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A FETISH FOR VORE(S)

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Thread replies: 567
Thread images: 159

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DOOM THREAD / RETRO FPS THREAD - Last thread >>3870467

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE
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: http://www.gamers.org/pub/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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

== /VR/DOOM COMMUNITY ==

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 currently extended to the end of March
https://warosu.org/vr/thread/3852524#p3855512

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

=== NEWS ===

[3-20] GZDoom 2.4.0 and QZDoom 1.3.0 released
https://forum.zdoom.org/viewtopic.php?f=1&t=55739

[3-20] French speedmapping project 3 Heures d'Agonie 3 has been released
https://www.doomworld.com/forum/topic/93359-3-heures-dagonie-3-rc1/

[3-16] Turok 2 EX released
https://www.gog.com/game/turok_2_seeds_of_evil
http://store.steampowered.com/app/405830/

[3-16] Lithium 1.3 released
https://forum.zdoom.org/viewtopic.php?f=43&t=54904

[3-15] Freedoom v0.11.2 released; minor bugfixes
https://github.com/freedoom/freedoom/releases/tag/v0.11.2

[3-15] Dropbox's support of public folders terminated

[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 [Embed]

[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 [Embed]

[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

=== 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.
>>
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It's nearly the End of March!

How's your H2H map coming along?
Is it as bad as mine (+ some other random person's attempt to make it less bad)?
>>
What the fuck is a khezu?
>>
2nd for shambler
>>
>>3875331
It's a distant cousin of the Gazeebo, which in turn is a suspecies of the Grue family. Be wary
>>
>>3875335
I know what a Grue is but the rest of that sentence was gibberish.
>>
>>3875331
A big white thing that shoots electricity
>>
>>3875330
>How's your H2H map coming along?
Non-existant. I might try to squeeze out something before the 31st though.
>>
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>>3875336
You've never heard of the Gazebo story?
>>
>>3875330
>How's your H2H map coming along?
I need to finish a few more rooms, add monsters and decorations, start removing placeholders and finally detail the rooms.
I think I will be more than able to more or less finish the map in a week or when the next phase begins.
>>
>>3875347
>>3875340

You two are always free to RIP AND TEAR out of my unfiltered mapping shennanigans, of which only 3 are really in a state of any real progress.

My H2H map is my first map; and the one I want to finish up proper first. Maybe keep on working on it like my Joy Of Mapping 3 map, but I still don't really know where to go with it.

Ask and I shall deliver upon request/notable updates (h2h map, jom3 map, independent map, or the one i did in 24 hours yesterday.)
>>
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did someone say filter?
>>
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>>3875332
Shambler is cute! Cute!
>>
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back from gravity.wad. I liked this room with the fireplace. first map had a nice flow to it, with very tight gameplay, if a bit too easy (fuck archvilles though), then that went out the window in the second map, with a decripit castle and wide open plains all around. dodgeing around the mancubi was pretty fun.
>>
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>>3875360
Caco is cuter!
>>
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>>3875367
NO
>>
>make an enemy called the Vore
>there is no vore
>>
>>3875371
That's actually very surprising.

GET TO WORK FAGGOT.
>>
>>3875372
Bitch does my name look like Adrian Carmack to you?
>>
>>3875374
Do you need to look like Adrian Carmack?

No.

But you shouldn't anyway, You should make like John Carmack and Mmmm.

you don't need to be john carmack to vore vore, anon. as redundant as that is.
>>
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>>3875360
>>3875367
Yo bitches never seen me when i was young.
>>
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>>3875378
But I have neither the art skills to make it happen nor the money to pay someone who does, and if I had any sort of skills I would have the money anyway because people pay out the wazoo for art of weird shit.

>>3875380
elbows too sharp, would not masturbate to 3/10
>>
>>3875385
>elbows too sharp, would not masturbate to 3/10

WHAT THE... YOU PEDOPHILE!
>>
>>3875330
>H2H

Are people making a sequel to H2H Xmas?
>>
>>3875395
Get used to it.
>>
>>3875397
What? There's not even a Highway to Hell 1 out yet, let alone "Highway 2 Hell; Crampledamplebus Ediption"
>>
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>>3875395
>he doesn't come from a dimension where space is relative and time is meaningless, where the only way to pass the hours of each sunless day is listening to the screams and moans of the damned and inflicting grievous bodily harm on any intruders
>>
>>3875401
https://www.doomworld.com/idgames/themes/xmas/h2h-xmas
>>
>>3875398
lol i'm joking, this is 4chan afterall, come here to not face such type of jokes/shitposting is retarded

>>3875405
wot?
>>
If I have a WAD with my shitty level in it, and I have used monsters from another WAD/PK3, is there a way to link to that WAD/PK3 without just copypasting the monsters into my own WAD?
>>
>>3875414
Most of the entities in Quake have literally nothing better to do than what Fetishbeast there just described.

They don't have eyes, either.

I'm guessing the shamblers are also the offspring of Chub-Niggerath?
>>
>>3875414
>wot?
>calling someone a paedo without knowing if their tastes are for those whom exist outside the passage of time or if they even perceptibly age

>>3875416
>They don't have eyes, either.
Some of them, anyway. Vores and Shamblers definitely don't, Fiends and Scrags have tiny orange ones, Ogres have at least one functioning eye, Knights and Death Knights might have 'em but their helmets are in the way, Grunts and Enforcers have normal-ish (no pupil) eyes being humans with their brains rewired, Spawns are blobs with a maw and Rottweilers are dogs. Both Chthon and Shub-Niggurath lack eyes.

>I'm guessing the shamblers are also the offspring of Chub-Niggerath?
Every enemy you face other than the bosses are the offspring of Shubby, yeah. Fitting given that she (only overtly female entity in the mythos, IIRC) is referred to as "The Black Goat Of The Woods with a Thousand Young."
>>
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>>3875394
I don't know. I personally really like the texture. It's really great for void-themes, especially when made transparent and stacked a couple of times.
>>
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>>3875430
>>
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>>3875435
>>
>googling around
>Quake wikia has bios already filled out for Champs characters whose pages haven't been revealed yet
>can't tell if they're fanfiction or not but they sound shitty enough to be legit
>>
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>>3875438
>>
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>>3875441

You can usually tell a fanfiction by the presence of mary sues; or how ridiculously bad/unintentionally hillarious it is.
>>
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>>3875430
>>3875435
>>3875438
>>3875441
>>3875447
Fucking excellent work.
>>
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>>3875450
>my work is suddenly excellent
Shit, did it happen again? I really need to stop stepping into alternate dimensions.

Have some other unusual detail bits.
>>
>>3875452
I can see what you're going for here too, making the faces peek out from between the bars, clever shit
>>
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>>3875452
>>
>>3875454
If you're wondering; this sucker (combinations of Redwall/Redwall1 and Skintek) is directly inspired by Map11 of Sunder; Zealous Machine
>>
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>>3875457
Whoops. Map12, Sorry.
>>
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>>3875447
I want to say it's fanfiction- I checked the history and none of the legit bio pages were edited before the actual reveals, but Anarki's page goes live on the 29th so I guess we'll know then.

>Ranger isn't totally bonkers
>Anarki isn't a happy-go-lucky gamer punk
>Slash is a drugged-out weirdo
>Visor is a gommunist :-DDD

what the fuck if this is real, id
if they turn out to not be real, how autismal do you have to be to edit this stuff
>>
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>>3875463
I don't know. I autismed together my own fetishbeast and still go by it's moniker.
>>
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>>3875468
>>
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I should go to bed; but have some more screens from my other map when I was trying to work out why a key wasn't moving.
>>
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>>3875473
And this one is from Sweep&Clear
>>
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Last two are from Midal and then I'm going to bed.
>>
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>>
figured this might be as good a place as any since i cant find shit on google about it.

played brutal doom hell on earth starter pack, runs beautifully 60 fps all the way.

decide to try project brutality with the same maps, used ZDL launcher, the latest GZDoom, works fine until lvl 15 then becomes a slideshow thats almost unplayable, do the 2 secret levels, no problem, lvl 16, starts fine and results in a slideshow that is really unplayable.

running in open GL 1920 x 1028
ivy lake I5 3.2 ghz
16 gig ram
radeon r7 200 2gb ram

anyone had a similar problem?
>>
>>3875490
>playing brutal doom
There's your problem.
I jest. Hopefully you get a quick and timely proper response that solves the issue.
>>
>>3875463
Ranger looks like a generic gears of war tier meathead, what happened?
>>
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>>3875504
He got a graphical update.

I mean, it's not fantastic, especially compared to the Q3A model which was a direct recreation of his Quake 1 model with more detail, but it's not horrible- he's still only got very basic plate type armor over a leather vest and some bright red cargo pants, except now he's got a dick-cover too. The face still needs work though- but at least they didn't go with the design from the cinematic trailer which was just rubbish through and through.
>>
>>3875490
Brutal doom has some bizarre coding practices that frequently make it explode with new gzdoom releases.

For example, "0.l" was used in a lot of places instead of "0.1" which caused issues for a long time.

I'd suggest using an older version or a better gameplay mod
>>
Why does hunters moon crash when I pick up a quad damage?
>>
>>3875354
>You two are always free to RIP AND TEAR out of my unfiltered mapping shennanigans

Fuck off.
>>
>>3875490

I should add, AA is turned off, 2x aniso & i'm not using any of the image or colour filters or bloom.

Another strange thing thats happening is in recent levels my gun is randomly changing to negative colours and going slightly transparent, finishing a level seems to reset it to normal. Again i can find nothing on google about this.
Why is project brutality doing weird shit like this? every other mod works perfectly.
>>
>>3875516
>Why is project brutality doing weird shit like this? every other mod works perfectly.
Every other mod is coded sensibly.
>>
>>3875506
It's not a "graphical update", he's been beefed and head made tiny, compare him to Visor.
>>
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>>3875517
Damn.
>>
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>>3875518
he was always beefcake "ranger" hardtack with a tiny head
>>
>>3875507
He says Brutal Doom works fine, it's Project Brutality that he has issues with.
>>
Playing BTSX E1 on UV right now. I am saving a couple of times each level but only have to reload once or twice. Am I good or what?
>>
>>3875463
But Visor is a Strogg. ???
>>
>>3875548
What makes you say that?
>Q3A:
>None of the warrior clones that populate the Arenas know the name of the first of their line. In those rare moments when not training of fighting, the clones speculate on the origins of Visor Prime or just "Visor" as he has come to be known. Many believe him to have been synthesized from the dominant genes of countless warriors. Others believe him to be one of Terra's legendary heroes. Visor knows, but he never tells.
>>
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>>3875550
>Similar design
>Similar sound effects
>>
>>3875553
Huh. Never really thought about it before but I guess it could work, Q2 already has a number of other representatives between Bitterman, Grunt, Tank Jr., Major (logo on the armor), Sarge in the opening video, etc etc.
>>
>>3875508
If you're using devbuilds of GZDoom between 2.2.0 and 2.4.0, there was a bug with powerups and powerup timers in the HUD which was making the game crash, so my suggestion to you is pick GZDoom 2.4.0.
>>
>>3875564
I fixed it somehow. an error in utorrent popped up when it happened, so I uninstalled it for now. I got fucked up file associations or something.
>>
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Game Looks Good.
GZDoom 2.2.0
>>
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>>3875543
>using a texture map to show the volume of something
Yeah he was always beefy, his head was definitely larger in Quake 1 and 3 though

QC Ranger doesn't really look like Ranger to me, the yellow teddy bear helmet doesn't help

Quake 3 anatomy is fucking weird
>>
>>3875380
What is that
>>
>>3875623
I like how they bothered to add a dick guard to his design.
>>
>>3875573
Weird utorrent crashing your game when picking a quad damage, lol

>>3875613
Kek, GZdoom 2.2.0 was the age the renderer was broken for images with alpha resulting in the mess your screenshot shows, go to GZDoom 2.3.0 at least.

