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/vr/ - Retro Games


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File: 171 KB, 1000x500, b320341b95bd405a59ce26631c0a4cd5-d3dqaoy.jpg [View same] [iqdb] [saucenao] [google]
1228804 No.1228804[DELETED]  [Reply] [Original]

DOOM THREAD (other retro FPS gaems are welcome too! - chances are that we've played 'em too)

Last thread >>1221878

Discuss WADs, stories, projects, ask for recommendations, suggest ideas, etc; don't be shy, we're here to help! We have many projects going, and if you want to share your maps or join in whatever thing you may want feel free to do it

If you know about some projects we don't, don't even hesitate to share 'em with us!

======WEBSITE (WITH TONS OF COOL DOOM STUFF, BE SURE TO CHECK THIS SHEIT) ======
http://vrdoom.weebly.com/

FAQ/Pastebin, still updated semi-frequently
http://pastebin.com/AfQkPem3

=====NEWS======

-We're 13 DAYS away (unless someone goes full diva like last year) from the biggest event of the year - The Cacowards! Who are your nominees? Share 'em with us!

-Samsara is getting bigger, madder and better. If I were you, I would keep track on future news.

-Bethesda, for once, is doing something right; go check the Doom-related stuff in their store http://store.bethsoft.com/brands/doom.html

-Want to entertain/educate yourself? Spend some time cultivating your Doom addiction? Go watch this playlist, then! https://www.youtube.com/playlist?list=PLQcxg3SUqlYBoSYrpNJVu58GsoCXMREa1

-OBLIGE v5.10 (WIP) here http://oblige.sourceforge.net/forum/index.php?topic=289 Go wild

-Latest ZDL (v3.2.2.2) - If you ever have problems running multiple wads at once, use this.
http://www.mediafire.com/?eq4zyb6k8c0o6nc

Vanilla/Boom related projects can be found here http://www.doomworld.com/vb/wads-mods/
ZDoom mods/projects can be found here http://forum.zdoom.org/viewforum.php?f=19

Best Single Player WADS of 2013 (so far - needs update) - If you want pure vanilla maps go check this list!
http://i.imgur.com/yeSiyQo.jpg
http://pastebin.com/XSVn3zzJ

===COMMUNITY===
##Our WADs can be found here!##
http://pastebin.com/5sKRiJzS

Steam Group:
http://steamcommunity.com/groups/vrDOOM

IRC channel: irc.zandronum.com, channel #vr
The password is in the FAQ.

>> No.1228808

>>1228804

>unless someone goes full diva like last year

HAH!

>> No.1228813

Who went full diva? I was wondering last year why the cacoawards were late.

>> No.1228818
File: 236 KB, 1360x765, Screenshot_Doom_20131127_164923.png [View same] [iqdb] [saucenao] [google]
1228818

>>1227352
>>1227356
>>1227472
Reposting because why the hell not.
>Made my first mini .wad
>Want people to play it
Download: mediafire download / skbuh6m989gh76m / EscapingDeath.wad
Have fun.

>> No.1228820

Anyone here has played the SNES version? I like it.

>> No.1228826 [DELETED] 

>>1228818
>fun

>> No.1228837

Has anyone here played Score Doom online? I just checked the forums and there haven't been posts since summer.

>> No.1228853

are there any wads with cops?

>> No.1228862

>>1228818
uh,

That's not one map, it's like 5 and they're not in order. You didn't even replace map01 so you have to idclev25 or something to reach the map you actually replaced.

>> No.1228876

>>1228862
Yeah, I don't know how to remove other levels, change music/sky textures, etc. so I went with what I knew how to do to make things work. Sorry for the inconvenience.

>> No.1228879

Fun Fact: The sky in episode 1 is based of off a real photograph of Yangshuo County, China.

>> No.1228887
File: 140 KB, 300x400, e1sky.png [View same] [iqdb] [saucenao] [google]
1228887

>>1228879
Forgot the pic

>> No.1228892

>>1228887
Oh shit that's pretty cool.

>> No.1228903

>>1228887
Do you happen to have a larger version of this?

>> No.1228906
File: 100 KB, 250x250, DEMONBLOOD.png [View same] [iqdb] [saucenao] [google]
1228906

>>1228879
>>1228887
>KDitD was really set in Japan the whole time
>Doom has the deepest lore

>> No.1228927

>>1228906
>Doomguy was actually fighting Oni, not demons
>He wasn't taken over by the Oni because he was actually a Samurai, so his honor and chi kept him from getting possessed

>> No.1228963

>>1228927
Oni are demons, technically.

>> No.1228967

>>1228963
My thoughts exactly, what is the difference between onis and demons? one has a deeper lore than the other?

>> No.1228968

>>1228967
Oni can only be beaten by honorable Samurai and Ninjas.

Demons are beaten by anything.

>> No.1228972

>>1228968
Demons are beaten by angels, or other demons. Not anything.

>> No.1228979

>>1228972
So, Doomguy is either an angel, demon, samurai, or ninja?

>> No.1228982

>>1228979
HES ON A MISSION FROM GOD

>> No.1228983

>>1228876
What's the number of the real level? I wanna try it. Doom builder should be displaying a window where you can choose map25, map 32 etc. when you open it.

>> No.1228986

>>1228818
Dude fuck your map. I still can't beat the first one on UV. Still, good map design, I'm going to try and see the end of your pack, I've been enjoying it so far.

>> No.1228991

>>1228979
My money is on Samurai.
He can't be a demon otherwise demons wouldn't be attacking him all the time.
He's not an angel because he can't even jump.

He's got to be a Samurai.
Maybe a ninja if he was hired by God.

>> No.1229000
File: 16 KB, 500x463, .u..png [View same] [iqdb] [saucenao] [google]
1229000

>>1228983
Map 22 is the first map.
>>1228986
Thanks. Glad it's difficult while still being fun. Also, if you guys want I can write out a list of all the secrets as a sort of walk through.

>> No.1229001

>>1228991
>Ninja
>Can't jump
>Can't into acrobatics in general
The guy is fast but still

>> No.1229012

>>1229001
Doomguy probably runs with his arms behind him

>> No.1229018

>>1229001
He can run across gaps and goes 40 mph or more.

I think he can count as a ninja.

>> No.1229015
File: 51 KB, 640x480, Screenshot_Doom_20131127_213853.png [View same] [iqdb] [saucenao] [google]
1229015

Where the hell do I find the contaminant in RTC-3057? All the doors left need the yellow or red key and the hangar is already cleaned but no sight of the contaminant.

>> No.1229023

>>1229021
Third arm

>> No.1229021

>>1229012
How would he do that while holding a pistol in the exact center of his field of view?

>> No.1229024

>>1228991
Doomguy is a demon-ninja-samurai mix.
>After Doom's episode 2, he is the demons because he spawned in a technical form of hell
>Super fucking fast & strong
>Can't jump because THE HEAVY WEIGHT OF HIS UNDYING HONOR & hell's immense gravity keep him grounded
IT IS CANON

>> No.1229025

>>1229018
Ninjas can jump. Is a basic requisite.
How do you stealth if you can't into jump?

>> No.1229026

>>1229025
He's like Ryu Hayabusa.
No need for subtlety whatsoever

>> No.1229029

>>1228991
>Doomguy
>can't jump
Really? I'm pretty sure I can jump on regular Doom, even if I couldn't, it wouldn't even matter, the game is not designed for being required to jump.

I think he is an angel, either that or an extremely religious guy.

>> No.1229031

>>1229029
jumping is from the source port, in vanilla you cant jump

>> No.1229032

>>1228887
I remember those hills specifically were the first thing that blew my childhood mind about Doom. I was like "HOLY SHIT, you can go OUTSIDE in this game!"

>> No.1229034

>>1229000
Ok played a bit.

Honestly, you need to learn a bit about pacing and how to make battles interesting. Just dumping lots of high tier monsters in tight spaces by itself isn't very fun. Try to make your battles more dynamic than just "do exactly like this or die".

>> No.1229035

>>1229025
He can jump.

He just needs a helping hand from a certain Archvile.

>> No.1229038

>>1229015
Ehem.
Any ideas?

>> No.1229039

Doomguy can SR50 though. 2fast4me

>> No.1229042 [DELETED] 

>>1229000
nice trips

>> No.1229048

>>1229038

Don't worry, these threads aren't fast enough, one post is enough for all to see

Also I apologize for not being able to help, I haven't played that wad yet

>> No.1229051

>>1229031
still, I like to think he fought through hell and whatever, and didn't even needed to jump, cuz his blessed n shit. Powa of da God.

Doom, most religious game ever.

>> No.1229059
File: 126 KB, 1799x948, monolith.png [View same] [iqdb] [saucenao] [google]
1229059

in db

>> No.1229063
File: 1.31 MB, 400x300, s.gif [View same] [iqdb] [saucenao] [google]
1229063

camera 1, shooting the BFG for scale, you can see it in the lower left

>> No.1229071

>>1229059
>>1229063

...what?

>> No.1229073
File: 298 KB, 720x400, 1331148609874.png [View same] [iqdb] [saucenao] [google]
1229073

>>1228991
He's a Samurai Ninja who was subcontracted by Angels in the employ of God?

>> No.1229074

is there any source port that uses DirectX?

i want to try TriDef with classic Doom

>> No.1229080
File: 45 KB, 640x480, HNI_0001.jpg [View same] [iqdb] [saucenao] [google]
1229080

I made this

did you like it?

taken with my 3DS, sorry for the bad quality

>> No.1229085
File: 1.60 MB, 200x150, t4.gif [View same] [iqdb] [saucenao] [google]
1229085

>>1229071
had to resize the last one, looks hideous but you can see it as it arises

>> No.1229089

>>1229080

looks good

>> No.1229093

>>1229080
I dont know drawing terms (but I'm learning to draw now).

It captures the "action" of the image well. I like it, know exactly whats going on.

>> No.1229098

>>1229089
>>1229093
Thanks.

>> No.1229102

>>1229080
Good line economy,

>> No.1229103

>>1229074
Doom95 is what you're looking for if you want DirectX with Doom, dunno if there's any other ports that run on DirectX

>> No.1229104

>>1228808

Is there a mod that:

>reduces SSG pellets to 14
>limits sprinting
>resets weapons (doom 1 and 2 seem to be balanced around being able to start with a pistol for each level)

I think those would incredibly balance the game

>> No.1229109

>>1229104
>reduce SSG pellets to 14
>limit sprinting
Are you insane? Just play harder wads lol. Anyway: try Burl Tumd

>> No.1229105

>>1229102
Yeeah, not too big with lines.

and shading

and detail

and realism

I'm practising, though.

>> No.1229107

>>1229085
>>1229063
>>1229059
Hohoho, man.
That looks fucking sweet.

>> No.1229115

>>1229104
Why would you want to cut the SSG down to 14?
Without the larger damage output per shot it would be inferior to the original Shotgun in all ways.

There are mods that do this and the SSG is completely useless in each one of these mods

>Limit sprinting
Why not just turn off Always Run?

>Reset weapons
Why not just type in IDCLEV## after whatever level you finish?

>> No.1229118

>>1229105
But you are pretty good with lines.
Just go practice figure drawing with and without references until your hands bleed.

>> No.1229121
File: 150 KB, 350x262, 1368164999518.png [View same] [iqdb] [saucenao] [google]
1229121

>mfw I have an injury to my arm that makes it painful to vidya

I can make maps at least....guess I'll contribute that way.

>> No.1229128

>>1229118
Oh, sorry, I didn't took it as a compliment, I'm sorry.

Thanks man, getting better all the time.

>> No.1229129

>>1229109
>Are you insane? Just play harder wads lol. Anyway: try Burl Tumd

I've been thinking lately about how I would balance Doom/Doom2. I don't like how the modding community's answer which is to just speed things up, or throw more enemies in there.

>>1229115
>Why would you want to cut the SSG down to 14?

SSG is really OP. It's a rocket launcher damage but without any risks. And there's ammo everywhere.

>There are mods that do this and the SSG is completely useless in each one of these mods

Ah, that sucks. Maybe not 14 then. But something lower than 20. Find some happy medium where it's still useful but not op. Might have to just go back and rebalance all the weapons or something and not just the one.

>Why not just turn off Always Run?

I do, but I still abuse the shift key alot. I'm weak.

>Why not just type in IDCLEV## after whatever level you finish?

That's exactly what I do, but that's rather hacky.

>> No.1229134

>>1229034
I can't really argue with that, but I'll say this much; I didn't quite know what I was doing to make the .wad difficult while making the first map. That first area is probably one of the single hardest rooms in the whole .wad, & it's mainly because of the "just enough" amount of ammo & enemies used. I got better about this later on, but thanks for the short critique.

Also, here's a pastebin for the first level's secret list; pastebin (dot) (com) (slash) Yqe1UnR4
I can continue with the rest if it is wanted of those of you playing my maps.

>> No.1229135

>>1228991
He can rocketjump.

>> No.1229140

>>1229129
Not who you're talking to, I thing the SSG is kind of OP as well to be honest but it's been there so long.
I was going to include another gun in the level I'm making, a shotgun from Realm667 but since I'm using other custom resources (monsters) as well I took it out because I dont want too many new things at once.

>I'm weak.
Well, that's more on your end and I doubt it's so much that you're weak more you know you want to run and are using the better strategy.
Cant jog away very well from enemy fire.

>> No.1229148

>>1229129
I don't think you can balance out a single barrel shotgun and a double barrel shotgun together in Doom.
The way Doom handles damage just won't allow it.
You can make them have the same DPS but honestly at that point you might as well not have two shotguns.

The only way I can think of is to remove any overlap between the shotguns or just have one shotgun.

Kind of like Project MSX, except that automatic shotgun has NO DAMAGE.

>> No.1229170
File: 13 KB, 270x300, 1358159888759.jpg [View same] [iqdb] [saucenao] [google]
1229170

So somebody posted this speedrun of Map31 of SpeedOfDoom.

