke
>>3857530
I still don't understand why there's so many autistic Deviantart users who play Doom.
>>3857539
I don't understand why there's so many Doom players with deviantArt autism!
>these /v/ users acting like aquarius wasn't already bad for giving attention to terrywads and their perpetrators.
>>3857543
In the end, does it really matter because TerryWADs is a dying artform anyway? Majority of TerryWADs after all are just "Uh oh, you gon get raped" followed by earrape and flashing lights
>>3857539
Brain Damage.
That's not even an insult.
>>3857561
Who?
>>3857562
But why just Doom though? There aren't many for Quake, Duke or Unreal.
>>3857570
It's DOOM
>>3857548
There's a thread on Kiwifarms with Terrymodders talking about how they're the only sane community in Doom.
And now their public chimpouts are just basically LOLOL I TROL U.
Terrywads are dead. There was only one interesting one, everything else is just a pale imitation of a dead joke.
>>3857568
results: 50%/50%
that settles it, go home everyone
>>3857570
>>3857539
Because Doom has a bigger modding community.
The bigger the creative community, the higher the chance of autism.
The thing about creativity and productivity is that it relies a lot on the emotional side of the brain, rather than the logical side of the brain. So when you get these communities full of creative special snowflakes, you also get a bunch of people who don't exactly think logically.Which is why we're full of autism, too.
>>3857568
whoever said their brain is normal is a fucking liar
>>3857597
ya goth dep rip
>>3857606
where are you finding these
and whats with you and aliens
>>3857606
go away, sarais
>>3857606
source
this better be tubby porn
>>3857619
what the fuck anon
i get that giger's original design was porn but jethus crithe
>>3857606
>>3857612
Can you stop being a weirdo someday?
Taking a drive through akzos city in a nazimobile with GTA perspective
>>3857625
Can you turn on that flamethrower?
I'd love to, really.but the fox censors won't allow itbut brain does not comply.
>>3857641
what is this shit you just posted
>>3857621
pls
Can we get a list of Vanilla enhancement mods?
So far:
SmoothDoom
SoundCauking
SmoothTextures
Perkistian's remastered Doom SFX
Sprite fixing
>>3857647
what
>>3857612
just make a thread on /trash/ and dump all your xenos there
i'll go check if it's there in like 30 min
great idea or probably stupid: roast hand mod for doom
>>3857683
xaser made a mod where you throw your arms at enemies and then the arms explode on impact, and your arm explosions can kill you if you're too close
>>3857679
do it faggot
>>3857590
>There's a thread on Kiwifarms with Terrymodders talking about how they're the only sane community in Doom.
>And now their public chimpouts are just basically LOLOL I TROL U.
Holy shit. Every day I discover new reasons to hate Kiwifarms. Raidfags never change.
>Terrywads are dead. There was only one interesting one, everything else is just a pale imitation of a dead joke.
Yep this.
>>3857678
there's a thread on /aco/
Is there any guideline to doing brick textures? Should I use a reference for this or just draw freely?
>>3857606
pls stop avatarfagging anony-kun
>>3857443
Those look fucking cool now actually.
>>3857656
Those are it really.
>>3857727
>>3857745
I know that any fucking retard can make a brick texture but I'm talking about one that looks good and not like fucking shit kthx
>>3857727
>Should I use a reference for this
Absolutely.
Generally all (of my) art uses extensive referencing, because eyeballing that stuff is rough as hell.
http://www.textures.com/category/brick/1
How can I stay motivated to keep working on my map despite nobody ever going to play it?
>>3857773
>despite nobody ever going to play it?
But, you are.
If it's fun for YOU, then why not?
>>3857773
If you're making something for other people to play, that's a bad mindset.
Make something YOU want to play.
>>3857360
Ah yeah, i've seen this mod, Lilwhitemouse knows so much ACS trickery as Ijon does, both makes brainstorming codes that i stay "DAFUQ HOW THIS WORKS?" for like 30 minutes.
>>3857389
>Footfetishmonsterfag
Well, at least i got recognization even from my weirdos.
>>3857804
Hey, how far has HM development come? Been a long time since I played it and there weren't many maps at that time.
>>3857810
In the core gameplay has changed alot, specially after 2.0 the mod passed trough heavy changes in monsters, weapons got updates certain gameplay elements changed and for the next version i plan to release, NuDoom's Hellknight will be on it as well Baron of Hell with a better texture.
In terms of maps, 3 got released, 2 are in development, but all of those are Dungeons yet none are actually the true "campaign" i plan the mod's storyline.
Well if you ask if the mod still have the issues pointed by the shitposting some anons made here around 2015, i can say that regret using the Inverse Concept (a.k.a my footfetish thing for some ppl here) for pretty much every big monster the mod has, the latest released version still have some noticeable with that but the next one i'm going to release this are restricted specifically for the Tamers and Tyzen by now, so this removes kinda 70% of the mod's issues people found with it i think.
>>3857773
The trick is to make maps for yourself then put it online anonymously so others can enjoy it
>>3857773
Host it in Zandronum with Complex Doom 1-life and you will get like 20 sheeps to play it
I'm stuck in Hexen.
I have the steel key, what the fuck am I supposed to do in the metal zone?
>>3857804
>Zanieon
Your maps are pretty cool, they look very Unreal Tournament -y.
>>3857925
Open the steel key doors. Pull the switches behind them.
>>3857931
Heh, thanks the ironic thing is that mapped for Unreal Tournament 3 once and it follows pretty much my style of lights everywhere.
Are there any WADs for any of these games that turn them into more of an RPG/dungeon crawler?
>>3857946
DoomRL Arsenal with Oblige might be a start.
>>3857940
Perhaps I'm making an assumption about where I'm really stuck. I placed the fire mask, I raised some stairs, I flipped the switches in the place I raised the stairs to, and then I did some shit in the ice zone including some platforming. Now the door is open from the fire zone to the ice zone, and otherwise I have no idea what the fuck to do.
>>3857349
>You could just win immediately by going up the tower and hitting the miss-textured switch, but where's the fun in that?
can't you just use a 666 or 667 to block the exit?
What should I try to model
>>3858003
how about some kind of skeletal giant/upgraded pinky?
>>3858003
An Uzi or something.
I don't think anyone has made any actual good centered sprites for one of these.
>>3857502
Pretty.
>>3858003
make either the onyx blaster or vortex beater from terraria
those are some seriously cool guns
>>3857597
>So when you get these communities full of creative special snowflakes, you also get a bunch of people who don't exactly think logically.
Uh, what? when I think of autism I think of logic rather than emotion.
>>3858015
Don't DRLA and Final Doomer have Uzis?
>>3858039
Yeah but not centered.
>>3858039
Angled, not centered.
>>3858038
>when I think of autism I think of logic
What kind of autism have YOU been around?
>>3858003
an Unmaker
>>3858003
A KS-23 4 gauge shotgun.
>>3858003
I big bad AMT Automag pistol, in .45 Winchester Magnum
>>3858040
>>3858041
?
should i be playing nuDoom on nightmare or is that a meme? So far it's okay, but everything kills me instantly
>>3858010
>>3858086
Off to a good start, i think.
>>3858091
>>3858042
Asperger's.
>>3858094
Are these really...
>>3858042
Not entirely sure I'd say it's about logic, autism can get pretty asinine, but it does involve a lot of focus on patterns and fixation.
>>3858094
I swear, if I saw pic related next...
>>3858065
>that gun
Thanks Alucard.
