[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 968 KB, 1100x1290, 1389848531806.jpg [View same] [iqdb] [saucenao] [google]
1341006 No.1341006[DELETED]  [Reply] [Original]

DOOM THREAD, (Last thread >>1324567)
(other retro FPS games welcome too, chances are we played 'em too)

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

======WEBSITE======
http://vrdoom.weebly.com/

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

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

IRC (The password is in the FAQ.)
irc.zandronum.com
Channel: #vr

===TUTORIALS AND UTILITIES===

Wanna learn how to...

Create maps?
http://www.doombuilder.com/index.php?p=tutorials

Open/Edit WAD/PK3/etc to make 'em compatible with other mods?
http://slade.mancubus.net/index.php?page=downloads (download 3.0.2)
http://zdoom.org/wiki

Load multiple WADS and mods at the same time? - ZDL (v3.2.2.2)
http://www.mediafire.com/?eq4zyb6k8c0o6nc

===WADS===
/idgames torrent (12 GBs of wads, 18 years worth of user-made content!)
https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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 (needs update)
http://i.imgur.com/yeSiyQo.jpg
http://pastebin.com/XSVn3zzJ

>> No.1341009
File: 362 KB, 1280x1707, 1389848584035.jpg [View same] [iqdb] [saucenao] [google]
1341009

****************************
NEWS
****************************

-The past Awesome Games Done Quick featured a playthrough of Plutonia (Go 2 It included) and also a bid war between Ultimate Doom and Doom 2 which ended in the latter winning for over 8 bucks, therefore it was featured in a race between Dime (who also ran Plutonia) and Vortale. To rewatch the Doom speedruns, go follow this link http://www.doomworld.com/vb/post/1229035

-Have you checked The Space Pirate yet? http://forum.zdoom.org/viewtopic.php?f=19&t=37064 It's in Alpha as we speak, but that shouldn't restrain you from testing it out!

-TerminusEst13, of well known Samsara fame, is developing an incredibly awesome Metroid mod called "Metroid: Dreadnought"; keep an eye on these threads for more info!

-CACOWARDS? SURE, HERE! http://www.doomworld.com/20years.. Feel absolutely free to share your thoughts about the works chosen for this edition. And man oh man, they surely left a lot of stuff to discuss related to the decisions made on some wads...

-Doomsday received a brand new update, now you can play with the Oculus Rift! Go download Doomsday here! http://dengine.net/

-An anon put up recently a neat website for everyone to upload wads, go check it here (if your antivirus gets paranoid, do not worry, it's a false positive)
http://pseudo3d.org/wads/

-December 10th marked the 20th anniversary of the release of the shareware version of Doom; there were tons of stuff and special events that were done for it, if you missed 'em all, feel free to ask for links to them!

-ChocoDoom got updated in the 20th anniversary, but it didn't stopped there. Now you can play Heretic, Hexen and Strife too! Go grab each version of them here! http://www.chocolate-doom.org/wiki/index.php/Downloads

>> No.1341015

Why do you announce that you're going to make a new thread before you make it

Why not just make it and link to it

>> No.1341016

first for doom being a fun game to play and just as fun to mod

>> No.1341017

fourth for doom being not that great but easy to mod so it balances out almost

>> No.1341020

>>1341015

welp. >>1341016 so much for that. Back to getting this fucking weapon right, gonna see if I can get that rapidfire thing to work for my wand

>> No.1341021

X is to Doom Mods as Skullcandy / Beats are to Headphones

>> No.1341025

>>1341021

X?

>> No.1341026

>>1341021
brutal doom

>> No.1341028

I don't participate in these threads, but I love Doom and am grateful that people are still enjoying one of the greatest games of a generation.

Thank you doom thread.

>> No.1341029

>>1341026
Eh, Brutal gets a lot of flak because of Mark, but I enjoy it... Though only the Sperglord Edition.

But I do agree that there are mods deserving of the spotlight much more than Brutal Doom.

>> No.1341034 [DELETED] 

RIP AND TEAR EM

>> No.1341039

i'm having so much fun with my doom pals

>> No.1341070

http://doomworld.com/idgames/index.php?file=combos/d3safv60.zip

You ever play Doom 3?

>> No.1341078

>>1341001

Holy shit we CryDoom now.

>> No.1341080

Just scream into the microphone

>> No.1341084

http://doomworld.com/idgames/index.php?file=levels/doom2/Ports/a-c/b-onahd.zip

BETA: One Nerd And His Doom

4/5 stars

>> No.1341085

>>1341078
I'm so upset that my shitty laptop can barely run that. Mark may be a douche but his maps are fun.

>> No.1341086

Use google images with the colour set to cyan to find sprite sheets

>> No.1341095

>>1341086

too bad none of them are actually useful for Doom. Useful as a base for other sprites? Maybe, but that's about it

It sucks that people are still afraid of moving on from those low-quality Megaman 8 bit sprite edits and attempt to do characters with rotations

>> No.1341096

Favorite e1m1/map01 remake.

Go.

>> No.1341097

>>1341096
Quake

>> No.1341102

Has anyone given Harmony a shot? It's essentially a zdoom TC in the style of other 90's fps games. Graphics are a bit amateurish and the music is kinda annoying, but it's still cool to see.

http://rabotik.nl/harmony.htm

>> No.1341115

>Playing CC3 with Brutal Doom SE
"This is pretty fun so far!"
>Get to Map 05
>Goes full slaughter wad
"INTO THE TRASH IT GOES."

>> No.1341121
File: 419 KB, 1280x720, absolutelybrutal.png [View same] [iqdb] [saucenao] [google]
1341121

>>1341115
I did get a nice screenshot of my carnage though, at least.

>> No.1341124

>walk forward
>Instant megasphere
>door opens by itself

HELP

HEEEEEEEEEELP

>> No.1341130

I have a question for you.

Name aside, brand aside, id aside, all of the politics surrounding Doom aside.

What kind of game would you accept as being a good successor to Doom?

When I say 'good successor', I mean a game that will be played 20 years after it's released, with thousands of maps and mods and a healthy community that still exists all that time later.

For me, it would seem the winning formula is:

-Large weapon selection
-LARGE ENEMY SELECTION OF NON-HUMANOID ENEMIES (most important one, too many games just make two or three types of man and maybe one dog-type monster that you fight)
-Intuitive level editor

Really I'm not sure many games fit this criteria. The last one I could picture of fitting that would be DN3D.

>> No.1341131

>>1341130
Half Life was the last one like that.

And not even half life specifically, just all of the goldsrc engine

>> No.1341141

>>1341130
Fast paced old school gameplay, rocket jumping, no modern day features like health regen or iron sights.

Minimal story, just tack on a cheeseball story like Doom did and leave it at that, make the game purely about gameplay, no intrusive cutscenes that break things up, or maybe at the very most a Journal/Diary type thing on the loading screen, or as collectibles you can pick up.

Nice varety of weapons, have your standard FPS affair like pistol, shotgun, machinegun, etc, but then have some more fun and inventive power weapons.

And last, but not least, make it modder friendly.

The Resistance series would actually make for fantastic Doom-like games, they've got a wide variety of enemies, and a bunch of fun and crazy weapons on top of the standard FPS weapons.