>>3875623
>Quake 3 anatomy is fucking weird

I wouldn't call weird, the game was made when designers had the fucking freedom of do whatever comes to their mind unlike today which they follow the stupid doctrine of "anatomy must make sense, every muscle needs to be made as it does in a real human" while still keeping the design of everything else the way they desires specially the impractical armours like every futuristic armor Epic Games makes or NuDoomguy himself, that amor he has may look a medium armor, but the design of shoulder pads, neck protection and boots is totally impractical for the sake of looking nice.
>>
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>>3875629
I can see major improvement. Not really. GZDoom 2.3.2
>>
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>>3875627
Veridion if he had a Babality.
>>
>>3875637
Why is the upper half of his body so tiny but his feet are huge?
>>
>>3875638

It's a fetish.
It's a weird fetish.
>>
>>3875636
Uhh i don't remember the renderer being broken for 2 stable releases, but if you are trolling, well done then.

>>3875638
Short answer: Fetish
Long answer... >http://i.imgur.com/ocfjlKU.png
>>
>>3875639
>>3875641
may i ask that he take it elsewhere? or am i the only one who would prefer people not to spam their "weird fetishes" here?
>>
>>3875463
Since when does the story matter for Quake?
>>
>>3875645
i think a lot of people really like the setting and wish they'd done more of it. this has been discussed a fair bit recently.
>>
>>3875647
>wish they'd done more of it
wish they'd done more with it, sorry.
>>
>>3875647
Sorry, been out of the loop. Fair enough, but I figured Quake fans were used to underwhelming story. Better than great story that devolves into really tedious gameplay...
>>
>>3875643
Fine for me, he asked i answered, but i'm also not planning go deep into this thing because this is what this thread is for.

Also... are there any fetish that is not "weird"? Because IIRC a fetish is the psychological disorder a person has for something.
>>
>>3875641
>http://i.imgur.com/ocfjlKU.png
"I HAVE MORE STRENGTH IN A SINGLE TOE THAN MY ENTIRE ARM"
Glad it's been toned down since that picture, jesus.
>>
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>>3875641
I shit you not this is exactly how it looks on my screen. Pic related is made in GZDoom 2.4.0.
>>
>>3875651
atleast all the HM monsters are no longer that way
also couldn't you just make an alternate version of that thing
>>
>>3875639
>>3875641
That's alright I guess, for the longest time I thought it was genuinely a perspective issue or unintentional proportion issues

Just looks so off when I saw it the first time, still not really used to it
>>
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>>3875653
>>
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What was the most recent WAD or gameplay mod /doom/ played for the first time? Did you like it?

>>3875637
Who? Reverse search isn't doing shit.
>>
>>3875652
>>3875654
I removed it from every monster that i currently have no explanation to have it applied, so mainly the male Tamers of The Dark will remain that way, which is good, they don't appear so often in the mod.

>>3875656
Well, that is what happens when you show something different to the public which is really not common, people are used to see creatures with Gorilla proportions like Tank from Left 4 Dead and then you have me doing the inverse.

>>3875660
>Who? Reverse search isn't doing shit.

>Implying you can search about a creature i made for my mod that is not all that famous beyond Doom community which for years got ignored due to this foot fetish shit i did in the monsters there.
Dude, if you want more i can give you more, but not here.
>>
>>3875650
>Better than great story that devolves into really tedious gameplay...
very true.

>>3875651
>Also... are there any fetish that is not "weird"?
when you put it like that, not really. even basic totally-necessary-for-species-propagation copulation is really disgusting, if you think about it.
>>
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>>3875665
Don't need 'more', I was just curious as to what relevance a fairly-detailed 3D thing was doing in /doom/. Now the context makes sense and that's all what I wanted to know.
>>
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>>3875623
>>3875463
speaking of champions do you guys think we'll get doomguy again?
>>
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>>3875672
As you see, it has none.
>>
>>3875546
>Am I good or what?

Eh, BTSX E1 isn't hard.
>>
>>3875673
Something like Doomguy but with the Praetor Suit doesn't seem like something that would be written-off completely.

>>3875676
Yep.
>>
>>3875660
newgothic movement 2. i don't care for it as much as the original. of course i played neither "properly" (without cheating). but my personal set of player enhancement deh patches seem to work better with the maps in ngmvmt1 than 2.

also i feel like some of the maps had some noticable breakage, like it wasn't tested properly. map09's nodes definitely need attention, the northeast tower is full of invisible walls.
>>
>>3875660
>What was the most recent WAD or gameplay mod /doom/ played for the first time?
>Did you like it?

Brigandine. Loved it.
>>
>>3875546
Doomworld is currently using BTSX E1 for their monthly Ironman contest and the majority of people have died on map05 so if you can beat that first try then you're better than average at least
>>
>>3875658
they're obviously not identical, as they have different md5 & sha1. there must be a difference subtle enough to elude you.
>>
>>3875698
oh, for fuck's sake. do you remember when 4chan used to grey out posts which were deleted? why did that break?
>>
>>3875415
please for to be solving my riddlle
>>
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>>3875702
>Not using 4chanX
>>
>>3875695
Tried out the old Mutiny mod, quit because the baron replacement is bullshit.
>>
>>3875415
just load both mods unless you only want specific monsters, then no you have to copypaste
>>
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>>3875653
It looks good on my end, the graphics are even better than i thought.
>>
>>3875704
no there is none. this is why even Boom wads are enormous these days -- people keep pulling in the whole of cc4-tex just for a few bits and pieces.
>>
>>3875709
>>3875717
well that sucks. thank you anyway
>>
>>3875715
> right one with gun
boobs
>>
>>3875660
GMOTA

i've been trying to play it in heretic/hexen and while it's possible i really hope they make a compatibility patch for it

other than that it's pretty fun
>>
>to download from wad-archive you must first log in

FUCK
OFF
>>
>>3875516
>my gun is randomly changing to negative colours and going slightly transparent
It's a bug with the grenade launcher, here's how to fix it:
https://www.reddit.com/r/Doom/comments/54mxys/weird_transparency_problem_with_project_brutality/
Seems like the pb devs are in mark's school of thought of working on a totally new version of the mod when the current version still has some outstanding bugs.
>>
>>3875479
As the guy who requested it, I had fun with Sweep and Clear. Using Keen for the computers was neat.
>>
>>3875706
Is that the speedy snow camo Marine with an AR? Never had too much trouble with them.
>>
>>3875752
In the SSG room on MAP02 of TNT your death is pretty much unavoidable.
>>
>>3875706
>>3875752
>>3875757
i'm confused, you're not talking about the community project released last year?
>>
>>3875757
I'll have to try it. I've played Mutiny on Thunderpeak, a little bit of Equinox, the Hell on Earth Starter Pack, and a bit of Jenesis, and never faced a truly impossible fight.

I really enjoy Mutiny, but it can be very punishing. Thank god for inventory medkits.

>WIDEN THE SEARCH AREA
>>
>>3875761
https://forum.zdoom.org/viewtopic.php?f=45&t=21865
>>
>>3875769
ah, fair neough, thanks
>>
>>3875767
Maybe I just suck, I just couldn't deal with barons turning into deadly rapidfire hitscanners.
>>
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post your aspect ratios
>>
>>3875772
in before some memester makes the most ridiculous screenshot he possibly can.
>>
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cribspy
>>
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>>3875775
fuck you, I turned my monitor on its side for this.
>>
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>>3875775
>>
>>3875781
is that FreeDM?

also, if that's Crispy, why does it have a ZDoom screenshot filename?
>>
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>>3875775
>>
>>3875784
webm pl0x
>>
>>3875792
how many FPS per second do you get on that baby
>>
>>3875787
yeah and it's zdoom but it's showing up stretched out without blurring so it's crispy looking
>>
>>3875775
Check this out!
>>
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Detailing is only ever fun if it works quickly.
>>
>>3875796
oh, i read your post literally, that you were using Crispy Doom. apologies.
>>
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>>3875794
whatever vanilla doom's fps is locked at
>>
>>3875806
36
>>
>>3875823
isn't it 35 tics/sec?
>>
>>3875835
Yeah that was it
>>
>>3875330
Finished changes for the original deadline.
>>
>>3875354
>My H2H map is my first map
No wonder it looks so bad.

If your first map is part of a community project then you're most likely doing it wrong
>>
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Anyone have any ideas for where I can find sprites for non-demonic mutant type monsters? Humanoid or not doesn't matter.

I have infantry and robots already but I want something tough but unarmored.
>>
>>3875854

>NOVA
>DUMP
>Joy of Mapping

Mind you I don't think H2H was meant to be for new people this time around.
>>
>>3875907
Throwing yourself at multiple different projects and map packs is just generally a bad idea, even if they are intended for beginners.
>>
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I came back from finishing my first "serious" map, and I just realized. it's fucking tiny. What kind of stuff do you guys add to maps to make them longer but not repetitive?
>>
>>3875932
>implying a map has to be massive to be good
>>
>>3875928
>Throwing yourself at multiple different projects and map packs
But Anon said it was their first map?
>>
>>3875938
I mean, it's not about the map being massive. I just realized it's significantly tiny. 2 keys and you can blitz through it in like a minute. I still learned a lot from making it so it was not a waste of time at all, but for my second try I want to make something larger, honestly.
>>
>>3875946

This is a problem i have with mapping as well and I always wanted to know how to deal with it.

I'll spend a huge amount of time on a map, test it, and run through it super quickly.
>>
>>3875463
>Ranger was trapped in Shub-Niggurath's realm after killing her
Wow, that's depressing. I always assumed he went back home after all that.
It also feels like the Quake reboot will go for the "found in an interdimensional excavation" thing Doom '16 did.
>>
>>3875959
That's because you are the map creator, so you will be the most familiar with it before release. Just make sure you don't end up in the "can't stop mapping" trap some of the first Community Chest contributors fell into.