>>3857425
Neat
Which Doom engine games actually let you jump, crouch, look up and down, etc? GZDoom lets you do all that by default so I'm not sure in which games I'm supposed to turn it off.
>>3858113
>Look up and Down
Heretic
>That and Jumping
Hexen.
>>3857425
Term your Touhousteele (Touhoom?) stream with SgtMark4 and Yholl and some other dudes was fucking hilarious, I r8 it 8 out of 8.
>>3858109
I think his was even bigger.
Also that one seemed like it didn't have any kind of locking or anything else (the barrel didn't seem to recoil in any way), so assuming it was a straight blowback gun (the weight of the gun's slide or bolt keeping the action closed until it's safe to open and cycle), it must have had a super heavy slide, given that it was in .454 Casull
It became a frog fish and I'm not 100% against that.
It can slap you with its tongue and grapple hook toward you to bite and you can shoot him out of it and doing it in that animation gives you a damage boost and he can shoot bubbles.
>>3858123
You neutered him!
>>3858123
Keep it like that, and pixelize and animate it so we can have a new pinky replacement for water/swamp themed maps.
>>3858126
>Keep it like that
At least give it hands / claws though dude.
>>3858123
Now make a sharkfrog
>>3858137
https://www.youtube.com/watch?v=thEbQkcjUWk
My friend just sent me this. What do I say to him?
>>3858142
Ask him if he knows about a Seinfeld soundfont
>>3858142
Tell him they're going to make a Doom reboot in 2016
>>3858128
Webbed hands.
>>3858113
Look up/down and jumping were also used in Strife. Crouch is purely a ZDoom addition that was never used in any commercial IWADs.
>>3858116
Touhou Doom is an interesting little mod, even if it ended up being complete arse I can't really hate it.
Have y'all played the rehauled version? It's unfinished but better in almost every way.
https://www.dropbox.com/s/5099ugl4otu6aha/touhoudoomuntitledepisode2.pk3?dl=1
>>3858161
>someone rehauled Touhou Doom
christmas came early this year
downroading
>>3858161
This oughta be interesting.
This is footage of a Doom 2 tournament in Russia:
https://www.youtube.com/watch?v=KAidS0MfN7g
>>3858161
>y'all
>>3858124
How about this
>>3858161
Term, as somebody who's considering developing an indie game with GZDoom-GPL -
How's the engine and development environment treating you in On Cosmic Tides?
Thanks GZDoom. That's not an acs script and it's exactly where the decorate import says it is. You fucking piece of shit.
>>3858207
GAH FUCK my keyboard. Welp, it's fixed.
>>3858204
Pretty easily, honestly. It's real easy to ignore all the behind-the-scenes stuff going on, wait for GZDGPL to release its stable builds, download and upgrade to those, and then continue on working.
Occasionally there's a bit of a hitch when something suddenly stops working, but that's usually when there's dev builds--ZScript's dev builds broke a lot of floating points for non-ZScript things that I had to write around. Ever since sticking to stable builds, things have been easier.
>>3857638
Looks neat. You shouldn't be able to turn without moving a certain distance forward though.
>>3858197
THICC
>>3858213
Nice, that's promising.
>>3858123
It's really rough, I can probably fix some stuff.
Also needs better lighting.
>>3858262
I'd change the color, and make the head stick out a bit more, maybe move it a tad and lower the shoulders/arms as a whole.
>Doomworld totally fucked
>Can't even download because files are hosted on Doomworld
Kill me.
>>3858262
Kinda looks like a puppy wearing gloves on its ears. I know what it's meant to look like, though.
>>3858262
Make it dark green, but otherwise great work. Looks amazing.
ARE YOU HAPPY KEGAN YOUnice person who gave me sprites!?
IT WORKS.
101 rounds and almost 2 hours into a single game of Reelism, and I lose because one of the super weapons kills you when used in combination with Gunfinity.
My guess is that since the gun's gimmick is that it empties its entire ammo at once, this (and the evil laughter) is Kinsie's way of chiding me for trying to fire infinite ammo in a single shot.
>>3858280
I'm not happy. I'm proud. You took that simple sprite I banged together, cleaned it up, and made something great out of it.
>>3858272
I have to make one of those too actually.
>>3858296
Well I'm no artist but I can do most of the rest of it. It's gonna be a separate file addon that's also an example for how to make a weapon work with the mod. I might put in some extra character classes for starting weapons later but for now I'd prefer to keep it all separate.
>>3858276
I thought green wouldn't turn out well but I fixed up my gradient and it's not too bad.
Making it look wet will be difficult because I need to be able to blend pale green onto it for where it's nearing white. Maybe it'll be easier when I fix up the lighting.
>>3858305
Well I means darker but that's colorizable so whatever mayne.
>>3858309
https://www.dropbox.com/s/kpesmnzxjhmga38/e1m8.wad?dl=0
Current status on the E1M8-themed map for H2H.
If you want to get your hands on editing it early; knock yourself out. Feel free to touch my areas; but don't touch random anon's too much.
>>3858332
Fuckin cooooool. I'm sure someone could add some final doom-y touchups to this and make it look absolutely perfect. Make a whole sheet and post them to ZDF.
>tfw you don't know how to make good, proper outdoor maps
>>3858350
>cacobread
Glorious. Somebody fund this enemy.
>>3858350
>unfinni
>>3858338
Nah, no one will do work for you, especially not a sprite sheet. If you want something done then you have to do it yourself. If I make a sheet and post it and it isn't done, it's either never going to be done or it'll be used unpolished by other people.
I just have to animate it a bit, set up a good material and lighting system that'll do most of the work for me, make a sheet, and do my best to cheese as much as possible in Photoshop before I start drawing.
Not impossible, especially now that I know that napping a lot helps me focus.
Maybe some fucked up frog noises. https://clyp.it/kukdcwd3
>>3858372
Either way, this is the makings of a good creature. If you make it hop around like a frog I'll lose my shit.
>>3858365
clearly a Pan Elemental
>>3858372
>Nah, no one will do work for you, especially not a sprite sheet.
But that's bullshitI would totally do it if I had the skill.
Is there anywhere I can find wireframe images of the Quake 1 monsters? I'm curious how they're done, I've tried searched and not having much luck. Did find some Turok wireframe renders though which is sweet.
>>3858376
>pan elemental
>>3858375
>buying game bad
>farming in-game currency good
bitch what the fuck
quake champions is basically a free demo that you can buy the full version for after playing as ranger, that's not bad at all
unless the prices are outrageous, but i hope it's just the usual 30-60 dollars for a new game
https://www.youtube.com/watch?v=t0VXabD2tUo&feature=youtu.be
>>3858379
If you have Quake you can view the models with Noesis
>>3858397
>If you have Quake
...I maybe sort of never owned the first one.
>>3858407
Easy enough to get it right now, free or not
>>3858409
Good point, I was just hoping there was already reference material out there.
>>3857795
Oh hey, I missed this. I didn't do it like this because it makes the gun far too spammy and near-impossible to run out of ammo with. I'd use this for a charge-shot weapon, not a charging ammo pool.
>Doomworld now has upvotes and rep
Welp, there goes the neighborhood.
>>3858459
And nothing of value was lost.
>>3858459
You rang?
When's the next update of Final Doomer? i've been putting off my replay of AA and BTSX for a little while now
>>3858514
I actually just asked shivers in Discord, he said 3 more weapons need doing but it's pretty far along.
>>3858459
Not to mention it now looks like shit.
>>3858517
I was trying to not kick them while they're down teebeeaych.
>>3858516
That's pretty good to hear, seems like I won't need to wait for too much longer then.