>> No.1341148

I'm looking at the code for Hexercise's sapphire wand, is this addition of a custom inventory and state jumping the source of its ability of having two firing modes depending if you click fast or just hold the fire button?

http://pastebin.com/6CP0m1hG

Or is it something else? I'm trying to figure out what makes this thing work

>> No.1341168

>>1341115
>decide to trash a wad after playing it with only brutal doom

and this is why people fucking hate brutal doom

>> No.1341172

>>1341141
You can't have a tacked on cheeseball story anymore. Everyone wants a movie plot in their games.

Even games that advertise themselves as tacked on cheeseball stories (bulletstorm) end up caving in to the people who still think video games are the next Hollywood.

>> No.1341176

>>1341115

>decide to check that map's playthru in Youtube
>thumbnail has the player holding the BFG

this isn't a good sign. also judging by the very first minutes it doesn't quite look as peaceful as I thought it was going to be

http://www.youtube.com/watch?v=kG8S9YK2A1g

>> No.1341175

>>1341168

Which is a shame because I like some of the mechanics of brutal doom. Kicking is awesome, the pistol (rifle) is relevant at all times, and the gameplay becomes pretty breakneck in pace.

I also like the doomguy taunts.

>> No.1341180

>>1341096
Not remakes of those maps but these are my favorite tribute maps that are recent.

Memorial.wad
Hellbound MAP18/19

>> No.1341181
File: 357 KB, 1024x768, 1389855817906.png [View same] [iqdb] [saucenao] [google]
1341181

IWAD maps are burned in my brain since I was a kid.

Yet, these days I cant help but find the classic gameplay autismally repetitive rooty tooty point and shooty crap. I don't even 'get' those maps where you systematically run around in circles shooting several thousands of the same enemies. And I can't pretend to enjoy shooting basically the same selection of dozen monster sprites anymore. Basically the same sounds, textures, underlying gameplay in every PWAD... I turn the game off after 10 minutes.

I think I'm only still 'in' for amazingly detailed environments and soundtracks of some PWADs. No modern game engine gives the same feeling... Realm667 folks are doing a great job with their hosted projects.

How do I deal with confused sentimentalism?

>> No.1341182

>>1341176
Yeah it's really just not a fun map. I'm running out of wads to play, I've played through or quit so many.

>> No.1341185

>>1341181
Is there anyplace I can learn about how to design a good doom map that isn't just a meat grinder?

>> No.1341186

>>1341182

Have you played through pirate doom?

>> No.1341191

>>1341181
This is exactly how I feel. I only really seem able to enjoy detailed environments, like Mark's recently released Knee Deep In Jungle, or Doom 2 Reloaded, I just get bored to death of Vanilla so fast, the textures, music, sounds all of it, I can only really seem to enjoy doom when I'm playing it with mods like Brutal Doom, FKER, or whatever. It makes me feel kinda shitty, like I don't really feel like I'm a doom fan if the only way I can enjoy it is playing it in a way that isn't really all that Doom-like.

By the way, what map/wad is that in your screenshot?

>>1341168
It doesn't matter which mod I play it with, I fucking hate slaughter wads, whether it be in Vanilla, Brutal Doom, or Project MSX, I can't stand them, they're just not fun to me.

>>1341186
I have, I absolutely love it! I'm actually replaying it currently as well.

>> No.1341193

>>1341115
You're a fucking idiot for judging a community megawad on it's first maps instead of trying all of them, i would've never known about brilliant maps like Evil Eye from NDCP2 or Black Rain from CC3 and half the fucking maps in CC4 if i judged on first impressions.

>> No.1341201

>>1341191
>I have, I absolutely love it!

You and me both pal, it's like Monkey Island and Doom in a head on collision. We need more tongue-in-cheek and light hearted Doom mods. Honestly I like it when things get a little nonsensical, and Pirate Doom's tone was -perfect- I fucking love the bar level when you finally activate the stage show

>> No.1341198

>>1341193

>Black Rain
>Evil Eye

Not him, but what are their respective slots? Also I finished watching this >>1341176, that was a nice nod at Spirit World and that one secret in Doom 64, however I doubt anyone would ever get all those handy secrets in the first try. I wonder what's the general consensus on CC3 since 4 seems to be regarded as the best

>> No.1341206

>>1341198
Can't remember but if you search the megawad and map name on youtube you usually get runs with the map number in the title.

>> No.1341207

>>1341193
Yeah, sorry, but if a wad starts out with normal amounts of enemies, and then just decides to randomly assrape me with a slaughterwad map it's not gonna reflect well on the rest of the wad for me. I haven't actually trashed it, I do plan on playing the other maps, but it's fucking annoying when wads do that, it starts out normal, and then that's broken by a map that feels totally different, it clashes with the gameplay of the previous maps, if that makes sense.

>> No.1341209
File: 78 KB, 640x480, saphire orbital research.jpg [View same] [iqdb] [saucenao] [google]
1341209

>>1341191
>>1341191
It's the third map of spacedm9
http://essel.spork-chan.net/maps/spacedm9/

For similar ride of feels I suggest "Back to Saturn X" from the same guy. It's in his homepage, along with YouTube playlist of the soundtrack.

And for those who don't know these:
http://realm667.com/index.php/projects-mainmenu-50

>> No.1341214

>>1341209
Ah yeah, I did play through most of Back To Saturn X... It's alright, I just kinda lost interest around 20 maps, the maps all look/feel samey afterawhile. To be frank, I don't really have much patience for a full 30 maps anymore.

>> No.1341221
File: 147 KB, 500x375, ௵.jpg [View same] [iqdb] [saucenao] [google]
1341221

>OBLIGE some maps for fun
>suddenly cacos at every turn
Now I know I set everything to normal but this is just insane
Also, cybie in a non see through cage

>> No.1341224

>>1341214
>I don't really have much patience for a full 30 maps anymore.
Me neither.

>> No.1341227

>>1341193
>black rain
I just got to that one and it's pretty fucking fantastic.

>> No.1341230
File: 54 KB, 1012x625, 24i3u99.jpg [View same] [iqdb] [saucenao] [google]
1341230

Some maps I made, Reposting from the old thread

http://dl.dropboxusercontent.com/u/20454382/closet.wad part 1

http://dl.dropboxusercontent.com/u/20454382/ThereAreNoSkeletonsInThisMap.wad part 2

https://dl.dropboxusercontent.com/u/20454382/C1M1.wad Single map (for doom 1)

Image is the third part of my Closet saga, Mods should only work with Zandronum and GZdoom

>> No.1341234
File: 34 KB, 192x197, 1383780490739.png [View same] [iqdb] [saucenao] [google]
1341234

>>1341230

Your first map was funny but this shit is getting scary

>> No.1341238

>>1341230
>inb4 more DooM 64 music
Fuck your ass,your second map scared me,i tought it was going to be like the first one but with a bigass empty closet

>> No.1341243

I know other people have asked or keep asking each thread but what are some really good wads that compliment project msx. I just got around to trying it out and love it.

>> No.1341248

>>1341243
MSX does with almost anything but MSX tends to become easy mode if you play short wads that only have Zsoldiers,imps,pinkies and hellknights

>> No.1341245

Is it just me, or does eriguns increase the rate of fire on some guns? I'm just playing it with standard, but the pistol and machine gun feel like they fire faster than vanilla. Maybe I'm just imagining it though.