Same goes for the difficulty. Which why it is recommended to actually ease up on it at the end.
>>
Where do I get people willing to play my shitty map and give me recommendations?
>>
>>3876032
Here, is a good start.
>>
>>3876032
But remember, if your map is really shitty, then expect people to shitpost hard about it.
>>
>>3876042
Has that ever happened?
>>
>decide to try out Going Down megawad
Well this looks pretty goo-
>that fucking soundtrack

Jesus goddamn Christ.
>>
>>3876039
>>3876042
https://mega.nz/#!rBgVhIzD!PILLz1BGgg_7V82u4vFB4dXcRHUdf8ToaH3rlatN_qk
First serious attempt at a map. Really short. I just want to know where I fucked up and where I didnt before I even think of trying a second larger map. Expect awkwardness and lack of balance. I tested it and it's doable but I'm the map maker and I know all stuff on the map so that's kinda cheaty.
>>
Also fuck I fotgot to say. Play on GZDoom, I believe there are some problems with the sky and some textures in zdoom and Zandronum but I might be wrong. I doubt it'd be UNPLAYABLE at all but it might be even weirder to the eyes
>>
>>3876050
>not liking Cyriak
pleb identified
>>
>>3876051
- Mark the linedefs for the windowsills in the starting room as impassable. There is enough room for both players and monsters to walk up there, which can be distracting.

- Grey crate top is not a good ceiling texture due to being VERY monotone.

- You really liked to use dynamic lights in those hallways, but they are very barren, underdetailed, monotone and angular, so to me it looks weird.

- There are some misplaced textures here and there.

- The small, dark room with strobe/glow lights and the two demons and chaingunner has desynced sector lighting on the chair and arms.

- Cyberdemon bossfights on small ledges with instant deathpits and no autosave before are a big no for me.

I like that you try to set up small scenes here and there.
>>
>>3876079
>Grey crate top is not a good ceiling texture due to being VERY monotone.
Fuck I completely forgot about the existence of a ceiling, in all honesty.
>You really liked to use dynamic lights in those hallways, but they are very barren, underdetailed, monotone and angular, so to me it looks weird.
What kind of detail could I add? Maybe make it less angular and add some diagonal walls to the mix?
>The small, dark room with strobe/glow lights and the two demons and chaingunner has desynced sector lighting on the chair and arms.
How can I sync it? I googled around and found nothing.

Thanks a lot for the general review, it really helps.
>>
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>>3876051
that feel when also a new mapper who is insecure about awkward placements and encounter balance

I will play your level
>>
>>3876048
i've scared off a few potential mappers by ranting at them for making vanilla maps with unintentional zdoom dependence.
>>
>>3876072

It sounds fucking awful.

>>3876079

>Cyberdemon bossfights on small ledges with instant deathpits and no autosave before

Absolutely heretical.
>>
>>3876106
>Absolutely heretical.
yeah I might completely redo that last boss fight. I honestly didn't fully think it through.
>>
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>>3876051
>fighting Cyberdemon turret while running on catwalks over instant death pits
This is some very bad design choice. At least it's not Archvile or Spider Mastermind.
That >>3876079 guy has covered my thoughts already.
>>
>>3876051
Not too short, took me 5 minutes.

You've used a lot of doors which tend to break up the pacing and for doors that are inaccessible you should use a different texture or detailing so the player intuitively knows

I'm usually against the use of stealth monsters but they worked well here, I glanced at the left closet and on seeing only cell ammo I assumed it was safe only to be almost gibbed, great bit

Having the cyber on such a small platform means he rarely chooses to fire, I tried twice and was able to stand still holding right click to win, also really discourage using instant death floors since a ~10-20% damaging floor is punishment enough for falling

The secret isn't straightforward either, you have the same "door jammed" effect in the starting room so it looks like you're just continuing the theme but since its just a few shells its not too significant if missed

I've seen worse first maps so don't worry. Don't be afraid to use curves and always make gameplay the priority. Good Baron usage as well for a first timer
>>
>>3876013

That is DoE ending

He sacrificed his way back home to destroy the Vadrigar machine

>>3875463
And Galena has a Lot of Hexen 2 on her
>>
I'm working on a Doom map after taking a break for like 6 months. Trying to apply a global fog, but GZDB is giving me a "new Mapinfo format" error. What is the new format?
>>
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>>3875509
You're not my type; so no, I'm not masturbating to you.

>>3875745
ey thanks. I figured the keens would be pretty useful for such a thing. They're useful dummy-targets, so you can rig em up to a bunch of situations where you'd rather have a shootable thing instead of a shootable switch.

>>3875854
Eh. I still should finish it though.

Speaking of, you probably should of inferred to the original iteration of it which was apparently worse.

The current version suffers from bloat (HOW FITTING FOR THE PUTRID BLOATED CUNT?) and a general of "well what the hell do i do now?"
>>
>>3876091
For detail, probe around some other WADs to see how different authors handled it. Congestion 1024 is good, since the contributors had to work with a restricted map size.

For light syncing you can use scripts, since the map already is in UDMF format:

#include "zcommon.acs"

Script 1 OPEN
{

Light_ChangeToValue(TAG, BRIGHTNESS);
delay(x);
Light_ChangeToValue(TAG, BRIGHTNESS);
delay(x);
Restart;
}

The time between the flicker has to be adjusted with the delay (35 = 1 second).
>>
>>3876127
>what the hell do i do now?

Whenever I hit a wall like this I'll pick two monsters at random and design an encounter around them or if you've too many monsters just make some centerpiece to look at
>>
What's the greatest WAD you've ever played?

For me, Golden Souls and Ancient Aliens were some of the best I've played (though that's only a few). AA is prettier, but GS had better gameplay/more interesting content.
>>
>>3876141
https://www.doomworld.com/idgames/combos/bgcdm1_2
>>
>>3876141
I will be a moron and nominate It Only Gets Worse.
>>
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If anyone cares, I manage to make a "Suab: Monster only" version that is compatible with Lithium, and a sub-mod for Legendoom lite.

The mod itself (Load after Lithium, but before Legendoom lite, if you're using it.)
https://drive.google.com/open?id=0B4CtBuDsItIeWWtJc0x2dGlSRXM

The Legendoom lite sub-mod (Load this after legendoom lite)
https://drive.google.com/open?id=0B4CtBuDsItIeWGtIeGJ1TXktMT
>>
>>3876148
What's wrong with that?
>>
>>3875889
Do you have more sprites of that?
Looks cool.
>>
>>3876148
That's a good jokewad. Nice taste.

>>3876140
I had intentions of using liberal mixed Revenants+Mancubi for the cybernetic thing there (>>3875454). I don't know. Mixing revenants and mancubi seemed like it was a good idea; and the temple-y bits provided by one anon seemed to solidify it.

I really need to slap down the rest of the enemys for the map. Too much focus on architecture conception.
>>
>>3876051
My first thoughts: the level looks really "90s". It's a really mid-90s kind of level. First fight was good.

There are some texture issues with the doors, the first door and the blue key door both have a brown textured wall that doesn't match the grey walls.

The level didn't have much sense of place. The blue key rooms felt like part of a plane, but the rest of the place seemed like a warehouse.

The baron and cacodemon room was a bit annoying, barons have too much health for such a cramped fight. Having the plasma rifle be an easy grab would have made that encounter better. The plasma trap was ok but felt a bit jarring, I guess because it's the most intense battle but also completely optional.

The instant death pit in cyberdemon room is bullshit. I didn't even bother to play it properly. It's not fun. Having to fight a cyberdemon with movement restrictions is a fun encounter idea but you need to balance it carefully. Having instant death pits right at the end of the level is also a dick move. I felt the platform was too narrow for a fun battle against a high HP monster with a devastating rocket attack.

Also putting the ammo and weapons on the other side out of line of sight was a bad move. I stopped to dodge & shoot the cyberdemon and I never saw the rocket launcher till after the battle. Make sure you consider line of sight's mapflow.
>>
>>3875889
I ripped some shit from HacX (I think) and removed their guns.
>>
>>3876141
there's no way i could pick just one.
>>
>>3876169
Apart from the cyberdemon fight and the baron room, the encounters were fine.

Texture usage could be a lot better - try and make the palette more interesting and colourful. The lack of colour really made the low detail of the rooms more noticeable.

I also hated the amount of doors that never opened. Please don't put in "dummy" doors, it's fucking irritating.

All in all, it's OK, but definitely "my first level" tier. It felt really 90s - low detail, lots of corridors, mostly low level encounters with a surprise bullshit cyberdemon at the end. Typical my first level stuff.

I found the general layout was simple and easy to navigate, and I wanted to play on to the end. Now I've finished it I would not play it again, but I would be very happy to play your next level.
>>
>>3875889
You could probably frankensprite a couple of things together out of DN3D's monsters.

>>3875932
Gibe link so I can play, unless you're >>3876051 which I'm about to play right now.
>>
>>3876148
I, the other hand, will nominate Total Chaos: It Always Gets Better
>>
>>3875641
Makes perfect sense to me for high-gravity, extremely windy, or extremely cliff-based terrain. Good that it's been toned down a smidge; but it's great in concept.

Maybe toss that image into one of your maps as a texture/datalog on the given monster? I know Stronghold had a small bestiary and thought that was really cool to look and read through. Development notes + In-Universe notes are real nice.
>>
>>3876091
>What kind of detail could I add?
Give your map a super simple theme or a general sense of place / purpose. Add detail that could plausibly be in the level.

What detail really boils down to is breaking up flat surfaces and shapes. Instead of a long flat wall with the same texture repeating, put in some wall terminals. Have some pipes visible in a little maintaince section. Even some simple support columns will break up the shape of the corridor - just make sure they aren't big enough to get the player or monsters stuck on them.

Make little squares and have the ceiling lights either be raised into the ceiling or lowered out a little. etc... it's all about breaking up boring flat surfaces.
>>
>>3876161
I have the whole game rip. Not sure what the game is actually called now, since "IAotA2_resources" doesn't tell me much and it's been long since I downloaded it.

>>3876170
Other than the Android, hacx sprites look a bit too cartoony and poorly rendered for my tastes. I'd like to see your sprites though.

>>3876180
I am a terrible artist. I do code :P
>>
>>3876181
>>3876168
>>3876156
I never found out what song the midi in the first level is.
>>
>>3875889
Those car shooting games have em, Carmagedon and uh Terrordrome or something. And 3D Shivers, I guess that has the enemy sprites https://mega.nz/#!optUiZKK!6S3ogs8d7uXKwTdu_osfEpX8IVDprDGuN-pGoOxwV-E and Lab https://mega.nz/#!hg81QK4Q!wdkm1dmI1itM_wjKYj6hNMxGu_HPl6b8GkGPPpAhgVE

https://forum.zdoom.org/viewtopic.php?t=37544
https://forum.zdoom.org/viewtopic.php?f=37&t=50106
>>
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>>3876136
>>3876091
Ontop of these; you can always, instead of traditional scripts; use ''voodooscript'' which is basically just plonking down a voodoo doll and giving it a bunch of lines to move over. As well as this; alternating LIGHT SPECIAL START (for the END of it, bizarrely, as it will usually start it's loop again by the time you reach it) then Light Special 1, Light Special 2. This is how I managed to rig up the lights for this dumb mouth thing.
>>
>>3876193
>>3876169
>>3876110
>>3876112
>>3876094
>>3876079
>>3876210

Thanks a ton for the help. Sorry if I missed anyone on the quotes. Will note all of your recommendations down for future use on a second map.
>>
>>3876207
Deer Dance by System of a Down
>>
>>3876209
Thanks a ton man!