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

Have to say, the player certainly knows how to move.
>and the music is great, i forgot how great that tune was

>> No.1229171
File: 139 KB, 1024x768, YangShuo.jpg [View same] [iqdb] [saucenao] [google]
1229171

>>1228906
Yangshuo County is a county under the jurisdiction of Guilin City, in the northeast of Guangxi, China.

>> No.1229172

>>1229129
>>1229140
>>1229148
Ordinary shotgun is better vs: Grouped shotgun guys/chaingunners, mancubi (painlocks them better), and medium-distance cacodemons,

Many pwads are balanced around he super shotgun, and would be very hard without it. In ordinary Doom 2 it's quite OP.

>> No.1229176

>>1229104
>>1229104
A good way to balance Doom: play with the keyboard only.

>> No.1229175

>>1229015
It's a pain in the ass, you need to press some switches and stuff in some order.

>> No.1229179

>>1229172
Super Shotgun rips through way more zombies of any variety at once though.
Not to mention the Chaingun is much much much better at killing things like Imps and any zombie.

It's better to painlock Mancubi with plasma rifle if you're going to do that.
Cacodemons die much faster to rockets and SSG compared to the default SG.

SG doesn't really have a place once you get the SSG except for getting a stray monster or two.

>> No.1229181

74 posts already!

>> No.1229186

>>1229170
Yeah dude, I played Speed of Doom just because that tune.

I've tried to beat that guy UV-Speed record of Map31 but I still take 10 seconds more than him.

>> No.1229209

>>1229179
>Super Shotgun rips through way more zombies of any variety at once though.
But you really don't want to get close to massed sg/cg zombies, hence the ordinary shotgun is better since you can keep distance.

>plasma
>rockets
We're comparing shotguns here. Other weapons aren't always available, and even if they are you'd obviously use your shotgun if it's adequate to save ammo.
>Cacodemons die much faster to SSG
Well obviously, but they tend to come from above in clusters while you're fighting other enemies simultaneously. Cacos and nothing else is obviously apt for SSG.

>> No.1229213
File: 13 KB, 640x480, 1385235158345.png [View same] [iqdb] [saucenao] [google]
1229213

The regular shotgun does have it's place over the SSG.

It's more accurate for starters, I also find it easier (and better on ammo economy) for lower level enemies to fight through groups of them (chaingunguy and down).

I can see why the SSG came about though, fighting cacos and barons 1v1 with a shotgun is a pain. Though back in the day it may have been still a challenge using just the arrow keys.

>> No.1229226

>>1229209
I use the chaingun to save shells.

I just haven't felt the need to use the regular shotgun unless it's Doom 1.
The only time I can view the SG to be of value outside of Doom 1 is if it got a buff and has an extra 3 pellets.

>> No.1229239
File: 149 KB, 800x534, 1325125795209.jpg [View same] [iqdb] [saucenao] [google]
1229239

>>1229213
Just to add, I also think the chaingun is slightly underpowered, at least in comparison to the SSG.

>>1229226
If you're fighting zombies in smaller corridors and they're not all up in a row for a blast with SSG's, the shotgun I find is better. Fires faster, 1 shot per zombie, better ammo economy.

For Slaughtermap type stuff? Yeah, you never use it at all. The chaingun is also used much less.

>> No.1229245

>>1229213

Shotgun also fires faster.

SSG is for big meaty enemies when you know all or most of the pellets are going to hit. If you use it at a distance against smaller enemies, you're just wasting ammo.

Although, the chaingun is probably better suited for clearing out lower level stuff. Especially if you know ammo might be a bit tight. Shotgun can usually kill things faster, but you might want to save that ammo for bigger fish. But if a chaingun is not available, shotgun is definitely the way to go.

I dunno, I haven't tested this or anything. Use whatever floats your boat, I guess.

>> No.1229247

>>1229245
>Although, the chaingun is probably better suited for clearing out lower level stuff.

but it sounds so wimpy :\

>> No.1229249

>>1229176
> tfw playing heretic with keyboard only is much more fun

>> No.1229252

>>1229247

So then use the shotgun. As long as you can get to the end of the level, does it really matter what weapons you use?

>> No.1229250

>>1229239
The chaingun is underpowered overall. It should have better damage/shot, since you can only carry a pitiful amount of possible damage in a full bullet stack compared to all other ammo types. I also think perfectly accurate tapping should be removed along with the pistol being buffed in that regard.

>> No.1229253

>>1229247
I use PSX sounds with default SSG and Plasma sounds.

>> No.1229262
File: 7 KB, 248x170, image.jpg [View same] [iqdb] [saucenao] [google]
1229262

>>1228804
>We're 13 DAYS away (unless someone goes full diva like last year) from the biggest event of the year - The Cacowards!
>samsara has been nominated
>fractal doom has been nominated

IDS not happening
/vr/ TAKES HOME 0 cacowards

>> No.1229265

>>1229262
Samsara might take the multiplayer award, unless there's been a competent DM set released this year. I doubt Fractal Doom will beat out Project MSX for gameplay, though, and it should be obvious that Call of Dooty III takes the Mockaward.

>> No.1229267

>>1229262
ESPECIAL DOOM 4 ANNOUNCEMENT

GET HYPE

>> No.1229269

>>1229265
Was Project MSX nominated?
I thought shit had to be done before it could get a cacoaward.

>> No.1229271

>>1229269
Brutal Doom wasn't done when it got its Cacoward. Seems like that rule's been lifted.

>> No.1229273

>>1229115
>There are mods that do this

Name?

>> No.1229274

>>1229262
Oh god the hype. I can't wait for the multiplayer wads.
It's like Christmas for Doomers.

>> No.1229280

>>1229269
>Was Project MSX nominated?

quite a lot of times

>> No.1229282

>>1229280
>>1229271
>>1229269

I can't wait for the next version of Project MSX.

All guns are getting new firing modes and apparently there will be an arm blade.

>> No.1229285
File: 142 KB, 422x324, 7546534364.jpg [View same] [iqdb] [saucenao] [google]
1229285

I come bearing gifts!

>Added 7 + 1 reloading functionality to the Shotgun
>Fixed player damage from friendly grenades
>Added magazine capacity display to ZDoom's Alt-HUD
>Tweaked smashed corpses so they can be further smashed into nothing
>Tweaked dying Knights and Barons not having a head exploding animation when head-shot with a Minigun

>Added shootable corpses to the Addons pack
>Added classic Chainsaw attack to the Addons pack
>Added smaller blood decals to the Addons pack
>Added Persistent Blood & Gore to the Addons pack

>Mod download:
http://www.mediafire.com/download/v6qbb8b92albugj/Brutal%20Doom%20v19%20SE.zip

>Mutators:
http://www.mediafire.com/download/wyt9w74wjkiiwr6/BDSE%20Addons.zip

>> No.1229290

>>1229129
I'd like it if it were just introduced later in the game. Not fucking level 2.

Or maybe if it had a larger spread, or something.

>> No.1229286

What game is this

>> No.1229298
File: 100 KB, 640x480, you-get-nothing[1].jpg [View same] [iqdb] [saucenao] [google]
1229298

>>1229269
It's been nominated multiple times

>>1229265
Samsara isn't going to win because it came out in 2012 (and was even mentioned in cacowards 2012) and will lose to Zandronum's All Out War 2, Shotgun Frenzy or titty milk anyway. If it goes up against MSX in gameplay mod it will lose.

Mockaward goes to either Mayhem Mansion or WOO since those are both traditional mockawards. I don't think they'll have Call of Dooty III since Call of Dooty II won last year and Call of Dooty III isn't as good as it's predecessor. I might be wrong though and then doomworld can keep giving it to Call of Dooty every year.

Fractal wins nothing because while it could be considered under multiplayer, gameplay mod or mockaward it's the weakest out of all contenders for the first two and, while mildly humorous, doesn't actually mock anything.

Like I said /vr/, pic related.

>> No.1229303

>>1229298
*since those are both traditional joke wads.

>> No.1229306
File: 100 KB, 638x600, 1312448922410.jpg [View same] [iqdb] [saucenao] [google]
1229306

>>1229262
>/vr/ TAKES HOME 0 cacowards

C'mawn dawg, we have not been around that long. We're just charging up.

This makes me wonder though, for my first (serious) map, when I put it up I'll be mentioning /vr/ in the credits (for technical help) and I know there are others here who have shown some pretty sweet looking stuff so I think we're slowly coming into our own.

>> No.1229307

>>1229298
>Samsara isn't going to win because it came out in 2012 (and was even mentioned in cacowards 2012)

Gee, I wonder who's the fag to blame for actually not putting effort in the WAD nominations for last year. As if they actually never had time to actually check all the shit that was released that year

Seriously man, shit like last year's delay must not repeat itself again.

>> No.1229312
File: 141 KB, 1024x768, cat.jpg [View same] [iqdb] [saucenao] [google]
1229312

>>1229298
>woo

>> No.1229314
File: 103 KB, 500x504, 1382550871816.jpg [View same] [iqdb] [saucenao] [google]
1229314

>>1229298
>and then doomworld can keep giving it to Call of Dooty every year
>it actualy gets released after every new Cowadooty is released
>mfw

>> No.1229315
File: 13 KB, 264x306, 1311071849243.jpg [View same] [iqdb] [saucenao] [google]
1229315

Does Impse still post here?

Have not seen much of him, hope he's ok.
I liked his enthusiasm.

>> No.1229319

>>1229315
>Does Impse still post here?
see>>1228804
IMX !!9/alULWmsW5

>> No.1229317

>>1229312
Detail.wad alone wins it. The old fucks at Doomworld eat that shit up.

>> No.1229318

>>1229315

check for his tripcode and not the name, you triple nignog

>> No.1229321

One thing is for sure

If THIS thing doesn't win a single Cacoward, hell will break loose

https://www.youtube.com/watch?v=k4pePF4s3U8

>> No.1229326
File: 9 KB, 118x126, 1357498440994.jpg [View same] [iqdb] [saucenao] [google]
1229326

>>1229318
>>1229319
Sif I could remember all the digits, bro.
I liked him but I'm not a stalker.

He said he lived in Mexico, I was thought he'd been whacked by Cartels or something.

>> No.1229328

>>1229321
Hellbound, MSX and BTSX are the certain winners imo.

>> No.1229331

>>1229321
Big megawads (that are not totally shit) are almost guarantees to get cacowards, or at least an honorable mention.

>> No.1229340

>>1229175
Oh, just solved, The red key was in the hangar and was apparantly invisible because of some bug.

>> No.1229350

Should we nominate fker to the cacowards? it really improves gameplay.

>> No.1229383
File: 134 KB, 1280x720, Sx8XY[1].jpg [View same] [iqdb] [saucenao] [google]
1229383

What's your favorite HUD?

>> No.1229387

>>1229383
Anything minimal, like Doom 64's but with smaller numbers.

I also like Project MSX's HUD but I always like seeing stuff on a visor.

>> No.1229394

>>1229387
When will ultimate Doom 64 ever be finished

>> No.1229397

>>1229383
1 up from zero hud in Vanilla.

>> No.1229403

>>1229394
What, is that another conversion of Doom 64 to the pc Doom engine?

What's the difference?

>> No.1229406

>>1229403
No, I mean a classic doom port.

would be pretty fun

>> No.1229409
File: 129 KB, 640x480, Screenshot_Doom_20131127_220155.png [View same] [iqdb] [saucenao] [google]
1229409

>>1229397
>1 up from zero hud in Vanilla.

If they just added the Doom marine's face to that it'd be perfect.

>> No.1229413

>>1229403

hell no, it's the Doom levels done in Doom 64 style

the dude was even including extra stuff like a rifle and shit, he even posted a sendspace link of a vid

>> No.1229415

>>1229403
It's a remake of Ultimate Doom, but in Doom 64 style. Haven't seen anything on it in a while, but it looked pretty damn nice.

I didn't like Doom 64's level design that much. A D64TWIWD (Doom 64 the way id would've done) would be neat - just for more doom-like level design.

>> No.1229421

>>1229383
Which one is that?

>> No.1229423
File: 42 KB, 497x545, 1355775171353.jpg [View same] [iqdb] [saucenao] [google]
1229423

I think most doomers played Doom64 but it was always viewed as a sort of TC of it's own separate from the rest of mainstream DOOM but still DOOM.

Not "hey guys, now you can map in it too" and a community for it would spring up.
I still really loved it though, a great little sojourn from my main dooming.

>>1229415
>A D64TWIWD (Doom 64 the way id would've done) would be neat - just for more doom-like level design.

Would play.

>> No.1229429

>>1229383
If I could find a way to have custom ammo not show up red all the time with that HUD, I'd totally do it.

>> No.1229430

>>1229421

http://forum.zdoom.org/viewtopic.php?f=19&t=33079

>> No.1229436

>>1229262
>samsara has been nominated
By IMX and eric

>fractal doom has been nominated
By terminus

face it, nobody outside of /vr/ gives a shit about /vr/ projects

>> No.1229437

>>1229413
>>1229415
Ah. Neato.
Forgive me, I'm relatively new to Doom as I never got to experience it as a young lad.

But a recent hunger for playing older fps' has fixed that substantially. In terms of the original games and the scant few recent mods I've heard of.

>> No.1229473

>>1229253
So do I, except all the weapons have PSX sounds.

Except the chainsaw, its PSX sounds are actually the same as the original only shorter for no good reason.

>> No.1229475

>>1229262
If pol.wad doesn't win, we riot.

>> No.1229481

>>1229383
Default ZDoom alt HUD. Nigh perfect, with only Dommguy's mug missing.

>> No.1229487

>>1229481
>Dommguy

Godfuckingdammit, I swore I aborted my post submitting.

>> No.1229517

>>1229481
>Default ZDoom alt HUD. Nigh perfect, with only Dommguy's mug missing.

Is there a HUD with it? Been looking.

>> No.1229569

So, I'm looking for some gameplay mods I can run on my low end laptop. Just about everything has particle effects and shit out the ass which slows the game down dramatically.

Any suggestions?

>> No.1229580

>>1229569
You can reduce the amount of particles and shit manually with a bit of editing

>> No.1229584

>>1229569
Thought about disabling opengl effects and filters? filters really fuck up you game really.