>>3858459
Still looks like the old one for me.
>>3858459
Somehow looks even worse than the GameFAQs revamp. If it's not broken don't fix it
>>3858538
Not everyone's being redirected for some reason. If you want to open your presents early, go to https://dev.doomworld.com/
That just HAS to be a troll, right?
No fucking way this is permanent...
Right?
I'm sure the new layout for Doomworld will get tweaked if enough feedback is given.
>>3858570
Here's some feedback:
-Bring the old one back
>>3858572
The old one was on a different software. And an obsolete version of it, at that. So don't think thats happening.
HEADS-UP: Eruanna/Rachael/whatever says that the latest GZDoom devbuild will (assuming all goes well of course) be the last until the next stable release, which should be this weekend. A little bit of last-minute compatibility testing can't hurt!
So, I've been playing the Corridor 7 TC for jDoom/Doomsday from >>3850242, and... weird thing. It plays fine and everything, but medkits don't seem to work at all (as in, they grant to health). That makes the game kind of umbeatable by default.
Anyone else encountered this issue? Is it a bug, or am I doing something wrong?
>>3858586
*they grant no health
>>3857106
How did you get that wide aspect ratio to work? I thought anything wider than 16:9 didn't work properly.
>>3858570
Why would anything good happen
>>3858459
>doomworld getting an 'update'
for what fucking reason? it was fine as it was.
>>3858612
The forum software (vBulletin) was decades old, and as such was prone to violently, irreversibly breaking if some server admin absent-mindedly updated PHP or whatever. (This has happened at least once before).
It probably also had security holes like swiss cheese.
>>3858262
neat, but it lacks something like a back fin or something
and maybe tusks or something
>>3858620
maybe some big ol balls
Good news is I've cleaned this animation up and I'm satisfied with it. Bad news is I still don't have a clue how the rocket launcher upgrade item will effect it.
I was thinking about a fire rate increase, a charge attack of some kind, I've also been suggested missiles with a slight homing effect, or missiles that scatter out little bombs.
But in the NES Metroid, you could shoot missiles pretty quickly at close range, and while I don't want to enforce a 1 missile on screen thing like the original did, I picture this weapon shooting pretty fast, and it's also going to be the player's best, most reliable means of damaging enemies seeing as I'm gonna have most monsters have a chance of dropping a missile ammo or two.
Digging up the unfinished map. Maybe somebody else will have more luck?
It's mostly done anyway; just need the de-facto crystals in the flesh; and the rigging up of making it look like the cacos are consuming said crystals.
Feel free to modify the shit out of it.
https://www.dropbox.com/s/l0r6bfjck9dgh9v/fleshcrystal-pav002.wad?dl=0
I figured about making 2 viles spawn whenever you flip those switches, but figured it to be overkill.
I wasn't sure about copy-pasting the crosses across the temple in it's entirety.
There was plans to replace the torches in the main hall with crystals and using the torches for light; masking them with said crystals.
The temple was to be purposed to look like hell was using it as a research station, an equivalent of the one the UAC is using.
>>3858629
https://www.dropbox.com/s/m2346064wulwf4t/jom3.wad?dl=0
My Joy of Mapping 3 map; occasionally being worked on but also mostly done aside from detailing and tweaking of the health/start.
There are a hidden bone window in the revenant's walls, I wasn't sure if I should of done horizontal or vertical bone window things.
>>3858598
Yeah, lets just do nothing, and because everything is hopeless.
>>3858625
What weapon slots have you filled currently?
>>3858642
>chainsaw: bomb upgrade, lets you hold reload to arm a charge attack and then primary to let it rip, getting another will give a secondary attack for that
>Shotgun: Long beam, stacks on primary for beam
>SSG: Ice beam, stacks on primary for beam
>Chaingun: wave beam, altfire for beam mode
>rocket launcher: ??? (missile thing of some kind preferably)
>plasma: Plasma beam altfire on missile mode
>BFG: Screw attack, hit zoom and do a flip, shred shit up
no pistol and fist
>>3858648
Oh, so you start the game with missiles?
>>3858653
Yeah, just in the case the player starts on a map with no shotguns or shotgunners for some fucked up reason, they'll have their missile launcher.
>RIP Doomworld
>>3858648
>hold reload to arm a charge attack
>hit zoom and do a flip
Sounds kinda awkward for the fingers while running around (at least for me, since these are bound to keys rather than mouse buttons like some people), especially spamming zoom.
I dunno about zoom to jump instead of applying the screw attack to the player's usual jump.. but then it's fucked when jumping's disabled, hm.
>>3858656
You could make missile tanks spawn in the place of the SSG, RL and plasma if you already have them, maybe. Might get huge too fast though, and I dunno how you're actually handling missile expansions.
>>3858663
I'm making the screw attack a seperate button that has a slight cooldown between uses, because once you get the screw attack in pretty much any Metroid game you've instantly trivialized any non-boss encounter, so I want to try bringing a little balance to it.
and by charge attack I mean a charge attack for the bombs, no charge beams here. It'll be just holding reload for a brief second or two to arm it and then hitting primary to throw it, that way the player doesn't have to keep their finger on the key the whole time.
and I've thought about doing missile expansions, but then I recall the last time I tried implementing a custom ammo type with individual expansions and how those got completely broken and desynched online, so I'd rather not take a trip down that bumpy road again.
>>3858665
Giant missile pools are pretty pointless in Doom anyway. (I'm still agitated at Dreadnought for going past 255 and causing crashes when entering/exiting morphball due to all the crap you picked up)
Also okay so it's more like you're hitting reload to swap to a bomb for a second, then it's ready and you don't have to keep holding, sounds good.
>>3858674
I'm actually gonna make the max amount of missiles 255 once you pick up a backpack, some of the other ammo supplies will go over 255, but I'd like missiles to have that extra little nod to the NES Metroid
For the record, anyone with a Doomworld account should avoid making posts on the old version if you're still accessing that, as they won't be carrying over to the new one.
>>3857941
You know I actually kind of liked UT3 but that map definitely looks more like the kind of maps we should have gotten for that game instead of the maps we actually got.
>>3857831
>In terms of maps, 3 got released, 2 are in development, but all of those are Dungeons yet none are actually the true "campaign" i plan the mod's storyline.
Alright. Damn, you're ambitious!
>Well if you ask if the mod still have the issues pointed by the shitposting some anons made here around 2015, i can say that regret using the Inverse Concept (a.k.a my footfetish thing for some ppl here) for pretty much every big monster the mod has, the latest released version still have some noticeable with that but the next one i'm going to release this are restricted specifically for the Tamers and Tyzen by now, so this removes kinda 70% of the mod's issues people found with it i think.
I never really gave a shit about the big feet and whatever. I like the "Serious Sam III Arena" gameplay and fucking love the architecture which makes up for other less important details.
Honestly, the biggest issues with the monsters for me were those inherent in GZDoom's model handling. Like the lack of shading and angle interpolation.
>>3858003
Johnson LMG
>>3858376
oh my god
I don't see anything unusual/different with Doomworld
>>3858262
I like where this is going.
If you finish it off and animate it, mind if I use it for a Lovecraftian wad I've been making?
I just realized I have no idea how to make a weapon that doesn't drop down when being cycled between.
Honest question/Not b8.
Why do modders stick by Doom's engine (please notice: ENGINE) rather than use something more advanced that looks and play literally the same, like the BUILD engine?
I just mean, its surprising -for me- the fact that WADs are still beign done almost in a daily basis, while Duke 3D maps/conversions are are few and far between.
