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FOUR-LEGGED FREAK

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Thread replies: 552
Thread images: 128

File: spooder.jpg (741KB, 1920x1080px) Image search: [Google]
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DOOM THREAD / RETRO FPS THREAD - Last thread >>3958097

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/idgames/
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 (dead)

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

SOUNDFONTS
https://pastebin.com/y0Mnk9s4

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

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

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

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

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

HIGHWAY TO HELL
-Second phase of map submissions closed
-https://warosu.org/vr/thread/3901193#p3901898

QUMP
-Mapping deadline reached
-https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk

SPEEDMAPPING SUNDAY
-One anon is considering hosting speedmapping sessions every Sunday
-https://warosu.org/vr/thread/3958097#p3960320
-https://warosu.org/vr/thread/3958097#p3962423

=== NEWS ===

[5-2] GZDoom 3.0.1 released; bugfixes
https://forum.zdoom.org/viewtopic.php?f=1&t=56219

[5-1] Calico, a new Jaguar Doom sourceport
https://www.doomworld.com/forum/topic/93946-calico-10-beta/

[4-30] GZDoom 3.0.0 released; FMOD out due to GPL compliance, all QZDoom features merged
https://forum.zdoom.org/viewtopic.php?f=1&t=56132

[4-29] Wraith Revenant released; an asset extraction tool for Nu-Doom
http://aviacreations.com/wraith/

[4-28] Evolution of the WAD Episode 3
https://www.youtube.com/watch?v=Wxl90i97nns

[4-24] New gameplay mod; osjc's Major Crisis
https://forum.zdoom.org/viewtopic.php?f=43&t=56076

[4-23] Adventures of Square updated to 1.4
http://adventuresofsquare.com/news.php

[4-21] REKKR Soundtrack released
https://www.youtube.com/watch?v=qjzTY6dDKHs&list=PLYIx7audKFzxTpbCF1YwKYqAw-_FSV1-Y

[4-17] Latest episodes of both Intermission and Evolution of the WAD podcasts
https://www.youtube.com/watch?v=kNydFHUBt0g
https://www.youtube.com/watch?v=VJpcv_YQ4gU

[4-14] Lithium 1.4 released
https://forum.zdoom.org/viewtopic.php?f=43&t=54904&start=90#p990887

[4-14] gdxBlood Progress
https://www.youtube.com/watch?v=lRGliXZq8XY

[4-14] Anon release; a dungeon crawler mod with three maps
https://my.mixtape.moe/mfzord.pk3

[4-12] ZDoom.org has had a complete redesign
https://zdoom.org/

=== 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.
>>
first for your gay xd
>>
2nd for whens final doomer
>>
>>3965413
3rd for i dunno
>>
4th for cute doom
>>
>>3965407
What about my gay? Leave him alone he's been through enough as is.
>>
>>3965385
I have not, but I will try it out

Just kind of running out of ideas after the usual suspects(Scythe, AV, HR and a few others) so have been trying to think of ones for my friends and I to enjoy
>>
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what went so righy bros?
https://www.youtube.com/watch?v=jjZ6jQ7ssYU
>>
>>3965449
Oh shit, meant to reply to >>3965395
>>
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>>3965450
>tfw we will probably never get a proper modern duke game/remaster due to queerbox having the IP
>>
>>3965454
It works either way with 4chanX since it properly handles (You)s if you create the OP.
>>
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>>3965459
>the pain
Why did these faggots have to get TRS and Duke?
>>
>>3965385
IT'S DOWN TO YOU AND ME YOU FOUR LEGGED FREAK
>>
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>>3965450
>fun and cheerful theme and tone of just "Hey why the fuck not? He's on vacation now!", they take it and just run with it all the way
>very competent mappers (check out their other work)
>lots of effort (pretty much EVERYTHING is given a styling to fit the theme of the game) while keeping the sweet core gameplay largely the same
>really sweet tunes to go with the levels
>just the right kind of challenge and exploration for some relaxed vacation fun
Probably one of the best official expansion packs ever made for an FPS.
>>
>>3965568
Oh yeah, and they got a guy who managed to do a very faithful impersonation of Duke Nukem.

That's not John St. Jon doing the lines for Duke Caribbean, but a guy who does an excellent job imitating him.

Again, 10/10 effort in this expansion.
>>
>>3964661
>>3964738
http://senilesnake.tumblr.com/post/92685465320
>>
>>3965523
It's really frustrating that the man who owns that IP now is Randy Bitchford, but Gearbox is also not doing very hot right now (AHAHAHAHAHAA!!!), so if we're lucky they might go under and have to sell off IPs and shit to cover bankruptcy.
>>
MetaDoom should add a level or boss to Reelism when run together.
>>
>>3965584
What if Devolver got a hold of it?
>>
>>3965596
That would actually make my fucking day.

They at least seem to care about this kind of game. Also it would mean basically a re-release of Megaton (hopefully with some fixes).
>>
>>3965596
Are they still kind of universally liked?
>>
>>3965617
have they published any bad games?
>>
>>3965596
They were behind the ROTT remake, right?
>>
>>3965625
No.
>>
>>3965620
Not that I can think of.

Though Megaton was pretty buggy on release and some people were pissed about that (understandably). Of course, looking at World Edition, the last patch of Megaton must look pretty good.

Shame it's off market now, but I think it was 10 pretty well spent dollars.

>>3965625
I don't think they were.
>>
>>3965620
I mean their attitude towards developers, business practices and such.
>>
>>3965637
I don't think they've ever fucked anyone in the ass like Gearbox has, no.
>>
>>3965637
please elaborate
>>
>>3965385

what's the source for the OP? google is giving me jack
>>
>>3965705
I got it from a /v/ drawthread.

>>>/v/375661497
>>
>>3965712

oooh nice

thanks btw
>>
>>3965568
I miss expansion packs. DLC doesn't feel the same. They try too hard to extend the story instead of just making more fun.
>>
>>3965625
That was interceptor-apogee; and they've apparently done nothing since
>>
>>3965760
Didn't they have a Duke3D remake planned prior to the RoTT reboot that was shitcanned because Gearbox mistook it for a fan project?
>>
>>3965739
I think general knoxx was probably one of the last good expansions that gaybox did
>>
>>3965794
>Gearbox mistook it for a fan project?
Gearbox trashed it because it was looking more impressive than the iteration of Forever they were shitting out. They had given the developers the go ahead before that, iirc, probably because they didn't think it would amount to anything special.
>>
>>3965760
They've made Bombshell and Rad Rodgers since then, both of which were awful.
>>
>>3965739
DLC can range anywhere between something small and absolutely worthless, to something that's literally an expansion. You just have to look at the DLC and judge if it's worth your time or not.

Fallout New Vegas had some alright DLC/Expansions.
>>
>>3965850
Bombshell looks pretty shit.
Rad Rodgers looked okay, but I didn't play it/even know it was out?
>>
>>3965794
Yes
>>
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>imps in doom 3 can pull bullshit 90 degree corner turns in midair when pouncing

>chaingun commandos can fire at full speed without winding up the barrels

>shotgun soldiers never cock their shotguns and can fire indefinitely

>cherubs can jump and slash you instantly as soon as they teleport in
>>
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heh
>>
>>3965874
arborixdemonchaingunner.jpg

Let's just turn all of the chaingun commandos into former shocktroopers from now on.
[teleports behind you]
[unsheaths minigun]]
[STATIC GARBLING, SOMETHING BARELY LEGIBLE INVOLVING YABHUD? AND YHORKANS OR RUNNING WHILE YOU CAN?]
what is it yholl what does it say
>>
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Isn't there a way to make an actor clip through the floor if they're falling? +NOCLIP alone isn't working
>>
>>>/vr/
>>
>>3965932

Yes, +NOINTERACTION allows actors to pass through the vertical borders of the map but nullifies all movement (and all interaction with other actors).
>>
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>>3965960
>>
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>>3965850
>>3965856
So... Any news on the Bombshell Prequel on the Build engine?
>>
>>3965976
what.
>>
>>3965975
>the sprite is just a 3d model screenshot
why did I expect effort
>>
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>>3965981
>the sprite is just a real life photo
why did I expect effort
>>
>>3965981
it's probably made with the same in-engine player model as the actual 3d game. which is equally as lazy.

don't expect quality hand drawn sprites in a 'retro shooter' in this day and age
>>
>>3965995

You know, I'm fine with that. There's lots of retro shooters with CGI guns.

Cybermage, Cyclones I believe, Tekwar, Disruptor, Terminator Future Shock and so on.
>>
>>3965975
Interceptor went bust, cut their losses and reformed as Slipgate Studios. ROTT got buried again, Rad Rodgers got sold off to THQ Nordic and Slipgate is trying to renegotiate with 3D Realms to finish their Bombshell patches.

Don't hold your breath on the Build game ever being finished.
>>
>>3965995
>>3965981
you're weird
>>
>>3966000
Trips of truth.
CGI guns are fine. Hell, the original retro FPSes, Doom and Duke, made extremely heavy use of prop and models.

Expecting everything to be hand drawn is lol at best and willful ignorance at worst.
>>
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>>3965972
I fucked up.
>>
>>3966008
>thinking a sprite scraped up from some high poly model with poor lighting looks weird makes me weird
I'll take it
>>
>>3965985

it was also definitely retouched in post, just like all the clay models and the latex ones.
>>
>>3966010
I didn't say I wanted everything hand drawn, tard. I'm commenting on how they went the easy route by haphazardly working a spriteset from a model without taking things like lighting into account. the plasma gun looks good because it had proper care put into it, this >>3965975 is literally a 3d model put through a converter to look like a sprite, it's way too dark, and the contrast on the glove looks like shit.
>>
>>3966017
looks good to be a Commander Keen replacement.
>>
>>3966029
maybe it's a placeholder, who knows?
>>
>>3966029
I hadn't noticed the glove until you brought it up

jesus
>>
>>3966029
man i fucking wish there was a handy dandy model to sprite converter
>>
>>3966003
Voidpoint (TerminX and Hendricks) are basically doing the Bombshell prequel themselves with their own team, with Interceptor/3DR/Slipgate/etc. providing some general oversight and chipping in some 3D renders and other materials where requested.