When i would use the shock weapons from project msx my game would crash because of them.

>> No.1229604

>>1229383

I don't see what's wrong with the default Doom HUD.

>> No.1229605
File: 97 KB, 640x400, barlesshud2[1].png [View same] [iqdb] [saucenao] [google]
1229605

>>1229604

Default covers too much screen. At the very least I'd play like this.

>> No.1229780

>>1229605
That looks nice, though I'd imagine it would be hard to read some elements in motion.

>> No.1229865
File: 10 KB, 369x300, gears of war at his computer.png [View same] [iqdb] [saucenao] [google]
1229865

What source ports does /vr/oom recommend for playing both Quake 1 and 2 on a PSP? There seems to be quite a few, not sure what to pick:

>http://wiki.gbatemp.net/wiki/Game_Engines_on_PSP

Oh and yeah, PSPLegacy seems to run Doom fine. You can load PWADs too it seems but it's quite basic.

>> No.1230274

>>1229285
Man, I loved it.

The special edition is better tha vanilla Brutal Doom.

>> No.1230327

What's /vr/'s Mumble?

>> No.1230371

Underrated/underlooked wads, please.

>> No.1230374
File: 2 KB, 142x138, 1363236402623.png [View same] [iqdb] [saucenao] [google]
1230374

GZDoom Builder seems promising so far but is it normal to get a bunch of errors when you first start using it?

Like I can load my maps, the errors mainly pertain to game configs that I'm not even using.

Also, holy shit all these buttons.

>> No.1230381

>>1230374
>Like I can load my maps, the errors mainly pertain to game configs that I'm not even using.
Be sure to have the right mode (UDMF or Hexen) selected at first, and have gzdoom.pk3 (set to exclude from blablabla etc.) in the loadlist.

>> No.1230395
File: 320 KB, 800x738, 1372384203463.jpg [View same] [iqdb] [saucenao] [google]
1230395

>>1230381
I'm using only Doom in UDMF format and have set that up so I can load my level and test it.

All the errors are "Unable to load game configuration file!" errors for the mods I'm not mapping in, hexen format, strife, skulltag, etc. Is that an error everybody probably got?

>(set to exclude from blablabla etc.) in the loadlist.

That would help, so how do I do that?

>> No.1230405
File: 798 KB, 1920x1080, samsarabloodyhell3_5.png [View same] [iqdb] [saucenao] [google]
1230405

A couple new screenshots of the latest progress that Terminus and I have done for samsara_cl_bloodyhell 3. One of the things I'm especially going for is making the death animations more intense/violent and giving them a better sense of impact and flow - something I hope to achieve by creating a wide variety of fairly smooth death sequences.

In this case, we got a zombieman firing off a couple shots as he topples onto the ground (it's a bit dark since it doesn't have any dynamic light attached to it yet, but it should be visible). And don't worry - it doesn't do any damage, so you won't be getting any super-cheap deaths from this or anything.

>> No.1230408

>>1230395
Open this image: >>1223726

Just open the window shown there and click "resource options" for the file in question.

>> No.1230409
File: 491 KB, 1920x1080, samsarabloodyhell3_7.png [View same] [iqdb] [saucenao] [google]
1230409

>>1230405
Here's the second one, showing off some new tweaks/additions to the gore effects. Going to make/animate more gibpiles soon in order to create some more diversity.

>> No.1230412

>Nimrod
>reach end
>"Nuclear missiles cannot be aborted"
>THE END

Well, that was fun. Now what to play next?

Chosen looks interesting. Is it true that hi-res text will crash that wad, or has ZDoom advanced enough to fix that?

>> No.1230414

>>1230408
Oh right, so just give it the Doom2 IWAD files and they'll stop complaining?

>>1230405
Nice, I saw that animation and was actually wondering about if it fired off actual bullets. Have you played F.E.A.R?
Soldiers will keep firing their guns when they're going donw.

>> No.1230415

>>1230414
Yeah. It does create bulletpuffs on the walls and such, so it will still give that effect - I just don't want superlowhealth players to get fucked by a tiny random and uncontrollable factor like that.

Not to mention I'm trying to work with Doom's gameplay/flow instead of fucking around with it (though when we get to doing the standalone addon version of this, we'll probably have options to tweak different things to the player's liking)

>> No.1230431

>>1230415
>>1230405
You might like whats here in terms of death animations.

http://realm667.com/index.php/repository/sfx-shoppe-mainmenu-139/other

Not saying use them all but some certainly might be handy.

>> No.1230443

>>1230371
Anyone?

>> No.1230457

>>1230371
>>1230443
Played NeoDoom?

>> No.1230471

>>1230443
whatdafuck.wad
vacav15.wad

>> No.1230495

>>1230412
Thanks for the spoiler tag ;_;

>> No.1230514

>>1229282
Has there been an estimation as to when that'll be released?

>> No.1230553

>>1229226
The SSG wastes ammo if you need to hit something far away because the grouping is wider.

>> No.1230564

Has anyone made Doom64 maps for Doom1-2?

>> No.1230580

Is the Doom 3 BFG edition worth getting on sale if I want to play through Doom I - III?
Sometimes these re-releases and overhauled versions are crap (like Half-Life) that's why I'm asking.

>> No.1230581

>>1230564

Seems to be dead (and everyone's so damn lazy to compile 'em all in a single one)

http://www.doomworld.com/vb/wads-mods/64353-doom-64-for-doom-ii/

>> No.1230582

>>1230580

hell
no

>> No.1230584
File: 118 KB, 1280x1024, Screenshot_Doom_20131128_142839.png [View same] [iqdb] [saucenao] [google]
1230584

>>1230412
> Is it true that hi-res text will crash that wad
Not really, "scale text in high res: double" works great.

>> No.1230592
File: 133 KB, 234x259, doomrace.png [View same] [iqdb] [saucenao] [google]
1230592

Ah well, look at here!

http://www.doomworld.com/php/topstory.php?id=3933

>Source ports: Anything
>If you use ZDoom or any source ports of that nature, jump, crouch, and permanent SR50 are not allowed.
>Saves are allowed.
>Streaming your race is highly recommended, even if it is low quality.

I assume Dime (a well known and skilled Doom speedrunner) is doing this to either get more dudes for next year's AGDQ.

>> No.1230593

I need a music enhancement mod to go with Brutal Doom; which pack is most appropriate?

>> No.1230597

>>1230593

Let's see. You say

>I need

Need? What's wrong with the MIDIs?

>> No.1230602

>>1230582
That bad huh?
Alright, thanks. So would you recommend just downloading the Doom and Doom II .wads and getting the original Doom 3 version?

>> No.1230603

>>1230602
Yep.

>> No.1230604

>>1230581
>>1230564

Intersting.

My main complain is that Doom64 is ugly as sin, especially the character sprites.

>> No.1230605
File: 11 KB, 287x303, lal.png [View same] [iqdb] [saucenao] [google]
1230605

>>1230597
you can't really do brostep and macklemore in midi

>> No.1230608
File: 11 KB, 491x154, doombuilder7.jpg [View same] [iqdb] [saucenao] [google]
1230608

So I'm using GzDoom Builder and having a gay old time, I can open my level and run it and all that but I try to open the nodesviewer and I get this error.

>> No.1230612

>>1230597
It's not that I don't like the songs, it's that I want them to be enhanced! A friend of mine doesn't exactly like vanilla Doom, but he'll accept Brutal Doom as long as I replace the music as well, so it's less "crap", so he says.

And damnit, I want him to play Doom.

>> No.1230614

>>1230608

Install Doombuilder 2 first

>> No.1230615

>>1230612
Go to BrutalDoom's moddb page and on there SGTMKIV has released a music pack for brutal.

"Doom metal up your ass!" it's called or something.

>> No.1230618

>>1230612
>>1230593

Damn, there was an arranged music thing that sounded AMAZING. A mix of synths and real instruments. Was on the zdoom forum. Can't find it. There was also a post with a recommended enhancement wads that I liked.

>> No.1230617

>>1230614
I already have, I got GZDoombuilder and installed it after I installed regular doombuilder 2.

>> No.1230634

>>1230615
Found it; it was the Doom Metal Soundtrack Mod - Volume 4. Thanks!

>>1230618
I'll watch the thread a while just in case you find it again. Good luck.

>> No.1230643
File: 36 KB, 772x95, idgames_blue.jpg [View same] [iqdb] [saucenao] [google]
1230643

NEWS FLASH - Someone on Doomworld just managed what seemed to be the impossible.

https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

>hurr wut is dat?

Read the filename so you can get an idea.

12GBs, which for today's standards is fucking nothing compared to the shit people often download on the internet. This may take a while to download since this was just done yesterday at 5PM central and the added factor of lolFTPs. But hey, if you always wanted to download what's contained in the /idgames database, this is your chance

(Also, there's another /idgames torrent which is located in none other place than archive.org, but that's a snapshot done in July, so some files may be missing; this one seems up-to-date)

>> No.1230645

Unf. I just recoded all the elements in my hud so they can all be moved relative both the screen and each other by just altering 4 numbers numbers. It was tedious, but I have a very modular and easy-to-edit hud now.

Just look at these fucking coordinates though:
((hblx+(hx*2))+50.3), ((hbly-hy)+25.3)

>> No.1230647

>>1230645
I also type like a retard. Fuck me.

>> No.1230654
File: 45 KB, 259x300, trollface2.png [View same] [iqdb] [saucenao] [google]
1230654

>>1230643
>Someone on Doomworld just managed what seemed to be the impossible.

Had fun in a map with Zdoom features?

juuuuust kidding

>> No.1230664

>>1230634

http://forum.zdoom.org/viewtopic.php?f=37&t=24423

Think this is it.

>> No.1230704

Just started playing Doom again after years. Is there a fullscreen HUD that is like the original one but with the face? Asked before but got no replies.

Also:

http://forum.zdoom.org/viewtopic.php?t=31681&p=600537

>must have auto load wads

Anything else to add?

>> No.1230713

>>1230704
>Is there a fullscreen HUD that is like the original one but with the face? Asked before but got no replies.

Might want to reword this, you mean is there an alternative hud like the original that has the face?

>> No.1230717
File: 81 KB, 640x480, Screenshot_Doom_20131128_133546.png [View same] [iqdb] [saucenao] [google]
1230717

>>1230713

Sorry. Something like the original fullscreen HUD. But it's lacking that charm of the Doomguy face. Also keys are a little too small.

I might just look up how to mod huds since it's likely very easy.

>> No.1230723

>>1230717
I was wondering that, too. When I started up Doom 1 via GZDoom, the HUD had nothing on the bottom, just pure fullscreen action.

Turns out that if you press - or + from the top number keys, it changes from none, to minimalist, to Doomguy face plus ammo counter and all. Is that the problem you're having?

>> No.1230735

>>1230717
>>1230723
I dont use custom huds myself, but there are screenshots sometimes in these threads of custom huds.

>> No.1230743

>There will never be a DOOM HD with amazing looking 3D graphics and sprites
>There will only be amateur mods that are pretty ugly

http://www.youtube.com/watch?v=sKz2VRCkz-s

>> No.1230764

>>1230743

It's called priorities

I would prefer 5 different instances of a zombieman shooting at you in different ways than a 3D model.

>> No.1230773

>>1230764

I kind of would love an official Doom HD. None of this amateur stuff with crappy textures, 3D models and sprites. Something official, headed by Romero. Either using HD sprites based on original puppets or new ones, or detailed 3D models. All of it meant to evoke the look of the original just in HD.

Also two main gameplay modes, an "arranged" that tries to balance the game with freelook and other things, and an original that is as close to the original release as possible.

>> No.1230782
File: 187 KB, 1280x801, 1315810106589.jpg [View same] [iqdb] [saucenao] [google]
1230782

So I hear slopes and 3d floors are easier to make in gzdoom builder, how do I do it here that is different from the usual way?
Thanks in advance.

>> No.1230787

Honestly, I wonder why sourceports like ZDoom are apparently standard around here.
Jumping, crouching and free mouselook and all that completely changes the game, sometimes even breaks the level design.
From what I've noticed, other "communities" usually don't recommend stuff like this instead of a vanilla solution, Doom seems to be the complete opposite for some reason.

>> No.1230791

>>1230787

I hate autoaim and love freelook.

Jumping kind of breaks the game though.

You can also rebalance the game if need be.

>> No.1230794

>>1230787
>completely changes the game

That's the point. Besides the features being OPTIONAL, you get extensive mod support and the fact that some maps/mods are based on advanced features.

>> No.1230802

>>1230787

I honestly play ZDoom maps with Doom compat reinforced. Same when I happen to playtest UDoom with certain stuff like new monsters

>> No.1230803

>>1230787
>>1230787
>I wonder why sourceports like ZDoom are apparently standard around here.

dont get confused, we may play stuff that uses opengl and other advanced shit, but none of our binds have jumping or crouching

>> No.1230810
File: 162 KB, 1411x385, 20anivdoomrace.png [View same] [iqdb] [saucenao] [google]
1230810

>>1230787
For the upcoming 20th Anniversary Doom Race, any sourceport that utilizes those features are banned.

>> No.1230804

>>1230787
>Jumping, crouching and free mouselook and all that completely changes the game, sometimes even breaks the level design.
then you don't use the jumping and crouching, obviously
sometimes it's fun to mess with stuff like a level being designed for vanilla gameplay but the creator didn't set boundaries correctly and you can fall out of the map
problem is, people always disable jumping in vanilla maps and servers, but never isable crouching. I just don't get that
auto-aim and mouselook is fine, that's vanilla. auto-aim and freelook seem pointless, but I have to admit I like freelook, it feels like if they could've put it in they would've

>> No.1230805

>>1230782
The 3dfloor is rendered right in visual mode, and if you select it's ceiling/floor, you can change it's height right then and there. You can change it's textures too of course.

Similarly, you slopes are rendered in visual mode too, and you can change it's angle just like you'd change the height of a normal sector (by scrolling).