>> No.1341250

>>1341230
>http://dl.dropboxusercontent.com/u/20454382/closet.wad

Nice try but i was disappointed with the death pit at the end

>http://dl.dropboxusercontent.com/u/20454382/ThereAreNoSkeletonsInThisMap.wad

Hey that's my favorite Doom 64 track!

>https://dl.dropboxusercontent.com/u/20454382/C1M1.wad

Has potential as an E1 replacement, barons caught me off guard but your traps were predictable, you need to work on your detail and lighting.

>> No.1341256

Trying out the Vaporware demo... Getting a "SpawnPoly" error or something. Any way to fix this?

>> No.1341253

>>1341248
forgot to mention
if you ever meet with wads that have low tier enemies and they are not that many[like more than 20 per room],its accessible to play with the EXTREME weapons pack

>> No.1341254

>>1341221

What version of oblige are you using? Whenever I use 5.10 there's arch-villes everywhere and loads of them no matter what setting i put it on. Needless to say I went back to 4.28.

>> No.1341258

>>1341248
>>1341253

Totally understandable. I guess what I'm asking for is wads with theme and atmosphere that compliment msx, almost like they were retroactively made for msx.

>> No.1341260

>>1341256
You're using Eternity Engine and not GZDoom, right?

>> No.1341262

>>1341260
Oh, shit, I'm using GZDoom. Never heard of Eternity before, failed to notice that on the download page.

>> No.1341263

>>1341254
4.28
And I Was playing UltDoom with Doom 64 weps and mons

>> No.1341264
File: 29 KB, 256x352, 01230142534.jpg [View same] [iqdb] [saucenao] [google]
1341264

>>1341253

>extreme weapons pack

That fucking wad man.

>rusty shotgun rarely fires, when it does, insta-kills anything

>> No.1341268

>>1341264
the damn EWP BFG9000
>almost 1 minute charging the shot
>its a seriously slow and dancing shot
whoever who made this thing has problems

>> No.1341269

>>1341268

3
2
1
error!
3
2
error :)
Windows sign
Checkmark
>fires

>> No.1341278

>>1341250

Thanks for letting me know about the lighting and detail, Yea I gotta agree with the traps they're pretty cliche,

Closet.wad has no exit, It's not supposed to be taken seriously, But in future jokewads I will put in exits

>> No.1341294
File: 235 KB, 1366x768, well shit.png [View same] [iqdb] [saucenao] [google]
1341294

>>1341269
>experiment
>notice it has dumb knockback
>Fastweaps 2 to speed it up
>Suddenly wrapping around map boundaries backwards
zuh?

>> No.1341301
File: 259 KB, 640x525, Cacodemon2[1].jpg [View same] [iqdb] [saucenao] [google]
1341301

Okay so, this is the first Fractal Doom addon made ever I guess. This was made looking forward to replicate the experience achieved when playing online with /vr/ whenever we had the chance. Needless to say, this is meant to be loaded after the mod

https://www.dropbox.com/s/wrxrrzcazt4xngd/fractal_vr_experience.zip

>> No.1341309
File: 580 KB, 480x360, 1382935148396.gif [View same] [iqdb] [saucenao] [google]
1341309

Fuck me sideways I just can't get this right. First tried copying Hexercise's Sapphire wand firing method to see if I can get it, and I couldn't get it to fire as fast as you can click, then my friend claimed that was a shitty and outdated way of doing it, so he suggested I use the Hold state and a few other tweaks, but now my first shot is always the second projectile type and rapid clicking still doesn't work right.

This is frustrating

also I'm starting to think my friend isn't very good with DECORATE weapons

>> No.1341315

>>1341309
You want to get it to fire as fast as you can click? In the fire state put multiple A_WeaponReady's!

"MPTG CDEF 1 A_WeaponReady
Goto Ready"

That means on every frame listed there, it'll be ready to fire.

>> No.1341318

>>1341315

Well here's the thing, Hexercise's wand behaves in a neat way, if hold the fire button, it fires classic sapphire wand ripping projectiles perfectly straight

however when you mash the button, it fires a DIFFERENT projectile as fast as you can click

>> No.1341353

>>1341230
>ThereAreNoSkeletonsInThisMap.wad

My ass. The suspense and payoff was worth it, though.

C1M1 was also pretty neat, though I couldn't help but expect agitation after playing the Closet maps.

>> No.1341356

>>1341318

there, after a bit of copypaste work and some fudging, I now have my ruby wand behaving in a manner I like

>> No.1341358

>>1341102
Yeah, it was alright. Nothing huge to set it apart really, excluding the graphics (being original and claymation deserves big points though, even if the execution isn't perfect)

>> No.1341369

what's the best way to have a weapon play a sound so it's not overwritten by the next shot? I'm looking a_playsound here on the wiki and I notice you can use multiple channels but I feel it'd be silly to make multiple channel commands for ONE sound

>> No.1341403
File: 160 KB, 550x550, 1366921764225.jpg [View same] [iqdb] [saucenao] [google]
1341403

>>1341369
>what's the best way to have a weapon play a sound so it's not overwritten by the next shot?
>but I feel it'd be silly to make multiple channel commands for ONE sound

But that's exactly what it's for.

>> No.1341406
File: 34 KB, 237x180, 32426.png [View same] [iqdb] [saucenao] [google]
1341406

>>1341403

So how would I get around that? That's what I'm trying to wrap my head around

>> No.1341420

>>1341406

By that I mean, do I need create like, 3 sound channels for that ONE attack? How the hell would I do that?

or do I only make one new channel and it's all hunky dory?

>> No.1341450

>>1341406
>>1341420

In one instance you use A_PlaySound("herp/derp",5), in the next instance you use A_PlaySound("herp/derp",6)

>> No.1341461

So I'm playing Heretic with Wrath of Cronos (woc16c_hexercise.pk3), and for some reason my inventory stacks keep dropping to 1 every time I switch levels. What the fuck is going on?

>> No.1341476

>>1341301
HEHEH

>> No.1341539

Alright, one last question and I'm hitting the hay.

Right now the sword in my mod behaves exactly like BURL_TUMD's where each swing actually strikes like, 8 times and it gets weaker or stronger depending on your HP.

Should I keep that health system in? What about it striking multiple times? I think I'll leave the faster swing speed when you're low on health though, that's useful as hell

I could mix the two up and until you're at critical levels, sword strikes just hit once but -hard-

>> No.1341548

Gunfire sound on a different channel than reload / mechanical sounds

Don't be a loser

>> No.1341552

>>1341461
Isn't that normal Heretic behavior?

>> No.1341567

http://forum.drdteam.org/viewtopic.php?f=6&t=2345

Haven't seen this chaingun before.

>> No.1341580

When editing sprites or even making new sprites you do not need to make the edges darker or even black.

The edges do not need to fade to black.

>> No.1341632

From last thread
http://www.youtube.com/watch?v=9sEi7BBhBJI

>> No.1341647

>>1341181
I know this feel anon

You should play Complex Doom and Samsara online

I have lots of fun

>> No.1341661
File: 21 KB, 660x216, doom_builder.jpg [View same] [iqdb] [saucenao] [google]
1341661

I have been using the same version for months now and I want to update my SVN version.