>>3858736
Wood looks nice on guns
>>3858808
The build engine is a strange, unstable and fiddly bastard, and the map editing tools suck compared to GZDoom builder.
>>3858809
It's particularly sexy on guns that ought not to have any wood.
i just realised it's march 13th. he's rushed this out for doomworld's birthday.
>>3858812
>MP5
But that's cheating.
>>3858806
Call A_WeaponOffset along with A_Raise/A_Lower?
Or
SPRT AAAAAAAAAAAAAAA A_Raise
>>3858816
Cheating?
>>3858808
Because in terms of modding tools, Build's are clunky and unreliable.
Anyone can pick up Decorate and start modding for Doom. Only madmen would work with Con and make something for Build.
>>3858831
>list
That's being generous. It's more of a pick 'n mix if anything.
>>3858808
Because Doom's source code is easier to understand.
>>3858734
Heh, it may sound like that but in fact i'm making these dungeon maps to fill a bit the map slots since i don't plan make the campaign with full 32 maps, damn dude, can you imagine a full Newschool Doom campaign (with cutscenes and other features) having 32 maps with the size of the already released maps? That would make me Mordeth this project and probably would finish it when i am 50 (i'm 29 atm), lol.
I plan like 8~10 maps for Campaign, then more 10 for dungeons, sound ambitious but with this planning in mind it should take the no more than the amount of development time a megawad is made by a single mapper, also Dungeons will offer extra challenges besides the monster-killing only, like the Lava Jumping Rooms in the first map, the JRPG bosses and the Resident Evil laser corridor in the second dungeon.
And oh well then, the next version will also features monsters with reworked textures, i found a better way to bake the lighting on them so they don't look so out of place in GZDoom, still proper shading from engine-side is the only way to make them look 100% nice.
>>3858851
>Heh, it may sound like that but in fact [...]
I mean, you've been working on it a long time and done a huge amount of content already.
>I plan like 8~10 maps for Campaign, then more 10 for dungeons
20 maps of that complexity is still a large undertaking. And then there's all the code, model and animation work.
>And oh well then, the next version will also features monsters with reworked textures, i found a better way to bake the lighting on them so they don't look so out of place in GZDoom
I've played around with baking techniques. What method are you using now?
Also, are you still using custom UVs?
>>3858864
>I mean, you've been working on it a long time and done a huge amount of content already.
Yeah than, taking the entire project as a whole yes, it is ambitous because it started in 2011 and only now in 2017 i reached half of the completion.
>20 maps of that complexity is still a large undertaking. And then there's all the code, model and animation work.
I though you were referring about the maps only, taking the entire context of the mod to take as development, well, here it is with 6 years of development already, with 4 more years and i think i can start invite Vaecrius to drink a beer and see who keeps the respective mods in longest development time, kek.
>I've played around with baking techniques. What method are you using now?
Atm, i use a Hemilight with 1.0 energy above the head of the monster and two Sunlights with 2.0 energy in the back and the front that aims 5 degree up to it.
>Also, are you still using custom UVs?
Only Baron of Hell uses it, i worked too hard on his second texture to dump it out of my mod to replace with the original from NuDoom, but Hellknight i dumped it out since even remaking it in Substance Painter did not go well.
>>3858817
Eyyyyy That did it
>>3858721
I also enjoy UT3, but i agree that Epic Games rushed their asses AGAIN like they did with UT99 to compete with Quake 3 in 1999.
If wasn't for Midway pressing them in that age to release the damn game, we could get a even better game because the way Epic did it, making it for consoles as well wasn't going to affect PC users, it had the modding tools and the most awesome thing is the ability to port these things to PS3 if properly coded and compiled for it.
I made this map when i was (again) stunned by the visuals of Neo Seoul from Cloud Atlas, even today, i download that damn movie, ripped some frames of that city and made a entire wallpaper folder to use as slideshow wallpaper in my desktop.
I also made my own version of the Titan Mutator because Epic saw that mutator as an extra challenge in the game, the problem with it was that the Titans were TOO FUCKING POWERFULL and suffered the problem of "good concept, bad execution" as the original maps of the game did, so i picked the game's source code in the ol' UDK hub and coded a new Titan Mutator for it which is configurable so the player is who decides if they will be OP or not, in the archives here someone also posted one of the pics i uploaded in ModDB for that mutator to use as argument for my foot fetish thing but there, this thing is situational and relies in the Jump Boots in Titans to appear, also not meant to "crush" enemies but give more mobility to the player who has it (higher jumps, less fall damage, greater dodges and run faster than other Titans).
Doomworld's "upgrade"
I liked Doomworld's upgrade and i'll be honest, the old forums was still too much 2001.
>>3858915
>>3858814
happy birthday doomworld
*smears asshole on the front page*
>>3858916
If I was a religious man I'd pray to any god that would listen to curse you into seeing nothing but that website's half-baked Windows Phone aesthetic on everything on the Internet.
Doomworld's upgrade would be a lot more acceptable if the font wasn't so big now.
>>3858924
And there were no margins on the sides. Then it would be more or less acceptable.
>>3858925
That too.
>>3858924
And it wasn't a faux Twitter and didn't scale up avatars and had clear borders between sections of the page and didn't have the same boring Windows 10 look everyone and their grandmother tried to rip off years ago when Microsoft revamped their aesthetic for minimalism and everyone else without a degree in web design shit the bed.
>>3858924
and didn't have a rep system.
>>3858909
>Neo Seoul from Cloud Atlas
I prefer the dirty look of future Los Angeles in Blade Runner, or the brutal art deco of Metropolis (1927)
which wad do you suspect david cage had a part in making
the bottom line is: he's dumbed down his website for mobile.
a website for a PC game, whose users are PC gamers, using PCs, needs an interface optimized for phone users.
>>3858938
map29 of mock 2, i crye every time
>>3858939
Are there even any good mobile Doom sourceports that aren't D-Touch
how is doom_txt gonna get bad posts without post hell? you know they aint gonna find em on their own!
fellas look: we gotta make our own shitposts.
>>3858931
Meh. As long as theres no negative rep, I don't really care.
Trying to replicate that floaty jump now, as well as a speedier weapon bob and character animation speed to closer match that slightly spastic pace at which Samus animated on the NES.
I was gonna add footsteps but I decided to skip it to spare people their ears
>>3858954
Is Doomguy having a seizure
>>3858957
Have you seen how samus runs in the original? Take this gif and picture at like twice the speed
>>3858959
NES limitation, not intended canon
reinterpret canon into doom's limitations unless literally everything is going to be a jittery puke mess
>>3858961
I like the slightly spastic animation though.
>>3857026
Doom thread, no hdoom download link :(
>>3858964
having links to every mod somebody comes here looking for does not scale.
>>3858964
http://lmgtfy.com/?q=hdoom+download
>>3858932
Metropolis is pretty much São Paulo today, lol
And i am pretty sure that Ridley Scott is going to adopt some sort of the same Cyberpunk theme from Neo Seoul, let's not forget that he not used more lights/advertisements in the buildings of old movie because all that was a model and was already costing too much for the practical effects team put that amount of detail in that tiny city to look great.
I think its kinda hilarious that map02 of doom 2 has never had a successful pacifist run on UV.
>>3859016
Its kinda understandable. They blue key sewer area is basically chock full of monsters and barrels, that getting out alive pacifist style is pure luck based.
>>3859016
Wow, people do pacifist runs for everything.
>>3859016
try it, see how far you get
>>3859016
It's not possible to do it because of the area that has the blue key
>>3858941
Nope, and D-Touch is dead. Killed in collateral damage when Duke port by same guy got nuked by Pitchford.