Supposedly it's grown from being a tiny little pre-order novelty since it was greenlit and will be a larger project.
>>
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>>3966042
>>
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>>3966030
That's what I thought, I'd like to think I'm being pretty clever here. I got something special planned for the Nazis but I wanna keep that a surprise.
>>
>>3966070
woah spoiler that shit
>>
>>3966046
neat?
>>
>>3965985
>the light reflection makes it looks like the plasma gun in the monitor had just fired a couple of shots
neato
>>
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>>3966073
What's the problem anon?
>>
>>3965972
Why isn't there a version of this that just lets the actor pass through walls and floors, god damn. Tired of fuckups with +NOCLIP and projectiles. Why isn't there a "Ghost" console command either? unrestricted 3d space movement when
>>
Doom's music seems a lot quieter in GZDoom 3.0.0, and I didn't change my settings at all. Is it a bug?
>>
>>3966091
FMOD was removed to make way for GPL compliance.
>>
>>3966096
Oh, well.. isn't this going to cause really loud music volume on maps that don't use MIDIs? I don't want to have to adjust it all the time.
>>
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>>3964643
epic2
but this one is ancient aliens
>>
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>tfw Mike12 is decent at pixel art but is only productive it if it's porn related
>>
QUMP
>>
>>3966132
How is QUMP coming along anyway, now that the mapping deadline has ended?
>>
>>3966136
Last thing I heard was about wwo guys finishing their maps. I guess QUMP will be released really SOON
>>
>>3966098
Incase you do, toss these into the bindings of your gzdoom.ini.

k=eval - $snd_musicvolume 0.1 snd_musicvolume
l=eval + $snd_musicvolume 0.1 snd_musicvolume
>>
>>3966098
but you can adjust midi volume separately if you use fluidsynth
>>
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>>3966096
>>
>>3966153
Oh nice, thanks!
>>3966159
I do not.
>>
>>3966170
Did you skip over that detail in the news post?
>>
>>3966003
>someone unrelated to id and quake using the word slipgate
AAARGH
>>
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>>3966136
we have 2 guys still mapping away, they have weekly goals now to finish, hoping to release by the end of the month!
>>
>>3966098
In fact no, OpenAL by default have a Hard Limiter enabled to prevent Loudness War and in comparison with FMod if you keep the Volume bars maxed, OAL is 2dB lower than FMod, also OAL uses the real dB input from the sounds instead of do what FMod did which was boost the sounds by that 2dB, including music, so if you find a wad with ogg music that have its waves reaching the 0dBFS, it will be fine yet unlike FMod that would start to clip it in +2dB.
>>
>>3966228
It's not like post-Romero id respects Quake 1 enough to make a new game or IP that values its level design principles. You probably give a shit about the term more than they do.
>>
Fellas, how do I record demos in PrBoom?
>>
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Posted in last thread without realizing it was in sage, but what's a good tutorial for creating textures for Doom and Quake? I read somewhere in Quake that you're limited to the 256 pre-defined colors in the game, and the pallet is mostly shades of brown with a little blue thrown in here and there, but is there any way to get around that? Do any future ports remove the color limit? It's hard to make real detailed vegetation without a lot of greens.
>>
>>3966398
>Do any future ports remove the color limit?
Darkplaces and FTEQW, and likely other sourceports that allow for DDS or TGA textures
>>
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>>3966398
I tried adding a little detail on the ceiling struts, I think it looks a little better, but I need to lower the light source so it's not pitch black on the center of the struts.

>>3966431
Thanks anon, I have Quakespasm on my laptop since it runs better and Darkplaces on my home computer, I'll have to see what it takes to use those instead.
>>
>>3966438
I'm sure Quakespasm supports it too. Just look at Arcane Dimensions and all the colors its maps have, and that was primarily designed for QS.
>>
>the talk about zpack and custom monsters at the end of the latest intermission podcast
Zpack's custom monster use sucked because they did it badly and used too much shitty ones or barely used any at all. Who the hell thought it was a good idea to use the guys who leave fragment grenades behind when they die, that just grinds the gameplay to a halt every time you run into those fucking things. Who thought it would be a good idea to put a single SSG zombie in the entire wad, and put him in a closet facing the door so he instantly kills you when you enter. Also one of the first custom monsters you run in the mod is some kind of a baron variant that is COMPLETELY INVISIBLE and has approximately ten billion health, and you fight him in a small square arena surrounded by a death pit. The whole wad is a complete shitshow full of terrible gimmics, terrible maps that overstay their welcome and terrible monster placement.

Also Valiant and AA did not use custom monsters well, same for Scythe 2. The customs in AA and Scythe 2 are retarded shit, and Valiant just replaced the entire cast with monsters that are made to piss the player off. It's bizarre how people always talk about the custom monsters having numbers that are way off and complain about baron variants, but praise acclaimed wads where the custom monsters are way fucking off with plasma marines that kill you in a split second, flying boxes made out of explosions and trillions of revenant missiles that kill you in a split second, and baron variants that kill you in a split second with revenant missiles and tank 100000 damage.
>>
>>3966438
More vertex editing, like the ceiling struts, I changed the wall struts to a triangular prism shape instead of a rectangular one. Left side is the square shape, right is the triangle one.
>>
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>>3966459
whoops
>>
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>>3966462
reduced the number of lights in the hallway, which has created a more moody lighting, but makes the side architecture harder to see. Going to have to keep playing with how much light is right so that it receives some illumination but not too much. I don't really want to use a tiny amount of global lighting, but I might need to.
>>
How's MetaDoom, Kinsie?
>>
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>>3966470
Had the bright (hurr) idea to just better space out the lights. I might add a slight indent downwards next so they're not completely flush with the rest of the ceiling now. Using 5 lights per row was a little too much, this has created a slightly more uneven lighting with a little more spot detail on the floor where the lights face attenuation.
>>
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>>3966484
Last thing before I get back to working our email server, but I created a seperate brush for the lights and dropped them down 2 units on the grid. In addition, I've dropped their light entities from right on top of the brush to slightly below the ceiling strut, which hasn't modified how it shines on the ground very much but lets it cast light on the struts themselves which means no more black edges on downward facing edges.

Tomorrow or this afternoon, I'm going to try and draw a scene outside of the structure (Which I'll probably extend to about half again or twice its current length) to contrast the cold interior with a warm, organic exterior.
>>
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what are some graphically impressive wads with lots of dynamic lights and good architecture?
>>
>>3966329
-record *name of demo* in the command line.
>>
>>3966574
Judging by the retard gamma level and the Y Billboard being disabled in your game i think you don't know what "graphically impressive" means as a whole.
>>
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>>3966646
first, i dont know why but the gamma level on the uploaded picture looks way higher than it does when viewed through an image viewer or in-game.

second, i use full mouselook and enabling Y billboards looks way worse and more retarded when aiming up or down
>>
>>3966574
Reminds me, wasn't there a PNG-fixed Smooth Doom version some made independently, because of palette problems with mapsets like BTSX and Ancient Aliens?
we'll never see the D64 Plasma Rifle and BFG properly implemented
>>
>>3966574
Legacy of Suffering used lots of Dynamic Lights, though it aged poorly and pretty much everybody doesn't like it anymore.

There's also Enjay's Gene-Tech: https://forum.zdoom.org/viewtopic.php?f=19&t=46718
...and Waterlab GZD by him too: https://forum.zdoom.org/viewtopic.php?f=42&t=55741

There's Total Chaos and Hunter's Moon as well but guessing by your screenshots you want play the maps with that mod so i don't think those are an option.
>>
>>3966690
thanks, great stuff
>>
>>3966070
the lift and drop are too fast for mario

other than that, neat
>>
>>3966084
Never, because the Doom engine has literally nothing beyond the vertical boundaries of the map.

+NOINTERACTION is an extremely special case that only exists because it doesn't interact with other things.
>>
>>3966129
You didn't know, anon?
>>
>>3966082
AGITATION
>>
>>3966117
is ancient aliens just a map pack or is it a mod, if its the latter im not playing it (ive got my own comfy mod)
>>
>>3966728
it's a map pack, but it's got some finicky palette issues with other mods if they don't use PNG graphics
>>
>>3965389
new intermission
https://www.youtube.com/watch?v=Zf1Aq6mw68g
>>
>>3966262
this pic reminds me of House Of Pain - Jump Around

-blaaaaaa-bla-bla-blap-
jump around, jump around, jump up jump up and get down
>>
>>3966735
thanks, that sounds doable then

because id take the ancient aliens textures and port those to PNG too and dump their palette since ive got a better one
>>
>>3966737
What will happen when it reaches E4M9?

Map01?
>>
>>3966767
heretic and wolfenstein went up to e6, so the question is what'll happen after e6m9

also mike12 should be the special guest for e6m9
>>
>>3966772
you tried
>>
>>3966793
>whining about /vg/
>promoting unreleased modern games on the retro board
>i can't believe my posts were deleted!!!
>>
>>3966793
Maybe this will cure your modern games autism and you'll fuck off to /v/.
>>
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>>3966805
>YOUR board
>>
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>>3966805
>his board
>>
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>>3966805
>>
>>3966818
>there will never be a map that's nothing but scrolling SP_Face themed while mad world plays in the backround
why live
>>
>>3966832
Shit guys, he trolled us again :(
>>
>>3966837
That just sounds tedious and needlessly disorienting.