The robot dude I posted is apparently from "Iron Angel of the Apocalypse"
>>
>>3876218
Can't wait for map 2, motherfucker.
>>
>>3876141
Honestly I'd choose Brutal Doom.

Used to play doom on 360 so making the transition to PC with mouselook and the "gory" visuals blew my mind. Convinced my friend to get a better PC and we just blasted through servers on doomseeker during the summer, such great memories. Eventually we found mods like whodunit, early complex, samsara and master of puppets and started to focus more on vanilla.

Maybe "greatest" isn't the best word but you have to appreciate the amount of people Brutal Doom has brought to the community as a gateway mod. Although it is a shame not all of them can see the flaws past the ultra-violence.
>>
>>3876241
>Brutal Doom
Please leave
>>
>>3876241
i don't agree with your choice but your reasoning is valid. thank you for digging deeper and becoming more than the stereotypical BD fan.
>>
>>3876241
Brutal Doom is what got me back into Doom after not playing or modding for years. Playing online was fun, spamming GO FUCK YOURSELF, blowing things up. A real visceral spectacle.
>>
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>>3875320
>[3-20] GZDoom 2.4.0 and QZDoom 1.3.0 released
>Doom64-style color properties for sectors (i.e. different color settings for floor, ceiling, walls and sprites.)

DUDE
IS D64 MAPPING POSSIBLE NOW?
>>
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>>3876203
That's why frankenspriting exists anyways; it's just taking two sprites, copying one thing onto the other, and then smoothing out the rough edges.

It's used almost religiously in DOOM
>>
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>>3875771
It took me a few tries, but I got it.

Not saying you're wrong, the Special Forces Marine is a bitch and half.

>>3876241
Tough call. Not sure that I have an all-time favorite, but I've got a few that I really like. DemonSteele, Mutiny, and MSX are some of my favorite gameplay mods. dead.air and Equinox are some of my favorite mapsets, If you can call dead.air a map"set".
>>
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>try out project brutality
>every enemy is on steroids, their reaction time on par with Bruce Lee, hit hard as fuck, and moves as fast as sonic

Why do modders keep doing this.
>>
>>3876272
>That's why frankenspriting exists anyways; it's just taking two sprites, copying one thing onto the other, and then smoothing out the rough edges.
I can abuse TEXTURES to hell and back, but actually designing a monster with rotations and shit is extremely daunting. Not to mention time consuming, and there are plenty of other things that need to be done.
>>
>>3876225
No, that's the one for the title song. I meant the first Map, Pillar Forest.
>>
>>3876286
Mods are made for veterans, not new players

The only real dangerous enemy with faster reactions and attacks is the Hell Knight
>>
>>3876304
And slaughtermaps are made for the Gregors.
>>
>>3876189
Finally that someone which liked my technical explanation for this thing.

Also yeah maybe not include this image into the mod, but surely it will be explained somehow ingame about this, i also do like to include dev notes/easter eggs/references.
>>
>>3876304
i think there's plenty of mods that make the game easier, i mean look at pillowblaster's stuff.

>>3876305
what's a gregor?
>>
>>3875706
>>3876273
I wish the ejected casings didn't dribble out backwards and to the left. It's always been that way and it's the most inexplicable thing.
>>
>>3876308
It's not really about just making the mod easier though anon, the idea is that many mods are assuming the player is pretty good at Doom.

Even if it's just a power crazy mod like Pillowblaster's stuff, it still assumes you know what you're doing with movement and fighting.
>>
>>3876308
Ya never hear of a Gregor on the Fetish Iceberg Chart?

Zaneion is probably somewhere in mid.
S'Arais is absolutely a Gregor.
>>
>>3876304

I'm not a new player.

I've just gotten older.
>>
>>3876306
>Finally that someone which liked my technical explanation for this thing.
The size of the quads and glutes relative to the lower legs and feet is what stops it from making sense in any context but stylistically and aesthetically (which is down to personal taste and, uh, proclivity of course).

But I'm autistic about anatomy for fantasy creatures so there's that. 99% of all dragons look like shit to me because they either have too many limbs or their wings are undersized or otherwise dysfunctional. "Reign of Fire" dragons stands out as an exception.
>>
>>3876308
>what's a gregor?

Some sort of meme back from /v/. Basically someone very good and flawless at a game who never says anything.
>>
>>3876318
evidently not! i must lurk more. apologies.

>>3876327
oh, on the other hand, now that rings a bell now you've said it.
>>
>>3876141
Demonsteele is the most fun gameplay mod I've played in a while, but otherwise Smooth Doom is great because some of the animations in vanilla always bothered me.
>>
>>3876141
>What's the greatest WAD you've ever played?
I don't know about that, but I think I have to rank Perkristian Sound Mod as one of the few flawless mods in existence.
>>
>>3876305
How do you even git gud enough to survive slaughtermaps? I was playing a few with Russian Overkill for a laugh earlier and there were so many areas that were flooded with monsters and very little room to move. Not an issue for the silly overpowered shit of RO, but it got me wondering how vanilla weaponry would even deal with it all.
>>
>>3876343
It really boils down to an attrition war. Your placement and ability to orchestrate infighting is absolutely key, so you shouldn't really need to use ammo unless you're dealing with a demon with a hardon for you.

In other words; IF YOU CAN DODGE A CYBERDEMON, YOU CAN DODGE 3000 IMPS
>>
>>3876337
S'Arais, you don't know shit. gregor (never capitalized) is a silent legend. Whatever retarded shit you're on about has nothing to do with what was actually being referenced. Stop posting.
>>
Report and ignore.
>>
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>>3876286
WHAT'S THE MATTER ANON

NOT MAN ENOUGH TO HANDLE THE NATURAL EVOLUTION OF THE DOOM FRANCHISE?
>>
>>3876365
what is that there, a button to present your groin to the enemy?
>>
>>3876141
Serpent Resurrection.
>>
>>3876365

I'm all for new features but the enemy reaction time is just insanely quicker than vanilla. Almost every map is balanced around vanilla monsters, but when a mod gives them a turbo powers like in BD or any of its submods balance is just thrown out of the air for someone slower like me. I had the same issue with that Doom 4 mod and its custom monsters.
>>
>>3876337
>Our Gregor (pic related)
Fuck off.
>>
have you guys played brigandine? the best "demon city" level I've played https://www.doomworld.com/vb/wads-mods/92776-brigandine-beta2-updated-2017-02-14/
>>
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>>3876373
It's a slide. You do it by kicking while crouching.

It's actually a lot of fun to use.

>>3876376
One of the things I do appreciate about PB is the attempt to give some demons new variants and abilities. Even if it allows the enemy to do things it wasn't intended to do on a map, it's still fun seeing Imps crawl along the ceiling or Revenants jetpacking around.

I think it even gives the zombiemen the ability to shoot while moving. They only do it sometimes, but occasionally they'll strafe-walk while bursting at you, kind of like that one attack animation in Perfect Dark.
>>
>>3876376
I've not found the enemy reaction time a problem at all. Git gud.

Or are you playing at maxed out difficulty? I think one of the levels above full ultra violence is UV-Fast.
>>
>>3876378
Never.
>>
>>3876379
no but i should as it actually seems to be portable and not require zdoom
>>
>>3876391

Maybe not for you, but they are for me.

>>3876386

Yeah, the new stuff adds a lot of spice to the game.
>>
>>3876386
>>3876365
Is someone making Vanquish into Doom?
>>
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Found a couple of soldier sprites that almost look like F.E.A.R replicas. They even had doom-appropriate sprite names in the pack!

>>3876386
[VGW]
[VGTG]
>>
>>3876419
[VGN]
[VGTG]
[VGQ]
[VGH]

Where's your head?
>>
>>3876379
I have now. It's great but runs like shit for me.
>>
>>3876419
Oh yeah Super Sargeant Shooter.

That series isn't aspect corrected since the Flash Doom port they run on is always a multiple of 320x200 so you'll want to set the actor's X scale to 1.2 to get them appropriately thick.
>>
>>3876423
[VGCN]
[VGRW]
[VGN]
[VGS]

>>3876426
Ah, good call. I always seem to forget about non-square pixels. Thanks man.
>>
>>3876419
[WHAT]
[THE]
>>3876423
[FUCK]
[IS]
>>3876432
[THIS]
[SHIT]
>>
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I could see something like this being a neat segment in a megawad somewhere.

>>3876426
appropriately thicc?

>>3876449
http://tribes.wikia.com/wiki/Voice_Game_System
>>
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I made a server in Zandronum for my friend and I to play co-op on. He can connect, but we are not able to see each other or interact in any way.

What do?
>>
>>3876453
can confirm, i masturbated to a penis just last night
>>
>>3876453
Can confirm, was straight now I jerk off to dicks.
>>
>>3876449
>he didn't play tribes back in the day
>>
>>3876481
sorry. apart from Doom, which i treat more like a science project / personal universe to tinker with than a game, i don't play games.
>>
>>3876449
The Tribes series has a very nice system for giving voice commands to your teammates and taunt your enemies. Pressing V - D - F in that order tells your teamates to defend the flag for example.

[VGW] [VGTG] Becomes "Woohoo", "I am the greatest".
>>
>>3876463
Are you sure you're playing Doom and not No Man's Sky?

More seriously, it sounds like one party isn't actually connecting to the server and instead simply loading a singleplayer game. Probably you, if you're sure he was able to connect.
>>
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I am tempted.
>>
>>3876469
>>3876472
????
>>
>>3876512
i made a stupid post and thought better of it before i got another warning. i deleted it but unfortunately others replied. please ignore.
>>
>>3875320

I mean... Quake Champions looks good, but it doesn't look much like Quake. Mainly the weapons look like generic sci-fi FPS weapons.
>>
>>3876496
post screens and/or vids
>>
>>3876525
so it looks like quake then?
>>
>>3876525
The Rail Gun looks horrible, but apparently there's different weapon models, like I saw a Quake 1 rocket launcher. Hopefully we get some weapon models that look better.
>>
>>3876531
quake's weapons were anything but generic sci-fi weapons

unless nailguns are now a common deal against aliens
>>
>>3876549
They showed off a railgun that looks similar to the one in Quake ET
>>
>>3876549
Yeah, except you gotta pay for a chance at getting those skins in the blind bags. That or play for hours on end to get in game currency to try your luck.

At least the default SSG in Quake Champions looks nice.
>>
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Well. This is odd.

Did Swan Fox 2 have a seperate texture pack, or is it GZDoom? Definitely not Mutiny causing this.

You got a pistol, what's now?
>>
>>3876343
Everything depends a lot on a map layout and what is being thrown at you. Some maps are literally BFG spam where you survive as long as you hold your M1. Some maps give you so much space you can actually complete them without firing a single shot. Some maps tend to turn into attrition war, though long maps usually also become like that. And some will require you to quickly come up with proper plan and manage absolutely everything.
>>3876557
Load Skulltag_actors and Skulltag_data before Swan Fox.
>>
>>3876495
I know for a fact that I'm clicking "Start server" and not "Play offline" in the Create Game menu. He's tried joining through both the console and command line methods, and both times he's loaded into a game that contains only himself, with all the monsters already dead.