How do I do that from here?

http://devbuilds.drdteam.org/doombuilder2-gzdb/

Do I need to download every update since I ever got GZDoom builder?
Or just the latest one?

I assume then I extract it and then post it's guts into my GZDoom Builder folder?

>> No.1341669

>>1341301
It doesn't change anything for me
What am I doing wrong?

>> No.1341682

>>1341552
I guess so. I've never played Heretic really, so I never knew. To be honest, I think that's pretty fucked.

Anyone know how to disable that shit so I can have a proper inventory?

>> No.1341724

>>1341191
But anon, D2RELOAD is boom-compatible. It can't be put in a list with stuff like Knee Deep In The Jungle. It still is pretty "vanilla". If you can enjoy D2RELOAD or Hellbound, then your taste for vanilla is not completely destroyed yet.

>> No.1341763

>>1341669

get hurt of spawn a mini-marine

>> No.1341784

>>1341661
Just the latest one, put it wherever.

>> No.1341843
File: 4 KB, 226x204, Doomguy Confused.png [View same] [iqdb] [saucenao] [google]
1341843

>>1341763
I think you dropped a word or three on the way to the post button there, anon.

>> No.1341849

So I had this idea for a Space Pirate levelset, kind of like Zen Dynamics. I've actually had this idea for a while, and I know nothing about making levels quite yet so it wouldn't be for awhile that I would work on it. I just wanted to know if there would be an interest for that kind of thing. I was thinking maybe like a 4 level set telling TSP's story, nothing TOO fancy. Thoughts?

>> No.1341870

Soon

>> No.1341879

>>1341843

He didn't. Do what he's telling you. Protip: The Mini Marines' phrases should've changed

>> No.1341881

>>1341849
You would certainly be more likely to get assistance with it if Space Pirate is all out and done.

Then people can see you're a serious dude who has done serious work and not some random nobody making demands.
(I mean, we can see already you make stuff.....but you can see I'm just exaggerating the point to demonstrate it).

Sounds P cool though.

>> No.1341883

>>1341763

*or

>> No.1341886

>>1341849

Finish Space Pirate first.

>> No.1341925
File: 62 KB, 800x600, DOOM0000[1].jpg [View same] [iqdb] [saucenao] [google]
1341925

Okay, let's give a twist to the usual question that has been posted in the past threads.

What's your favorite custom monster that isn't in Realm667?

>> No.1341940

>>1341886
This. I like your idea, but the maps would probably go better with a finished build than a WIP.

>> No.1341945

>>1341925
Man, I don't think I've seen a custom enemy that wasn't from R667.

>> No.1341985

>>1341881
>>1341886
>>1341940

Oh no worries, this isn't something I would be doing for awhile. There's a lot on my plate that I need to finish before I even start something like that, I figured I'd just spitball the idea.

>> No.1342039
File: 48 KB, 234x240, UXFkr.png [View same] [iqdb] [saucenao] [google]
1342039

>>1341925

>> No.1342062

>>1341849
Level sets are fine but like everyone else said it should come after TSP.

The levelset better have some fucking cool music too.

>> No.1342072

Man, I remember a modificated BFG wad video where BFG energy ball scourges everything and anything on its path.

>> No.1342107
File: 190 KB, 1366x768, 1389906719480.png [View same] [iqdb] [saucenao] [google]
1342107

>> No.1342124

>>1342072
what did the ball look like?

>> No.1342129
File: 369 KB, 1680x1050, nasty.png [View same] [iqdb] [saucenao] [google]
1342129

>other retro FPS games welcome too, chances are we played 'em too

Today I uploaded 6 quality maps on Duke3D's Steam workshop. 3 by Fakir, 3 by Steambull, my old DN3D friends. Be sure to check them out if you have the game

Fakir's maps collection page:
http://steamcommunit...s/?id=217194831

FBSP001 by Fakir:
http://steamcommunit...s/?id=217188971

FBSP002 by Fakir:
http://steamcommunit...s/?id=217189071

FBSP003 by Fakir:
http://steamcommunit...s/?id=217189136


Steambull's maps collection page:
http://steamcommunit...2&savesuccess=1

The Newbeast Research Facility by Steambull:
http://steamcommunit...s/?id=217201369

Nasty Flavour by Steambull:
http://steamcommunit...s/?id=217203559

Foul Odour by Steambull:
http://steamcommunit...s/?id=217205387

>> No.1342131

What is Japanese for Sprite like we'd use in Doom?

スプライトとし doesn't seem accurate.

>> No.1342141

>>1342131
It's スプライト.

http://ja.wikipedia.org/wiki/%E3%82%B9%E3%83%97%E3%83%A9%E3%82%A4%E3%83%88_%28%E6%98%A0%E5%83%8F%E6%8A%80%E8%A1%93%29

>> No.1342186

>>1342129
Looks nice. No Duke on Steam though.

>> No.1342192
File: 95 KB, 493x373, gpb42_5.jpg [View same] [iqdb] [saucenao] [google]
1342192

So, I've never made a WAD before, but I'd like to start on a gameplay mod that just adds some extra rules and a scoring system to the regular game. Could someone point me in the right direction to get started? Even if you just link some reading material, it would be really helpful.

I did check the tutorial page linked in OP, but I didn't quite see what I'm trying to do. I'm not going to change the weapons or monster behavior or anything. I'm just trying to add a time limit, scoring system, high score board, and a credit/continue system.

Any pointers at all would be greatly appreciated.

>> No.1342207

>>1342192
Might be able to use the par time as the limit, or the par time + a fraction of the par time. That way it'd be compatible with other wads. At least ones that changed their pars to be reasonable.

>> No.1342213

>>1342192
>>1342207
I realize this doesn't answer your question, but it's just a thought for functionality. I have no idea how to start a wad short of levels/graphics. No codin

Sage for double post.

>> No.1342236

>>1342213
>Sage
>double post.

>> No.1342241

>>1342207
Yeah, I was thinking about that. Maybe finding a secret would grant you some extra time.

But as of right now I don't have the first clue on how to implement a time limit at all.

>> No.1342261

>>1342236
lolwhoops

Sage doesn't show up anymore does it?

>> No.1342263

>>1342261
Nop.

>> No.1342274

>>1342186
>no duke on steam
http://store.steampowered.com/app/225140/

>> No.1342293

>>1342274
I believe they meant that they don't have Duke Nukem 3D on Steam and thus cannot get the maps from Steam.

>> No.1342426

http://zandronum.com/tracker/view.php?id=1176

rip

>> No.1342428

>>1342426
What's this nerd shit

We have to register on servers to join them if they use the proposed system in the newest post?

>> No.1342430

Is ZDoom Forums down for anybody else?

>> No.1342432

>>1342430
I can view it.

>> No.1342435

>>1342426
Dunno about you, but the way I'd rather have an account system is just impersonation protection like IRC's Nickserv. Optional, but if you don't want people running around with your name, useful.

>> No.1342493

Is there an easy way to select multiple sectors in Doom Builder and increase each sector by a certain amount?

I don't want to select every sector and manually change each ceiling and floor by 136

>> No.1342495
File: 10 KB, 108x236, SNTGA1.png [View same] [iqdb] [saucenao] [google]
1342495

>>1342131
anime sprites, sugoi

>> No.1342761

https://github.com/bluevertigo/tsp

Spoilers

>> No.1342778

http://en.akinator.com/

Can you beat Akinator with Doom stuff?