I remember there was some game which did something like that for a level though, like every wall and floor surface scrolled in some direction, and it was annoying as fuck, because they pulled you with them, and there were mirrors and shit everywhere.
>>
>>3966735
im converting ancient aliens graphics to PNG format right now, and lashing them up in a PK3

...gonna take awhile, but ill share it once its done
>>
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>>3966478
eye dunno
>>
>>3966878
I had meant that other mods that don't have PNG graphics themselves would have palette problems in Ancient Aliens, anon. But hey, I guess it works for mappers.
>>
>>3966879
Sweet, anyway, any news on weapons or items for V4?
>>
>>3966901
Not yet!
>>
>>3966907
Okay, hope things are going well.
Also, Marveller just released a new video about 150 Doom mods and MetaDoom is 56 on it
>>
About to play Final Doom. Which one goes first, Evilution or Plutonia?
>>
>>3967014
Evilution was developed first and is the easier of the two.
>>
What are the colors of Doomguy's eyes?
Because apparently, him smiling has it blue, while the shocked face seems to show off them being brown instead.
>>
>>3967067
probably brown and the blue is just light glinting off
>>
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>>3967084
forgot pic related
>>
>>3967086
>literally everything in that pic
https://www.youtube.com/watch?v=db2npGbqvAo

also TNO BJ being in it is pretty funny to me for some reason

what if the nazis got a hold of the quad damage would they try to reverse engineer it to last forever
>>
>>3967095
>what if the nazis got a hold of the quad damage would they try to reverse engineer it to last forever

gg ez
>>
is it me or does the Quake Champions Ranger sound like a Jim Cummings impersonation to a degree
>>
>>3965459
we'll probably get another modern duke game

duke 3D world tour edition & duke's bulletstorm tour feel too much like they're testing the waters for another duke game given how badly DNF was received
>>
>>3967084
>you sperg out
i agree, he sperged out pretty hard, especially when he threw a fit and started posting porn
>>
>>3967105
Literally who
>>
>>3967130
https://www.youtube.com/watch?v=WoNFgUjSBTE
>>
>>3967095
>>3967101

24 million, goy
>>
If BJ and Doomguy don't have classic skins
>>
How long until NuDoom monsters have proper sprites?
>>
>>3967203
Considering how few complete sprite replacements we currently have even for Doom 3 monsters? Quite a while, probably.
>>
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>>3966737
wow Term I didn't know you were a white supremacist
>>
>>3967261
guess the other attempts didn't work out and you just went straight back to tried and true, huh
>>
>>3967261
>making the same shitposts for years on end
:^)
>>
>>3967272
your message only showed up as deleted after i made my post.
>>
>>3967275
even funnier when you consider that you've desperately been making the doom babby shitposts for years
>>
>>3967275
>make the exact same shitpost for years on end in the same types of thread
>wow mods are on the lookout now!!
what
are
the
odds
>>
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>>3967247
we have a proper tool to our disposition right this instant.
>>
>MetaDoom
>Don't have a BFG? Spam Tesla Rockets!
>>
>>3966653
Seconded
>>
>>3967284
How the fuck do tesla rockets even work

I see it in some Doom mods and it feels like it does piss all each time
>>
>>3967321

I'd like to see Tesla stuff handled the same way Marathon does, extra damage on cybernetic enemies.
Considering almost all of the heavy bruisers are cybernetic, this would be a nice way to give weapons some late-game extra oomph.
>>
>>3967324
>implying anyone would actually be retarded enough to defend your stupid ass and speak up for you
:^)
>>
>>3967321
In MetaDoom it seems to just throw out a projectile that goes through enemies, and does damage to anyone nearby.
Spam a bunch and you essentially got a Piercing BFG shot.
>>
>>3967412
>2017
>still shitposting about doom babbies after 4 years
>>
oh boy

someone got fired again
>>
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there is no such thing as a bad id software game.
>>
>>3967502
rage?

im kinda joking but didnt this get a fair amount of poor reviews?
>>
>>3967516
It's flawed, but I think it has some good sides to it. Leaves you kind of unfulfilled though.

It's a shame it flopped so hard because I think if they had another chance at making a Rage game they could make it pretty good.
>>
post the very first pwad you ever played you fags
>doom 2 extreme
>>
>>3967565

I can't entirely remember the very first one I've played, but early ones are Dissolution, Daedalus, and Assault on Tei Tenga.
>>
>>3967565
Probably Ghostbusters Doom.

Or maybe it was an old Simpsons Doom graphic and sound .wad, though that wasn't a TC.
>>
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>>3966443
With few exceptions, AD's textures do actually fit into the Quake palette! The bigger change is making use of transparent or semitransparent textures, which is reliant on sourceport.
>>
>>3967565
not technically a pwad - but I replaced the graphics in my doom1 iwad with Barney for the demons
>>
/othermsxguy/ here. Pic shows off an new feature; HUD opacity sliders. You can independently adjust the opacity of numeral, cosmetic, and gauge unit elements in the HUD. You can also deactivate the helmet.

Post any suggestions you have for stuff:

From the last thread:

>>3962958
>What about splitting up the player part and the monster part of the mod?
Added.
>Oh and please fix the reload code for the Orion.
What's wrong with it?

>>3963210
>Where will you release the finished product? zdoom forums, moddb, doomworld, wad archive or other?
Here. I don't think I can release it at ZDoom Forums since it's somebody else's mod and I don't have the original author's permission.

>>3964053
>Maybe add an option for automatic reloads?
Added.
>>
>somebody found the source code of the original StarCraft, made no backups and send it back to the devs

imagine if something similar happened with blood's source code
>>
>>3967772
why the fuck would they do that?
>>
>>3967772
Goddammit what a fucking cuck.
>>
>>3967797
The retardation of Blizzdrones can be absolutely astounding.
>>
>>3967565
town infection
>>
>>3967805
I really miss when Blizzard was cool.

They kind of just sucked after Warcraft III.
>>
>>3967772
reminds me of the xbox "rig"
>>
>>3967516
I've had fun with every single id title I've played because they all allow the input of going fast for the most part. there are very few instances that legitimately require you to take it slower than usual, but never take away the sense of empowerment and agility from the player. even doom 3 can go a bit faster than the intended way if you know where to go and what to do, as is per usual.

I had some good fun with rage, TNO and TOB are amazing, nudoom may be considered a masterpiece from my part. I just love em all.
>>
>>3967848
The secret to making Doom 3 faster is the chainsaw.
>>
>>3967834
Literally what?
>>
>>3967857

Somebody found an original Xbox development kit.

He ripped the guts out, threw them in the trash, and put a pc in the case.
>>
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>>3967257
Aryan weaponry is top tier though. Just compare the shitty (((UAC))) chaingun to this übergun.
>>
>>3967772
>implying the source code for Blood exists anymore
>>
>>3967874

apparently it still does but Warner wants top bucks for it
>>
>>3967874

Its all stuck and locked with Ozzy's 1st record of Crazy train Anon

same goes to Mechwarrior 2 SRC
>>
>>3967871
...... thats even worse then being a cuck and sending it back, my my vison has gone red
>>
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>>3967871
>>
Why arent you guys talking about doom in here?
>>
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>>3967894
heh
>>
>>3967754
>Here. I don't think I can release it at ZDoom Forums since it's somebody else's mod and I don't have the original author's permission.
You could always ask the mods. MagSigmaX has been a complete non-entity ever since his disappearance.
>>
>>3967821
just imagine if they made diablo 2 like that

> oh wait, they made diablo 3 like that though
>>
>>3967903

I am going to ask one of the mods. The fact is, we already have unofficial revamps hosted on ZDF, like JohnnyDoom and Project Brutality and BD: Sperglord Edition.

And it's not like I'm making this into some shitshow; all I'm really doing is cross-IWAD compatibility, additional options that are not enforced on the user, and bugfixes.
>>
>>3967895
Because that's the only thing ever discussed despite being a thread for all shooters and it gets tiring
Someone should quietly appropriate the source codes for the games that haven't been dumped yet
>>
>>3967889
>>3967871
at least if he hadnt shown it or said anything about it, it would be like schroedinger's cat

instead this is /k/ tier
>>
>>3966070

jesus that monster at the end gave me a heart attack
>>
>>3967927
I kinda felt like Warcraft 3 was the last good Blizzard game.

After that the WOW beast ate them and they became and overdesigned everything so it all looked like shit. I mean look at Starcraft 2, the aesthetics are busy as shit and annoying to look at, while in the original game they were clear.

Or Diablo 1 and 2, which looked really cool.
>>
>>3967931
Good stuff, anon, hopefully everything goes smoothly.
>>
>>3967871
Apparently it was a shitty PC at that too. So if they left the fucking thing alone, the person could've sold it for more money and get an even better one. I mean shit, that thing would've been a collector's piece.
>>
>>3967934

[NEDM intensifies]
>>
>>3967938
>tfw I like starcraft 2
guess i'm just that freak of natures
>>
>>3967949
>somewhere in an alternate universe, the meme is instead based on Serbians freezing a puppy to death, it's "Not Even Quake Music," and the song used is this: https://youtu.be/4a7YWBHcYoo?t=172
>>
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All that's left is beating Map32, and I'll be done with Plutonia. I ended up having way more fun with it than I thought; my favorite classic episode is Thy Flesh Consumed, and Plutonia feels like if TFC was expanded into a full game. It got a little stale by the end once it moved away from tough tight fights into more expansive Doom 2 esque levels, but it was a really good ride. I think it might be my favorite IWAD.

I'm slowly coming to understand how exactly I'm supposed to interpret Go 2 It, but I still don't "get" slaughtermaps yet.
>>
>>3967974
When do cacowards happen?
>>
>>3967979

Usually around mid-December. Why?
>>
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>>3967974
>>3967979
didn't mean to quote you
>>
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>>3967934
>instead this is /k/ tier
/k/ tier as in the guys who spray-painted that K98 blue and put a ponyfag sticker on it?

At least with that someone hunted it down and bought it, then restored it to its original condition.
>>
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>>3967934
>>3968013
>>
redpill me on mordeth
>>
>>3968037
did a renegade and fell into bluehell
>>
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Do you turn on the 21 lost soul limit, or do you let these fuckers spit out as much as your computer can handle?
>>
>>3968037

define redpill

"reveal the whole dang truth" redpill, or "the republican view of [subject]" redpill?
>>
>>3968051
release the pain
>>
>>3968054
give me both
>>
>>3968037
The wad, or the dude?
>>
>>3968064
the wad
>>
>>3968037
it gives you deth, only mor of it
>>
If Kinsie's here, a quick critique I have about MetaDoom:
Why does the Axe take priority over the Chainsaw when switching weapons? It is very situational, and the only time I found a good use for it is silently taking out enemies, which usually means I have all the time in the world to switch over to it.
>>
What's /doom/s take on doom the way id did? Just finished all of it, and I don't really know what to think.

I think I liked it? after Ancient aliens, valiant, going down , scythe etc. It does seem pretty underwhelming. The first episode all looks the same to me.
>>
>>3967974
>i still dont "get" slaughtermaps
go 2 it, is an ok introduction. Go 2 it is a pretty early slaughtermap and it hadn't been anywhere close to perfected. That being said go 2 it doesn't play like modern slaughter maps.

Go 2 it there's alot of hiding behind corners with a foothold slowly moving forward. Modern slaughter maps you have to keep moving, while constantly carving a way with plasma gun
>>
Are there any ZDoom mods that feature a pair of enemies that work in tandem like pic related?
>>
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>>
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>>
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Starting Heretic. Are the maps designed for "pistol" start like Doom?
>>
any wads that make use of designs from Dante's Inferno? including any of the adaptations with a kernel of potential
>>
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>tfw too intelligent to enjoy hexen
>>
>>3968356
excuse me?
>>
>>3968306

Dreamscope?