He released all the sources though, so there's hope someone re-ports newer versions of PRBoom and GZDoom with same controls again.
>>3859048
I believe there are (admittedly distant) plans to port the mobile renderer over to GZDoom/QZDoom, which should hopefully make it easier to create a mobile port that can say relatively up to date with the desktop port, as well as opening a door for better RPi support.
>>3859048
>He released all the sources though
did he? i didn't know this. where are they?
>>3859096
I think this is it... someone correct me if I'm wrong:
https://github.com/emileb/OpenGames
>>3858949
If there's no negative then low rep is negative rep. Rep systems only serve to inflate peoples' egos and cause idiotic rep-whoring.
>>3859107
>If there's no negative then low rep is negative rep.
You'd have to have severe insecurity issues to truly think this.
gribbit
In DUMP 2 and 3, is it possible to go to the rest of the maps after finishing the amount required to go to the final boss, or do they get closed off or something?
>>3859173
If Jill of the Jungle was made in first person perspective, I'd expect to see something like this
>>3859173
Wonderful so far, though wouldn't something like olive drab suit it better?
Or wait, maybe not.
>>3859170
I don't think you've been on a nom-chan forum in the last 10 years if you DON'T think that. Users with low to no rep get treated objective worse than those with rep. Any system like this, rep, upvotes, likes, they all get abused.
>>3859184
>>3859107
how hard is it to just make some good posts?
>>3859184
I've browsed numerous forums for over 10 years. I've never given a shit about someone having more rep points more than me, and I've never seen many high rep users that liked to brag about it, either.
>>3859195
then it apparently does nothing and should be removed
>>3859198
Or better yet. Who cares either way?
>>3859201
the purpose of rep is to know if someone has a history of posts that people liked. potentially anyone could care and judge your posts based on user interactivity with your old posts.
we don't live in a world where people just don't care about stupid shit, so remove said stupid shit and avoid problems.
>>3859204
in >>3859195 a situation was described in which no one cares about rep, and because no one cares it apparently does nothing and should be removed.
i know that's not true because it does do something >>3859203 but if >>3859195 's logic is that it doesn't matter because no one uses it, then it should be removed.
ultimately i'm arguing in favor of it being removed from two standpoints, my own and the one i perceive to belong to >>3859195
>>3859209
I never said no one uses it. My point was that the "problems" you bring up don't happen nearly as often as you think they do, because most people don't get upset that they have less rep than someone else, nor do most people go "haha i have more rep than you". The only time I agree problems arise is when negative rep is a thing, because it can actually encourage people who receive it to stir shit.
>>3859214
>most people don't get upset that they have less rep than someone else
First off, someone else was continuing my point. Secondly, no one "gets upset that they have less rep", but users judge each other based on rep and it creates a community in which higher-rep people are viewed to have more influence and therefore encourages rep-whoring while also making many users disregard low-rep users to some extent.
It's not a good system. The same thing can be achieved by just allowing usernames and letting board culture take over everything else. Shit, good example here, There's no rep on ZDF but everyone knows who people like Terminus, Skillsaw, Kinsie, Xaser, etc are. It's specifically because their actual reputation doesn't require a numerical counter for autists and people with shit self esteem to whore themselves for, it's natural and has the same result without the negatives (hypothetical or otherwise, as I'm sure you'll deny them).
At best: You don't need it.
At worst: It's counterproductive to having a quality community.
business idea: upvotes 4 cash
>>3859214
Oh I'm a different guy that jumped in.
The problem I see with rep, regardless of it goes negative, is that it will be used to judge the merit of a post.
Maybe you and I know better, but we're not everyone on the Internet. And because of that, it shouldn't exist on the forums at all.
And while it is a fringe case and probably wouldn't exist at all, I am enamored with the possibility of collecting karma on the off-topic forum with memes and then giving terrible advice elsewhere that appears to come from a knowledgeable user with a high rep. I wouldn't actually do it but conceptually it sounds really funny.
I think having posts likable is fine. Having a total rep count though definitely isn't needed.
>>3859230
Yeah that's basically just a (You) system without the reply being necessary. If you're gonna have anything this one's probably the best.
i'd probably get like 300 maybe 400 reps, flex my big postin muscles
show em what i got
>>3859223
already exists for reddit and tumblr and facebook and instagram
quick, rent a botnet and set it up for doomworld!
So did new doomworld die? Cause even dev.doomworld.com redirects me to old version now.
>>3859271
dev.doomworld.com is redirecting me to www.doomworld.com but now that looks like dev. i think you just have to clear your cache and it'll happen.
what the fuck i've got 5 followers and i haven't even posted today
Alright that's all of the ammo sprites, I decided to stick the missile ammo on the base things I made cus they look so nice
>>3859291
why isn't the gun nessy like the ammo
>>3859294
Because I like the skill to make an NES style first person sprite look presentable.
Plus I already have some bullshit explanation of doomguy using crudely reversed engineered old Chozo tech, hence the chunky ammo sprites and the fact the good beams need ammo.
>>3859284
Its working for me again. Seemed it may have only died for like a minute.
>>3859298
I lack the skill*
I'm tired.
>>3859301
And its stopped working again.
>>3859285
The old buddy list got converted into followers. Earlier today I was quietly removing people I "follow", because over the years I kept accidentally clicking on the add buddy button and never bothered to prune it, because it was 100% useless.
What's better, stalking random strangers, or telling them you don't love them anymore?
>>3858879
>That fire rate
Damn.
>>3859387
ohhhhhhhh
well shit i had no idea i was on anyones buddy list. it makes sense though, i realise many of them are cchest people (i was a tester).
>>3859392
I toned it back a little so you can't mash THAT quickly.
>>3859291
Huh, they look like they're on circular bases at that angle. Not intentional, but neat.
>>3859402
Who are you?
>>3859417
It's intentional, I made little trophy stands that hold the item in a claw thingy
>>3859423
No I mean the claws look like the base itself at that angle, making a ring.
>>3859446
this is what i see
just fuck my frontend up
>>3859457
is this really the shitheap we get instead of the old idgames database
just fucking ddos the website now and kill it for good
>>3859465
heh i didnt care for the old one either, but at least it had a search API. now that is broken. i guess not many people used it though.
nevertheless i don't think this upgrade was really ready yet. as i said earlier it seems like it's been rushed out for doomworld's birthday.
>Post Hell is going away for good
so zdoom got a forum overhaul and now doomworld is trying to follow suit?
>>3859457
Oh my fucking god. They didn't, they couldn't! Please tell me this is a mistake, this isn't Doomworld/idgames, this is Hell/nightmares!
>>3859486
>Hey that update looks pretty good let me try
>5,000,000 users dead
>Colourful Hell
>Getting used to different monsters with different colors (but essentially same sprites)
>New map
>Got a warning that there's an elite Black monster
>Okay
>This abomination, which I'd never seen before, appeared and kicked my ass
Well-played, Colourful Hell. That was some good expectation management.
>>3859457
>>3859465
>>3859487
Right now there is no way to get random wads, and no way to search by file name, which is retarded.
Also the whole hing is increadibly spaced-out to the point when it feels fucked up even when it works as intended.
Problem is, its "working as intended" way is fucked up.
rip /idgames
it's time to abandon 20 years of doom mods
we doom 64 now
>>3859584
no
we doom 3 now
>>3859174
It's possible, yes.
>>3859107
This, rep systems are fucking awful.
No better than Reddit upboats.