>> No.1342794

>>1342778
Beat him twice with WildWeasel and Sgt Mark

>> No.1342798

>>1342794
Sergeant Mark IV specifically, in case you want to link more descriptions to him.

>> No.1342836

>>1342761
https://github.com/bluevertigo/tsp
>page not found

>> No.1342842
File: 629 KB, 937x714, sgtmark.png [View same] [iqdb] [saucenao] [google]
1342842

>>1342798
>>1342794

Aww, my Sgt. Mark IV / Doom Modder, White Supremacist & Pederasty Advocate title didn't get used by akinator

>> No.1342864
File: 74 KB, 515x557, 1289900257541.jpg [View same] [iqdb] [saucenao] [google]
1342864

>>1342842

OH SHIT

>> No.1342865

>>1342778
>>1342794
>>1342798
tried looking for a few modders and mods, didn't get them

oh well

>> No.1342871
File: 563 KB, 381x301, odd projectiles.gif [View same] [iqdb] [saucenao] [google]
1342871

Can someone explain why my projectiles sometimes go through walls?

>> No.1342873

>>1342842
> stealer of content

Like the entire Doom community.

>> No.1342876

>>1342873

and we're all terrible people.

>> No.1342878

>>1342873
>entire Doom community
I can't tell if you're trolling by sucking Mark's dick or if you're genuinely slobbing on that knob

>> No.1342879

>>1342873
>I only play Realm667 mods

>> No.1342881
File: 193 KB, 481x529, cd.png [View same] [iqdb] [saucenao] [google]
1342881

>> No.1342883

>>1342881
muzzle flash is an inverse pentagram

>> No.1342884

>>1342878
I'm just pointing a fact.

>> No.1342886

>>1342884
I still can't tell

>> No.1342887

>>1342886
> I'm not stealing if I pick the content from non-Doom related stuff!1

>> No.1342889
File: 70 KB, 618x564, coolface.png [View same] [iqdb] [saucenao] [google]
1342889

>>1342887
Well now I can tell

>> No.1342896
File: 27 KB, 464x351, oh hi mark.jpg [View same] [iqdb] [saucenao] [google]
1342896

>>1342873
>>1342884
>>1342887

>> No.1342903

So what content did Mark steal? I had always just heard that he never gave credit to any of the people who also worked on Brutal Doom.

>> No.1342916

>>1342903
bunch of effects from beautiful doom
there's other shit but i can't think of it

comparing the current credits to the credits from v16 should give you a good idea

>> No.1342918

>>1342889
But really, every modder "steals" content.

I played so many wads with music from other games.

>>1342896
Nope.

>> No.1342920

>>1342883
Looks like a muzzle flash to me. That might be the one area that demonic/satanic imagery is absent.

>> No.1342923

>>1342916
I thought Beautiful Doom had come out sometime AFTER Brutal Doom

>> No.1342925

>>1342918
steals or "steals"

taking content from other mods from the community without crediting them is especially heinous and you know it fucker

>> No.1342928
File: 10 KB, 481x529, bandwidth.jpg [View same] [iqdb] [saucenao] [google]
1342928

>>1342920

>> No.1342936
File: 227 KB, 430x520, bible black.png [View same] [iqdb] [saucenao] [google]
1342936

>>1342778
Damnnnnnn

>> No.1342937

>>1342918
>But really, every modder "steals" content.
>I played so many wads with music from other games.

How many modders presented that music as being their own?

>> No.1342939
File: 139 KB, 737x464, what a story mark.jpg [View same] [iqdb] [saucenao] [google]
1342939

>>1342918

>> No.1342943

>>1342923
Beautiful Doom is '08 m8

>> No.1342946

>>1342925
Not exactly

The mod community is a free place

The entire point of modding is using other people content

>>1342937
You don't really need to credit the content

As long as you don't complain if someone is using your content without "permission", of course.

>> No.1342948

>>1342936
> Character already played 2206 times

Best part.

>> No.1342949

>>1342946
I don't think you other people have caught on yet but this poster is trolling.

>> No.1342950

>>1342949
No, I'm serious

>> No.1342951

>>1342943
Huh, for some reason I was under the impression that Beautiful Doom was made in response to Brutal Doom... All the flair of Brutal Doom, with vanilla-ish gameplay.

>> No.1342958

>>1342946
>You don't really need to credit the content
>As long as you don't complain if someone is using your content without "permission", of course.

Really? Not even resources made specifically for your mod? Not even code? So if someone does some work for your mod its alright not to mention it in any way? Would it be alright for me to take Brutal Doom and call it "Brutal Doom by Mike" and not mention Sgt. Mark or any of the people he took stuff from?

>> No.1342960

>>1342958
>Would it be alright for me to take Brutal Doom and call it "Brutal Doom by Mike" and not mention Sgt. Mark or any of the people he took stuff from?
Some people already did this

>> No.1342963

>>1342958
If you don't act with butthurt if someone later do the same with your content... why not?

>> No.1342969

>>1342968
get outta here

>> No.1342968

>>1342928
That's just a star.

>> No.1342970

Akinator couldn't get Icon of Sin. Then it didn't let me input it.

>> No.1342973

>>1342960
Who?

>>1342963
See, that would be fair since it's going by the whole golden rule thing, but here's the catch: 99.9% of the people that take content others have made while intentionally not crediting them don't produce any original content of their own. So they don't have any content for others to do the same to.

Crediting other people doesn't cost a dime and takes as long as typing up some names in a text file. In a community like doom's where nobody is getting compensated for their time other than knowing others are having fun with their work that little mention in recognition of their hard work is a big deal. If you intentionally don't credit people you're an asshole and a terrible person.

>> No.1342979

>>1342973
It's not fair to the people whose content the hypothetical you would have stolen

>> No.1342983

>>1342979
Okay, so then it isn't fair to use others' work without recognition, which is exactly my point.

>> No.1342984

>>1342871

are you sure they're solid?

>> No.1342986

>>1342984

Yeah, the problem was they were too small, they each had a radius of 1, bumped them up to 4 and now they collide just fine!

>> No.1342990

>>1342973
>Who?

Brutal Doom SE, for one. Made by someone right here on /vr/.

>> No.1342993
File: 67 KB, 625x300, cvtd.png [View same] [iqdb] [saucenao] [google]
1342993

>>1342990
It has Brutal Doom's author's name right in the first thing on the page

>> No.1342996
File: 178 KB, 1546x706, hue.png [View same] [iqdb] [saucenao] [google]
1342996

>>1342990

>> No.1342998

>>1342990
literally the first words on in the post outside of the thread title and post information

Sergeant_Mark_IV's Brutal Doom

>> No.1343003

a reminder that Mark himself has acknowledged SE (as "Sperglord Edition") in his fb account when he did a new years eve update.

oh, and also a reminder that this happened and was outright strange http://archive.foolz.us/vr/thread/1312509/#1317240

>> No.1343007

>>1343003
What did Mark say about SE?

>> No.1343012

>>1343003
>oh, and also a reminder that this happened and was outright strange http://archive.foolz.us/vr/thread/1312509/#1317240

I was the guy who made that post, I just didn't notice he had mentioned the mod earlier. What's so strange about this?