I'd like to use an image-to-painting converter to make textures, but I'm too stupid to set everything up,
>>
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>>3968356
This is more you
>>
>>3968347
Welp, looks like yes.
>>
>>3968356
Wandering maps aimlessly numbs my brain
Like my brain literally feels numb
>>
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>>3968054
Is there a difference?
>>
>>3968375
>>3968347
Or maybe not. Level 3 drops an absurd amount of enemies to deal with just the wand.
>>
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Okay, serious question.
For some reason, whenever there are letters being displayed in the HUD, I get MASSIVE framerate drops.
Like, whenever I open the UI in Lithium or get the "X more maps to go..." message in DUMP.
How do I fix that?
>>
>>3968445
Or am I DOOMED to have this problem forever?
>>
>>3968396
Golems and Gargoyles have Pinky-like melee attacks and relatively high pain chance, so you can easily beat them with staff, what shouldn't be a problem considering how much space you're given.
>>
>>3967981
Usually they get published the 10th December, the day Doom was released.
>>
>>3967284
>MetaDoom
>Balance
pick one

seriously though
-tesla rockets work better than bfg
-lightning gun's ability to permastun even a cyberdemon is plain retarded, same with grenade launcher alt-fire
-soulcube ammo/health drops simply delete ammo management from the game
-minigun turret mode instagibs everything given enough ammo
-railgun 1/2/3-shots most enemies in the game for measly 10 cell ammo per shot
-plasmarifle altfire wipes screens
-and many weapons are rendered completely useless through this "powercreep"

i get it that this is supposed to be a progression based mod, where you find better and better weapons that help you deal with stronger monsters, but in its current state the challenge the new monsters provide isnt enough for the powerhouse that the player acquires throughout a game.

Alternatively i might be wrong and this is just a "have fun blasting monsters away" type of mod in which case i may have sounded like an autistic "muh vanilla balance" fagget
>>
>>3968523
Gauss Cannon seemed to do equivalent damage to a rocket launcher, and for more ammo relative to the max ammo.
Lightning Gun is definitely so good. It's primary is so ammo efficient. Get tired of a map? Run around with it for a while and just carve through the enemies.
Surprised you didn't mention Syphon Grenades also stun. Heal + Stun Locking, don't even need to pull your Lightning Gun out.
I didn't use the Plasma Rifle honestly, I got the Lightning Gun first and it was so good I couldn't see the Plasma Rifle holding up.
It's pretty fun, will play with it again if I'm in a slump between mod updates, or if it gets a new update.
>>
>>3968534
well yea the syphon grenades can stun too, but so do the tesla rockets by locking the enemy into constant pain state, especially if you throw 5 or 10 of them at once
>>
>>3968540
But those slowly move away, don't they? I didn't try them for stunning.
However, I did annihilate a Mancubus crowd just by throwing like, half of my held Tesla rockets at it, so they're especially powerful if you throw them like that.
If the mod dev isn't too keen on that, he should look into delays between throwing grenades. Doesn't need to be long like D4D or D4T's, since you have infinite of those.
Either way, I found this fun, and will continue to do so whether he decides to keep to the current mayhem, or decide to weaken these weapons.
Also, Chainsaw should pull out before the Axe, please.
>>
Where can I download a Duke 3D Megaton edition that I can run on eduke? The one on piratebay is apparently buggy/not 100%.
>>
>>3968643
i believe all you need is the duke3d.grp and just put that into your eduke32 folder

https://mega.nz/#!Q4V0DD7R!FX6v-e2h_FgCHEeaABxRJ8dty5uz9QImIR7bDJitRvs

i dont have the expansions sorry
>>
>>3966737
Did he say "nig" as a way to say "steal"?
>>
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>>3966398
With the help of Doomthread, I have created my first texture from scratch and imported it into Quake. Thank you Doomthread.

I still don't know what the purpose of these triangle thingies are though, and it'll likely just serve as a practice image. Oh well.
>>
>>3968829
"nick" perhaps, since that's a common slang term for petty theft?
>>
>>3968832
Looks really 3-dimensional. Neat.
>>
>>3968832
nice Quake Quilt
>>
>>3968860
It does look like a quilt.

Can be used to cover a bed, maybe color the individual pieces ranges of faded matte blue and red.
>>
>>3968875
Quake: Comfy Edition
>>
>>3968453
E1M3 has 42 gargoyles, 18 fire gargoyles, and 35 golems. That's asking a lot with no items at the start.
>>
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>>3968832
>>3968860
>>3968875
>>
>>3968894
>no mapset where Ranger goes through the Slipwardrobe incident

Why live?
>>
>>3968901
>Slipwardrobe incident
Ranger in fucking narnia? sign me up
>>
>>3968904
>The Ranger, Shambler, and the Wardrobe
>>
>>3968860
>>3968875
I guess it could be used for that. I was going for a sort of fabric-cloth type thing, but mainly it was the only tool I knew how to use in GIMP.

>>3968857
Next up is trying to figure out the bump mapping or whatever it was to improve the 3d effect.
>>
>>3968918
>Next up is trying to figure out the bump mapping or whatever it was to improve the 3d effect.
Pretty sure you need Darkplaces for normal maps.
>>
>>3968453
>>3968891
No, wait, it looks like you're right. It really is just a whole lot of fucking plinking away with the wand and using the staff when there's only one or two enemies. What a bummer.
>>
What's new in GZDoom? I haven't played in like a year, will I experience noticeable changes?
>>
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>>3968919
Oh, I didn't know. I have DP, but I use QS for laptop work. Guess I'll have to switch, normal maps look awesome when done well.
>>
>>3968942
>Oh, I didn't know.
It's because only it and Tenebrae have advanced lighting systems to my knowledge.

>>3968941
Yeah, options for a whole bunch of new graphical effects. And "doomscript" is now a reality (called "zscript"), so modders have been going crazy with fancy coding.
>>
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>>3968958
Doomscript is here?
>>
>>3968958
How is zscripts documentation?
>>
>>3968941
Actually there's been a lot, with ZScript, a slew of new graphics options, QZDoom (truecolor software renderer fork) being merged, Randi leaving, and FMOD removed to make way for being compatible for GPL licensing.
>>
>>3968961
Yes. Even menus and statusbars were recently added to it. Documentation lags behind implementation though.

Oh, randi quit zdoom and it's officially dead, but GZDoom has experienced extremely accelerated development. QZDoom (trucolor software renderer) was also merged with GZDoom.
>>
>>3968967
Depends. Some subjects are well documented, some are not. There are people chipping away at improving it.
>>
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Walkway in a cliff floating over the grass.
>>
>>3968976
The beginning phase of developing the official poor man's Half Life 1
>>
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>>3968981
>>
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>>3968832
>needlessly high res texture
>no borders
>doesn't use 1 pixel = 1 map unit scale
>>3968918
>bump mapping
fucking gross

>>3968910
this post is majestic, though
>>
>>3968140
i think you're missing the point, it was literally designed NOT to be original or groundbreaking in any way
>>
what's with certain music not playing in certain wads? i was playing community chest 4 and the first map's track didn't play at all until right when i was near the exit. does it have something to do with openAL or something?
>>
>>3968910
>The Ranger, The Shub and the Slipgate
>>
>>3969003
>I QUILT
H-He was only joking Anon
>>
>>3968942
>DP
teehee
>>
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>>3968894
Here ranger, Have my sleeping bag.
>>
>>3968972
Hm. I'm looking forward to checking it out. I've done some scripting in the past, but not a lot of real programming, so I'm curious how far over my head it will go.
>>
>>3969090
cute
>>
Random idea for Highway 2 Hell:
Camp Romero:
Before entering the camp of course, within the woods, you quickly meet Romero's impaled head working at his gas station/convenience store, put there for campers.

Naturally; this is a CAMPING TRIP themed breather-level! Get your pet cacodemon and hang out with your hell-buddies. Tour around and visit the lake, go on the trails, play in the field, or descend into the caves and go to oremoR pmaC; the hellish, inverted version of the land above; though do be careful, the hellish reflection of Camp Romero is UPSIDE-DOWN in addition to being in hell.
>>
>>3968034
I remember this, picked it up from somewhere else. I laughed so hard I shat.
>>
>>3968972
How does one get into doomscript? Is it map based? Wad based? Both? I assume its more like ACS than decorate?
>>
>>3969096
Since there's very little work involved converting DECORATE to ZScript (flags and properties need to be enclosed in Defaults{stuff;}, need a semicolon after each frame definition) you can start experimenting with a little zscript stuff here and there until you get the gist of it. Look through GZDoom.pk3's zscript definitions for all actors if you want some good examples.
>>
>>3968251
>>3968306
>>3968312

> this absurd bullshit again
>>
>>3968312
would look better without a status bar
>>
>>3969134
ZScript is wad/pk3 based and not map-based. For actor control, which for most people will be the primary use, it's like an enormously expanded DECORATE. Almost no stupid workarounds and inconveniences or ACS calls, you get almost raw control of how the engine handles things internally (if you wish).

It can also do interfaces like menus and status bars, as well as "event handlers" which I'm not programming-literate enough to explain.

For simple level control like platforms, multi-function buttons and whatnot you're still better off with ACS but this will probably change at some point.

You get into it by reading the wiki pages, lurking the two big zscript threads on ZDF and checking out the definitions in gzdoom.pk3.
>>
>>3969004
It's still an integer scale. 1/4 of standard size, I think it works well. Doesn't jive with the native textures though.

I think the biggest flaw though is it doesn't use the Quake pallet, but those things can be rectified later.
>>
>>3969152
I appreciate the infodump, anon. This sounds very promising!
>>
what could cause a "not responding" hang upon loading a savefile?
>>
>>3966456
Are the AA stealth troopers and missile skulls really THAT horrible, though? The first ones, while packing heavy firepower, are perfectly possible to dodge and have very low hit points. I'd say a room full of them is a tough but perfectly fair challenge, and certainly more than one with chaingunners. The spinning skulls, meanwhile, are very slow, have low hit points, and their elevation tends to cause missile misses more frequently than with Revenants. And since they explode, clearing clusters of them becomes fairly easy.