He also can't see the server in the server browser, despite the fact that I am portfowarded, and he's able to see and join my server without any issue whenever we play Sven Co-op. I really don't know what to make of it.
>>
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>>
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>>>/wsg/1604515

Got some sounds for the Plasma beam in
>>
>>3876580
Where did you get those cool enemy sprites? Also damn your shield effects look great in game
>>
>>3876580
Offsets seem a little jittery and also it plain doesn't seem to visually fit in.

Necrodome or Quarantine is probably the way to go for big mechs.
>>
>>3876585
I went to ZDF and downloaded a shitload of sprite rip packs. And thanks!

>>3876590
>Offsets seem a little jittery
Yeah they look like shit for the walking animation. I'll try to tweak them.

>also it plain doesn't seem to visually fit in
I think it'll fit stylistically with the rest of what I have planned, but it could stand a bit of recoloring and filtering to tone down the white glossiness.
>>
>>3876553
Have a pic/video of that one?
>>3876554
Yeah, it sucks.
I didn't like the SSG until I saw the reload, once I did it grew on me.
>>
>>3876618
I like the new SSG from Quake Champions because it actually tries to explain how a double barreled shotgun is capable of reloading without needing a break action, and that's cool.
>>
>>3876580
nice
>>3876581
also nice

maybe make the initial attack phase faster/punchier, it starts as a bit of a weak "psssh" at the moment, but i love the end
>>
>>3876626
>maybe make the initial attack phase faster/punchier, it starts as a bit of a weak "psssh" at the moment, but i love the end

For the sound effect or the animation itself?
>>
>>3876318
I genuinely place only weak monsters to give the feeling of slaughterfest, but a legit one must require at least 50 Hellknights or Barons side by side with some sort or wall with 200 Imps and Revenants.

>>3876325
The first line of the image says that discarding the biological part of the creature because that is really something apart to think carefully when doing the correct calculation for the new size of the lower limbs, counting with that certainly the result would be alot less weird, but since fetish in on the table, so i extrapolated for the sake of doing it.

>>3876525
>>3876549
>>3876552
I agree, the only thing that disappointed me with Quake Champions is the fucking weapons? WHY THE FUCK EVERYTHING IN THIS GENERATION OF GAMES NEEDS TO BE OVERDETAILED? GODDAMN. Seems developers got Tormentor667 syndrome, and instead of simply improve few bits of the original design of the weapons they decided instead to go nuts and do exactly what Epic Games did to Unreal Tournament 3 "Let's add a buch of unecessary visual stuff because it will look nice", at least they learned the lesson in Unreal Tournament 4 but this curse seems to haunt id Software now.

Also those weapons have shitty sounds, none of them feels powerfull, exactly as NuDoom energy weapons does, Plasma, BFG and Static Rifle sounds very meh to me, more meh than the typical "pew pew" laserguns from Star Wars.
>>
>>3876629
Generally if you go the slaughtermap route and it is within a project that is not typically slaughtermap, you'll want some sort of gimmick.
>>
>>3876629
>discarding the biological part[...]
I can't do that; I told you I'm autistic about it.

Big feet/wide radius means the fucker is easy to hit with a rocket launcher and that's the important part.
>>
>>3876628
the sound mainly, although now you mention it the projectile itself does appear to exude somewhat, rather than be vigourously discharged. but don't just listen to me, gather more opinions first.
>>
>>3876637
That's what i did in UACVPRB, the Blye Key trap in the Hangar looks like Slaughterfest but it is just a clusterfuck of imps and pinkies, so infight is your best friend there alongside rocket launcher.

And then there's the Teleport Section which have some stronger monsters but they are not spammed as imps and pinkies again, so Plasma and RL is still effective.

>>3876640
Do you mean for Rocket Jumps? If that's the case i don't think so, i've experimented some first person renders in the inverse concepted creatures and from the perspective of the own creature you can't really notice that much it has unproportional lower limbs.
>>
>tfw you realize the plans for your map were vastly over-ambitious
>>
>>3876656
happened to me twice during 200minvr
>>
>>3876652
>Do you mean for Rocket Jumps?
I mean how when you're moving around a lot and use a splash damage weapon you aim at the feet of your opponents so the AoE damage will get them even if you miss.
>>
>>3875946
spawn new monsters in the whole level after grabbing each key.
>>
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>>3876657
I planned to use all three keys on this map and I have placed zero keys so far. :'^)
>>
>>3876668
heh

looks pretty good, bit of a room&hall maze but the individual sections look interesting. hope it's for limitless or Boom
>>
>>3876675
I should probably scale my plans back a bit, I think.
>>
>>3876659
Well that would be the case for engines which actually uses the model as collision for hitreg but since it is Doom we're talking about the creatures in my mod with this thing still have their hitbox radius taken from the torso radius, not feet radius.

Also the way you said it, this is probably an additional thing i may add into that explanatory image because that proportions would make the player aim for the head less likely which is could make the creature kinda tanky due to be tall and more than half of the body mass being the lower limbs, so great damage resistance afterall. (lol high discussions about the possibilities with this).
>>
>>3876623
Yeah, before I realized that it felt over-designed like the other weapons, but the reload made the additions click into place.
>>
>tfw you will never make a single good map
>>
>>3876717
define "good"
>>
>>3876717
>>3876721
Very few people will ever be Scythe 2 / Alien Vendetta -tier.
>>
>>3876698
Anyway, do you use zscript? I think I figured out how to have a 3d monster rotate smoothly instead of snapping around when it chases without altering its states. I don't have anything to test with though atm.
>>
>>3876739
Not yet, i have to avoid ZScript until Zandronum officially supports it.
>>
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Another small update. Fucking graphical glitches I swear
>>
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>>3876717
>tfw you will never finish a single map
I've worked on at least 100 levels, but never truly finished one.
>>
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>>3876750
>until Zandronum officially supports it.
>>
>>3876760
I remember people saying we would get Zandronum stuff on sync with GZDoom by 2020, BUT OH HEY IT'S 2017 ALREADY!
>>
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>>3876770
My thoughts exactly. Hurry the fuck up, zandevs. I want to fuck about in DERLERKERNERR with friens.
>>
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>>3876775
>>
>>3876779
is that a real photo of a drowning victim
>>
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>>3876783
>>
>>3876787
Did anyone ever bring Doom 3 enemy sprites to ZDoom?
>>
>>3876790
Some attempts have been made over the years, mostly mediocre or awful, some which are actually quite good.
>>
>>3876792
I actually really like the sprite versions of Doom 3 and Quake 3 weapons.
>>
>>3876783
lol
>>
>>3876790
Yes, there are some attempts. Some are really good. Unlike that teratoma of a sprite..

[Note: I did not make up the "poseseds" file name.]
>>
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>>3876793
>Quake 3 weapons
>Sprite versions

SAUCE NAOW!

>>3876790
I tried Pinky as Kinsie's request: https://forum.zdoom.org/viewtopic.php?f=37&t=55013
>>
>>3875771
My friend.

You thought >>3876273 was bad?

Here's a fun segment from Swan Fox 2.

I skipped the level after a few tries
>>
I really like the design for D3/4's Hell Knights. Might explain why I like Zaneion "Footfetish" Talons' monster.
>>
>>3876803
Hey, can I use that for a thing?
>>
>>3876803
Can't sauce you on something I saw for Skulltag years ago sorry.
>>
>>3876618
https://youtu.be/-7lpwUVmhsU?t=3m28s
>>
>>3876793
I haven't seen any of the Q3 ones, but the D3 ones have been used in the community for years for good reasons, they're actually pretty good, and pretty spot on.
>>
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>>3876807
I also do like them, can't deny that i tested some inverse concept on D4 Hell Knight but i didn't extrapolated the scale too much because i wanted it to be only a slight buff as i have did when i first introduced D4 Baron of Hell in the mod.

>>3876808
Sure i posted it in the resouces section, it is there for anyone who wants to use it.

>>3876809
Now that you mention Skulltag i remember such mod and IIRC Doomero is who made it, it was a nice Q3 weapons mod, though it used the old code for hi-res sprites which broke by 2010 versions of GZDoom already.
>>
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>I'm fighting rogue Marines on the bottom while the UAC and Golden Wing Corp. have a shootout up above

It's almost cool.
>>
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If there's one thing Swan Fox sure knows how to do, it's tug at your heartstrings.
>>
>>3876826
thats a lot of hitscan, are you really having fun?
>>
>>3876106
>It sounds fucking awful.
I hate this idea that Doom must only have metal and similar music.
>>
>>3876834
blergh, that tugged on my bile ducts, if anything
>>
>>3876834
villege no
>>
>>3876845
Retchmind.

>>3876836
This. Go fuck yourselves. A fitting music for a map is always best. Doom ain't just metal even if it was inspired by metal.
>>
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i unironically really enjoyed going down's music and don't see why everyone hates it so much
>>
>>3876857
I'll hate anything, I'll hate you, I'll hate myself.
>>
>>3876860
hi mark
>>
>>3876717
Not with that attitude, you won't.
>>
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>>3876857
People who hate Cyriak's music have literally ZERO taste.

then again i'm a tremendous gigerfaggot who loves to listen to earrape
>>
What sound does Doomguy make?
>>
>>3876878
shadow of the wool ball 2 when?
>>
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>>3876835
There's a number of factors that make hitscan enemies work in Mutiny, at least for me.

>Most enemies, even tougher ones, are frail as hell and go down quickly.
>Enemy reaction time isn't superhuman, giving you a chance to knock down a few guys before they start shooting back (in most cases)
>The enemies aren't as accurate as they appear, and they turn into stormtroopers at long range
>Carrying medkits on your person allows you to heal on demand and keep yourself relatively refreshed fight-to-fight

Instead of testing your ability to manage groups of enemies through infighting and strafing while dodging projectiles, Mutiny tests you on your reflexes and reaction time, at least in my experience. You're trying to drop baddies before they can get too many shots off. So long as a map has sufficient cover, the hitscan isn't a bother. Not for me, anyway.
>>
>>3876882
NNF

Usually heard when running into walls repeatedly to find the one segment that moves, as in "NNF NNF NNF NNF NNF NNF"
>>
>>3876857
>everyone
I think it's just one or two guys.
>>
>>3876836
>>3876856
Not that Anon but annoying awful music is annoying awful music, metal or not.
>hurr durr pleb
>>
>>3876884
Huh, sounds neat, might wanna try it out some time.
Any mapsets you think it goes well with?
>>
>>3876904
Oh so it was you.
>>
All is fine as long as you guys don't shit on stewboy.
>>
What are your thoughts on use of floor portals and wall portals?
>>
>>3876906
Not him but Equinox is alright with it up until the last level
>>
>>3876906
UAC Ultra works fairly well with Mutiny. Watch for shotgunners.

Thunderpeak is okay, but has a tough start and that part with the Cacos in the room that locks behind you can be brutal.

>>3876913 Ditto. Played a little Jenesis with it and had a good time.