So hey, guy who did the flipping thing on the plasma SMG, do you think you can set something similar up with this? I made a few edits to try to make this look a bit more straight, but I wanna make sure I haven't fucked it up too badly.
>>3859636
Oh also, only the bits from just below the red lights to the top of the gun will be visible.
>>3859624
basically anyone who's ever linked to a wad in the past 10+ years used doomworld.com/idgames as canonical url. multitudes of forum posts, wad review sites, text files in zips on the speed demos archive or idgames ftp itself. all broken.
meanwhile the wad archive dot com guy sees his opportunity and revs up the shill-o-matic
>>3859649
>i don't know what shill means
>Playing Doom 2 Reloaded
>Mfw Map 19
>>3859178
I'd want that.
>>3859457
MY GOD, WHAT ARE YOU DOING?!S'Araishere (who gives a shit?) Gibe me something to work on out of the 3 maps posted earlier.
Alternatively I could post some rough sketches of what I'm thinking for each area's content on my E1M8 and you people can call me such delicious, beautiful, audacious, delightful words, such as "Faggot Potato."
i can't believe doomworld is fucking dead
>>3859690
>*Map 18
Fuck me
>>3859695
We came this far...
AND IT WAS FOR NOTHING!
>>3859695
it took 19 years to break and it'll take 19 more to fix
I'm on Map 5 of BTSX on UV and I'm repeatedly getting fucking owned in the room with the Cyberdemon and the archviles, and having to replay the whole map which has gotten boring up to that point over and over isn't fun. Is this just a spike in difficulty and I should skip to map 6 or should I just swallow my pride and drop difficulty?
>>3859721
This would of never happened if Brutal Pleb never got an award.
>>3859750
and megaman shitbits, the reason he focused all his autism on brutal doom. nigga was quite mad in the brdoom days.
>>3859750
>would of
>>3859782
Oh sweet fuck. GVH was the (admittedly amusing) cancer that killed skulltag. MM8DM killed Z&dro.
It's why I was INSISTENT on us forcing gameplay mod cycling.
>>3859747
i used to die in that bit even on the beta version where it was a lot easier. anyway i lured everything up the lift one or two at a time.
if you run out to where the cyberdemon can see you, then immediately reverse you can get back to the lift before the vile (which is meant to come in and block your path back while you're fighting the revenants) teleports.
>>3859807
BrDoom was the Shittiest brazillian Doom community ever made, if Mark's wankfest was bad BRD was worse
it was LoganMTM And Juliano Du0 Reis place of eternal sperg against Doomworld.
>>3859787
>It's why I was INSISTENT on us forcing gameplay mod cycling.
what did he mean by this
>>3859817
There's a couple possibilities.
1: He wants all servers to have a regular rotation of gameplay mods, which good fucking luck enforcing that.
2: He thinks /vr/ had regular GVH/8BDM sessions (we didn't) and that we only played that (we didn't).
3: He thinks /vr/ should "enforce" other players to play a different variety of mods, in which case "not your personal army".
4: ???????? cheese potato biscuit fuck
Either way, it's Sarais, a literal fucking retard.I want Sarais to leave.
>>3859828
me too
>>3859828
We all do, friend.
>>3859828
We all do.
>>3859828
same desu
I wish more gameplay wads were common on zandronum, most of the time it's RGA2 (which is fine), Complex Doom, MM8BDM, and Brutal Doom.
I miss Samsara, and Push.
>>3859801
Wait, is there supposed to be any alternative than that? That's what I did off the bat. Still die.
>>3859828
>cheese potato biscuit fuck
That would go great with my purple monkey dishwasher.
>>3859828
I just want him to either stop fucking trying to draw attention to himself or put on a goddamn trip, the fucking attention whore.
I haven't seen this hungry a slut since my college days.
>>3859845
I think you mean ORANGE TRANSPARENT CHAINSAW
Fuck that would be a cool weapon in Doom
>>3859853
>Mark is actually pretty chill bruh
his reaction to basic criticism says otherwise, lel
>>3859853
He certainly wasn't chill in 2012, and his tripfagging wasn't appreciated.
>>3859853
>Mark is actually pretty chill bruh
You remember that time he flipped the fuck out on Facebook because someone else said they liked playing Demonsteele?
>>3859849
haha i thought that was a hairbrush
>>3859816
yes but why was megaman doom "the reason he focused all his autism on brutal doom" ?
Trying to make some synthesized guns like anime would have done to go with all the guns.
https://clyp.it/fabds4ul
Made from some filtered noise and ringing filters in Synth1, http://www.freesound.org/people/ermfilm/sounds/162434/ , and a bit of church reverb from https://fokkie.home.xs4all.nl/IR.htm
I don't want it to sound like the gunshot is outside, an indoor gunshot is the target.
>>3859828
>Either way, it's Sarais, a literal fucking retard.
how did you know this? i can't recognise people from their posts besides Kegan and only then because he's talking about his mods or using the same set of reaction images (usually with knight helmets or that "i am not a clever man" thing)
>>3859861
It's pretty obvious that post was not in good faith
>>3859840
well if you're really good you can zoom zip around the place and kill off the archviles while cyberdemon rockets distract everything else, i guess.
>>3859869
He thought it was a low effort childish mod that did not deserve the cacowards, it was quite a wall of text.
>>3859879
He keeps posting xenomorphs in a doom thread despite his aliens mod being long dead, which looked pretty cool if I remember correctly.
I think it's a fetish but I don't know for sure.
>>3859879
If it's talking about some vague past thing he did, such as either inventing a meme or wanting to change something about a community, 9/10 it's Sarais.
The xeno picture makes it 10/10.
>>3859885
I don't go on IRC, you can get fucked.
>>3859885
Who, him or me?
I honestly can't even remember why people are so agitated about me; maybe it was something to do with my comment about babies, jews, and gassing on a DM server? I don't even remember what I said.
The lack of planning in my maps directly correlates to the number of teleporters.
>>3859890
I've never had a mod of aliens. I'd totally work on one though.
The fetish part isn't so much the xeno (but she IS a god awful mary-sue fetishbeast so whoop te doo)
>>3859898
What if you linked it all with portals instead :o
>>3859879
>"i am not a clever man" thing
I post those a lot too and I'm not kegan
>>3859903
Wasn't it you that did some shit with a photograph of a shotgun with gloves? Thought it was for aliens, maybe it was just because your avatar was a xenomorph?
>>3859747
That part right at the end stole my thunder. I don't mind a slight spike but there's so little cover vs. the archviles + a lift trigger you might not find immediately. MAP07's harder yet more fair just for not having that kind of trap at the end (and MAP06 disappointed me even with good traps).
What I've played of BTSXE1 is great altogether.
>>3859893
I just hate your increasingly-lower-quality contributions, really.
I hate your maps, your posts, your fucking xeno porn, and other stuff.
>>3859904
'nilla mapping. no protls
>>3859747
You can call down the lift to Cyberdemon & Archies room, lure Hell Knights in, kill them, call it down again, wait, call it down again, proceed until Cyberdemon shows up, run back towards lift and wait for AV to teleport in (IIRC it spawns on lift), then remove it and slowly clear out the rest of enemies one-by-one, Cyberdemon may help you with that.