They both force you to be on your toes, yes, but they are nowhere near unfair on the level of regular Realm 666 shit. You're blowing it out of proportion.
>>
>>3969127
he's back
>>
how many images per post can you post on this board? It's been ages since I used 4chan.

not spam. gookmoot fix your shit
>>
>>3967130
Pick a random cartoon you watched as a child. Decent chance Jim voiced somebody in it.
>>
>>3967105
It's Trent Reznor doing various noises. No joke.
>>
>>3967565
does Freedoom count
>>
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>>3969169
try 4chanX
>>
>>3968054
the Republicans keep delaying episode 2
>>
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http://www.mediafire.com/file/a47n773aivg5rv5/ALIENS_The_Ultimate_Doom_Beta_9.2.pk3

https://mega.nz/#!XA4gnJqK!KNtDJAEM8YVTd5ZkTENpYMWA42od4_59wf4RlWvskrA

Aliens The Ultimate Doom

I made a bunch of modifications for it because it wasn't difficult enough and wasn't completely to my liking. I already posted it on cripple/v/ maybe once or twice but since then I changed a lot of stuff, mainly sounds. I wanted to make the mod more horror-like, less like vanilla doom in terms of gameplay, the xenos more satisfying to kill and even a single one an actual threat, and I figured maybe some other anons would like the changes I made or wanted to make it themselves but didn't want to waste the time doing it all.

Apparently it's not possible to add sounds (I tried adding them to SNDINFO but to no effect), just replace sounds that are already in the mod, which is why I was lucky this particular mod had a LOT of unused sounds just waiting to be replaced and used for something else.

Also for some reason all the shotguns can be realoaded when full which will waste a single point of ammo. I don't know how to correct this yet.

Another thing is that I couldn't edit the flamer class so if you play with the flamer guy you'll be twice as fast as you should be, and for god's sake don't use the droid class if you're gonna play co-op or your mates will waste all their ammo shooting at you thinking you're an enemy. I guess this makes the commando and smartgunner the only classes that actually work for co-op, if you ignore the fact that player sprites are all kinds of fucked up because the author didn't give them much thought (your characters slide along the floor instead of walking and before my changes they also disappeared when shooting.)

For the next version I want to unfuck the player sprites, the shotguns, maybe change some weapon sprites, change the main menu appearance and the HUD.
>>
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>>3969205
"All right, sweethearts, what are you waiting for? Breakfast in bed? Another glorious day in the Corps! A day in the Marine Corps is like a day on the farm. Every meal's a banquet! Every paycheck a fortune! Every formation a parade! I *love* the Corps!"

Changelog:
>changed the menu click sound
>got rid of the annoying motion tracker blip that you couldn't turn off (replaced with nullsound)
>menu music is now either the classic "MOTHER" startup sound or the main title from ALIEN
>music that plays between levels also got changed to ALIENS tracks
>replaced the music that played during levels (windy sound) with a nullsound. Will probably try to find a more fitting ambience in the future
>aliens have actual acid blood now (it's not just for show anymore). Kill them before they get too close or you may get splashed.
>aliens kill you in 1-2 hits without armor, 2-3 with armor, 3-4 with apesuit. Praetorian kills you in 1 without armor, 2 with armor, 2-3 with apesuit.
>0.5 player speed. No more walking at 40000km/h and running circles around the xenos. This used to make them such a joke. It's still possible (albeit a bit more difficult) to run around one of them, dodging it's attacks, but doing it with more than one is not recommended
>health pickups are rarer and heal much less. It didn't make a difference if a xeno just ate through half your HP when you could just pick two or three health items and be at full health again (and they were EVERYWHERE). Now injuries mean something. DON'T GET HIT.
>guns shoot hitscan because projectile was too slow and kept getting stuck in everything (windows, walls, raised floors, corners, clutter, EVERYTHING). I thought it made more sense for a game like Doom with short distance engagements (I also didn't like how the tracers looked and didn't think they fit). Turrets still shoot tracers.
>>
>>3969205
>Apparently it's not possible to add sounds (I tried adding them to SNDINFO but to no effect

If you put a file named "bloop.wav" in the Sounds folder of a pk3 (and I assume between appropriate markers in a wad) you can just type
>bloop bloop
in sndinfo.pk3.
>>
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>>3969212
>to counter the above, droids (and marines) were given a bad case of "stormtrooper accuracy" so they won't kill you instantly from 4km away. This gives you room to maneuver and shoot back. The longer the distance the worse their aim (and yours), so you can take a risk and sprint from cover to cover for example, retreat to a safer place, or bait them into following you (baiting them is the most efficient way of killing them).

HINT:
The "Tactical Pulse Rifle" that the combat droid class starts with is a bit more accurate over longer distances (zoomed fire doesn't work as it should, though, don't try to use it) but it comes without a grenade launcher

>all guns got their ammo values reverted back to normal amounts. Rifle went from 60 to 95 per magazine, smartgun from 100 to 150, flamethrower from 50 to 100. Ammo is rarer to find and xenos have just a little bit of additional health. They're also just a little bit faster now, meaning all of them, not just the runner, are faster than you, but only a tiny bit
>new sounds for every weapon, including shooting, reloading, dryfiring and grenade firing for the rifle (minus the VP70 pistol). I used the most true to the original pulse rifle and smartgun sounds I could find
>weapons are more powerful (compared to original mod, not my earlier changes).
>it only takes a burst of about 6-10 bullets to kill normal xenos (drones, warriors, runners), but they like jumping around to avoid fire so you'll end up using more
>new sounds for turret (firing and active sounds)
>a lot of new and replaced sounds for xenos, predators, facehuggers, eggs, praetorians and queens,one or two for marines and droids are not so noisy anymore
>xeno steps are much quieter and they don't hiss as often

>>3969213
yep that's what I tried but the mod didn't recognize it for some reason, so I had to make do with what I had
>>
>>3969213
sndinfo.txt I mean, sorry.
>>
>>3969212
But do the dropships spawn chaingunners?
Do the facehuggers take an entire 50 bullets to kill
run faster than the fucking roadrunner
and turn into fuckshit aliens in all of ten goddamn seconds going
andele andle
fucky fucky?
>>
>>3969216
Was the sound name more than 8 characters?
>>
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>>3969216
>new sounds for some ammo pickups, throwing flares
>grenade direct hit damage increased, splash damage decreased. You need to actually hit your grenades now and you can't kill a whole group of xenos with a single one. Will probably fiddle around with this in the future
>pump-action shotgun fires 10 pellets instead of 7. You couldn't kill a drone with a single shot from point blank before. Now you can.
>praetorians have a little bit more health, are a little faster than runners (owing to their sheer size) and are much more resistant to stagger/pain.
"It just keeps coming!"
- Marine, shortly before his death.

>marines are no longer immune to acid blood
>marines with guns can't shoot you in the back and neither can you shoot them (grenades and flamethrowers can kill them, though), but flamers can still kill you accidentaly (this was unintended but I guess it makes sense)

>>3969223
Shit, that may have been it. Why didn't I try this? (And why didn't I notice that all of the sounds were 8 characters or less?) Maybe I have brain damage.
>>
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>>3969227
>apesuit makes you completely immune to acid, but getting hit by acid depletes its durability very fast
>predators are no longer the absurd bullet sponges they were in the original mod, but every one of their attacks is much more lethal
>standing in the way of a disk will kill you instantly but dodging it, even if not completely is usually enough to make it just graze you instead
>a single plasma bolt to your center mass will kill you unless you're wearing an apesuit (it will still fuck you up good with an apesuit, though)
>plasma bolt is much faster now. To dodge it you must be at least some distance away from the predator or have some kind of cover to hide behind. Careful with the darts too, though these are usually the easiest to dodge since he takes a while to fire them.

HINT:
Flamethrowers are not really better than other weapons in most situations, but they are incredibly powerful against both very dangerous enemies like predators and praetorians (they stunlock them), and large groups of enemies in confined spaces.

That's all if I'm not forgetting anything. Tell me what's good, what you think could be better etc.
Maybe we can play this co-op one of these days.
>>
>>3969169
Just one.
>>
>>3969205
>>3969212
Neat shit. I cant offer a lot of feedback because I'm not good at it, but this is cool
Thanks for it
>>
Any good maps that you guys would recommend for Quake? I just finished The Altar of Storms, it was pretty interesting despite its short length. Complete with a bossfight at the end.

Someone recommended the Rubicon Rumble pack, but what else is great out there? Any maps similar to One Thousand Cuts, where you choose your own way throughout the level rather than follow a set path?
>>
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>>3969227
forgot this one:
>xenos have a bunch of additional death sounds, including the classic elephant scream

imgur link with the rest of the images:
http://imgur.com/a/Qwlot
>>
>>3969256
I really hope you've heard about Arcane Dimensions, because it would be a shame if you didn't.
>>
>>3969273
Shit, I forgot all about AD. I even have it downloaded, but I haven't loaded it up yet. Guess I know what's next on my list.
>>
>>3969273

A/D sucks

its just single maps that all go back to the same entryway without letting you keep your weapons

also the sky textures are needlessly high resolution, this isnt a high res game and having HR skies is a stylistic mismatch
>>
>>3969294
High res skyboxes don't really bug me all that much thankfully, unlike mismatched high res textures next to low res ones.
>>
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Got to admit, I forgot how fucking hard the Aliens mod was and you've only made it harder, anon.
>>
>>3969307
but is it a good kind of hard? it plays well on the maps I usually use but the random spawning can fuck you right in the ass. That only makes it more fun for me. There are some situations that you're not supposed to survive, I guess.
>>
>>3969296
I do, they're not something I see much, and spending that much system-hogging resources on them means it grinds everything else down.
>>
>>3969310
Well i've noticed that I can have a few straggler enemies here and there, but when the game decides to fuck me up the ass, suddenly ten aliens all rush out of a cooped up room. It's kind of a recurring thing, and it gets obnoxious since it basically assures your death no matter how much ammo or weaponry you have depending on how close that opening was to you.
>>
>>3969318
turn around and run? let them chase and gun them down as they spread out? if anything a situation like that teaches a lesson to not stand your ground
>>
>>3969318
yeah there are some maps that are simply not playable with this mod and that goes for the original, non modified one too.
over time I learned to be really cautious and suspect every nook and cranny and that helped me greatly with those "monster closets" that spawn a buttload of xenos

>>3969339
yeah you should always be walking/running backwards when facing more than one, since they can lunge at you and if they don't get you, the blood will. this cannot be played like regular Doom. running for (relative) safety is a very valid tactic.
>>
>>3969318
>>3969356
also:
>>3969231
>Flamethrowers are not really better than other weapons in most situations, but they are incredibly powerful against both very dangerous enemies like predators and praetorians (they stunlock them), and large groups of enemies in confined spaces
>>
>>3969356
Yeah, if a map has a large number of enemies and/or a preference for monster closets, and is primarily small halls and close-quarters fights, you're boned if you can't get a flamethrower or sufficient ammo beforehand. Retreating can only do so much and one good swarm can overwhelm you in things like Epic2.
>>
Okay bUT HOW THE FUCK DO I BEAT THE PREDATOR

It was a cool OH SHIT moment when a squad of xenomorphs suddenly got butchered by three flying dots, but, uh, now I'm stuck.
>>
>>3969356
I never play like regular doom. For example in Plutonia2 map06 I run all over the damn level bottlenecking enemies and getting them to infight.