>> No.1230813
File: 28 KB, 597x523, 1385239042355.png [View same] [iqdb] [saucenao] [google]
1230813

>>1230787
I play with GZDoom and I have jumping and crouching set to map defaults, that is, unless the mapper expressly gave permission in the mapinfo to allow jumping then it is disabled by default.

As for freelook, I use it and dont shoot at anything that would be considered breaking the map. Such as looking upwards to shoot a switch that you need to be facing directly ahead at, or firing multiple rockets into an icon of sins brain.
There seems to be this retarded notion among some people that people who use Zdoom jump around in every single map and crouch to dodge fire and break flow. This is false.

Zdoom (and GZdoom) allow many more features for making maps in Doom that were previously unavailable and allow more variety in making maps.
Pic related was the note written by John Carmack and released with Doom's source code.

>> No.1230814

>>1230773
I'd also love to see Doom HD released in the same manner as Serious Sam HD games.
>Also two main gameplay modes, an "arranged" that tries to balance the game with freelook and other things, and an original that is as close to the original release as possible.
This very thought has passed in my head numerous times.
But if it actually happens, it's very likely going to be like what Shadow Warrior 2013 was to the original. And that is really sad.

>>1230810
Pretty sure it means that you can't use these features, but you can use ZDoom.

>> No.1230815

>>1230810

no, you CAN use ZDoom and the like, but you either must unbind anything that has them set or reinforce 'em

>> No.1230816

>>1230810
No they're not. Learn to read. You're just not allowed to use those features in such an engine.

>> No.1230818

>>1230643
Is that whole /idgames in one torrent?
With 10 GB of terrywads and the like?
I think I'll pass.

>>1230782
Dude, build an array of triangular sectors. In gzdoom builder's visual mode you can drag their vertexes like they're polygons and make a realistic landscape.
Which is awesome.

>> No.1230823

>>1230787
You can disable jumping, crouching and freelook in the gameplay settings of ZDoom and it's variants. I play with those disabled unless if a mod requires those features.

>> No.1230825

>>1230818
>10 GB of terrywads

you must be either dense or baiting, for your well-being we hope it's the first

>> No.1230824

>>1230805
just checked out the 3d floor thing, cool beans, thanks for that

as for slopes do they have to be made how they always were?
i thought there'd be an option to select 2 linedefs and say "make this a slope" or whatever

>> No.1230826

>>1230818
>Dude, build an array of triangular sectors. In gzdoom builder's visual mode you can drag their vertexes like they're polygons and make a realistic landscape.
Which is awesome.

You mean the control sectors you use when you're making a 3d sector like a double storey roof?

>> No.1230836
File: 349 KB, 1457x608, vertices.png [View same] [iqdb] [saucenao] [google]
1230836

>>1230826
No. I mean pic related.

>>1230825
No, I just don't believe n quality of most of community wads. Maybe I'm overreacting. Yeah, most likely.

>> No.1230848

>>1230836
wait what

How do I get those vertex pointes to show?

>> No.1230852

>>1230836
Oh that, I'm still learning how to map but I've seen that before. Looks cool.

>> No.1230862

>>1230836
Gzdoom builder, 3d view. It has to be UDMF format map and the sectors must be triangular.
It's sooo useful. Like, you can, uh. Huh.

>> No.1230863
File: 1.22 MB, 849x783, FUCK.png [View same] [iqdb] [saucenao] [google]
1230863

>>1230848
Hang on I got it.

WHAT THE ACTUAL FUCK I'VE BEEN DOING PIC RELATED FOR SO LONG

FUCK.

>> No.1230868

>>1230787

You can turn those feature off.

And people mostly play mods and custom maps. Levels and mods can be made to utilize those features.

Obviously, if you're playing Doom for the first time, vanilla is the way to go. But most people in the Doom community have played Doom to death, and look for new and interesting ways to play it. I honestly can't remember the last time I played vanilla Doom.

>> No.1230875

>>1230868
>But most people in the Doom community have played Doom to death, and look for new and interesting ways to play it

exactly, i've been playing it for about a decade
pretty sure i've earned a right to muck about with it if i like

>> No.1230883
File: 247 KB, 320x276, 1333396519074.png [View same] [iqdb] [saucenao] [google]
1230883

How do I make a slope in UDMF format?

I'm assuming it's different from Hexen Format.

>> No.1230885

>>1230868
Yes, exactly.
Thanks everyone for the clarification.
I didn't realize the main purpose of the threads was modifications and new content (which obviously makes modernized sourceports with new features desirable) so I, as someone who never played Doom before, was a bit confused later after downloading ZDoom ("THE sourceport to get for singleplayer.") from the OP's FAQ and jumped around, not realizing this wasn't an intended feature.
Maybe that's a thing to add, like a clarified description of Chocolate Doom or whatever, that this would be the best option for new players who want to experience the original Doom campaign.

>> No.1230887

>>1230885

I would personally pick PrBoom over ChocoDoom, you can even get to play certain modern mapsets with it with no problem

>> No.1230891

>>1230883
UDMF and hexen are virtually the same.

>> No.1230895

>>1230773
There is a pretty good Doom 3 mod that recreates E1 in the Doom 3 engine, even down to the secrets and monster placement. There's another mod that recreates the Tower of Babel.

>> No.1230896

>>1230891
Yes, because Hexen format has 3D floors and absurdal amounts of data per linedef you can add.
I mean yeah, slopes are the same in both, but there are tons more features in UDMF.

>> No.1230897

>>1230885
Everything you said if perfectly valid.

Few people outside the doom community realize it's one of the most prolific modding communities there is, especially in regard to age. Might I suggest you play Phocas Island 2? It's not doom-y in any way, but easily one of the best mods in history.

>> No.1230901
File: 21 KB, 492x561, doombuilder8.jpg [View same] [iqdb] [saucenao] [google]
1230901

So is this possible in Doombuilder 2 UDMF?

It's deep water with a 3D bridge over it, and then over that bridge are other 3D platforms and then over those platforms as well.

>> No.1230903

>>1230901

yep

>> No.1230909

>>1230901
Easily.

>> No.1230914

>>1230903
>>1230909
Wont selecting sectors be a bitch and a half?

S'going to look fucked in 3D mode, I thought you could only have 1 sector of 1 type in a space.

>> No.1230918
File: 1.01 MB, 1366x768, t-thanks carmack.png [View same] [iqdb] [saucenao] [google]
1230918

Sup faggots how was your Turkey Day?

>> No.1230923
File: 107 KB, 768x768, heeheehahaha.jpg [View same] [iqdb] [saucenao] [google]
1230923

>>1230918

>> No.1230929

>>1230918
I'm not fat so I don't celebrate it

>> No.1230930

>>1230914
>Wont selecting sectors be a bitch and a half?
Yes.
>S'going to look fucked in 3D mode, I thought you could only have 1 sector of 1 type in a space.
You can have millions of 3 floors, but if you were to make a lattice of many overlapping ones, the number of control sectors start growing exponentially. Soon you're there with a million little sectors and little clue which does what.
>>1230918
We don't celebrate that here.

>> No.1230936

>>1230930
>Soon you're there with a million little sectors and little clue which does what.

Thankfully, GZDoom builder has arrows point from the control sector to the map sector

>> No.1230937

>>1229135
It's more of a rocket LEAP, really.

>> No.1230951

What was the name of that addon that turned ALL the pickups into explosive motherfuckers and made it into an OP pic in the early days of /doom/?

Does anyone still happens to have a link?

>> No.1230952

Has anyone here played Voodoo Guns?

How do you get things rolling? I'm walking around early 20th century Chicago like some retard.

>> No.1230960
File: 958 KB, 1366x768, Screenshot_Doom_20131128_151937.png [View same] [iqdb] [saucenao] [google]
1230960

>>1230952
Ah, found it.

>> No.1230968

>>1230918
Was? I just woke up.

>> No.1230970

>>1230936
Sure, but I thought the guy asked about DB2.

Man, I've got some projects that'll become a breeze to finish with gzdb.

>> No.1230974
File: 6 KB, 225x272, 1322829195121.png [View same] [iqdb] [saucenao] [google]
1230974

How do you make deep water in UDMF?

I think you need a script in Hexen Format whereas in UDMF you dont, cant find the thing for it though.

>>1230970
>Man, I've got some projects that'll become a breeze to finish with gzdb.

It certainly seems to make some things easier, but I'm worried about running into a bug that will make me eat shit. Like I can run around in my maps and do shit but if I try and open the nodesviewer I get an error.

>> No.1230975

Well, I am doing a little something for the 20th anniversary of doom, could I get a art dump going?

>> No.1230979
File: 288 KB, 800x1231, 1300428345932.jpg [View same] [iqdb] [saucenao] [google]
1230979

>>1230975
I've got this picture.

>> No.1230983

>>1230974
>It certainly seems to make some things easier, but I'm worried about running into a bug that will make me eat shit. Like I can run around in my maps and do shit but if I try and open the nodesviewer I get an error.
I'm slightly scared of that too, but que sera sera I guess.

You seem knowledgable, would you happen to have a list of feature differences between UDMF and Hexen?

>> No.1230994

>>1230983
>You seem knowledgable

Hueh, I wish.
Well I can direct you where I read it.

http://zdoom.org/wiki/Universal_Doom_Map_Format

Though I just made an underwater sector and I've noticed that in UDMF you dont need to write a script to change sector colored lighting or fog. You just do it right there in the editor.
Saves time.

For the most part it seems like an upgraded version of hexen format.

>> No.1231004

>>1230994
Hmm, perhaps I should move over then. I do kind of like controlling fog with ACS though, it's good when you have a lot of sectors.

Anyway, to keep pestering you: I'm trying to use SetHudClipRect in a script, and gzdb tells me it's "used but not defined". ZDoom wiki says it's a "New" feature, so I guess doom builder just hasn't caught up. Is there some file I can replace or update to fix that?

>> No.1231006

>>1230901
So I'm in Doombuilder and I've made a deep water section with no bridge, now I'm trying to add deep water under a new area that *does* have a bridge.

How do I select the sectors in the 2d building mode? It's selecting the bridge sector instead, I thought I'd avoid that.

>> No.1231014

>>1231004
I dont know what that is, sorry.
However on the topic if fog you can set it directly in the sector editor without any guesstimating at to what the colors will be.

>> No.1231038
File: 329 KB, 1366x768, Screenshot_Doom_20131015_204805.png [View same] [iqdb] [saucenao] [google]
1231038

the cyberdemon hit me so hard I went outside the level.

>> No.1231040

>>1231038

before anyone asks, the wad he's playing is Pirate Doom

still waiting on someone to figure out that you can extract the monsters/weapons and use it as if it was ww-nazis

>> No.1231049

Is it weird that I still play with keyboard only and is it going to be a huge disadvantage when trying to tackle some harder mods?

I managed to beat Doom1&2 on UV but those games aren't as hard as Plutonia or Evilution that I'm about to tackle.

>> No.1231058

>>1231049

not really

there's people that played Episode 4 with one hand. literally

>> No.1231056

>>1231049
Meh, keyboard only is fine as long as you can circle-strafe. I use WASD for movement and the arrow keys for turning whenever I'm on a laptop.

>> No.1231062

>>1230974
Linedef action number 160 is 3d floor, you can set it to be swimmable. then change the control sector's ceiling to water texture, lower it, figure out the rest.

>> No.1231068
File: 77 KB, 1115x670, punching of god.gif [View same] [iqdb] [saucenao] [google]
1231068

>>1230975
I don't have much.

>> No.1231072

>>1231056
I played Mageslayer like that.

>> No.1231076
File: 274 KB, 603x800, cow head.jpg [View same] [iqdb] [saucenao] [google]
1231076

>>1231068
Turns out I have almost none.

>> No.1231080

i heard you guys are making a /g/.wad,how is it going?

>> No.1231083
File: 509 KB, 1600x1200, wooooo hooo.png [View same] [iqdb] [saucenao] [google]
1231083

>>1231076
Yup, none.

>> No.1231091

>>1231080

not us, as a matter of fact someone from /g/ came in to post progress, not sure if he's around us

>> No.1231093 [DELETED] 

>>1231091
oh,well i dont want to make a thread on /g/ just to ask how is it going
same stuff with /mlp/

>> No.1231128

I just beat Ultimate Doom for da first time. Is the fourth episode just an extra thing for you to keep playing or do I get a "good" ending if I beat that one?

>> No.1231132

>>1231083
Someone make this into a real map

>> No.1231140

>>1231128

Hell no, Episode 4 was an extra and the reason Doom was named to Ultimate Doom.

You're free of playing it or not, many of us will tell you the second thing because it is actually pretty hard, not as hard as the Final Doom wads, but still

>> No.1231156

>>1231132
>a map with Cyberdemon, Spider Mastermind and Icon of Sin in one room
Duh.
I like the tower in the middle though. Reminds me of MAP15.

>> No.1231161

>>1231156

Both can get to infight between 'em easily, tho.

Also if you think all 3 of them can't coexist in a map, you won't like Hellbound's MAP30

>> No.1231168

>>1231068
I feel like the land behind Doomguy shouldn't be there because he's actually propelling himself with Rider Kick to punch Romero in the face.

>> No.1231171

I usually dont post in /vr/ but Ive a hankering for some doom.

I got the zdoom+all wads from a RS listing, now im looking for one of my favorite doom mods: Modern Doomfare. I cant seem to find a hosting site for it that hasn't been taken down. Also was it ever updated? I remember there being some weapons and shit added to it but didnt have anims or models imported yet.

>> No.1231174

>>1231161
In a map, yes, but not in the same room. It looks like some kind of a demon sitcom.
Also Icon can't infight and would be a bithc and a half in a room with two other bosses and some Archies. Wait, now that I think of those Archies, I feel like it would be too slaughterous for a slaughtermap.

>> No.1231178

>>1230704
thanks for the link. There was stuff there I always wanted and never knew

also post PLAYPALs please

>> No.1231182
File: 382 KB, 1280x960, Screenshot_Doom_20131104_125949.png [View same] [iqdb] [saucenao] [google]
1231182

>>1231171
If you're talking about the doom mod with upgraded monsters and COD weapons, look for a server running RGA2 (Real Guns Advanced) on the zandronum server browser and it'll grab the mod files automatically.