>>3859907
>>3859879
the problem is the inherent dichotomy between wanting to be an internet detective and dramatically outting another user, and yet by the nature of anonymity the chances of being accurate are an ever-unlikely gamble.
anyone can be anyone, anyone can pretend to be anyone, and identifying by "posting style" is a crapshoot at best
this is the same problem with the "go away DKG" posts, the idea that all negative posting must be from one single person
we're not people here, we're anons, and anons can be literally anybody
i'm reminded of that one guy incredibly angry about how the cacowards are trying to suck up to zdoom famous users or something, his arguments were shot down, and then he started whining about terminus for some reason
there is roughly a 1/100 chance in any given topic that any guess as to who a poster is would be accurate
you have a higher chance of walking out in the road and being hit by a car than being accurate on 4chan
>>3859921
Certain people have posting styles, SArais is one of them. Personally idgaf if he stays or goes but if he posts bullshit I'll tell him it's bullshit just the same.
>>3859921
>you have a higher chance of walking out in the road and being hit by a car than being accurate on 4chan
I feel like this could apply to a lot of things.
>>3859747
Why don't you just save before the room
>>3859908
No. I don't have the skill.
>>3859921
>you have a higher chance of walking out in the road and being hit by a car than being accurate on 4chan
I know what you're referring to and I agree, but I want this to be quoted entirely out of context.
>>3859917
that's exactly what i did, but he said that didn't work for him. sadly i can't think of a safer way to play it.
Haven't seen photos from this set before.
sorry Janitor-kun I just thought I'd throw in my 2 cents. Clearly it backfired but logic was worth a try.
EVERYBODY TALK ABOUT DOOM. OBHACK VS OBLIGE WHICH ONE IS BETTER GO!
I actually prefer Obhack despite the less complex geometry, just because the secrets and traps are better.
>>3859981
Cruelty Bonus
>>3859986
I don't think the janitor is mad at this point. It's probably a case of "Oh look, it's THIS shit again"
I don't use oblige/obhack enough. It doesn't generate coherant levels (which i guess is the point though)
>>3859991
http://www.g4tv.com/images/4392/x-play-morgan-webb-gets-a-doom-spider-mastermind-cake-from-id-software/72612/ Rest on here, more of the same.
>>3859994
What would improve them for you? Like, what makes a level coherent to you?I might be gathering ideas just in case I decide to make a level generator sometime.
>>3859937
not him but saves always feel like a cop-out because they're unlimited in number.
if saves were like lives & you only had three, you could be like "wow i had to use all my saves to beat this one"! but as it is you only have "i beat it without saves!" and "sadly, i had to use saves" and the latter could mean you saved every 5 seconds.
i would rather play on a lower skill.
Project MSX goes really well with sunlust. You have to plan your fights with brief burst of overwhelming violence and movement before taking cover because the monsters are so fast and aggressive.
>>3860002
It should feel like a place that was at least thought out or designed. Usually with oblige you get nonsensical bits of sectors and geometry mashing together.
I mean, I'm not in much of a position to speak given my shoddy maps; but still it would be better if it used a bunch of prefab rooms snapped together that would flow like a normal doom map, instead of... whatever it is we have now.
Oblige should have portals.
It'll be great because it'll be random nonsense.
>>3860013
>bunch of prefab rooms snapped together that would flow like a normal doom map
I think that's what the later versions of OBLIGE were tending towards. Obhack is more of what you mentioned with nonsensical bits.
I did read about this new concept n level generation called "Cyclic Level generation" that some indie dev was using for his game. Apparently it's sort of like a double ended approach to procedural planning where you factor in the player progressing and regressing through the level. Looks neat.
>>3860018
Mod them in yourself.
>>3857474
That's a cool way to experience Wolf 3D.
I remember catching my dad playing Doom 2 when I was like...five, and wanted to play. He started me on Heretic instead. I liked it a lot, but then I caught him playing Wolf 3D shortly after, and he must have thought "well, it IS about killing nazis, and he cannot really get scared by it." So he let me play it and I had a blast with it for a couple weeks. Couldn't beat it even with cheats but I didn't care. Then one day I found Doom 95 and started that up, and by that point he was like "sigh, here are the cheat codes dude". Took me a while to drop the training wheels, but by the time I was like seven or eight, I was playing without them.
My mom was never okay with me playing any of it, she jumped on him when she found me playing Doom, but when I convinced her I wasn't scared, she seemed to relent. I wasn't. The only thing that truly scared me were the Hitler Ghosts, ironically. That fucking laugh.
Hard to believe that was all almost 20 years ago.
>>3859973
I barely can go safer than that.
>>3860020
I think STRAFE was intending to do something like that?
>>3860026
I dunno
>>3860016
And yet, it still is far too easy to completely misattribute people or imitate people.
what it would take to make oblige generate zebes full map?
ir don't norfair zone?
>>3860056
1: irrelevant to the subject
2: that's exactly what you do
3: stop begging for collabs, sarais
>>3860054
eh?
>>3860076
That is exactly what you did.
You can stop steering the discussion to yourself, now.
>>3860076
but that's exactly what you did, even in your first doomworld post.
please, just stop.
this is doomworld's fault
I was struggling hard and had to set the difficulty to easy
Is there a version of ultdoom2-dv2.6.wad that has Map 15 in it? It's just the default map 15, and the secret maps are default as well. I've stopped playing as a result and frankly, I am disappointed.
The wad is The Ultimate Doom II, I believe,
This is the map that was missing from my file. I cannot find another version, the one that downloads from that forum seems to also be missing this level.
>>3860098
first doomworld post about your map, dumbass
seriously
stop
this conversation was not about you
stop making it about you
>>3860098
>>3860092
Can you put on a trip? I would feel a lot better if I could filter you.
>>3860125
i didn't
you did here >>3860056
you can stop now
>>3860126
Belive whatever you desire.
Now then; Which maps out of the Vinesauce cluster did you lot enjoy? Which ones did you think were irredeemable garbage?
>>3860105
don't blame you, that map is super nasty, even on easy. map20 is worse, though. only sunlust map (except the last three) i couldn't max without relying on half damage. which makes all the 100% speedruns of it the more impressive.
Also here's that Asbestos "The Man With No Ass" Queen map again.
Holy shit Demonsteele is actually really hard.
Somebody explain me how to not suck pls
>>3860160
step 1: equip sheath
step 2: mash right click
step 3: eat burger
>>3860160
1: stab enemies until they die
2: shoot enemies at long range
3: equip sheath for defense
4: don't use special moves except for big groups
>>3860160
an autoclicker
>>3860160
To defeat the DevilDriver, stab it until it dies.
>>3860106
it's still WIP
>>3860160
Abuse your dodges. Dodging through projectiles is wonderful and should be your main tactic in battle. Learning how to weave back and forth at a high speed is vital for Demonsteele.
Learning when to use and save your specials is also vital. A lot of people tend to spam them whenever they get them because they're cool, but that's the worst thing to do. Use your sword specials for big hordes of middlin enemies, gun specials for single big enemies.
Learn to block with the sheathe. The sheathe is great for defensive play, but sacrifices range. If you git gud with dodging, though, range no longer becomes an issue and you can go through entire mapsets with it.
How do you fkers feel about short map-packs? Like, 3-4 levels.
>>3860179
I play them all the time. Better to make 3-4 levels that are good than 32 bad ones.
>>3860183
No, I just really like playing Demonsteele.
>>3860183
Nope, I'm Term. Hi, though!
>>3860185
HI YOU FAGGOT
POST A WEBM OF PLATFORMER
>>3860185
Hi! Gratz on making an actually challenging gameplay mod when most gameplay mods turn you into Bullet Jesus.
(Of course, ironically, Jung Hae-Lin is literally Bullet Uriel, so, perhaps not the best choice of words.)
>>3860194
>most gameplay mods turn you into Bullet Jesus
Maybe if you only play Pillowblaster's mods.