Grab the blue key, the revenants are unleashed, ill drag them all the way back to the Berserk where the crates are.

I dont exactly care for getting 100% on kills or other stuff (except secrets, if I know where they all are). Game doesn't penalize you for that in any way but I do try to keep it above about 85%.

So yeah, ill just give enemies the runaruond and get them stuck somewhere sometimes if they didnt infight to death, and I just leave them behind.
>>
>>3969372
Does zdoom have predictive aiming behavior now?

Like dodge sideways and the enemy leads the target to try to hit you over there?
>>
>>3969369
sometimes you also get unlucky with the ammo spawn and there aren't enough/any marine friends to add to your firepower (or turrets).
I completed vanilla Doom I (minus the bonus chapter), DtwIDd and suspended in dusk with this so it's definitely doable. It's probably a bit easier in co-op, but then ammo becomes more of a problem.

>>3969372
flamethrower or auto shotgun. either that or throw a grenade on his ass (if you can get him to stay still for a bit) and then dump some ammo on him. he doesn't actually have that much health (he can't kill a praetorian by himself for example unless he softens it up before getting close)
>>
>>3969380
you're probably talking about the plasma bolt. you need to dodge it just before he fires it (or you can just take cover behind something if there is any).
>>
>>3969394
I was asking if this kind of behavior is in the engine yet, because I want to use it if so.

no im not playing that freakin aliens mod
>>
>>3969402
Sorry, but you were quoting the other anon, so I assumed you were.
>>
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This electric explosion effect turned out pretty well for a first try.
>>
>>3969407
I want to take the Cyber and randomly have one of his rockets lead you as you're dodging. Having him lob rockets sideways like a mancubus just doesnt do the trick, it needs to be based on the direction you're going.
>>
>>3969402
Yes, you can absolutely do predictive aiming. You need to figure out the math and code it yourself though. I'll be having a go at it myself soon enough though and I'll be sure to post it here.
>>
>>3969414
> since I dont code, and I certainly dont do math
> this means im looking for someone else to do it

> though my query was more along the lines of possible within DECORATE scripting
> I dont operate outside that really
>>
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Is this actually worth learning if I already know my way around worldcraft?
>>
Speaking of Epic2, i'm almost tempted to try to find a working Marathon mod for Doom and go all Pathways into Darkness with that mapset or something.
>>
Somebody should hire firefly to make a script that attempts to sync tagged lights to the current map music.
>>
>>3969416
> though my query was more along the lines of possible within DECORATE scripting
Yes, and my answer is that you can do it but you need to calculate the angles with the data available to you.
>>
>>3969420
Have you tried Samsara?
Not sure how the Dual-Wielding Shotguns work now though, I heard they broke with newer versions.
>>
>>3969439
I know that dual-wielding any weapons in the old Marathon mod by itself also broke, so I guess that's just a general problem with GZDoom.
>>
>>3969412
>I want to take the Cyber and randomly have one of his rockets lead you as you're dodging.
colorful hell literally does this exact thing. Look into code for that i guess
>>
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>>3969439
Turns out the dualies work perfectly fine.
>>
>>3969419
I don't mind it as a replacement for WorldCraft, if only because it runs better on modern computers. I think it's either that or Radiant's third party Quake 1 module.
>>
mfw reading through carmack's twitter feed
>>
>>3969450

Usually we have things like Functions to categorize an entire tier of behavior and just say "Do this thing, with some parameters"

Edge doom had this back in circa 2004 so im surprised it never made it into zdoom.

A_LeadTarget should be a function at this point, years ago.

Kinda thing you call right before an attack with a 0 tic frame which would work like facetarget except (faces the direction appropriate to where you're going to be).

Complex seeking behavior like the Lock On Launcher posted recently should also be a function at this point.
>>
>>3969416
I've already seen this done here on /vr/, a long time a go.

Really, just
>scroton
>>
>>3969493
Be careful, he gets summoned as soon as anyone mentions his name.
>>
>>3969467
How do you even start dual wielding the shotguns anyway? I collect two and then I can't pull another out.
>>
Does Samsara work with GZDOOM 3.0.0?
>>
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Which of these is better for a magically sealed door, /vr/?
>>
>>3969509
You have to get another shotgun map pickup rather than from the enemies, and then altfire to pull it out.
Which means if a mapset doesn't have multiple shotgun pickups, you may not be able to access the dual shotguns.
>>3969512
Works for me and I use the SVNs.
>>
>>3969513
I'll go with left
>>
>>3969513
Left, switches to right one when raising
>>
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>>3969513
I really fucked that up. Here's in a viewable resolution.
>>
>>3969478
Why not use Jackhammer if you only seek a replacement for WC?
>>
>>3969513
Left, switches to right when activated.
>>
>>3969514
That explains it. Thank you, anon.
>>
>>3969524
>>3969513
I like both. Definitely use the right if it's in a red room.
>>
>>3969528
I thought jackhammer was no longer a thing?
>>
>>3969524
>>3969513
Left for normal door, red for sealed door.
>>
>>3969541
http://jack.hlfx.ru/en/download.html
I'm not sure if development halted, but the program works.
>>
>>3969185
Not in Q:C it isn't.
>>
>>3969294
>its just single maps that all go back to the same entryway without letting you keep your weapons
Yes, that's how most map packs work. Interconnected maps are for full episodes, individual maps are for group efforts. It makes it much harder to make your map if you have to build it around what equipment a player might have at the end of someone ELSE's map- and you can wind up pretty fucking powerful by the end of an AD map with full cells and 200+ red armor (thanks to shards).

>>3969294
>also the sky textures are needlessly high resolution, this isnt a high res game and having HR skies is a stylistic mismatch
I'm not a huge fan of 'em, but let's be honest, the default skyboxes look like shit.
>>
>>3969312
>spending that much system-hogging resources on them means it grinds everything else down.
time to upgrade the amiga, gramps
>>
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>>3969580
sorry but A/D gets a 2/5 from me because of that, and literally only because of the weapons and some of the monsters

im not going to be playing it again, ill keep it around just as an architectural reference

if it was each individual map being loaded individually (such as 1000 cuts) then id rate it much higher

a hub like this compels me to believe this is multi-episode expansion with each option from the start hub being a series of levels, and it pissed me off *to no end* that not only was each one just a single map, but that it wasnt even playing them sequentially

> the hub is just a motherfucking map chooser, motherfucking what the mother fuck goddamnit
> just split them into fucking individual maps and ill just run them individually like any other thing
> what the mother mother fucking fuck

also some of the maps are rather huge enormous things, that should be separated into sequential maps within an episode (400+ monsters in the swamp map, are you kidding me)

I want at least 4 Maps behind each of those start hub portals.
>>
What are some good programs for planning out maps in advance? Graph paper works, yeah, but its annoying to have to tape together more and more to expand it and work with a desk lamp.
>>
>>3969609
hubs are awesome shut the fuck up
each doorway SPECIFICALLY TELLS YOU that you are going to exactly one map
it doesn't say "episode 2: dimension of the dork," it says "ad_crucial: the crucial error"
this is nobody's fault but your own you double-spacing fuckwad, and i hope you don't have the same bitchfit when QUMP drops

i cannot believe you're giving it a 40% rating because you fucking suck at video games and are playing on a C64 with a busted tapedeck

>just split them into fucking individual maps and ill just run them individually like any other thing
so put on your big boy armor, open the console and run them individually like any other thing, you shitter
what the shitting stomm are you complaining about NOW

>that should be separated into sequential maps within an episode (400+ monsters in the swamp map, are you kidding me)
i'll agree that swampy buttbottom is bullshit and needlessly long to the point of becoming boring though

>I want at least 4 Maps behind each of those start hub portals.
i want you to aim better
>>
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>>3969616

The hell? How big are your maps?
>>
>>3969641
Not big, I just treat graph paper squares as 64x64
>>
>walk over lindef
*runs at you in under a second*
*fires plasma gun at you point black*
nuthin personnel
>>
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>>3969205
I already found some problems with some of the last minute changes I made + some stuff I forgot to do.

>pump action shotgun uses the other shotguns firing sounds even though I had a sound prepared to use
>praetorian is too fast,needs a little more HP
>predator needs a little more HP and maybe some AI changes. currently marine and droid groups take them out too consistently
after some fiddling I can say giving them the +ALWAYSFAST and +MISSILEEVENMORE flags give them a good fighting chance and it also makes them more effective against alien groups. Seeing them drop three or four aliens with the plasma caster from afar before they even get near him is very cool.
>commando starts with unloaded pistol and a mag and a half instead of a loaded mag and an extra one

>give commando a pump-action shotgun as bonus starting weapon? and for smartgunner give extra ammo or something like that maybe?
>additional starting primary and sidearm magazine for everyone to account for rarer ammo spawns?
>5 starting grenades instead of 3?
>1 starting turret for everyone instead of only commando? No turret for anyone?

What else? Any ideas?
>>
>>3969669
scythe 2 is pretty bullshit yeah
>>
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>>3969669
>>
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>>3969672
>>
>>3969678
good improvement
>>
>>3969678

Hi Sodaholic.
>>
>>3969619
>I want you to aim better
you ran out of comebacks that easy
>>
>>3969713
you didn't deserve another one
>>
>>3969619
>i cannot believe you're giving it a 40% rating
I can't believe your anus has this bad a rash over such a simple fucking post.

>because you fucking suck at video games
what.

>and are playing on a C64 with a busted tapedeck
he said it was because it clashed with the aesthetic though.

you gonna throw a bitchfit my way too? hope google keyboard doesn't stop working there.
>>
>>3969646
dont, treat them as 128x128 or even 256 and then "fill in the details later" when you're making the map

best way to be creative with greebles and other btsx-style map design is to do it impromptu, when considering making a map room stop and think of all the detail you can put into it

> and plz consider slopes
>>
>>3969716
not him
nice try
>>
what purpose does the firemace in heretic serve

I'm not kidding I legit forget the fucking thing even exists until far late game when I accidentally stumble upon it
>>
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>>3969759
TOMB
>>
>>3969762
I beg your pardon
>>
>>3969759
Tome it up and it becomes murder.
That's about it.
>>
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>>3969763
TOME
>>
>>3969764
>wasting a perfectly fine tome on the fireplace
I mean okay sure that's cool and all but
>FLAME
>FUCKING
>THROWER
>BIRD STAFF
>>
>>3969770
>fireplace
I'm not even on mobile okay what the fuck is happening
>>
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>>3969725
But then how do you get a feel for small, winding hallways?
>>
>>3969778
I like them if there is some room to move, like if you could back up and cover in a nook/cranny or alcove, or if you could jump/duck to avoid otherwise unavoidable fire.