Be prepared for Officers (guys in black and red armor) to end up in places where the normally wouldn't be. They replace imps and have the ability to strafe, which has the side effect of letting them jump off of perches or platforms they're meant to be restricted to.
>>
>>3876273
>Rocket Launcher in MAP02
???
>>
>>3876883
I still need to play the first.
>>
>>3876931
The revenant that appears is replaced with a Rocket Launcher Marine that drops his launcher on death.
>>
>>3876878
If you think that's ear rape you haven't seen shit

https://www.youtube.com/watch?v=u8s4DhpXyhA
>>
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>>3876936
>you haven't seen shit
>seen
>>
>>3876451
I didn't realise this was looping at first.
>>
>>3876936
>he thinks THIS is earrape
https://www.youtube.com/watch?v=XVON0vP8k4s
try some passenger of shit

welcome to level one of the iceberg boy. this is real earrape.

this is literally baby formula. i compiled the best so I could jack off to it.
>>
>>3876936
I'm not gonna lie to you

There's a portion of me digging this
>>
>>3876752
>1 mp
>those lines
Dear god...
>>
>>3876806
I'm guessing E2M9 of Doom is just "get spawnkilled, kiddo"
>>
>>3876954
>>3876936
this is just weird though, it's not any sort of agonizing.

you got anything like edgy?

https://goatsoundstudios.bandcamp.com/track/daniel-tucceri-damaged-i
>>
>>3876935
Ohh so you had to finish the level first, then go back to the secret in order to have a chance at not dying, got it.
>>
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>>3876975
>>3876954
>>3876936

>All this ear rape

we need some AKUUUUUSTIC SOUND in here

https://www.youtube.com/watch?v=7t5gyG_FU1c

>>3876973
Not at all, actually. The Special Forces Marines don't shoot on sight. Sprint for the Plasma Rifle and bait them into peeking the corner. Toss some 'nades out and if you're lucky you'll hit one. If they creep into the side rooms, rush them down.

>>3876986
Never claimed it wasn't bullshit, just that it's not impossible.
¯\_(ツ)_/¯
>>
>>3877006
Huh, it went better than expected, nice going!
Thanks for all the Mutiny webms, since I suck can't play it.
>>
>>3876975
How did you even find this?
>>
>>3877018
I don't remember what I searched for but it's a good album.
>>
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>>3876878
>>3876936
>>3876954
You call those abominations ear rape? Those are merely a walk in the park for me, this was the worst back when youtube was actually a good place to visit frequently!
https://www.youtube.com/watch?v=KRo-1vDlJPM
>>
>>3877018
Actually I might have just been looking for grindcore and it was a new release at the time.
>>
>>3877028
Where's the distortion? Where's the screaming? Where's the fight or flight?
https://www.youtube.com/watch?v=AY3HJqhrkRA
>>
>>3875463
So apparently these are legit, these are the videos they were copied from. So Communist Visor and family-man Ranger are real.

https://www.youtube.com/watch?v=3o7i9O6oi8M
https://www.youtube.com/watch?v=y62N-EDH6P4
>>
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>Doom 4 Rune Trial
>Rich Get Richer
>frustrated as fuck and try over and over
>finally beat it one time while barely trying
>>
>>3877062
>having trouble with a doom 4 rune trial
dumb sissy weeb
>>
>>3875320
First Slade dev build in over a year.
https://devbuilds.drdteam.org/slade/
https://forum.zdoom.org/viewtopic.php?f=44&t=24955&p=986207

Minor image editing tools and some small things.
>>
>>3876936
i mean it's pretty good apart from the first 25 seconds
>>
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>>3877074
No need to be rude, anon.
>>
>>3877062
now stock up on armor, grab the chaingun and hold down right click and then left click
and embrace the dakka
>>
>>3877107
please dont respond to me, sissy weebtard
>>
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>>3877118
Does it make you uncomfortable?
>>
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>>3877114
Actually I kind of prefer using the ammo for the Micro Missiles be-
Oh, wait, nevermind, I can have my cake and eat it if I find enough armor.

>>3877118
What will you do when I respond?
>>
>>3877121
no im trying to write a paper and this animesissy keeps responding to me
>>
Fucking with console commands is way more fun than it has any reason to be.
>>
>>3877123
>>3877121
>>3877107
>>3877062
these better be boys

we homo
>>
>>3876775
What's this gameplay mod?

Hideous Destructor?
>>
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>>3877126
>Stack a dozen revenants on each other
>Approach the pile
>Get killed in one punch
>>
>>3877130
>Local Dragon Woman Punched to Death by Boners
>>
>>3877129
DoomRPG + Deurlorah's ArFursurrnurr
Doorpeg.
>>
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>>3877128
No, just normal girls, with vaginas.
>>
>>3877131
It's a kobold, but that makes it funnier.
>>
>>3877131
>>3877136
Ms. Guncaster
>>
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>>3877131
>>
>>3877135
lame
>>
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>>3877137
jokes on you, i have this thing saved
>>
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>>3877152
Ditto
>>
Pull your goddamn pants up, you fucking degenerates.
>>
why are you posting furries instead of sexualizing existing, thread-relevant monstrosities?
>>
>>3877157
>telling degenerates to pull out pants up
Where the fuck do you think you are right now, Reddit?
>>
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>>3877142
Nothing wrong with loli.

>>3877157
>he says to a thread which on and off has active input into the development of a mod where Doomguy must fuck all the demons
>>
>>3877175
>he says to a thread which on and off has active input into the development of a mod where Doomguy must fuck all the demons

You say that, but Mike hasn't posted here in forever.
>>
>>3877175
loli is just badshota
>>
>>3877175
>>3877176

Doomguy is PURE!
PURE!

Word of god says he doesn't even know what sex IS.
>>
>>3877178
and shota is just loli with dicks
>>
Hands where I can fucking see them, now.
>>
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>>3877135
>>3877175
>>
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>>3877178
Shota is for plebs, loli is for men (and women) of refined taste.
>>
>>3877198
>posts factually incorrect statement while posting the epitome of why loli is bad in that they pleasure old men for money
what did he mean by this?
>>
so uh


quake was fun right guys
>>
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>>3877214
Sure was
you will never see shalrath consume a ranger
>>
>>3877214
Yeah, it's fucking great, I would love to see a remake of the original game, to explore the setting more and more fully realize it (since it was originally kind of rushed and haphazard).

With either original gameplay, or a vague quasi-facsimile like in Doom 4.

>>3877207
Isn't pleasure the goal though?
>>
>>3877214
Yes. Despite being somewhat rushed I think the map design was pretty great.
>>
>>3877220
no being cute is the goal
>>
>>3877230
There's no reason you can't have cute and lewd.
>>
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>>3877130
>bind mouse2 "summon bfgball"
>>
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>>3877214
I enjoy it far more than Doom. Most people seem to disagree.

>>3877218
>have an entire bestiary of things that should not be
>wanting to involve Ranger in your lewd shenanigans
DO NOT

>>3877220
Man, I dunno. Quake is a very, very simple game- you've got a handful of weapons, a smattering of enemy types, and a bunch of small yet extremely well designed levels. You don't even get a between-level intermission map screen or a +use key, just an axe to smack stuff with. A modern AAA game can't be that simple, but adding anything to it risks deviating from what makes Quake 1 what it is- add a railgun or machinegun, suddenly it's Quake 3. Go for more Strogg shit instead of Shamblers, you've got yet another Quake 2 relative. Not to mention how there's even less story to work with than in Doom (and in regards to Doomguy himself)- all the story development on the Quake side of things is in regards to the Strogg branch of things, the original is still "used-future marine gets woken up at 4 AM, everyone is dead, jumps through a slipgate, kills a bunch of shit, spends the next two decades wandering the worlds slowly going insane."
>>
>>3876552
quake 3's were. either that, or very uninspired.
>>
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>>3877230
>>
If a newbie mapper (which would be me) hosted a community mapping project for other newbie mappers, would you participate?
>>
>>3877250
Yeah. I was just getting into mapping.

So my idea is you start in a small room with a single switch and then you press it and all the walls raise up and there's like EIGHTY chaingunners and like SEVEN archviles!!

Nah but jokes aside sounds like fun and some good motivation.
>>
>>3877250
>what is dump/qump
>>
>having trouble falling asleep
>get back up
>scalie bantz in the thread again

Haaah waaw.

To make it more thread-related, what would Kobold Doom be like? I presume you'd be much weaker than your enemies, and you'd have to lay a whole bunch of traps / steal shit.
>>
>>3877270
DUMP is kill though. Term is busy with his Captain Harlock game.
>>
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>>3877239
DO
>>
>>3877239
Quake has machineguns though, the nailgun and the supernailgun, the latter which is orgasmic to fire for it's loud, low pitched booming.
>>
post yfw >fanmade Swanfox 3
>>
>>3877281
Sooo... demonsteele?
>>
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>>3877271
A mod where you play as a character with a considerably shorter height could be neat, but if it was about a weak trapping kobold I'd imagine you would need to have a map set designed around it. Alternatively, if all the enemies were modified you could take a 'Manlet Doom' route, also shrinking down the enemies by using other short creatures like dorfs and goblins in place, with Hell Baron/Knight expies being humans or something.

Didn't Keagan have an idea for a kobold character for GMOTA at one point? Doubt it'll ever actually happen but yeah.
>>
I can't believe there are people who still think Terrywads are funny in [CURRENT_YEAR]
>>
>>3877250
Yeah. I wish there was more people here willing to start /vr/ mapping projects.
>>
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>>3877178
>>3877183
>>3877198
>>3877207
>not going for the superior /ss/
I hope UNATCO/Majestic 12, UAC, Duke Aliens, Shodan Creatures drops MiBs, MJ12 Commandos, Revenants, Mancubbus, Barons of Hell, Assault Troopers, Pig Cops, Enforcers, Protozoids Slimers and Mutated Cyborgs at your homes. That's your punishment for having plebeian tastes. Now beat it before add you both to the list of NSF casualties.
>>
>>3877289
I can't belive there's people with such bad sense of humor in The Year of our Damnator; Baphomet.
>>
>>3877275
NO
ranger is pure
PURE
shalraths, shamblers, fiends and scrags should give you more than enough lewdness to work with

>>3877280
I'd say it's worth differentiating between the two- Quake's nailguns are functionally separate from typical machineguns due to being projectile-based instead of hitscan, aside from the obvious (and cool) visual differences. Q3A has a typical machine gun in comparison- it spins like the SNG but looks retarded (why is the end all bloody? are you supposed to poke people with it?) and more importantly, is a hitscan weapon with no travel time or leading required.

That's the tradeoff in Q1: if you want concentrated damage on one enemy or want to hit something clear across the room, you have to use the nailguns and lead your shots if it's anything faster than a Grunt- if you want to use hitscan you're limited to the single shotgun (surprising range and lots of ammo, but slower and not very damaging), super shotgun (double damage for double ammo usage, but obscene spread past pissing range), and Thunderbolt (massive damage, but burns through rare ammo like Chthon's asshole and range is limited). Then there's the RL/GL which are great ways to blow yourself up in close quarters when that Fiend decides to jump right at your face, not to mention the Shambler's explosive resistance.
>>
>>3877286
>Didn't Keagan have an idea for a kobold character for GMOTA at one point? Doubt it'll ever actually happen but yeah.