>> No.1231187

>>1231161
Perhaps the Icon of Sin could act differently? Maybe instead of constantly spawning foes it could shoot lasers and stuff.. I dunno

>> No.1231192

>>1231182
Speaking of Real Guns Advanced, did anyone play [and maybe prefer] the original? I really liked the original RGA, it was really cool.

>> No.1231193

>>1231187

Or just don't actually put Romero's Head inside of it. My memory may betray me, but that actor is the one spitting the demons and not the whole structure per se

>> No.1231195

>>1230495
It's old, and who plays Doom for the plot?

>> No.1231196

>>1231192
Yep, still have the file and everything. I occasionally visit it, but I've come to enjoy RGA2 a bit more.

>> No.1231202

>>1231182
>zandronum
What is that?

>> No.1231203
File: 367 KB, 1280x1024, Screenshot_Doom_20131128_202316.png [View same] [iqdb] [saucenao] [google]
1231203

4 Cyberdemons in the first level, holly shit.

>> No.1231204

>>1231202

Remember Skulltag? It came back, in pog form!

>> No.1231206

>>1231203

Deus Vult?

>> No.1231210

>>1231206
Yep.

>> No.1231220

>>1231192
Definitely prefer the OG RGA. Dat shotgun.

>> No.1231217
File: 28 KB, 640x480, doom-alpha4.png [View same] [iqdb] [saucenao] [google]
1231217

>You will never receive a doom hint book autographed by id

>> No.1231219

>>1231193
Yup, Romeros head is the thing that takes damage and dies, causing the level to end. There's a "boss eye" which spawns the cubes and there are "boss targets" which is the positions where the cubes land.

>> No.1231226

>>1231193
Nope, there's a monster spawner inside too.
John's head is just a dummy you're supposed to shoot at that does a plenty of special effects and triggers a level end when it dies.

>>1231203
Play Cyberdreams. Man, I'd recommend everyone Cyberdreams.

>> No.1231228

>>1230274
Be sure to check in on the ZDoom forum page. All the details of the latest shit is on there.

>> No.1231230

>>1231226
>Play Cyberdreams.
I already played that wad.

>> No.1231238

>>1231204
Okay so i got zandronum downloaded and installed, I found servers with the Wad files i want but they dont seem to be downloading when I try and join the servers.

>> No.1231248

>>1231230
Yet you're still complaining about Cyberdemons?
It's like you don't like fun.

>> No.1231264

>>1231226
I already played Cyberdreams like 15 years ago.
Good shit though

>> No.1231270
File: 241 KB, 1050x1297, doombuilder9.jpg [View same] [iqdb] [saucenao] [google]
1231270

Can somebody point out my problem here?
Pic is my problem.
I try to select the sectors (to make an underwater sector with dummy sectors) but when I try to select the area under my already made bridge the editor removes my bridge or overwrites it.

I'm >>1231006

I'm even checking the sector numbers and I know I'm not selecting the bridge sector by mistake.

>> No.1231286

>>1231248
>you don't like fun.
More like rape.

>> No.1231295

>>1231270
Can't you just click on them in editor mode and assign a lower height value?

>> No.1231297

>>1230818
>Dude, build an array of triangular sectors. In gzdoom builder's visual mode you can drag their vertexes like they're polygons and make a realistic landscape.
Only in GZDoom?

What about Doom Builder?

>> No.1231302
File: 621 KB, 1920x1054, screen.png [View same] [iqdb] [saucenao] [google]
1231302

>>1231270
If you want the 3D bridge AND the 3D water you'd need to tag the water either side of the bridge differently to the bridge. Then make two lines of your water control sector reference the bridge sector and the "canal". Here's a screenshot and a map demo.
https://dl.dropboxusercontent.com/u/17640143/bridge.wad

>> No.1231304

>>1231297
Vertex sloping is available in ZDoom but you can only see them in GzDOOM builder [which you CAN use for ZDoom, I dunno why people are getting mixed up, it'd Doom in hexen format all over again]

>> No.1231308

>>1231083
Damn

Now I want a Doom RTS

>> No.1231313
File: 956 KB, 960x720, 1373201792020.png [View same] [iqdb] [saucenao] [google]
1231313

>>1231295
Nah I try that and the program gets confused and fucks with the bridge. Unless I'm too confused.

>>1231302
I'm dling this now. In about 20 minutes I'll let you know how it goes on my end.

Did you make this just then for me?
Thanks dawg.

>> No.1231315

>>1231308
This sounds quite awesome, but bear in mind that the Marines faction would be really boring and you'd have to make up most of its units yourself. Also it would be something resembling Warcraft with its heroes (cyb as a regular unit? pff), and I don't like Warcraft.

>> No.1231316

>>1231308
I want something that plays like the new XCOM games but involves doom forces as the invaders

>> No.1231317

>>1231313
Yeah I made that in about 5 minutes. Nothing too difficult

>> No.1231329

>>1231317
I see the bridge's tag is the same tag for the water under it.
I thought they had to be different.

>> No.1231334

>>1231329
Nah, you just have to use another line in your control sector.

>> No.1231342

>>1231334
I didnt know that......also, there's no "deep water" Thing in the sector.

What is this sorcery?

>> No.1231347

>>1231342
Swimmable type 3D floor, check the 3D floor type.

>> No.1231351

>>1231342
nigga don't make the sector's action deep water.
It'll make whole sector, from the ceiling to the floor, swimmable.

>> No.1231356

>>1231347
Swimmable floor?
I've got actiontype 160 for all sectors here.

I'm using "transferheights" (209) in my Wad.

>>1231351
Doesnt do that for me here.

>> No.1231354

>>1231351
Only if you put the swimmable sector actor in the actual sector, if you put it in the control sector it's fine.

or you could just use the swimmable type 3D floor like I did in >>1231302

>> No.1231360
File: 6 KB, 212x229, screen2.png [View same] [iqdb] [saucenao] [google]
1231360

>>1231356
Set up your 3D floors like this.

>> No.1231363
File: 5 KB, 212x191, screen3.png [View same] [iqdb] [saucenao] [google]
1231363

>>1231360
>>1231356
It's better to use 3D floors. But with Transfer Heights you can do pic related.

>> No.1231373

>>1231360
>>1231363
Where are these options you're looking at?
I cant find them in the sectors or in the linedefs

>> No.1231375

>>1231373
disregard this, just found it

>> No.1231376
File: 34 KB, 583x725, screen4.png [View same] [iqdb] [saucenao] [google]
1231376

>>1231373
>>1231375
The little box next to the value input for options.

>> No.1231385

>>1231376
Alright, going a bit slower than I thought here as I was doing my swimmable sectors differently.

Does the control sector still need to have the floor/ceiling values to match the other sector like you do with the older way??

>> No.1231387

>>1231385
Yeah pretty much. Just play around with it. It's nothing too difficult once you get yourself comfortable with it all.

>> No.1231392

>>1231387
Alright sweet, I've done the sectors either side of my bridge this new way. Trying the bridge now, stay on the line.

>> No.1231394

>>>/v/220304957

Mark pls.

>> No.1231403
File: 13 KB, 166x299, you_cant_make_me_have_fun.jpg [View same] [iqdb] [saucenao] [google]
1231403

>>1231394
I thought we'd already gathered up all of the doomers for /vr/.

Anyway, I think if we talk about doom on /v/ we should be more diplomatic and not devolve into rabbit "my games better than yours!" type shit.
even though it *is* breddy damn gud

>> No.1231402

Does anyone remember the name of the wad that mix all Doom 2 levels in just one level?

>> No.1231405

>>1231402

Memorial.wad

>> No.1231406

>>1231403
>I thought we'd already gathered up all of the doomers for /vr/.

A week ago someone just discovered that all the Doom convo moved out to /vr/.

There's STILL people who wonder why /v/ stopped talking about Doom

>> No.1231409

>>1231392
Standing by just in case bro.

>> No.1231416
File: 147 KB, 800x601, brilliant.jpg [View same] [iqdb] [saucenao] [google]
1231416

>>1231409
Rockin'
Mission accomplished.

Thanks a bunch for that, you have really helped me out and I dont think I would have figured that out on my own.

What changes if you want to do another bridge over THAT bridge? so there's a few layers and a swimmable floor underneath?

>> No.1231421

>>1231416
You would have to create another control sector higher up. You can still use the same tags. Each layer will just require more control sectors.

>> No.1231425

>>1231421
So the only new control sector is the one required for the new bridge?

>> No.1231428

>>1231425
Yeah. Just one. Just like how the liquid was done.

>> No.1231430
File: 102 KB, 648x736, 1346867444162.jpg [View same] [iqdb] [saucenao] [google]
1231430

>>1231406
Damn, well then again it *is* a big place.

Though to anybody else reading this, if you talk about doom on /v/ always be more polite/down to earth. Like "oh well we play this game and like it, we hope you do too". Most of the mindless cancer shitposters there I have come to think are not even aware of how cancerous they are.

As in they're like that to everybody and it's not malicious for them, it's normality. Or they think that if you piss somebody off it means you're right. Literally have entire threads of slagging off eachothers games if they see other guys talking about a game they like.

>> No.1231431

>>1231428
So while I've got you whats with the "vavoom" flag always being ticked? What is so special about it?

>> No.1231436

>>1231425
wwwBBwww
wwwBBwww
wwwBBwww

"w" is water, "B" is bridge. You need three control sectors here: One transparent swimmable water sector for "w", another identical dummy water sector which points to the bridge's sector, and finally a dummy sector for the bridge.

Two different tags, three control sectors.

>> No.1231434

>>1231431
Honestly? I don't know. It just seems to auto tag itself as vavoom. I think it has something to do with the collision. Pay it no mind.

>> No.1231440

>>1231436
You don't even need 3 control sectors. 2 will do. You can apply action 260 to different lines on the same control sector.

>> No.1231443

>>1231434
I see, well I'll just leave it like that then. >>1231436
>>1231434
I guess if I'm having a realistic landscape under the water (jagged edges, rocks, etc) I would have lots more sectors to select?

>> No.1231445

>>1231440
Fuck me, that's right. I'm just used to doing it that way.

>> No.1231454
File: 688 KB, 1920x1080, Screenshot_Doom_20131119_014743.png [View same] [iqdb] [saucenao] [google]
1231454

>>1231443
>I guess if I'm having a realistic landscape under the water (jagged edges, rocks, etc) I would have lots more sectors to select?
Not if you start with one properly tagged sector first.

>> No.1231453

>>1231443
Possibly. But I'm sure you can still tag them the same.

>> No.1231463
File: 184 KB, 1181x704, doombuilder10.jpg [View same] [iqdb] [saucenao] [google]
1231463

>>1231436
>>1231428
Well I'm looking at the editor in 2d mode and when I make a new sector *over* the bridge I just had in >>1231270

I get pic related.
While that much is unsurprising how do I let the editor know whats what?

>> No.1231473

>>1231463
>While that much is unsurprising how do I let the editor know whats what?
I'm not quite following you. Every sector where the bridge is supposed to cover the water should be tagged 7, while the open water should be 9.

>> No.1231474

new doomfriend here
How do I look for secrets?

>> No.1231476

>>1231474
Misaligned textures, different textures, decorations placed in front of walls. Automap sometimes shows them, but that's only if the mapper is lazy.

>> No.1231478

>>1231474
Go UNF- on wall textures that are off-color for no discernible reason.
Look behind pillars for buttons.
Listen for doors that open elsewhere on the map as you move around.

>> No.1231479

How can a game this simple and stupid still be fun after so many years?
Doom just feels right. It is fucking insane that there is still no shooter where shooting enemies is so satisfying. I can't even describe it.
Maybe it's weird saying this about a game that's about shooting demons in the face with a metal soundtrack instead of some fairy elf boy saving the world but Doom is magical.

>> No.1231480

>>1231473
I'm making another, bigger bridge *over* the other bridge which is over water.

Anyway if I tag it the same as i've tagged the bridge the game will assume I'm making that bridge bigger, instead of another, bigger bridge.

>> No.1231491

>>1231474
If something looks suspicious, use it. If that doesn't work, shoot it.

>> No.1231492

>>1231480
Oh, right.
Now you need to tag those water strips on the side to, say, "10".

Middle has triple overlap, sides have double.

>> No.1231496
File: 114 KB, 760x1131, 1323366650319.jpg [View same] [iqdb] [saucenao] [google]
1231496

>>1231479
>How can a game this simple and stupid still be fun after so many years?

You're looking at it right now, modding. In fact it's this reason why other communities for older games still have modders (eg: morrowind)
I play and love other modern games but with doom it's very easy to get into.

Making new things for it (well) is hard but it's not so hard you have to have your own MotionCapture studio for all the animations and know your way around advanced art design to do all the graphics.

I mean, just to learn how to make maps in Doom 2 format would take like......an hour at most? Longer if you do all the tutorials and take a piss and get something to eat.
Making a map using only basic doom features is simple technically, the hard part is knowing how to make a decent map and that does require some skill.

It's still the basic principles of setting up challenging/engaging situations in video game settings and this is not something that requires the latest and greatest tech to do.

>> No.1231506

>>1230897
>Phocas Island 2
Sometimes I feel bad for completely dropping Phocas Island 2.5. It's actually quite close to being finished, but I have no desire to work on it anymore

>> No.1231507

>>1231405
Thanks

Is there something like this for Ultimate Doom or Final Doom?

>> No.1231513
File: 151 KB, 1014x697, doombuilder11.jpg [View same] [iqdb] [saucenao] [google]
1231513

>>1231492
Would it be possible to make the bridge like this?
Orange lines.

>> No.1231520
File: 2.94 MB, 1920x1080, Screenshot_Doom_20131123_222602.png [View same] [iqdb] [saucenao] [google]
1231520

>>1231506
Hey!
So, what features would be included in 2.5 if/when release?

Also, your mod is the main reason I started my own project. I'm eschewing all action and going all-out on problem solving and exploration.