Please do not squeeze a baron into a space like this, thank you.
>>
>>3969785
I mean how can you adequately plan for them with a 128 or 256 gridsize?
>>
>>3969789
Fuck if I know, I just stepped in to give you my take on it.

Make sure to make the narrow corridors tall and dark, with only sparse torch lighting.
>>
>>3969789

draw them tiny af
>>
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Lowtech works surprisingly well with Scythe 2.
>>
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>>3969778
>>3969789

draw a squiggley line
like as with other rooms, those should have details given at the time of creation

if you wanna put monsters in it, draw a Dot or Circle in the general area you wanna put it, you can remember later what it is you wanted to put there

>>3969770
>>3969764
>>3969759
>>3969775

phoenix rod with tome is bullshit, leave it alone, cant control where the flames go - does damage faster when it isnt tome'd
> and got so much fucking ammo for it that I cant ever use it all because its a slow dangerous weapon

Phoenix is a crowd control weapon, use the explosive damage for what its good for - killing lots of critters or destroying someone on a perch. Same role as in doom, dont use it for anything else, except maybe liches.

Tome is crazy with anything else - even the gold wand on tome beats the phoenix since the ammo is always maxed because its a pistol.
> put those quartz geodes to work with doom shotgun level damage on rapid fire, stunlock maybe? its satisfying to see this cheap ammo destroy tougher monsters

Firemace on tome shoots these giant ass cannonballs that're hard to aim but they do fuckton damage. I dont even know how much (?200) but just one or two hits is enough to take out a wizard. Its potentially threatening territory for a minotaur.
> it really is surprising the difference between its normal and tome mode

Only weapon thats sorta lackluster for tome is the crossbow. It does alot more damage but compared to the cheap damage from the goldwand and vampgloving people id take those instead.

My dragon claw orbs are usually low most of the time since thats what I lay on heavy. Hellstaff is also excellent for taking out liches on tome, its got alot of ammo but the hellstaff is annoying and slow at killing things normally.
>>
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>>3969795
As I do
>>
>>3969770
I was going to say the only reason to use tome staff was because infinite ammo, but then I remembered gauntlets exist
>>
>>3969823
man the gauntlets in heretic have the most badass sound and presentation but they're just a chainsaw and i almost never use them
>>
>>3969797
>Bare hands
Nope
>>
>>3969831
Gloves are too high tech for the mod
>>
>>3969823
dude there's so much friggin ammo its unbeleiveable, especially since you dont find the staff until you've got alot of other shit

400 quartz
400 hell rune

this ammo frequently sits there maxed out while you use more interesting things, or just the fact that runes pile up like crazy

I dont know the actual damage figures but the goldwand does about 10ish per hit and im counting at least 5 hits on tome plus the two projectiles it shoots out (im guessing 2 dice per hit so ~70 damage)... and it shoots a tiny bit faster on tome so we're talking high dps up close

I dont know how much those hellstaff storms do but I pop a few at a chokepoint and everything that goes through there dies, and it'll kill a lich before the tome is finished even though you're shooting at other shit by then.

>>3969836
>>3969831
then gauntlets, thats medieval tech
>>
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>>3969831
nuts to you then
>>
>>3969812
10/10 texture choices for these tunnels, my man
>>
>>3969875
yeah its like quake
>>
>>3969873
I'm pretty sure that Lowtech mod works well until you reach the vine episode

I just don't like bare hands in FPS
>>
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Turned out way better than I expected. Maybe still a bit too dark.
>>
>>3969524
Left, turns into right. Make the left have no glowing eyes when still, or prehaps pulse the red and have the eyes glow when active?

hm.
>>
>>3969927
is this hexen souls
>>
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>>3969875
>>3969881
Yeah, I'm the non-euclidean faggot so lovecraft and quake are my primary inspirations, but sadly enough I'm scrapping this current map and just renaming it CRAP01 in the wad. It looks nice, but it has no real progression or fun combat sequences. Back to the drawing board.
>>
>>3969946
wrath of cronos
>>
How the fuck does Brutul Duum replicate the Duke 3D distant explosion sound effect?

Is it just me not understanding Marquito's spaghetti code or am I missing something?
>>
>>3969969
Never mind, I missed something obvious.
>>
>>3969973
methinks thats probably a sound that plays with a really long rolloff distance

then play another sound on top of that for when its closer

its a common thing done for gunshots in modern games - distant sound effect that doesnt diminish much, and a close range sound effect that plays at the same time

many of those dual channel sound effects that sound remarkably based to one ear (usually left channel) work that way... its not a stereo sound, its just the softer one is the long range gunshot

I used this dynamic in my mod for the chaingun, I got the doom3 sound effect playing for it at distance, but the standard pistol sound effect plays on top of it for close range. That way even at long range you can still hear the chaingunners tapping away. Up close that vanilla pistol sound plays making it sound more intense (kinda like a rapid fire magnum, its slightly scary).
>>
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Oh god, whatever.
>>
>>3969997

without trying to duplicate the duke3d sound the way its played, the way id handle a long distance explosion like that is:

play one at 50% volume with something like 5000/64000 rolloff

Then play another one up close, same effect or possibly a different one, with normal rolloff, at normal volume
>>
>>3970024
Go on?
>>
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>>3970030
fuck you conspiracydad
>>
>>3969809
>Firemace on tome shoots these giant ass cannonballs that're hard to aim but they do fuckton damage. I dont even know how much (?200) but just one or two hits is enough to take out a wizard. Its potentially threatening territory for a minotaur.
I thought the damage bonus was nonexistent against boss monsters?
>>
>>3970039
heck if I know, I almost never use the firemace with the tome, its pretty hard to control where those big shots go

I just like that it sounds like popcorn normally, and it is pretty fast firing, and will chew through monsters quickly
>>
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why did they have to make the shotgun so earrapebily loud
>>
Where can I find those shotgun sprites?
>>
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what do you call this vision
>>
>>3970097
ZA (doom)WARUDO
>>
>>3970097
Inverted Monochrome
>>
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What genre would you say this ost belongs to?
>>
>>3970097
Inverted monochrome.
>>
>>3970049
It's not that bad, really. The problem is that people expect it to be a BFG analogue, when it clearly isn't anything like that. More like a grenade launcher + machine gun hybrid.
>>
>>3970101
Could the visual effect of that be replicated in GZDoom?

Like maybe not the expanding circle but the inverted colors?
>>
>>3969809
>phoenix rod with tome is bullshit, leave it alone, cant control where the flames go - does damage faster when it isnt tome'd
Gonna need some hard data there or I'm calling bullshit. Also the flamethrower is pretty fucking easy to use and aim, the hell are you talking about?
>>
is Meta Doom any good?
>>
>>3970120
Dark ambient.
>>
>>3970172
Yeah, it is. I was put off at first, but tried it with Memento Mori and had a pretty damn fun time.
>>
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>tfw playing comfy slaughtershit while listening to intermission
>>
>>3970097
Godvision
>>
>>3970221
>slaughtershit
its not shit fite me 2012
>>
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Doomdude is a cool guy
>>
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strife man
>>
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I need help, so using the new version of GZDoom in OpenGL rendering mode makes a lot of graphical bugs in the menu like the text flashes really quickly and in game all the textures look messed up like pic related, what can i do to fix this?
>>
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now he has big chin
>>
>>3970243
>>3970283
is gud
>>
>>3970284
heavy what are you doing here
>>
>>3970292
am of compliment for pretty american drawing.

heavy not do art much. they throw us in art gulags.
>>
>>3970293
how does it feel to be best character?
>>
>>3970305
is gud
>>
>>3970309
how about you get yourself a bfg big guy for me?
>>
heavy a cute.

crave a sandwich and shoot bad persons
>>
And all this Teleportation science, I don't understand.
Guarding Phobos is just my job.
Five days a week.
A doooom guuuuuy
>>
>>3970270
Seems a typical problem with BSPs, which makes me think your GPU is old and does not support OpenGL 3 which is what GZDoom runs for quite a while now.

In early versions Graf kept an option to switch to older OpenGL but it got removed after dpJudas added all the post-processing effects.
>>
>tfw computer is too potato tier to even run GZDoom
>>
>>3970330
But my version of OpenGL is 4.1 according to OpenGL viewer extension.
>>
>>3969797
That is one fucking thick shotgun
>>
>>3969927
>swarm of skellingtons appear out of thin air
I dislike your map already
>>
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>>3969927
>pack of revenants right as the video ends
>>
i should make this
> open door
> revenant right in your face
> ok that wasn't so bad
> more revenants literally fall from the sky, accompanied by a scripted 'AAAAAAAAAA'
>>
>>3970425
i doin't really find revenant memes funny anymore
>>
What if Revenants didn't punch you but instead threw a cream pie at your face
>>
>>3970429
nice try boner
>>
huuuhahahaaa
>>
this poster is a skeleton.
>>
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>>
>>3970429
That's okay, I still do.
>>
>>3970429
you are out of touch
>>
>>3970387
Alright then, if you use an Intel GPU you are probably fucked anyway, many times Graf got people reporting problems with drivers from Intel, alot more than people who uses AMD IIRC.

My best bet is you just try to update the drivers of your GPU to see if the problem solves.
>>
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>>3970429
Agreed, in that they're wayyyy overdone compared to anything else.
>>
https://www.youtube.com/watch?v=s2Xo21IqZNQ

so this looks cool
>>
Does anyone here actually LIKE hell revealed? I'm not usually someone to bitch about difficult wads, because I like exclusively difficult wads.

But there was a point early in the game, mission 3. They didn't give you rockets, no plasma. All I had was an SSG and there was a n archie behind 5 barons of hell stuck in a 1 way corridor and couldn't exit into the large room.