>>3860191
O-okay.
Here's one of the weapons for the platformer, I'm not really 100% on it, homing missiles really work better in 3D and the bouncing effect isn't that useful. Probably gonna completely rehaul it into something completely different.
>>3860194
Ahah, I'm glad. Thanks for playing.
>>3860203
it's a problem i find with a lot of gameplay mods, really
a lot of them simply up the damage and up the ability without anything to compensate, so there's zero challenge
enemy mods should be a more common thing than they are
>>3860209
I'd much rather they be rare and have some thought put into them than just somebody copy-pasting from R667.
Like Yholl's mod and Colorful Hell. Those are good.
>>3860209
This is literally the problem I have with The Space Pirate.
As much as like the melee system, the mod doesn't do much in the way of adjusting the enemies to account for it.
If you actually think I'm going to lower my weapon and punch my way through a punch of Mancubi, you've got another thing comingI hate being outranged by Shotgunzombies too.
>>3860249
>Like Yholl's mod
Is the whole DoomRL Arsenal worth a try? I liked the monsters in the monster pack.
>>3860249
>R667
I don't understand why people don't at least try to scale them down a bit so they're not all ridiculously OP. Literally change two numbers and most of those monsters are at least passable.
>>3860294
It's a lot better than Brutal DooD, that's for sure.
How would i go about changing the difficulty without losing my weapons?
>>3860346
Skill X
Changemap MapXX
>>3860318
>>3860376
>>3860380
>>3860385
[muffled familiar faces]
>>3860392
Still looking for better light textures for this autisumus
>>3860397
Likely the next focus area.
>>3860294
it's got guns guns guns guns guns
>>3860204
You shouldn't have the enemy fireballs be the same color as the background decoration
Guys why does the PB grenade launcher fuck up the sprites?
>>3860434
Because Brutal Doom is shittily coded and PB is only slightly less so.
I want Turok 2 EX NOW
God I hope I can run this 18 year old game
>>3860446
>Minimum requirement windows 7
Anyway I'm afraid all of the enemy/weapon rebalancing and level layout editing bullcrap they'll have done to it (I think they even upped the player's movespeed) makes it a different game, or rather someone's amateur fix mod.
>>3859457
>>3859465
>>3859487
Ling posted an update on this:
>OK, so:
> - I was hoping I could just bring back up the old /idgames db as a stopgap but it's more trouble than I had originally hoped. Lots of the database code is written in stuff that is so old and unsafe that the PHP developers deprecated it completely in PHP7, so that has to all be gone over and fixed.
> - Anyone know about about nginx configuration? Namely, setting up locations and aliases and rewrites and redirects. I am still trying to find a tutorial that just explains it in a straightforward manner.
> - Luckily for me, the idgames API https://www.doomworld.com/idgames/api/ was written in a much more modern and friendly manner and so getting that up and running again was almost painless.
>I'm not deprecating the /idgames database, and I underestimated how much of a mass freakout people would have over it being unavailable temporarily, considering no one ever comments on it except to complain that it sucks.
Also Xaser's probably going to help make the style sheet better because Xaser just isn't comfortable unless he's working on 50 things at once.
>>3860461
>I underestimated how mad people would get when literally the largest source of maps is down
Honest question, how fucking stupid is this guy?
>>3860461
>I'm not deprecating the /idgames database, and I underestimated how much of a mass freakout people would have over it being unavailable temporarily, considering no one ever comments on it except to complain that it sucks.
Just in case you'd forgotten Linguica was a Goon.
Who's the worst poster on Doomworld that we can collectively give like 200 rep to
>>3860489
40oz? kb1?
>>3860498
Wrong answer.
>reach level 21 in Sunlust MSX
I'm nearly done. In the final third.
Tfw joining that Zandronum's Complex Doom 1-life server and everyone is getting rekt because the map is Slaughterfest
>>3860489
kek
Obviously Darknation's old account
>>3860489
joe-ilya?
>>3860534
man that helmet hud is obnoxious
>>3860565
How?
>>3860579
The top and bottom of the screen take up screen estate for literally zero information.
"Oh dude, cool, It's like I'm wearing a poorly fitted helmet." No idiot, let me see the game I'm playing, don't obscure it.
>>3860565
You're obnoxious.
>>3860610
Yeah I bet you know about obnoxious.
Rest in Peace, Post Hell. You will be missed.
>>3860614
Not again.
>>3860626
This series is why people like slaughter-maps.
>>3860631
Except slaughter maps both predate and play nothing like serious sam.
>>3860667
>>3860673
wow nigh identical
project brutality is fun
>>3860673
My maps does, should i be worried about?
>>3860692
Nah, realised I had "most" in it, which make it sound like I said most slaughter maps were made before serious sam 1, when what I actually meant was that the style of gameplay existed before serious sam 1.
>>3860693
agreed.
Holy shit Swanfox is amazing(ly retarded). I love it.
https://clyp.it/hdako40g
Trying to turn some impulse responses of rooms into gunshots since gun shots are just really loud bursts that echo and that's an impulse response basically, the issue is getting a good tone and enough energy out of it.
>>3860716
too much crack, not enough bang
https://www.doomworld.com/idgames/
idgames is untouched at the moment.
Doom Gauntlet anyone?
https://www.doomworld.com/idgames/?random
>>3860751
>random.php busted
>top rated list empty
>Search busted
It's the web equivalent of a cardboard cutout of a police car on the side of the road to make people think there's a presence there.
>>3860489Revved
>>3860751
Since random is broken, maybe a blast from the past instead? Use post number as seed.
So I changed the SMG sprites a bit. I'm still not 100% sure about the muzzle flash but the gun itself is now far straighter.
Dump2 presents
The UAC Outpost Delta joggers!
Harmless if you stay out of their way, no need to kill them
>>3860565
Its a lot better than some of the other ones the doom community makes.
Another one bites the dust
I keep making these and they just keep looking better every time. Who knew GIMP could be used for actual work and not just screwing around?
>>3860860
>Posting the edit
Fuck off.
>>3860873
The latter. Where do you think the 'beating a gameplay mod with no original content and a tiny graphic one' comment comes from?
>>3860873
The latter, yes.
>>3860868
ooh, volumetric 3d muzzleflashes
it's all in the details
>>3860878
Gradients and layer masks can do magical things even for a non-artist like me.
>>3860860
What made 7, 6, and 3 more popular than the others?
So how do you upload WADs to the archive now?
>>3860889
you have to pm linguica so it can be manually added
>>3860890
Really? No frontend?
>>3860891
still broken iirc
>>3860872
but muh narrative
Something odd going on with Fluidsynth and GUS emulation.
Running some wads, they work perfectly while in others it refuses to do anything.
Help please?
>>3860889
same way as before i guess, upload to ftp.gamers.org
>>3857028
Freedoom v0.11.2, minor bugfix release
https://github.com/freedoom/freedoom/releases/tag/v0.11.2
>>3860741
isn't that the standard example of reality not being realistic? real gunshots don't sound like movie or game gunshots
>>3858003
Good behaviour
What are some mapsets that do a good balance of visuals and gameplay?
Man BTSX is one tough wad, we're playing with Complex Doom and can't get past level 10
>>3861028
IIRC, They slightly beefed up the difficulty of E1 for its final release.
>>3861035
I gotta say, it's mostly Complex Doom. I did play vanilla UV, it was still tough.
>>3860168
Yeah, I kinda hate that you have to jam on the button.
Guncaster isfun
>>3860593
You're really blowing it out of proportion.