I do, I just need to stop being a lazy fuck and get him done. I try to keep quiet about him as of late just to make sure I don't look like an asshole.
>>
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>>3877294
cute boys are only for other cute boys you gigacuck
>>
>>3877296
>Ranger is pure
NO HE'S FUCKING PISSED
HE RAGE-FUCKED SHUB NIGGURATH TO DEATH FROM INSIDE
>>
>>3877302
>implying you can't be pure and pissed at the same time
>not being purely pissed off
>>
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>>3877305
>Being sane enough NOT to fuck the things that should not be.
Pleb.
>>
>beat cyberdemon
>twice
>feel badass
Pretty good so far.

>find a beating heart on a stone pedestal
10/10 GOTYAY

>>3877301
>not loliXshota
Step it up.
>>
>>3877312
>implying they even understand what fucking is
not to mention quake champs, if taken as canon, gives ranger a family
>>
>>3877316
>implying they don't understand what fucking is
explain all the vaginas on shubby
>>
>>3877318
Okay, but first we need to talk about why black people are bad.
>>
>>3877323
is lovecraft /ourguy/?
>>
>>3877323
Oh, black people aren't bad.
Niggers, however, are.
>>
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>>3877298
On that note, how much left is there to do of your overhaul of the base mod?
>>
>>3877316
It gives him a photo of a family.
Not necessarily HIS family.
>>
>>3877327
Redo the revenant, get sprites for the cyberdemon replacement, make replacements for the archvile, mancubus, and mastermind. Overhaul the Blazter, and and finish up the other items for Blaz.

On the plus side the other characters I got planned aren't going to be as stupidly complex.
>>
>>3877331
Who the hell else's family would it be, you nutter?
>>
>>3877339
b-b-b-but my head canon ;_;
>>
>>3877341
I mean, it's totally possible to just say Q:C is non-canon. Its characters are clearly very different renditions of the ones we know anyway, i.e. the jump from Anarki the multi-color-named giggling leet-speaker to Anarki the rich weirdo who does enough drugs to see imaginary worlds.
>>
>>3877346
It's just different, modern interpretations of character designs that, iconic as they are, really only had a paragraph of background and some text chat barks to characterize them.

And besides, if they tried to bring Anarki's old characterisation back in 2017? Leet speak has been dead for a long-ass time, and attempting to more "literally" modernize that would probably end up with some WE IZ LEEJUN bullshit.
>>
>>3877286
>ManletDoom

http://www24.zippyshare.com/v/cRIKztac/file.html

I guess I'm really reaching for the low hanging fruit here.
>>
>>3877352
>attempting to more "literally" modernize that would probably end up with some WE IZ LEEJUN bullshit.
Oh god, you're probably right. It might be better that dead things stay dead, then. Still though, I liked the idea of a happy-go-lucky gamer dude who looks like a walking cyborg freak but only really cares about having fun playing vidya (or what he thinks is vidya due to the visor).

Although now that I think about it, it is sort of weird that out of the bajillions of possible subjects to compete in the arenas, the arena lords just so happened to pick both Anarki and Slash who explicitly know each other in the 'new canon.'
>>
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>>3877364
The Vadrigar also picked a quivering pile of Nazi giblets, went "ehh, good enough" and glued them together into Fritzkrieg.

They half-assed their jobs, is what I'm trying to say.
>>
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>>3877369
What were you expecting them to call him, Sergeant Schulz?

Fair point, though, lazy fuckers who wave their hands at that shit but then manage to give their remote arena observer enough sentience to pick up a gun and start fighting itself.
>>
>>3877373
Well, that's just common sense.

>Cameraman is a giant eyeball doing a perpetual handstand
NOW THAT'S PAPER

>Cameraman is a giant eyeball doing a perpetual handstand that can shoot back
NOW THAT'S PAPER
>>
>>3877375
Plus it seems Orbb is just a bunch of left-overs
>>
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Did a Buttblaster edit of another reaction image.
>>
>>3877380
not enough shells
>>
>>3877369
>Look it up
>That guy has the announcer's voice
So was it like, lore that the announcer was a god before the PS2 version, or what? Cause that's something I didn't know and its pretty fucking cool.
>>
>>3877386
https://drive.google.com/file/d/0B3XueZDrb8__U0hBdm5yNjFrNlk/view?usp=sharing

Do it yourself
>>
i can't believe that ranger is fucking dead
>>
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>>3877393
>>
>>3877394
there is a FISHING OGRE
>>
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>>3877408
>>
>>3877380
looks awful, i have no clue what it is
>>
>>3877417
Have you not heard of the Guncaster mod?
>>
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>>3877271
>>3877286
I would *like* to eventually make a small lizardman enemy a playable class in my mod, less hp while using a stealth-based crossbow, grenades, mines, scavenged weapons, etc. Besides other lizards enemies would be taller than you, would be neat.
This is just fantasy though.
>>
>>3877419
yes
i have no clue what the image is or what it's supposed to represent or what reaction it's supposed to be signifying
>>
>>3877424
it means "i'm a furry"
>>
>>3877421
I would like to hold the books for said small lizardman on its way to its locker
>>
>>3876975
>>3876954
>>3876936
>implying all this is earrape
https://www.youtube.com/watch?v=602_bLagBaw
"Artist" in vidrelated made even more "earrapey" tracks, but I can't post them here because reasons.
>>
>>3877437
the only abrasive element is the ponyfag samples but the most recent soundcloud track is on the right path

i was under the impression earrape was headsplitting frequencies put through distortion and bad microphone let's player yelling or brutal doom multiplayer with chainsaws, not just speedcore
>>
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>>3877424
A still taken from a psychicpebbles video
>>
>>3877445
watch?v=157bgXT4658
Listen to this then, this "track" should be more like what you expected of earrape. ~1:50 is where the action starts.
>>
I don't think I'll use cropped porn for the OP ever again.
>>
>>3877475

Never.
>>
>>3877472
>he's too much of a nerd to tell us.

No it's because I have the common sense to not bring it up in a fucking Doom thread, that kinda info is nobody's business but my own. Now shut up and start talking about actual shit relevant to this thread.

>>3877476
You shut up too, ass-master, what mapset have you been playing?
>>
>>3877134
There's no dagger emote here, but just pretend that I put one here.

call it by it's actually fucking name you pile of inverted chandeliers
>>
>hahaha vores are so fucking slow and stupid I can corner peek them and jerk off while their dumb explodey balls hit the terrain
>death knights now have homing projectiles too and they track you even harder than vore orbs
>my
>fucking
>face
>when
>>
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>>
>>3877475
Maybe not such a terrible decision.
>>
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MEIN FRAMERATEN
>>
Has there been any update, at all, regarding BLACKROOM?
>>
>>3877518
no
>>
Mancubi with revenants for hands.
>>
>>3877517
Your Framerate is kill, followed shortly by you.
>>
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>>3877526
TEN HEALTH FUCKER
>>
>>3877527
NOW YOU MUST CONTEND WITH THE BONE-SHRIMP IN THE CORRIDOR OUTSIDE THAT ROOM.
>>
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>>3877528
He got killed by the one Turmoil he decided to resurrect.
>>
>>3877495
Go, fuck your selves, janitors and mods for deleting the posts.
>>3877480
>You shut up too, ass-master, what mapset have you been playing?
None at the moment. I am busy playing Ys Origin and making a H2H map.
>>
>>3877530
. . . They don't resurrect anything. This concerns me.
>>
why did john carmack think 35fps was acceptable
>>
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>>3877535
Oh, I guess the guy teleported in then. Either way, he got killed by it. Was funny to watch.

NOW THE REAL FUN BEGINS DODGING THESE GODDAMN ACCUSERS
>>
>>3877539
Protip: don't actually go down there, just kill them via the windows.
>>
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>>3877539
I'm not entirely convinced this is possible to survive.
>>
>>3877548
Suab's monsters are unfair as heck, this is not surprising. Just jet back back up and use the advantage of height.
>>
>>3877536
Because when taking into account the quadrilateral motion assisted loss of object resolution granted by cathode ray tube monitors and the processing capabilities of the average home computational device at the time, 30 frames per second or slightly more provides the perfect combulation point on the expolinear scale of performance to responsiveness and anything above is really just extraMMMM.
>>
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>>3877552
Hiding up here like a little bitch seemed to work pretty well. The cyberdemon had a bit of trouble teleporting in, which made things easier.
>>
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>>3877559
help

>>3877558
CRTs generally had a refresh rate at 35fps, yeah. Wolfenstein used 70 for whatever reason. At least they're not Quake's 10fps (which is interpolated to not look like 10fps).
>>
>>3877569
>CRTs had a refresh rate of 35fps
CRTs weren't a problem. Computers were really weak back then and most people had something like 386 or something like that. Also, didn't Quake have 60 fps or something like that? Maybe you need to provide some sources?
>>
>>3877580
hes confusing refresh rate for fps
>>
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>>3877569
Time for an even worse Hell than that map.

>>3877584
Refresh rate is the rate at which the screen updates, frames per second is the amount of frames the game puts out per second. I'm referring to tick rate, the rate at which game logic actually takes place.

>>3877580
Yeah, you're right, it's not 10, it's 20 by default.
https://github.com/id-Software/Quake/blob/bf4ac424ce754894ac8f1dae6a3981954bc9852d/WinQuake/data/TECHINFO.TXT#L953
Quake 2 uses a tickrate of 10, and Quake 3 uses a tickrate of 30.
>>
>>3877589
And Doom has a tickrate of 35.
Funny how the tickrate is directly correlated to how good the games are
>>
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>>3877589
NO GO AWAY PLS

>>3877590
Heh. Quake 2 at least had some cool modding features, too bad all the maps are boring and suck.
>>
>>3876910
he made my favourite map in cchest4 (31)
>>
>>3876836
>>3876856

Have you even listened to the soundtrack in the wad? It's as if the author just recorded his cat walking on a keyboard. It IS awful.

Also, I made no claim that every soundtrack needs to be metal, or of any genre. Music should fit the atmosphere the mapper wants to convey.
>>
>>3876936
sasuga Timeofdeath
>>3877006
>youtube
hey that's pretty good
>>
>>3877589
what mapset?
>>
>>3877250
presumably you'd be targeting zdoom based ports?
>>
>>3877298
you're too nice. the only way you could look like an asshole is if you pasted Goatse onto your face.
>>
>>3877623
Say that to my face IRL and not online and see what happens, cockhydrant.
>>
I HAVE BEEN WANDERING FOR LITERALLY AN HOUR TRYING TO FIND THE LAST TWO MAGIC BOOK BASTARD PIECES OF FUCK

I GOT A ROCKET LAUNCHER AFTER KILLING LITERALLY EVERYTHING ELSE IN THE FUCKING MAP WHICH IS JUST _FANTASTIC_ DESIGN ALONG WITH THAT MESSAGE. ARE YOU TOO _GOOD_ TO PUT A ROCKET LAUNCHER IN YOUR MAP, YOU FUCKER?