>> No.1231525

>>1230612

Unfriend him. At this instant.

>> No.1231531

>>1231520
Hey, just on that screenshot writing "cosmetically challenged" while kind of "heh" inducing does I think pull the player out of the slow, methodical, investigative aspect of what you might be trying to convey.

Just my 10c, not saying i'm right or wrong or whatever so dont get the impression i'm being a jerk.
Not who you're talking to btw.

>> No.1231542

>>1231531
That particular line and pillar are just there to test scripts (like everything else in the hud..) right now. There's even a nukage barrel on the island. Not doing silly things when testing a feature out would take tremendous effort for me :P

>> No.1231558

>>1231542
I get it, I'm making a sort of "draft map" right now too. Just the basic principles of the layout so I know what I'm doing before I go slow and fully committed to detail.

>> No.1231586
File: 145 KB, 1680x945, 548527-deathmatch-classic-windows-screenshot-nice-title-screens.jpg [View same] [iqdb] [saucenao] [google]
1231586

Any doom maps/mods similar to half life? Levels with a futuristic laboratory/office/base theme?

>> No.1231583

>>1231192
I tried playing RGA2 and everytime I hit someone with a shotgun my ears cry.

It's like the laser sword in Deus Ex.

>> No.1231598

>>1231586

Try Vrack2

>> No.1231607

>>1231598
Do you destroy a lot of big computer, and then save a lot of big computer from blowing there?
It's an important aspect.

>> No.1231624

>>1231598
NOICE
will play right now.

anyone think of anything else?

>> No.1231626
File: 178 KB, 455x700, tumblr_lnf9jkwpUn1qg1iejo1_500.jpg [View same] [iqdb] [saucenao] [google]
1231626

>>1231607
wtf am I reading

I guess?

>> No.1231635
File: 77 KB, 487x527, shun kodori.jpg [View same] [iqdb] [saucenao] [google]
1231635

>>1231607
wat

>> No.1231646

>>1231607
>>1231626
>>1231635

there's this "wad idea generator", that's the usual stuff it spits

>> No.1231653

>>1231635
>>1231626
>>1231646

http://www.wadsinprogress.info/index.php?a=mapgen&q=5

>Build a vast laboratory map.
>The player has to destroy two demon gateway,
>destroy two big computer,
>destroy a few demon gateway,
>destroy three power generator and
>kill a lot Spectres

>> No.1231674

>>1231646

Now you reminded me of it I started clicking it around.
It come up with this:
>Build a forgotten base map.
>The player has to destroy some crates,
>kill ridiculous numbers of Revenants,
>find a demon gateway which is hidden behind two big computer,
>kill ridiculous numbers of Cyber Demons and
>destroy a few demon gateway
I'm seriously going to make this map. The proportions are perfect.

>> No.1231686
File: 80 KB, 253x235, 1327810173537.png [View same] [iqdb] [saucenao] [google]
1231686

>>1231653
>>1231674
>>1231646
are u bad dude enough to kill demon?

>> No.1231695

>>1231686
>play doom
>win
>"demon is kill"

yes

>> No.1231697
File: 45 KB, 993x778, phocas2point5_changes.png [View same] [iqdb] [saucenao] [google]
1231697

>>1231520
That looks cool. I love to see unconventional doom projects.

The image is most of the changes I've made so far.

>> No.1231707

>>1230787
Meh. Depends on what I'm doing. When I'm mapping, my sourceport of choice is chocolate doom...
Playing a vanilla doom wad: software rendering + nojump+nocrouch+noautoaim. This limits my vert aim a bit and allows doom-like lighting.

Samsara: I play with settings like the characters game. Marathon man can freelook, but nojump/crouch. Duke can do everything, but I never sequence break with it.

Rgh, brutal and other modern faggotry: freelook+crouch. You need to crouch behind cover...especially in something like hideous destructor.

Also, bait

>> No.1231719

>>1231479
Do you get the same feel from geometry wars or robotron?

I do...and I see why. Doom is literally a robotron-clone with a god mode renderer.

>> No.1231737

>>1231697
I always hear about Phocas Island 2, but never Phocas Island 1.

Or was there never a 1 to begin with?

>> No.1231742

>>1231653
>Build a huge destroyed bright canyon map.
>The player has to find a spaceport,
>destroy a lot power generator,
>find a plasma gun which is hidden behind ridiculous numbers >of power generator,
>find a big computer and
>find a plasma gun

>> No.1231753

https://www.youtube.com/watch?v=aE54daXud_I
This music is a little unsettling to me.

>> No.1231759
File: 889 KB, 1366x768, Screenshot_Doom_20131128_190400.png [View same] [iqdb] [saucenao] [google]
1231759

I like it when the sky gets like this IRL

>> No.1231797

I remember playing a doom 3 iwad a few years ago, but the only mention to it that I can found is http://www.doomworld.com/vb/post/312445 (the first one) and I want to play it again, any help?

>> No.1231839
File: 786 KB, 1010x720, how do I hold gaijin piggu gun.png [View same] [iqdb] [saucenao] [google]
1231839

:: [BE] New York :: /vr/ Hellbound Fractal Survival (2 Lives)

>> No.1231894
File: 36 KB, 640x365, tumblr_mx0cvwMd4X1syxgg9o1_1280.jpg [View same] [iqdb] [saucenao] [google]
1231894

Public service announcement:

My sides are gone, thank you very much

-IMX

>> No.1231902

http://www.doomworld.com/idgames/?id=16400
>tfw this comments are still funny

>> No.1231913

>>1231902

nah

>> No.1231982

I downloaded all of this Zanodrum shit a long time ago and I can't figure it out, so I'm downloading the stuff from the /vr/ doom wiki thing in the OP right now

>> No.1232068

>>1231982
playing online with Zandronum is pretty cool but I don't think there are very many simple, honest yo god easy to understand guides out there for setting up doomseeker. It doesn't help that Internet Doom Explorer isn't bundled with it since I find it way nicer than trying to use Doomseeker. Also, half the time when I install the game it fails to correctly put the shortcuts into its own folder. Hih?

>> No.1232083
File: 206 KB, 1439x899, what now..png [View same] [iqdb] [saucenao] [google]
1232083

What do I do now?
I just want to play Doom with you guys..

>> No.1232092

>>1232083
uninstall super antispyware and get microsoft security essentials

>> No.1232094

>>1232098
Alright, then what?

>> No.1232113

>>1231583

"rgh_hitsound 0"

You're welcome

>> No.1232136
File: 62 KB, 283x261, bfg_waifu.jpg [View same] [iqdb] [saucenao] [google]
1232136

I made this for you guys.
/a/

>> No.1232143

>>1232083
>unpack/install
>set where zandronum.exe is
>set WAD folder
>join servers
How does anyone even have trouble with this?

>> No.1232165

>>1232143
I am not familiar with this whole zandronum stuff

>> No.1232171

>>1231697
Man, I really hope you get a burst of inspiration and finish it. You can't leave a project like that haning.

>> No.1232194

>>1232165
Yeah, you'll have to dig around in the server browser's options and set the directories where zandronum.exe is and where you want downloaded maps and mods to go. It's easy stuff if you're familiar with everything but it doesn't set everything up automatically like a lot of modern games do.

>> No.1232205

So, can anyone halp me on Unloved? I beat it a couple of years ago, but I'm pretty stuck right now. The blue skull is behind locked bars in the attic, and I have all three keys and the yellow skull. Wat do?

>> No.1232208 [DELETED] 

Are the graphics supposed to look so old and crappy?
It's like I'm playing Minecraft with guns

>> No.1232216 [DELETED] 

>>1232208
low quality b8

>> No.1232226

>>1232136
it's not that important, but what does the moonrunes say?

>> No.1232229

>>1232226
BFG I love you~

>> No.1232236

Are there any other Egypt-themed WADs like Epic 2 and Chosen?

It doesn't have to be good, I just love Egypt in my video games.

>> No.1232246

>>1232236
There's one stupidly complex map in Alien Vendetta, MAP20 where you had to navigate a maze under a pyramid. There were a few other egypt themed maps that I recall from here and there but not many WADs that I recall that had a fully Egypt theme.

>> No.1232250

Sooo
How many times have you guys beaten Doom?

>> No.1232254 [DELETED] 

>>1232236
One of the Eternal mapsets.

>> No.1232259
File: 909 KB, 1535x1538, 1313485769376.jpg [View same] [iqdb] [saucenao] [google]
1232259

>>1232205
I cant even remember that part, what I do myself when I'm stuck like this is iclip around the area or idbehold a map, then see where I have not bee.

It's kind of a last resort though as it spoils things a bit but it's better than quitting forever.

>> No.1232263

>>1228818
do you expect people to click on that..?

>> No.1232282

>>1232250
lots, many times
on PC, PlayStation, XBOX, XBOX 360 Arcade and 32X

>> No.1232291
File: 86 KB, 640x512, Desire To Know More.jpg [View same] [iqdb] [saucenao] [google]
1232291

I know absolutely nothing of the build engine, so please bear with me here.
I wonder if the build engine can handle minimum and maximum ranges for melee weapons. Different attack speeds, I know it can do. I've seen that in Brutal Doom.

I ask because I've always loved the idea of a doom or hexen-like game which features a semi-complicated melee combat system, revolving around proper control of distance, position and possibly an attack block system.

Since such a game will never come out, I'm wondering if I should take matters into my old hands and brush off my old programming knowledge.

>> No.1232292

>>1232236
Osiris (I've never played it but I think it's quite highly rated)
maps 5-10 of Scythe2
Brotherhood of Ruin? Maybe that's more Aztec..

>> No.1232295

>>1228818
these are pretty much vanilla maps that you have to turn all of PrBoom-Plus's broken map compatibility options on to make playable.

>> No.1232298

>>1232291
That's a good question, it's a different engine but check if Daggerfall's melee weapons had ranges. Like a spear went further than a dagger or whatever.

If not you could ask on the Zdoom forums, some of those guys are wizards and they'd know.

Look at stuff like the flamethrower, it's projectile stops after a while.

>> No.1232301 [DELETED] 

>>1232291
>I wonder if the build engine can handle minimum and maximum ranges for melee weapons. Different attack speeds, I know it can do. I've seen that in Brutal Doom.

Brutal Doom is done in the g/zdoom engine, or more accurately it works in that but is designed for a less up to date (but with better netcode) fork of the zdoom engine, zandronum.

Build engine is what duke 3d was made in, and is not related to Doom or Brutal Doom. It has more flexibility with map architecture but is much more feature rich in other areas (like monster behavior and scripting.)

>> No.1232302

>>1232291
>I wonder if the build engine can handle minimum and maximum ranges for melee weapons. Different attack speeds, I know it can do. I've seen that in Brutal Doom.

Brutal Doom is done in the g/zdoom engine, or more accurately it works in that but is designed for a less up to date (but with better netcode) fork of the zdoom engine, zandronum.

Build engine is what duke 3d was made in, and is not related to Doom or Brutal Doom. It has more flexibility with map architecture but zdoom is much more feature rich in other areas (like monster behavior and scripting.)

>> No.1232306

>>1232301
Oh, I did not know there was a difference between them. Sorry for mixing up my terms.
Well, let's go with the Zdoom or G/zdoom engine, for simplicity's sake in the conversation.
>>1232298
I have never played Daggerfall, personally. But UESP isn't saying anything about weapon ranges. So I would assume there's no weapon range.

>> No.1232308

Does anyone know why custom font Hudmessages have distorted colors in gzdoom? I thought it was supposed to have truecolor for all graphics.

>> No.1232312

>>1232306
Perhaps treat the weapons like guns but with projectiles (invisible) that terminate at a certain range like the flamethrower?

>> No.1232323

>>1232306

I'm >>1232301, replaced it with >>1232302 because of a typo.

If you want to make this game just to play it, then g/zdoom is going to be your best bet and the easiest to work with. If you actually want to sell it commercially as a standalone game then build is going to be the engine you want.

>>1232312
This will work, this is how duke's boot in samsara works.

>> No.1232337
File: 287 KB, 1154x1395, doombuilder11.jpg [View same] [iqdb] [saucenao] [google]
1232337

So I've made some pretty good progress, pic related is what I'm trying to do.

I have an underwater swimmable section (done), a 3D bridge over it (also done).
Now I want another bridge over the other bridge I just made (not done), the bridge layout I want to be the orange outline in the top picture.

The bottom picture is how it looks in visual mode.

>> No.1232363

>>1232337
Just make a new control sector with two linespecial 160's. Set one to the tag of the sector covered by the first bridge, and the other to the tag your ramp sectors have.

>> No.1232384

>>1231894
her ass is fractured.

>> No.1232393

Anyone got a torrent for a big wad pack?

>> No.1232394

>>1232393
http://www.doomworld.com/vb/doom-general/66362-idgames-torrent/

>> No.1232395

>>1232393
>>1230643

>> No.1232410
File: 86 KB, 1014x625, doombuilder12.jpg [View same] [iqdb] [saucenao] [google]
1232410

>>1232363
Thanks bro, that really helped.
Was much easier than I thought it would be, I was expecting arduous scripting.

>> No.1232414

>>1232236
>Chosen

Anyone have a sprite sheet of that wad's player character? I need it for... unf.

>> No.1232417

>>1229025
>How do you stealth if you can't into jump?
Why stealth when you have an automatic rocket launcher and can run 100km/h+?

>> No.1232419
File: 1.90 MB, 1920x1080, Screenshot_Doom_20130505_133158.png [View same] [iqdb] [saucenao] [google]
1232419

>>1232410
Once you get the hang of it you'll realize it's pretty simple and logical, if not intuitive.

>> No.1232426

>>1232205
are any of the levels still accessable? if yes, go explore them and look for card-key doors you couldn't previously access. Unloved seals off levels where no more progress can be made, so keep that in mind.
There's usually a switch or scripted event in the "second" part of a level you've already been to which should effect the over world in some way related to what you need to get done. Iirc, you need to return to either the bathroom level, or the level in the office/study that's down the hall from your bedroom on the second floor.

not to knock on unloved too much, but imo, you're at the point in the game where it's not about "creepy horror" anymore and just sort of turns into a really really dark "get to the end of a maze" with pitched slaughter battles at the end of each level with goofy and annoying hidden switches you have to press in sequence while 9001 realm667 hellknight retextures fist your anus. Seriously started hating it from that point on...