>> No.1343016

>>1343007

>"...more and more community people showed interest in making subversions of Brutal Doom (such as Sperglord edition for example, you should check it)..."

>> No.1343017

>>1343016
Huh, I kinda figured he would have thrown a shitfit over somebody desecrating his precious mod.

>> No.1343038

>ericgetsbrutal.jpg

>> No.1343042

>>1343017

No, he saves his shitflinging for Samsara.

>> No.1343056

>>1343042
Why samsara,did terminus made Mark his bitch?

>> No.1343059
File: 30 KB, 653x336, 13991941034.png [View same] [iqdb] [saucenao] [google]
1343059

>>1343056
who knows

>> No.1343063

>>1343042
>http://pseudo3d.org/wads/
Samsaras cool and all, but every update involves a bunch of pointless cvars that nobody ever uses. Hope a new class comes out soon atleast

>> No.1343065

>>1343063
Cvars are gr8 fuq u

>> No.1343067

>>1343059
Read that in Star Wolf's voice.

Too bad SF wouldn't lend itself to a Doom WAD. Or would it?

Help me out here!

>> No.1343069

>>1342778
Got him with spectre.

He guessed pinky

>> No.1343071

>>1343063
Cvars are infinitely better than awful mutator wads that you can't even use if you want to play online, unless the server hosts it.

>> No.1343081

>>1343063
>pointless cvars

you poor thing

>> No.1343082

>>1343067
If we ever get around to making doomkat , I'll let you know about plane flyin.

>> No.1343084

>>1343082

I'm interested in plane flyin for a descent mod, actually.
Mind filling me in?

>> No.1343087
File: 314 KB, 520x390, 1389936373180.jpg [View same] [iqdb] [saucenao] [google]
1343087

>>1342871
For whatever reason my cold-riddled mind associated those sphere bullets with the power up gems from Magician Lord. I am now imagining Doom II map01 with that game's music and sound effects and ohh man the nostalgia.

Also, I sucked at that game, hahah.

>> No.1343094

>>1342871
The only thing that allows that is +NOCLIP. It has to be specifically flagged or set by code.

>> No.1343093

So what do you guys think of Insanity's Requiem?

>> No.1343102

Are there any mods that feature a weapon such as the Smart Bomb from Apocalypse?

http://www.youtube.com/watch?v=-93nx4uRLPs

You can see the player use it through the first half of this video (for quick reference, whenever Bruce Willis says "Suck on this!"). It's an expansive wave that destroys everything on its path and starts right from the center of the player.

>> No.1343103
File: 31 KB, 620x400, Blue_Wizard.jpg [View same] [iqdb] [saucenao] [google]
1343103

>>1343063
Hi catastrophe

>> No.1343108

>>1343059
wtf? I remember seeing Terminus, Doomero and Sarge chatting about random stuff on Doom's 20th anniversary server, and it didn't looked like Sarge had anything against Terminus or Samsara (until then, at least).

>> No.1343115

>>1343108
Mark probably got JEALOUS of Samsara's cacoward.

>> No.1343119

Guys, where can I find some decent medieval/fantasy themed player sprites? I'd settle for Baratus too

>> No.1343129

>>1343119
Witchaven

>> No.1343138

what is the no items fox only final destination of doom

>> No.1343139

>>1343129

Wow, that guy is badass looking, but he's got a shield. Ah to hell with it I'll just use Baratus

>> No.1343141

>>1343102

Not that I know of, probably because it would be too OP.

You can make one pretty easily though, just a_explode.

>> No.1343145

>>1343138
Vanilla
if we talk about MP,its Vanilla but i dont know a map equivalent of final destination

>> No.1343176

Sorry if this question has been asked before, but is Beautiful Doom vanilla? In the sense that, aside from the added visual flair, is the enemy and weapon behavior totally vanilla?

>> No.1343186

>>1343141
>probably because it would be too OP

Ehh, not really

In-game, it's as strong as a mid-powered BFG blast, and you don't really stack with Smart Bombs because there's not many of them. To put it in perspective, the blast can kill a Hell Knight but that's it

>You can make one pretty easily though, just a_explode.

Interesting, let me see if I can come up with something.

>> No.1343220

>>1343115

That YouTube comment was before before the Cacoward, and before Doom's 20th.

I believe it's from around the time Samsara was recognized by Kotaku (or someplace like that, there were a few), subsequently got a trailer, and sub-subsequently got a ModDB page. All that "rival" recognition is probably what set him off, but I guess he'd calmed down by the 20th server.

>> No.1343243
File: 9 KB, 320x200, Armor Bonus addiction.png [View same] [iqdb] [saucenao] [google]
1343243

Doom looks beautiful when it dies horribly

>> No.1343261

>>1343138
No respawning items, SSG only, MAP01.

>> No.1343268

>>1343261
>Entryway
>Not Dead Simple

>> No.1343275

>Decide to redownload Beautiful Doom after losing it awhile back
>The one used awhile back was slightly modified
>Slightly edited so that the ejected shells don't spawn a meter away from you
>Can't fine the one thing I have to edit to bring it closer to the player
This is the worst kind of hell.

>> No.1343296 [DELETED] 

Daily reminder that Doom is a casual as fuck game and you're all bunch of casuals.

>> No.1343302 [DELETED] 

>>1343296
Back to /v/

>> No.1343303

>>1343268
>not using SSG everytime you play Dead Simple

>> No.1343305 [DELETED] 

>>1343302
back to playing your shitty casual fps because you cant play shooters that require actual skill

>> No.1343307 [DELETED] 

>>1343305
Yeah calladoody takes lots of skill.

>> No.1343309 [DELETED] 

>>1343302
>>1343307

Stop replying to him you dingus.

>> No.1343314 [DELETED] 

>>1343307
hahahaha so typical
>if somebody calls doom casual he must play cowadoody
I've beaten both Doom and Doom II on nightmare bitch. you can go ahead and suck my ass

>> No.1343315 [DELETED] 

>>1343309
But they're so cute when they're angry.

>> No.1343317 [DELETED] 

>>1343296
please do tell me why is doom casual as fuck?

>> No.1343319 [DELETED] 

>>1343317
uh, because its an easy as fuck casual game maybe?
if you find doom in any way difficult you are utterly retarded

>> No.1343323 [SPOILER]  [DELETED] 
File: 245 KB, 600x473, 1388366909211.png [View same] [iqdb] [saucenao] [google]
1343323

>>1343319

>> No.1343324 [DELETED] 

>>1343319
and how the game is exactly easy,what makes it so easy?

>> No.1343327 [DELETED] 

>>1343324
I wouldn't even bother, all he's going to do is just give more non-answers like "lol bcuz it sux", I bet he's not even played on Ultra Violence, if he's even played the game at all.

>> No.1343348 [DELETED] 

>>1343324
Are you serious? You actually find Doom challenging? Fuck me. I beat it when I was eight years old you dickhead.

>> No.1343350 [DELETED] 

>>1343349
blow it out your ass

>> No.1343349

okay guys. Now this is a rough and early version of my mod, but I have my first two weapons behaving how I want, and I think they're pretty damn fun, so I want to share what I have with you guys so far.

http://static.best-ever.org/wads/gmota_wip1.pk3

I still need a wave graphic for the Ruby Wand's altfire though

>> No.1343351 [DELETED] 

>>1343348
i beated Doom in UV when i was 4 years old

>> No.1343352 [DELETED] 

>>1343350

Shut your trap Duke and get back to your own thread

>> No.1343380

>>1343349
Some fun stuff! The sword/grapple feels pretty good, but the Ruby Wand feels a bit stiff. I think the ripping projectiles could use a bit more distance (jusssst a bit), but other than that, good so far!