I HAVE A SILVER KEY AND NOTHING TO USE IT ON AND THERE'S A DOOR ASKING FOR A FUCKING _PURPLE_ KEY

FOGGY BUTTBOTTOM IS THE WORST FUCKING MAP AAAAAAA
>>
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>>3877623
well I meant asshole in the sense of "I got all this cool shit planned but I have yet to put it to use and I've been talking about some of this cool shit for over two years now"
>>
>>3877625
>>3877628
I don't know which one is Kegan since both of them are equally likely.
>>
>>3877632
I wouldn't use an insult like cockhydrant, it doesn't flow like some of my other insults. Like fuckmunch, bunghole, dingdong, ass-spackler, chungus, etc.

That and I wouldn't use a line as bad as "say that to my face IRL" either.
>>
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>>3877617
SF2012. Had to stop playing for a bit to test somthing for Graf.
>>
>>3877625
>cockhydrant
i wish it were that big!!
>>
>>3877634
i just realised you've stopped putting a blank line between the post number and your reply
>>
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>>3877635
HELP
>>
>>3877637
I was wondering if anyone would notice that. Man this is getting way off topic now though.
>>
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>>3877638
Oh, actually, after getting rid of the fire guys, this isn't a problem because I'm immune to the Accusers' energy.
>>
>>3877635
> Had to stop playing for a bit to test somthing for Graf.
Some ZScript-related thing, I guess?
>>
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>>3877641
MY FRAMERATE IS FORFEIT

>>3877648
Yeah, issue 462. Booleans from ZScript can't be set properly by ACS.
>>
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>>3877649
WHY WHY WHY WHY WHY WHY WHY WHY WHY WHY AAAAAAAAAAAAAAAAAA
>>
>>3877635
what's this on the floor here? looks like a name?
>>
>>3877638
>>3877641
>>3877649
>framerate killing purple particles fucking everywhere
Did someone shoot Dreadnought's wave beam into your game?
>>
>>3877650
YES GOOD.

DIE DIE, DIE DIE DIE.
>>
>>3877650
This kills the framerate and the player
>>
You bunch of degenerate fucks with your gameplay mods. How I loathe you.
>>
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HD-guy or smudgy-guy?

(never mind the poor current scaling for either, and hd-guy will get a contrast adjustment if used)
>>
>>3877657
Yes good, hate us. Your salt amuses me.
>>
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>>3877650
Well, there's map 2 finished. Only 28 more to go!
And somehow I managed 100%.

>>3877651
On the floor? Where?

>>3877659
The HD guy looks cooler, but the smudgy-guy looks more fitting.
>>
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>>3877659
Smudgy guy

>>3877661
>cashews
>>
>>3877627
>two fucking hours and one less than helpful look at the map source
>still never found the goddamn purple key despite noclipping through every inch of the map

This is the freshest hell.
>>
>>3877659
Smudguy
>>
>>3877663
that map looks rad as fuck though
>>
>>3877663
Is that the map I've seen on here before with the secret stuff that only spawns in the map once you do something specific, and one of the vent covers is a bullshit unmarked secret?
>>
>>3877669
It looks neat but god damn does the green and brown wear you out after a while, at least normal Quake has some blue and grey to mix it up a bit.

>>3877671
Close- it's a different map with secret stuff that only spawns in the map once you do something specific, and while it doesn't have the same bullshit unmarked secret trigger near the start of the map, it has instead has bullshit backtracking out the asshole that will ensure you get lost over and over while another half dozen Hell Knights spawn in behind you at every room.

It's by the same author, though. Apparently he doesn't like when people HAVE FUN and find secrets through intuitive level design instead of slowly staring at every ceiling and wall until they find the single button or breakable wall and have already gotten tired of walking around for a fucking hour.
>>
There's a SUAB monsters only mod?
>>
>>3877672
Also, 400+ enemies is an insane amount for a Quake map, which is doubly annoying when a bunch of them are wizard fuckers that spawn skele-missiles that push the enemy count up over 500 and beyond. You don't get to slaughter a room of Imps mindlessly like in Doom because everything in Quake tends to be so much tankier and dangerous.

Oh, and in the newest Arcane Dimensions version, that vent you're thinking of is still there, still unmarked, and still bullshit- that vent texture is used dozens if not hundreds of times throughout the map and- aside from this single instance in the vent- EVERY time it's breakable, the vent is visibly cracked and you can see through the middle of it. The ONLY way to know that this one is breakable is if you shoot it and happen to notice that the impact particles (assuming you even have them enabled) are tan instead of grey- which is not a guaranteed thing as there's a Grunt in front of it who will get hit by most or all of your shotgun pellets assuming you aren't playing with a hook-hand (or if you kill him with your axe to save shells, which will mean having zero chance of accidentally shooting the grate).

I do not like this map.
>>
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>>3877661
>>3877662
>>3877665
I'll go with mr. smudge and his friend then.

This week in /k/ autism: When a monster is killed by a tracer, the bullet may fly out the other side at a slower speed and a random angle.
>>
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>>3877690
>This week in /k/ autism: When a monster is killed by a tracer, the bullet may fly out the other side at a slower speed and a random angle.
>>
>>3877690
Hey it's a bit of a long shot, but could you consider adding the boomerang thing that MagSigmaX was considering adding? Being able to channel suit energy into a returning boomerang and turning into a whirling destructo disc would be fucking cool
>>
>>3877690
better be only for rifles and not pistol/shotgun
assuming pistol is loaded with hollow points
also does it have terrain piercing?
the railgun if anything would have that
>>
>>3877692
They're unfortunately non-solid after they exit. I don't know what flags are set when a projectile dies or if it's possible to reverse them.

>>3877694
I'd no idea he planned such a thing.

Perhaps I could use a hexen style inventory for grenades, medkits and the boomerang? (with hotkeys of course). I think there are empty-handed throwing frames for the standard grenade toss which could be used with anything, like deployable shields or a laser boomerang.
>>
>>3877698
The pistol uses .50cal explosive rounds in the original Project MSX
>>
>>3877698
>better be only for rifles and not pistol/shotgun
assuming pistol is loaded with hollow points
I depends on the PEN stat of the bullet and the DT of the victim. The pistol and shotgun don't penetrate most things.
>>
>>3877701
If you're using ZScript you can just do bSOLID = true.
>>
>>3877684
>tan instead of grey
That would be pretty damn hard to notice to begin with. Screw this guy.
>>
>>3877701
>They're unfortunately non-solid after they exit. I don't know what flags are set when a projectile dies or if it's possible to reverse them.
Is it possible to prevent a projectile from stopping when it hits something now? I wanted that to be a thing for a while. Instead I have to make it keep track of its velocity and direction while in flight with uservars.
>>
>>3877702
.50 AE =/= .50 BMG
>>
Can this be added to the OP from now on?

http://culture.vg/reviews/videogame-art/not-art-doom.html
>>
>>3877739
no.
why would you even want it?
>>
>>3877739
-1
>>
>>3877738
this
it's hefty, but it doesn't have a 2liter coke bottle of powder behind the bullet
also since it's explosive, wouldn't that make it less effective at piercing?
>>
>>3875673
I'd be surprised if we didn't, he's popular and they've already got a model so he wouldn't be hard to add
>>
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>Scythe X
Never ever?
>>
https://archive.org/details/MEGADOOM3

recently uploaded Doom wad collection from the netherlands

anyone know if it has anything unique
>>
>>3877712
>Is it possible to prevent a projectile from stopping when it hits something now?
I re-accelerate it with A_ChangeVelocity.

>>3877705
Thanks man
>>
>>3877831
But its velocities would be 0, you'd have nothing to work with on what vector it's meant to fly at without uservars.
>>
>>3877838(me)
Or A_FaceDirection, I guess.
>>
>>3877824
> introduces new 2 enemy types
> one of which is a pain elemental that's not utter bullshit
> ends
sad face
>>
>>3875320
ZDoom LE (Legacy Edition) 2.8.1a released
https://github.com/drfrag666/ZDoom-LE/releases/tag/2.8.1a

more zdoom forks, this one appears to be intended for old computers
>>
>>3877739
tl;dr
>>
SYWTP Quake link is down, anyone have the image?
>>
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>>3877941
>>
>>3877983
I think this should be updated with specific mods and maps, like Arcane Dimensions, Quoth, Soul of Evil, Travail, the retrojams, etc.
>>
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New thread.

>>3878047
>>3878047
>>3878047

Now that's out of the way, if you want to stick your dick in a shambler, obese xeno, large legs or whatever the fuck then go bloody do it over at /aco/ or /trash/. In fact there's a Doom thread up on the former right now.

>>>/aco/1209422

>>3875331
Since it's gone unexplained

>http://monsterhunter.wikia.com/wiki/Khezu

Big white fuck with no face that shoots electricity and ear rape.
>>
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Kek, apparently the monster doesn't become non-solid before a few tics into its death state, so the bullet will angrily try to drill itself out of there.

Is there away to turn collision off between two specific actors?
>>
>>3878070
looks cool, i can see that being used for macross-style mini misiles
>>
>>3878059
And yes, I'm aware that the new thread is a little early but it's late as fuck here
>>
>>3878082
The tracer itself or the weird sticking?
>>
>>3878117
a bit of both, really.
>>
>>3877747
Depends, a projectile could have a shaped explosive charge, which could give you a lot of penetration against hard surfaces.

Of course, even a .50BMG bullet would be really too small for that to be worthwhile.
If you wanted to make .50AE armor piercing, either a solid machined copper FMJ round, or a softpoint with a mild steel core, would do pretty well.

I mean even a 9mm Luger hollowpoint bullet made from machined copper can defeat a Lv.III vest, so a .50AE would almost certainly over penetrate.
>>
>>3878123
>Depends, a projectile could have a shaped explosive charge, which could give you a lot of penetration against hard surfaces.
That'd shoot out a shower of blood and molten copper on the other side rather than a bullet though.

>Of course, even a .50BMG bullet would be really too small for that to be worthwhile.
Well there are explosive .50bmg rounds for anti-materiel use. I'm not sure if the explosives are behind the central penetrator though. I know they're not shaped charges though, since diameter is the key with those.

>I mean even a 9mm Luger hollowpoint bullet made from machined copper can defeat a Lv.III vest, so a .50AE would almost certainly over penetrate.
Most things in the mod wear futuristic armor or are made of metal, so the pistol bullet will only have a chance of over-penetration for cannon fodder.
>>
>>3878118
Ah, okay. If you wanted a bullet to stick like that deliberately there'd be much more sensible ways than having it repeatedly enter, exit, get stuck, enter again etc like it does now. I think the monster has a hp of like -1000 by the time it finally flies out.
>>
>>3877619
Probably. Is that a good thing?
>>
>killed by shotgun guy in HD twice
>try to load my save
>accidentally delete it

I'm fucking going to throw myself out my window.
>>
>>3878524
What's the point of HD when you can play a proper tactical shooter with a squad?
>>
>>3878696
This. Hideous Destructor feels like someone trying to make the worst version of Arma Imaginable in an engine that's practically older than them, also with zero idea of how to make an intuitive interface.

holy shit the ironsight system is bad.
>>
>>3878696
Because relying on other people usually results in frustration.

>>3879101
Still funner than Arma.
>>
>>3879198
I just don't see the appeal when I can play something far more enjoyable like SWAT 3.
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