>> No.1232434
File: 7 KB, 180x135, 180px-Spider_Mastermind_model.jpg [View same] [iqdb] [saucenao] [google]
1232434

Last time I upgraded GZDoom was 2011.

Are there any major new features in updates?

>> No.1232436

>>1232434
There's a whole bunch neat little ACS features. I'm not sure about the rest.

>> No.1232437

>>1232434
a million-billion tiny fixes to shit here and there, and some additions to DECORATE and ACS.

For example, I don't think zdoom could use +ALLOWRELOAD and the reload: state in 2011.

>> No.1232439

>>1232436
>>1232437
I see, guess I'll update.

If I do that is it going to fuck with my Doombuilder maps that are used to another GZDoom?
Spose I'll have to redefine all my controls and such.

>> No.1232440

>>1232439
>Spose I'll have to redefine all my controls and such.
Well unless you retain your old config file.

>> No.1232441

>>1232440
well you're right there.
what is the file called?

>> No.1232445

>>1232441
zdoom-Anon.ini most likely.

>> No.1232447
File: 100 KB, 1273x697, doombuilder13.jpg [View same] [iqdb] [saucenao] [google]
1232447

I've seen it done before on flat planes, but is there a way I could have the water rise up and submerge this entire room?
Kodi, you did something similar.

What are the functions I should look for on the wiki?

>> No.1232448

>>1232439
I'm not 100% sure, but it shouldn't. If I'm thinking correctly, most things in zdoom are additions, while removed/depreciated features are catered to for backwards compatibility.
Your big issues would come about if you were to design something specifically for zdoom/gzdoom from 2013, and then try to play it in an ancient version.

I always do things like this:

Write everything to work at 99% with zandronum. zandro is based on an old ass fork of gzdoom, and thus represents the most outdated code one can expect a person to use.
If it can run in zandronum, chances are that it will run in modern gzdoom.

As for maps, I always aim for vanilla compat (well, I may use .png flats, things and patches, but meh)...mainly because I'm a linux faggot who has to use eureka, because doombuilder won't run...this ensures, however, that 90% of the time, I can play my maps in choco-doom if I want...

>> No.1232451

>>1232445
found it, thanks

>> No.1232452

>>1232448
Yeah that's what I was afraid of, making a map that only runs on the latest, greatest version of GZDoom.

I thought everybody who has Zandroum would have a copy of GZDoom lying around anyway though.

>> No.1232457

>>1231894
Romero still plays Doom?

>> No.1232462

>>1232447
>I've seen it done before on flat planes, but is there a way I could have the water rise up and submerge this entire room?
Yes.
>What are the functions I should look for on the wiki?
"ceiling_raistonearest"
You obviously need water sectors pointing to every surface which will be submerged first. If the 3D floor lies under the floor in the actual sector (like it will in the area around the river) it'll just not be rendered, so no problem there.

What you need is to make an additional dummy sector next to every water sector, though without any line specials or anything. It just needs to have it's ceiling at the height where you eventually want your water to be in the real room. Once you have all that, just make your trigger button/line/script do the aforementioned ceiling_raistonearest action on the original water dummy sector(s).

>> No.1232475

>>1231586
Paranoid.

http://www.doomworld.com/idgames/?id=16290

>> No.1232489

>>1231797
Bump

>> No.1232490

>>1232447

Make the player turn some valve or lever to flood the area so he can reach a tunnel high in a wall by swimming. I'd play that.

>> No.1232494

Is there a wad that takes the secret missions from Doom and turns them into a campaign?

There's 4. They're some of my favorite levels.

>> No.1232501
File: 300 KB, 637x675, 1310471128671.png [View same] [iqdb] [saucenao] [google]
1232501

>>1232462
>>1232447

I see, I'm looking around in the editor (UDMF).
This is how I see it going, I may be wrong.

>make dummy sector next to my rising water sector, it's the height of the room
>set linedef with "raise to nearest" action
>tag the sector that is my current water dummy sector
>????????
>Whole room is submerged

>> No.1232502

>>1232494

>campaign

You mean Episodes

>> No.1232506

I got a wad from a torrent called
>doom2tlm.wad

No clue what it is. Claims to be console levels. On the Doom 2 menu its called "The Lost Mission". However it looks completely different from this one. And it's for Doom2, while the Lost Episode is for Doom1.

http://doom.wikia.com/wiki/Doom:_The_Lost_Episode

>> No.1232505

>>1232490
Yeah that's sort of where I'm trying to go with it.

Making the water rise in a simple room appears easy enough.....making it rise in a room that is full of 3d platforms n' shit seems trickier.

Kodi made a map where there is lava that rises to cut off where you were before, a neat trick as it prevents you from just hanging back and waiting while the monsters get into a easier position to kill.

>> No.1232518

I'd ask this on Doomworld if they ever approved my account, but... Can anyone tell me how to queue demos on Prboom+ so they play when I run the game normally? I have a few UV Max records I like to watch to improve, I'd like to have them playing between sessions.

>> No.1232521

>>1232501
Exactly like that. You can set the speed it raises too.

>> No.1232524
File: 492 KB, 2300x1000, turbo turkey puncher 3.png [View same] [iqdb] [saucenao] [google]
1232524

>> No.1232526

>>1232524
Not sure about the pose. I'd prefer if he was running towards it with his should cocked for a huge punch or something

*love* the cyber turkey though.

>> No.1232528

>>1232518

>Can anyone tell me how to queue demos on Prboom+ so they play when I run the game normally?

Try renaming them exactly as the ones from the IWAD and put them in a custom wad? I dunno

>> No.1232531

i like Technobase levels and zombie/low level demon enemies the most. That's why thematically I love Knee Deep in the Dead. It's how I think Doom should be set up. Shame it's so easy.

>best music
>best level progression
>best scenario/setting
>ends with a big boss fight

Thematically I don't like the other episodes or Doom II as much. Plotwise it shouldn't have gone to hell in the next episodes.

I'm also kind of annoyed how they kind of stopped caring about the story/setting after a while. "Plot" isn't huge, but its nice to know what you're actually doing, where your going. You know, like a goal. In Knee Deep, there's this demonic outbreak, and you journey to the origin of it. Simple, love it.

They start to feel like "here's another level pack". Episode 4 is nice, but it has no story and doesn't try to fit with the rest.

Doom II lacks a progression map, so I have no idea what you're doing or what your goal is. It feels like you just slog through a bunch of levels and then beat it. It also does NOT feel like Earth at all. They all look like spartan outposts on Mars. Gameplay wise Doom II is really just "Extreme Doom". Thematically I don't like it as much.

>> No.1232532

Fuck me The Eye is hard.

>> No.1232536

>>1232531
I love all 3 of the original episodes and they way they're connected thematically. That said, I don't like many Doom 2 levels either.

Thy Flesh Consumed is where it gets too tedious with having to shoot 5 cacodemons in a row with the shotgun. That second level is the bane of my existence.

>> No.1232541 [DELETED] 
File: 558 KB, 1024x4844, 1326429451227.jpg [View same] [iqdb] [saucenao] [google]
1232541

>>1232521
Really? I dont have to fuck about with extra sectors for every single sector the water rises over?

But what about muh 3d bridges?

>>1232524

>> No.1232542

>>1232532

>Deus Vult MAP05's is a combination of all the previous 4 (and large as fuck too) levels and the alleged way the wad should've been played
>A demo out of that map exists and lasts 1 hour
>No one has dared yet to, at least, create an UV-speed demo out of The Eye

>> No.1232552
File: 72 KB, 497x547, Tzeench_political_poster.jpg [View same] [iqdb] [saucenao] [google]
1232552

>>1232521
Really? I dont have to fuck about with extra sectors for every single sector the water rises over?
But what about muh 3d bridges?

>>1232524
Nice work on doomguys proportions and his helmet especially.
I thought he was blasting something from 40k (A daemon of Tzeentch) but I saw the title and the cyber leg.

>> No.1232557

>>1232536
>I love all 3 of the original episodes and they way they're connected thematically.

Same. There's a logical progression and an upping of the stakes. I remember being a kid and I found the story of Doom really interesting.

>Original outbreak and bases overrun with demons
>journey to center of the outbreak
>journey to Deimos
>Enter hell and stop the invasion

> I don't like many Doom 2 levels either.

The engine really can't support the level of detail needed to really show something as "earth". With Doom I can buy that these levels are supposed to be a military base on a moon of Mars that's been over run by demons. They feel desolate. Doom II I never bought that these levels were supposed to be Earth.

Also, thematically the standard zombie enemies also make no sense. They're supposed to be UAC security and soldiers. Why are they so many of them on Earth? Were Chainguns really standard issue military? Where are the civillians? They should have done many civillian zombie enemies too.

>Thy Flesh Consumed is where it gets too tedious with having to shoot 5 cacodemons in a row with the shotgun.

Gameplay wise, totally.

>> No.1232561

>>1232557

Also, I would have split up Doom II's levels into 3-4 episodes, and had progression maps between them.

I also would have added a short "story" section to the menus of Doom 1 and 2, which would have the premise laid out in the manual.

>> No.1232565

>>1232552
>Really? I dont have to fuck about with extra sectors for every single sector the water rises over?
Nope. Any sector the dummy water sector has linedefs pointing to will be affected the same.
>But what about muh 3d bridges?
Well if you put set the ceiling of the dummy sector next to the water sector higher than the bridge, it will be submerged in water :P Otherwise it doesn't affect the water or it's height level or appearance.

>> No.1232570
File: 58 KB, 500x669, 1373294140711.jpg [View same] [iqdb] [saucenao] [google]
1232570

>>1232536
>Thy Flesh Consumed is where it gets too tedious with having to shoot 5 cacodemons in a row with the shotgun.

To be fair, when the levels were made they were probably assuming guys on keyboards with no mice. So the fight is harder done that way.
I still like they brought in the super shotty though.

>>1232557
>The engine really can't support the level of detail needed to really show something as "earth". With Doom I can buy that these levels are supposed to be a military base on a moon of Mars that's been over run by demons. They feel desolate. Doom II I never bought that these levels were supposed to be Earth.

I would not follow 100% of what he says, but one good point Tormentor667 made was that when you're making maps it's about the "arranged atmosphere".

Like, you are *suggesting* a place with the layout. You're not realistically recreating all the tables and chairs, lab sytems and equipement or whatever. You can but it's fucking hard and really tedious and the engine is not so good at it.

But if you make a base type area and have base sort of shit lying around players "get it".

Like, you know you're in a toxin refinery when you're seeing the acid pits and maybe some pumps and stuff. But you dont have to recreate every itty bitty detail.
That said, now with more resources for mappers to use it becomes easier to make more atmosphere in maps like with new textures, decorate items or even fog and colored lighting.

>> No.1232576

I've also been thinking. Is it even the same Marine? He seems to die at the end of Episode 1. Episode 2 is probably another marine. There could be several of them, and you just are controlling the one who happened to survive at any particular outbreak.

>> No.1232595

>>1232576
yes, it's the same marine. it's you.

(another theory is that he is Buddy Dacote from the doom bible. Buddy Dies At Conclusion Of The Episode)

>> No.1232597

>>1232576
Dies at the end of 1 but he ends up in Hell, (the Deimos base is floating over hell itself).

So yes he's dead there but then he fights through hell, kills every motherfucker in the way and then "hell at last plays fair, a hidden portal opens and you enter" is on the screen after killing the mastermind.
So he came back.

As for expansions, I think Final Doom you are another guy. The base commander.

>> No.1232601

>>1232576
It is. While he does die like every other person to go through the portal, the other end is in Hell, so it sort of cancels out.

>> No.1232603

>>1231737
Yeah, there is a Phocas Island 1. It was my first released map. It did some neat things, but monster placement was horrible and made it not very fun to play

>> No.1232605

>>1232595
>(another theory is that he is Buddy Dacote from the doom bible. Buddy Dies At Conclusion Of The Episode)

The idea is that he would radio you messages and would foreshadow things. At the end of the episode you'd finally rescue him, only to see him killed by a demon.

>> No.1232608

>>1232597
>>1232601
he doesn't die, the level ends when your health drops below 11%

fun fact, if you stand over the top of an exit damage sector but your feet aren't touching the floor, it makes you immortal. this can be seen in Sunder map15

>> No.1232616
File: 1.66 MB, 2711x4093, UltimateDoomPoster[1].jpg [View same] [iqdb] [saucenao] [google]
1232616

>>1232524

>stomach exposed

A common mistake is to assume that's part of his uniform. In actuality it's just torn by a demon.

>> No.1232624

>>1232608
so it ends with you below 11% health and surrounded by enemies and darkness.
I'd say it's safe to assume you're dead. Rest in piece. You are no more. You have ceased to exist. Gone to meet your maker. Your metabolic processes are history.
This is an Ex-Doom guy.

>> No.1232626

>>1232576
it's the same marine, he dies, goes to hell and fights his way back out of it
if you played it further and/or read the cards, it says "too tough for hell to contain" or something like that
it is the same marine

>> No.1232637

>>1232624
So who is it in the next 2 episodes?
The understudy?

>> No.1232656

>>1232426
>while 9001 realm667 hellknight retextures fist your anus. Seriously started hating it from that point on...

Most of the monsters in Unloved are vanilla ones, the extras that come to mind are the dark bishops, shadows, that thing from heretic and, the biggboss dark bishop a chainsaw zombie and some dude that dies easily and wears all black robes.

I agree on the slaughterfest at the end, maybe the author thought people would be pining for a big pitched battle by then so he threw that in there but I think it would have been better like it was before. Hard fights and stuff but no big 10 minute pitched battle.