>> No.1343386
File: 5 KB, 191x234, 1349069446537.png [View same] [iqdb] [saucenao] [google]
1343386

>>1343380

I can do that, and thanks pal. I'm contemplating giving the grapple's chain the ability to break projectiles as it flies through the air, that way you have SOME immediate defense against projectiles.

Still not sure what I want to do with BURL_TUMD's sword, I've thought about removing that multiple strike property for all the states except for critical health and keep it powerful even at high health.

>> No.1343392
File: 363 KB, 500x500, Tib2gJo.gif [View same] [iqdb] [saucenao] [google]
1343392

>>1343380
Hey

Hey you

Yeah you

I wanna shoot that shotgun

Get back to twerk

>> No.1343391

>>1343386
With the Ruby Wand not going "hitscan" distance, I think the sword being a powerful starting weapon is a good choice. I would keep it in for now and see how adding the rest of the weapons will change the balance.

>> No.1343396

>>1343391

Well there's only going to be 4 weapons total, and only the 4 slot's going to have an extreme range

also if you tap the fire button repeatedly you can fire out longer range shots.

>> No.1343404
File: 1.42 MB, 1280x720, 1389946259911.png [View same] [iqdb] [saucenao] [google]
1343404

Eh, i personally think it looks shitty, but opinions are nice.

>> No.1343406

>>1343404
HD textures tend to make the lower quality enemies feel out of place.

I like that old classic look either way.

>> No.1343408

>>1343404

Do you have a link for that?

>> No.1343407

>>1343349
The rapid clicking of the wand hurts my finger. The thing I love about doom weapons is just holding down the mouse button.

The sword is fucking amazing.

>> No.1343410

>>1343386
I'd prefer one solid hit for the sword because it makes the slash sound effect one big hit.

>> No.1343413

>>1343408
Here, it's not finished but 85% of the textures are done for all IWADS.

http://dhtp.freelanzer.com/?page_id=17

>> No.1343415

>>1343407

yeah until you try using it at higher health

Might have a solution for the wand though, what if it shoots TWO of those spheres in rapid succession?

>>1343410

That's what I was thinking too. I'd have to do some fiddling with the code to figure out how it works exactly, as I DEFINITELY want that faster swing speed at low health.

>> No.1343428

>>1343415
I love the sword and grapple combo, the grapple's ability to interrupt an enemy's attack and bring them to you at the same time makes it a very useful weapon.

Also, killing a cyberdemon with a fucking sword feels really badass.

>> No.1343434
File: 19 KB, 290x705, 1364118680466.png [View same] [iqdb] [saucenao] [google]
1343434

>>1343428
>Also, killing a cyberdemon with a fucking sword feels really badass.

You already killed a Cyberdemon with that sword?

Jesus fuck. That's AWESOME.

>> No.1343438

>>1343434
The first thing I did was idclev to E1M8, E2M8, and E3M8 and have some really fun bossfights, though the cyberdemon fight was the best. The sword's multiple hits made the spider mastermind flinch on every swing, all I had to do was stand in her ugly face and hold fire.

>> No.1343440

>>1343438

Hm, maybe I SHOULD keep the multiple strikes then. But I think I'll tweak how strong/weak it gets when you have more HP. I want it to be something that relevant at all times, it just so happens that if you're at low HP you turn into a walking blender.

>> No.1343442

>>1343440

Wait, shit. I mean if you can stunlock the mastermind I -SHOULD- remove the multiple strikes at higher HP. Mind you once my mod is done you'll have another two weapons to deal with fuckhead hitscanners.

Also I'm not sure if you guys noticed but BURL_TUMD's sword grants a passive defense increase as long as you're holding it, I kept that in

>> No.1343446

>>1343442
Have you considered adding a melee combo to the sword?

>> No.1343447

>>1343446

The thought crossed my mind but there's a few things that stop me from doing that:

1) I want Rip and Tear to be the most straight forward weapon in my pack, you left click, shit explodes into a red mist

2) There's not many frames of animation for that sword, what you see there is everything for it.

and 3) I'm lazy.

>> No.1343452

>>1343349
If you slam demon1 into demon2 with magic wand's altfire, there's a chance they'll start infighting each other even if they're same species. Is it a bug or a feature of some sort?

>> No.1343454

>>1343452

It's a quirk with how I set the projectile's knockback, honestly I'm leaving it in because it's fun as shit. That alt-fire wave also pushes projectiles away, albeit slowly right now.

>> No.1343460

>>1343261
>>1343268
>not SHOOT!.wad

>> No.1343461

>>1343452
This is how it works with the mechanic.

Disc Repulsion in Hexen would also cause infighting like this.

>> No.1343472

>>1343461

This. The reason monsters of the same species don't infight often in vanilla is just because they don't often injure each other since they're immune to their species' projectiles and monster melee never hits another target than the one intended. They will still infight if they hit a barrel and cause it to explode and damage another monster. In earlier versions a monster would fight itself to death if it self-damaged with a barrel.

What's happening with his thing is he's using a_radiusthrust which will cause things thrown by it to damage actors they hit.

>> No.1343476

>>1343472

AND they receive damage if they slam into walls, which is also awesome. I was worried doing all this would make it OP, but I feel it works out okay

besides I'm okay with fucking with balance a little in the name of fun

>> No.1343479

>>1343476
There's only problem with radiusthrust.

Stairs.

If there are stairs at all a monster will get MURDERLIZED if hit up or down those stairs.

>> No.1343483

>>1343479
>There's only problem with radiusthrust.

Fuck, meant only one problem.

I need to sleep.

>> No.1343485

>>1343479

well the wand's altfire has a very short range, so there's that at least.

Besides, the wand's slow primary fires a ripping projectile that hovers in place for like a second. The wand was designed for murderlizing.

I need to get started on weapon 3, which I hate to say guys, won't be the firemace in appearance or 100% accurate in mechanics, but I can promise you this:

It's going to shoot out spiked balls at a rapid pace, the alt fire is going to shoot a big fuck off orb that will scatter monsters, and the weapon will give you life back in some way

>>1343483

and go to bed anon. there'll be more DOOM-ing to be had later.

>> No.1343486

What's /doom/'s opinion on Brutal Doom's sperglord edition?

>> No.1343490

>>1343486
It's good and fixes a lot of things that Mark didn't want to touch.

>> No.1343493

>>1343490

Like what? I don't see why he wouldn't want to touch some things, there's a few things he got -really- right I feel with his mod.

Mainly the kick, God damn it's so awesome jump kicking

>> No.1343495

>>1343493
In Brutal Doom v19 exploding limbs in front of your face hurt you.

This includes kicking heads off imps and getting point blank headshots.

It hurt A LOT

>> No.1343496
File: 48 KB, 693x1081, 1368937781572.png [View same] [iqdb] [saucenao] [google]
1343496

>>1343495

and... he

he refused to fix that?

>> No.1343498

>>1343496
I think he did but couldn't figure out how.