So you stand there wasting away your shells as the archie revives the barons of hell. What a SHIT wad. Did he not play his own go damn maps for bug testing?
>>
>>3970490
It does. Makes me want a large-scale FPS/RTS hybrid. Kinda like battlezone, but with more of a command and conquer feel...
>>
>>3970490
IT WILL SOON BE A WASTELAND
>>
what's that one song in one of the levels that starts with

DOOOOOOOOOOOOOOOOOOOOOOOOO
>>
>>3970567
E3M8?
>>
>>3970567
demons of the prey or sign of evil
>>
>>3970550
Soooo C&C Renegade (or if you meant a Doom mod, All-Out War)
>>
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>>3968545
Cooldown is a thing I want to do, but I keep putting it off because I'm an idiot who hates gameplay and also America, which is why I've spent the last week or so on useless scenery stuff.
>>
>>3969439
>>3969440
>>3969467
They were broken in GZD 2.4.0 due to an unintentional change when scriptifying stuff, it was fixed for 3.0
>>
>>3970429

Revenant memes have never been and will never be not funny.
>>
>>3970024
>>3970037
I like the look of this
>>
>>3970674
He just said they aren't funny to him so what's your point
>>
>>3969764
>>3969809

Tomed Firemace rapidfires bouncing steel balls that do twice the damage of Phoenix Rod, and re-aim themselves at the closest enemy after each bounce, so you can just fire it into baddies without any care for aiming and they all will be dead. Only downside - they sink in whater.

This is the ultimate boss-killing weapon.


Phoenix Rod on tome does in total about 4 times the damage the normal shot would do, and is great for it's main purpose - quickly dealing with hordes of weaklings. It has a quirk in that it's blows fire a bit to the side where you move, so if you strafe left, flame will go left sharply which makes it much easier o use with old KB only config, but harder to use with modern mouse+KB config.

Also NecroGauntlets leech healthat ~15m distance when tomed.
>>
>>3970270
just use software mode
>>
>>3970826
Santa always seemed like the kind to come early, but seven months early?
>>
>>3970847
YEAH, Where the fuck are our cacowards? That's the real reason december has a holiday! DOOM's day.
>>
What are some underappreciated gameplay mods that can stand with the greats?
>>
Happy 25th birthday, wolf3D
>>
>>3970894
woop woop

happy 25th
>>
>>3970894
YEAH
>>
>>3970894
MEIN LIEBEN
>>
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>>3970894
seig
>>
>>3970283
dis nigga look like he straight outta final fantasy 7
>>
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i'm looking at all these frames and i'm starting to think this might actually be a terrible idea
>>
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>>3970963
alright, let's prototype plan b...
>>
>>3971031
>i hate my little brother
>>
>>3971031
wouldn't a floaty animation be
A. more true to the original design
B. easier
>>
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>>3971073
probably! i just wanted to see how easy imitation would be while working out my workflow because i'm a shitty baby who wants to both have his cake and eat it too

next up i'll either try floating, or using what i have as is and getting super defensive at the first sign of feedback (positive OR negative!)
>>
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https://www.doomworld.com/forum/topic/93998-intermission-text-travesty/
>>
>>3970024
>>3970037
Bretty cool. Care to egsplain what these creepy guys are?

>>3969670
>pump-action shotgun now has the correct sound
>predator doesn't gain any additional health, instead it now has the +ALWAYSFAST and +MISSILEEVENMORE flags, which means he will not try to close the distance by himself (but will still melee attack anything that gets a bit close) and will not need to walk around randomly before shooting at things. He's now more efficient against both colonial marines and synths but experienced players will have an easier time fighting him, since his projectiles are easier to dodge from afar
>praetorian has more health and less speed. It also has damage resistance against both bullets and melee attacks. Grenades work well against it.
How well should fire work against it? I haven't decided on it yet. In the lore, full grown xenos are very resistant to fire and extreme temperatures. I think fire should work much worse than explosive-tipped, light-armor piercing rounds, in exchange for keepng them at bay by stunlocking them and pushing them back.
>marines and droids take a little bit more time before shooting. Previously they were overkill
haven't tested this one properly yet
>commando doesn't start with a turret anymore. Instead he starts with a loaded pump-action shotgun and 16 additional shells.
>commando now starts with the correct pistol
>every class gains an extra sidearm magazine
>smartgunner doesn't gain a bonus weapon like commando, instead she starts with two extra smartgun magazines (overkill?)
>combat droid class starts with no grenades, but with an apesuit and two pulse rifle magazines.

Can anyone who played a little give some feedback?
>>
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>>3971073
>>3971085
>>
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>>
>>3971125
>Bretty cool. Care to egsplain what these creepy guys are?
It's the ending of Ancient Aliens, that's all i'll say.
>>
>>3971137
your map?
>>
>>3971132
>>3971085
>>3971031
Deoxys looks all grown up and mature. :^)
>>
Since GZDB is dead, which map editors are still being updated?
>>
>>3971196
GZDB-Bugfix, oddly enough. https://forum.zdoom.org/viewtopic.php?f=44&t=54957
>>
>>3971196
It's dead? I haven't been paying attention.
>>
Is it just me or does samsara not work in recent version of gzdoom?
>>
>>3971132
>Summoner sprites are becoming a thing
Sweet
>>
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>>3971281
Not necessarily a GOOD thing, but hopefully enough to jog someone else into doing way better.
>>
>>3971158
he'll soon grow to be as ebin as his xeno bro.
>>
>>3971301
What mod are you making them for?
>>
>>3971301
Looks a little better. Make it float straight up and down. Right now it kicks off to one side. Are you animating them, or using the doom4 aniamtions? Rotate the hips and counter animate the legs and spine to remove isolated animation (or non-animation in this case)
>>
>>3971357
Or just +FLOATBOB
>>
>>3971143
no, ancientalines
>>
Do you know of any wads based off of Darksiders or Overlord?
>>
what mod has the best plasma rifle?
>>
>>3971242
I wanna know this too
>>
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>>3971448
speaking of xcom there were quite abit of awesome designs from there, these from fan concept drawings are how I think of them in terms of (suggested model shapes)

also given how the heavy plasma did more damage than an anti-tank rocket launcher I dont think its really all that balanced for doom, especially since it cant do scenery damage

(we're talking ~300 damage per pop)
>>
>>3971242
>>3971514
Version 0.3666 works fine here. Just checked.

If you're still trying to use Term's last version (0.31) go here https://forum.zdoom.org/viewtopic.php?f=43&t=51771
>>
>>3971529
* Heavy plasma doom stats
damage 30 dice, explodes for (45) damage four times on impact, source takes none (this way its causing damage 5 times to a target)

fire rate every 8 tics, fires a three shot burst if the player holds down the trigger but only a single shot if they tap it

ammo (36?) shots per magazine

if you're considering openxcom's overkill rules then enemies hit by it for xdeath damage should display an xdeath gibs animation where the chunks get vaporized before falling to the ground, maybe drop a small pile of slag that emits smoke

Xcom Plasma Rifle and Plasma Pistol all fire about the same rate (maybe -1 Tic difference between each successively smaller model, but with a longer recoil action for the pistol)

plasma rifle doom stats
damage 20 dice, explodes for (45) damage three times (ammo 28? shots per magazine)

plasma pistol doom stats
damage 10 dice, explodes for (45) damage twice (ammo 26? shots per magazine)
>>
>>3971137
Okay, just assume once for all that what you want is not the "most visually impressive wads" but rather "wads that mostly abuse of candles and torches so i can see this fancy smoke effect going out of them".
>>
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>>3971592
i just like me some pretty lights, and i still havent moved on from ancientaliens
>>
Dumb question, but anyone knows if there is a Strife support patch for the newest version of Wrath of Cronos mod? (2.0 if I'm not wrong)
Thanks in advance.
>>
>>3970714
this is making want to play heretic again, but im fighting it
>>
What gameplay mods go really well with Ancient Aliens? I haven't yet played it. My default combo is smooth doom + pk sound.
>>
Isn't the requirement for new thread page 8 minimal? When can the next thread be made?
>>
>>3971739
your combo is perfect
i would add this https://my.mixtape.moe/riqusk.wad
adds UV pistol start difficulty, version for smoothdoom
>>
new thread?
>>
>>3971750
Thanks - also that reminds me, I'd need a palette fix for smooth doom compatibility wouldn't I?
>>
>>3971760
yes, load this after smooth doom
https://my.mixtape.moe/xufmsa.zip

this is the SPRITES folder from smoothdoom with all sprites converted to pngs
>>
>>3971739
whats pk sound?
>>
>>3971785
http://www.perkristian.net/game_doom-sfx.shtml
>>
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>>3971781
You're the best anon :3

>>3971785
Probably the best non-map mod in existence.
>>
Playing Heretic and listening to early Slayer right now.
>>
>>3971781
I wouldn't say all sprites, the D64 pickups for weapons seem to be unconverted.
>>
>>3971789
>>3971807
thanks, I was wondnering if someone had done this, they linked the sound library on zdoom forums but the link was dead so I couldnt go looking through them myself
>>
>>3971827
damn, i forgot about that, and also the rifle sprites...
here is the fixed version https://my.mixtape.moe/vhunzi.zip
>>
I've seen a version of smooth doom that claimed to have the 64 plasma gun and BFG somewhere

can't recall if it was here or on doomworld or w/e but I'm fucking sure I saw something on that vein

then again I've been hallucinating all week because of this shit flu and can't tell fever dreams apart from reality
>>
Can someone please make new thread?
>>
>>3971850
no
>>
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Stole Hexen's bell idea.
For fun and (no) profit.
>>
>>3971861
Can you give it with rotations and have it face the target once in it's pain state?
>>
>>3971867
Not really. I mean I could, but it would be a bunch of work for something that's just a decoration.
>>
>>3971876
Alright. I thought it was going to be some kind of puzzle switch.
>>
>>3971883
Maybe. But probably not. I might consider it if I could just render out a bunch of rotations, but it's mostly painted. I did render out a greyscale model for it, but that pretty much just gave it a silhouette and the rim light on the left...
>>
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this looks totally legit
>>
File: Screenshot_Doom_20170505_153627.png (355KB, 1920x1080px) Image search: [Google]
Screenshot_Doom_20170505_153627.png
355KB, 1920x1080px
>>3971923
AW SON OF A BITCH
THE DOOM MARINE'S BIGGEST WEAKNESS ISN'T TEMPLES ON THE HEAD OR DEMON WOMEN

IT'S WATER
>>
>>3971923
I found my thrill
On Blueberry Hill
>>
My Doom 2 music won't play. Doom plays normally though, so it can't be a problem with gzdoom.
>>
>>3972016
my doom thread wont bake new bread
>>
>>3972016
Just wondering, are you using GZDoom 3.0.0?
>>
new thread

>>3972060
>>3972060
>>3972060
>>3972060
Thread posts: 552
Thread images: 128


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