>> No.1232657

>>1232637
The guy running in the background is the understudy wouldn't he? >>1232616

>> No.1232660

>>1232637
IIRC, it's Doomguy waking up in hell. By some coincidence, Deimos is now a part of it, so Doomguy wakes up there. Then he proceeds to battle his way out of hell, and when he beats spiderdemon, a portal to Earth opens.

>> No.1232662

>>1232657
That's actually you, the player.

The guy on the front is presumed to be dead, the last of your fellows who you were too late to save.

>> No.1232669

Wait a minute. How do we know that the Doomguy from KDiD isn't the understudy and you play as the real Doomguy for TSoH and Inferno?

>> No.1232673

>>1232447
Here, hold this. I made this little map after reading your post. You can open it up to learn some 3d floor sorcery. It also has some very (i mean, really) basic scripting.

http://www.mediafire.com/download/qi4sfhisyx79lgl/magmaforerrybody.wad

>> No.1232714
File: 194 KB, 1098x1249, doombuilder14.jpg [View same] [iqdb] [saucenao] [google]
1232714

>>1232673
Hey, that's damn handy.
I'm going to study it a bit more in detail but before I do pic related is what I'm trying to do (if that's possible). I've marked it.

I'm trying now and it's not quite working but the idea is
1: The player walks over this line (has the "ceiling raise to nearest flag").
2: The sector that is currently controlling the water (swimmable) then "raises to nearest" sector.
3: This sector has the water in the room rise up to this line.

Player can them swim around the entire room.

>> No.1232732
File: 807 KB, 880x1190, screen.png [View same] [iqdb] [saucenao] [google]
1232732

I like to use my monitor in portrait mode sometimes, but when I do zdoom flips the aspect ratio and refuses to change back. How can I force it back to 4:3?

>> No.1232770

>>1232608
>fun fact, if you stand over the top of an exit damage sector but your feet aren't touching the floor, it makes you immortal. this can be seen in Sunder map15

that's quite widely used in an UV-Max run in Youtube of that very map. Funny thing is that people unacknowledge this and they call him a cheater in the comments section

>> No.1232840
File: 21 KB, 209x276, jay-mewes.jpg [View same] [iqdb] [saucenao] [google]
1232840

>>1232312
>>1232323
That seems like an easy idea, but it doesn't solve the problem of minimum ranges. I like the idea of punishing a player for letting an enemy get too close while using a spear. Forcing him to switch weapons or find a way to get more distance so they can attack seems like a good idea to me.
Thanks for the advice, by the way.

>> No.1232845

>>1232840
yeah it does ya dingus, do what I did for fractal enemy projectiles in fractal doom

have them have +noclip as an actor flag and then once they've gone past your minimum distance have them call a_changeflag("noclip",0)

>> No.1232854
File: 10 KB, 250x265, George Takei.jpg [View same] [iqdb] [saucenao] [google]
1232854

>>1232845
Like I said in my original post, I know nothing about the engines, just what I've seen so far.
Well, if I can do all of that, I'll go looking up some starting tutorials and start fooling around.

>> No.1232865

>>1232845
>>1232840

Also here's how you do it just so you got errything you want right off da bat m80

Actor meleemissile
{
Speed <minimum melee distance>
+NOCLIP
States:
{
Spawn:
TNT1 A 0
TNT1 A 0
TNT1 A 0
TNT1 A 1
TNT1 A 0 A_ScaleVelocity( [<maximum melee distance> - <minimum melee distance>]/<minimum melee distance>)
TNT1 A 0 A_ChangeFlag("NOCLIP",0)
TNT1 A 1
Stop

If u want 2 do thing in ACS bother Ijon or Terminus cuz ah dunno.

>> No.1232878

>>1232865
this also work in zandron

>> No.1232896

>>1232878
>>1232865
>>1232854

Also also if you're gonna have a generic melee attack use a_custompunch

the reason for the missile melee attack is so you can do a minimum distance, but also allows you more flexibility in what your attack can do through missile properties

>> No.1232932
File: 8 KB, 250x167, Minecon.jpg [View same] [iqdb] [saucenao] [google]
1232932

>>1232896
>>1232878
>>1232865
Thank you very much. For a beginner, would it be best to start in Zandronum, Zdoom or GZdoom? If I get Slade, could I use that for all three engines?
I've got like fucking four hours per day of breaks at work, a phone and a ton of boredom.

>> No.1232939

>>1232932
zdoom/gzdoom. the only difference between zdoom and gzdoom is dynamic lighting and other fancy graphics shit so you could use either and it wouldnt make a difference.

>> No.1232938

>>1232932
>If I get Slade, could I use that for all three engines?

Yeah. If you're going to make maps get GZ/DOOMBUILDER 2 and use it to make the maps.

>For a beginner, would it be best to start in Zandronum, Zdoom or GZdoom? If I get Slade, could I use that for all three engines?

Doesn't matter. The only difference modding wise pretty much is that zandronum doesn't have all the features as the other two and has a couple different features which relate to multiplayer. Which one you end up using will depend on if you can do everything you zandronum, and if not then you'll end up using g/zdoom.

>> No.1232942

>>1232932
Modding for Zdoom/GZDoom is easier than Zandronum because it has more features. That said, if you start out in Zdoom or GZDoom and ever want to make a multiplayer mod you'll get butthurt to the extreme by Zandronum's limitations.

>> No.1232952

>>1232938
>>1232939
Well, quite all right then. I'll pick up GZDoom and GZDoombuilder 2. I think I will be taking it one step at a time. Weapon mod first, then spriting the weapons. After that, we put them together. Then we go for any other gameplay changes, like monsters.
I can work on mapping as well, and from what I've read in this thread, it's very easy to learn.
>>1232942
That sounds like a pretty shitty deal, but I don't have much intent to make a multiplayer version right now. Later, definitely. But I haven't programmed since Object Oriented Java back in high school, about eight or nine years ago. I've got some programmer friends I can rely on for support and guidance. So it's baby steps, until I get this down.

>> No.1232956
File: 489 KB, 1277x800, U.png [View same] [iqdb] [saucenao] [google]
1232956

Well this was fun...

http://www.youtube.com/watch?v=nA-SuiiTT8A

Source wad: http://www.doomworld.com/idgames/index.php?id=10959

>> No.1232961

>>1232956
So...somebody used "the memory remains" MIDI in a wad.......

>> No.1232972

How do I add a custom sound for armor bonus? Reverse engineering pk3s isn't working

>> No.1232976

Hi /vr/, I am playing Doom for the first time and got to the 4th episode only in Ultimate Doom. I'm on level 6 and got stuck for a while, then realized there was an unmapped jump command, so I mapped it and was able to jump a gap and progress through the level.

Was I supposed to do that? Is it only beatable by jumping? Why does it start unmapped?

>> No.1232980

>>1232976
>Was I supposed to do that?
Nah man.

>Is it only beatable by jumping?
As above, no. In fact jumping was never a factor in map design in the original doom maps.

>Why does it start unmapped?
Because it's not part of the default controls.

>http://doom.wikia.com/wiki/E4M6:_Against_Thee_Wickedly_%28Doom%29#Walkthrough

Link related, it's a walkthrough for you.

>> No.1232985

>>1232980

Has anyone made a scoreboard mod? One that keeps your scores for the stages?

>> No.1232983
File: 364 KB, 3872x2592, kappa in kolor.jpg [View same] [iqdb] [saucenao] [google]
1232983

Has anyone done a UV Tyson run of say.... Sunder?

>> No.1232993

>>1232983
apparently not
http://doomedsda.us/wad1193.html

>> No.1232992

>>1232985
Never used it myself, but this sounds like what you want.

http://doom.wikia.com/wiki/ScoreDoom

http://www.scoredoom.com/

>> No.1233004

>>1232983
that's that guy's retarded face emoticon I see in twitch.tv screenshots, isn't it?

>> No.1233006

>>1233004
Yes

>> No.1233007

>>1233006
I hate that face

>> No.1233009
File: 26 KB, 960x720, RetroArch-1129-162314.png [View same] [iqdb] [saucenao] [google]
1233009

>>1232992

No, I meant something like a records thing that recorded your stats for each level that you can then view later.

>> No.1233012

>>1233009
Not sure, scoredoom is the closet thing I know of.

>failing that you could record it manually

>> No.1233040

>>1232980

>wikia

10/10, maximum agitation

>> No.1233047

>>1233046
doomwiki.org/

>> No.1233046

>>1233040
Whats wrong with the doom wiki.

>> No.1233054

>>1233047
So it's moved? I'll bear that in mind.
I just typed E4M6 walkthrough into google and got that.

>> No.1233058

>>1233054
this is because wikia is heavily biased towards the top of google search results due to its relationship with wikipedia. nevertheless the doom.wikia is unmaintained, all the people who actually know what they're talking about moved to doomwiki.org.

>> No.1233094
File: 937 KB, 160x240, 1385290895054.gif [View same] [iqdb] [saucenao] [google]
1233094

>Playing sunder with russian overkill

>> No.1233197

>>1230471
>whatdafuck.wad
classic

>> No.1233213

Any good huds that wotk on zandronum? google is giving nothing.

>> No.1233219

>>1233213

Have you tried the one inspired by BTSX?

>> No.1233245

>>1233219
Testing it but the life/ammo indicators seems to be too little so alternatives would be appreciated.

>> No.1233254
File: 527 KB, 1280x720, Screenshot_Doom_20131129_145642.png [View same] [iqdb] [saucenao] [google]
1233254

Playing the Aliens Colonial Marines wad. On the final map, I think, have no fucking idea what to do. The queen just keeps spawning xenomorphs, and I can't appear to use the power loaders.

>> No.1233278
File: 25 KB, 104x144, barondeath1-v1.gif [View same] [iqdb] [saucenao] [google]
1233278

Just a death I finished on for Samsara's bloodyhell3.

>> No.1233284

>>1233278
and jesus, pallete got fucked up for some reason in this gif.

>> No.1233287

>>1233254
Well I beat it. Couldn't use the power loaders for whatever reason, even though you can use them in the regular doom levels. I just sat on top of a box and sprayed the thing with the flame thrower to kill it.

>> No.1233290

>>1233284
GIFs love fucking over your work.

>> No.1233294

>>1233278
>>1233290
I think it's because they have a more limited color range.

Anyway, you check out those alt deaths on Realm667?

>> No.1233301

>>1233294
Yeah. I've used a couple as a base, actually.

>> No.1233310

>>1233278

And now THAT'S gore. Brutal Doom's just unorganized ketchupfest. It's impressive just because of the quantity and not because of the quality

Remember when spritenoob posted that death animation of that police officer? You could actually see his brains coming out and an eyeball still attached to it.

I'm all up for a Waxworks-styled gorefest man

>> No.1233321

>>1233301
Cool stuff, it's nice to see that stuff get some use.

>> No.1233328
File: 37 KB, 398x550, 1373918772340.jpg [View same] [iqdb] [saucenao] [google]
1233328

>>1232616
better one posted here:
>>1232086

>> No.1233332
File: 2 KB, 36x34, PSS2A0-wip4.png [View same] [iqdb] [saucenao] [google]
1233332

>>1233321
>>1233310

Thanks! And yeah, one of the huge things that has always bothered me with Brutal Doom (other than it's lack of direction and all the other shit) is the fact that Mark always cut animations short instead of using the full length of the original animation (or even extending it) to make the most from it. Even without the "red paint" factor, it feels choppy and uneven.

Also, here's a frame i'm working on for one of the large body chunks. Whether or not this will show up from a gibbed enemy will likely be based on random chance (and probably prevent a head gib from spawning, obviously) - after all, variety is the spice of life/death.

>> No.1233359
File: 408 KB, 1280x1024, Screenshot_Doom_DeusVult.png [View same] [iqdb] [saucenao] [google]
1233359

>> No.1233363

>>1233359

Up to this day, the whole thing is still impressive as fuck

>> No.1233368

I finished doom 1 today, and I don't want to play doom 2 because it has so fucking bad maping (citymapcitymapcitymapcitymap), and eternall doom 3 is booring me.
Any sugestions?

>> No.1233374

>>1233368
The city maps were the only maps that were significantly bad. The rest was still fun and worth playing.

>> No.1233385

>>1233374
No, I hate doom 2 mapping in general. Nothing there is even close to the atmosfere of E1M8.

>> No.1233438

Trying that "Voodoo Guns" wad. Have no fucking idea what I'm doing. I've killed basically all the mosnters, now I'm running around trying to find out what the fuck to do. Also the music in this is terrible, goddamn, it sounds like they have an audio clip of an angry donald or daffy duck in there.

>> No.1233493

>>1233438
Just skip to the second level. Eternal is know for his retardedly difficult switch fests.

>> No.1233505

Remember, guys

Page 5

>> No.1233520

>>1233505
So when do we open fire on civies in an attempt to stir up controversy over our shitty brown 'n bloom shooter?

>> No.1233527

>>1233493
Which is a shame, because the first map is pretty cool looking, but it's just a giant fucking maze. I've unf'd any suspicious walls I could find.

>> No.1233535

Just downloaded DoomBuilder for the first time.
I'm going to try and make a map of the grocery store I got fired from.

>> No.1233549
File: 102 KB, 200x298, 1370583307733.png [View same] [iqdb] [saucenao] [google]
1233549

>>1233535
>I'm going to try and make a map of the grocery store I got fired from

>> No.1233553
File: 10 KB, 356x356, 1381212173634.jpg [View same] [iqdb] [saucenao] [google]
1233553

>>1233549
What's so funny?
this is srs business, anon

>> No.1233578

>>1233553
terry pls

>> No.1233594

>>1233578

I assume he's not Terry, he never did IRL places on his wads, iirc

>> No.1233603

>>>/v/220468592

>> No.1233621

making new one

we're almost 10 days away from our very own Christmas, guys!

>> No.1233650

ONLY A FOOL WILL KEEP POSTING IN HERE

>>1233645

NEW THREAD, MOVE IN HERE!

>> No.1233650,1 [INTERNAL] 

Everyone here is a faggot and meme losers who says and think random bullshit, my God you people are so pathetic. Also, terminus is a weeaboo faggot.