Also SE edition got rid of the BFG9000's explosion at point blank.
Which made the BFG9000 a very useless weapon since you can't use it up close.

Oh yeah, SE added the BFG altfire for plasma rockets and that's pretty baller.

Then the new sound effects and shit.
And the balance changes that make SE better.

And the guy behind SE was trying a way to make the lag on slaughtermaps smaller, forgot how he was doing it.

>> No.1343501

>>1343496
He didn't know how. He actually posted in one of these threads asking SigFloyd/FlyingDildoMan how he fixed it.

>> No.1343504

>>1343498

well good for the SE guy, sounds like he's taking it upon himself to make Brutal Doom better.

>>1343501

That's kinda funny. Personally if I had added some aesthetic thing that wound up fucking with gameplay and I couldn't get it fixed, I'd sooner remove it, aesthetics don't mean dick if it negatively affects the game itself.

That being said. I DO want some kinda blood mod for my mod, something you see like in Zen dyanmics or something fairly low-key.

>> No.1343506

>>1343496
Yeah, V19 doesn't have corpses that could be mutilated, because he didn't know how to fix it. It was fucking with the code - his preview for V19 was a poll asking players what should be removed, and people chose mutilated bodies.

>> No.1343507

>>1343504
Sergeant Mark eventually made Ketchup, it's on the ZDooM forums. It's not as extensive (or glitchy) as Brutal DooM Lite, sadly, so no bodies being sawn in half.

>> No.1343518

I just compared ketchup to how the blood is handled in BURL_TUMD, and I kinda like BURL's better in some ways, it uses the classic spray and just scatters more of it everywhere. Though if more people prefer ketchup I'll roll with that instead.

>> No.1343520

>>1343518
>>1343504

why not ask terminus about samsara's bloodyhell mode

>> No.1343530

>>1343520

You mean how you can use commands to toggle different states?

>> No.1343540

>>1342186
Well you can always play the maps with eduke32 or whatever (eduke32 is better anyway), and download them from Duke Nukem Repository

>> No.1343556

Okay, sword as been tweaked a little, when at 100 or more health, each full swing will do 50 dmg, that's the starting value of the sword to begin with, but now it doesn't get weaker if you're at REALLY high HP levels.

I've decided to leave the sword's multiple strikes in tact because that's one of the reasons why it pairs so damn well with the grappler, and taking a claw to the face because you didn't get -exact- timing sucks dick. So yes that means you can still stunlock monsters with the sword.

But you know what? Good for you, you just sworded a giant robotic spider brain thing, feel proud for that because that's what GMOTA is about: Being a badass medieval dude.

>> No.1343630

>>1343404
The higher res textures look *really* out of place with the low "polygonal" detail of the levels, makes it look disjointed.

They look too clean, too clear for the rest of the game.

>> No.1343636

>>1343438
If you think it makes the bossfights too easy, then tweak them, that's what I did. Give the spider more mass, health, lower painchance, faster rate of fire, louder gun.

>> No.1343641

Is there a way to add lifesteal to projectiles? This would make figuring out how I'm going to make my slot 3 weapon heal you a -hell- of a lot easier.

>> No.1343651

>>1341945
>Man, I don't think I've seen a custom enemy that wasn't from R667
there... aren't many that are on realm667

>> No.1343656

>>1343404
>that awful hud

>> No.1343662

>>1341945
You sound pretty new to mods then, unless that was supposed to be joke.

>> No.1343667

>>1341925
I don't really like many of the Realm 667 monsters.

My favorite custom monster is in the badass pack for Project MSX.

The Berserker.
Those guys are fucking great even if they're using the Heavy's voice clips.

They got a shotgun minigun and they strafe and chase you pretty well, even running around corners.

>> No.1343678

I'm trying something different with the Ruby Wand in an attempt to make the weapon flow better, the new plan is to make tapping primary fire shoot two spheres as fast as you can click whereas holding makes the wand shoot one sphere at a reasonable pace.

And holding altfire will make you shoot the idling ripper projectile, whereas just pressing it once will make you fire the force wave.

The problem is the wand gets stuck in the Hold state, I can't quite suss out what I'm doing wrong

>> No.1343691

>>1343656
That hud is actually something completely different than the texture pack, i remember seeing a thread on the ZDoom forums that had to do with changing the font in Doom and that was posted there i believe. It was WIP when i got it like over 2 years ago, i wonder if it's any better now.

>> No.1343693

>>1343678

Nevermind, fixed it. Now I just gotta fine tune this and hopefully the Ruby Wand will be less chunky to use later. Goodnight /vr/, I'll see you guys later.

>> No.1343701

Any good levels based on real places? It doesn't have to be a perfect 1:1 copy of it but it should be pretty close.

>> No.1343704

>>1343701
Planisphere 2 if you want NY

>> No.1343708

Does anyone know of that wad that adds destructible items? You could shoot heath potions and ammo boxes

>> No.1343712

>>1343708

"Green Marine has shot the food!"

>> No.1343723

http://forum.zdoom.org/viewtopic.php?f=19&t=29117&start=180

Jimmy is updating his jukebox to v10, neat. he's hoping to have a community set which sounds pretty sweet.

>> No.1343731

>>1343723
I'm afraid to download that knowing that i will want to know a lot of the sources of music in it.

>> No.1343767

So I'm playing around with Wrath of Cronos, playing as the ranger, and I had an idea for the knife weapon.

How hard would it be to add something like a square at the bottom of the screen that changes color to indicate which combo you'll do if you hit the button -now-?

>> No.1343771

>>1343767
Well, the combos are listed as a chain in DECORATE so all you'd have to do is make a version of the last sprite or two in each combo part and put a square on it. You could make actual new sprites or you could just make the squares and TEXTURES it on to each sprite for less sprite lumps.

>> No.1343801

Mods where you can play as David Bowie with classes for each persona?

>> No.1343826

>>1343496
He said he will have it fixed on 19b

>> No.1343840

>>1343708

i asked for about three consecutive threads for that one since I KNEW it existed and /doom/ played it to death with OBLIGE

Here, man

http://www.mediafire.com/?bl9hx9j4noap83e

Watch out for the rockets!

>> No.1343842

>>1343731

fear not, jimmy REALLY put effort into it and everyone is credited. every time you get in a map, the name of the track and the creator pops out in the first seconds.

>> No.1343902

>>1343115
He actually congratulated Terminus for the cacoward.

http://www.doomworld.com/vb/showthread.php?s=&postid=1224750#post1224750

>> No.1343909

>>1343801

Would play

>> No.1343958
File: 413 KB, 1366x768, 1389979007279.png [View same] [iqdb] [saucenao] [google]
1343958

>> No.1343961

>>1343902

Thanks for linking me to that thread, I had no idea Hellbound existed but what a fantastic set of levels.

http://www.doomworld.com/vb/wads-mods/59814-hellbound-vanilla-limit-remover-megawad/

there's the link to the thread with the WAD if anyone is curious.

>> No.1343963

>>1343909
id make it if i knew how.
what program do you use to make new weapons and such?

>> No.1343981

Can anyone help me finding a Doom 64 ROM so I could run that EX thingy and play it? It sounds intriguing, like Doom 3 only not so... Doom 3.
Also, am I supposed to play it with vertical mlook ot not?

>> No.1343984
File: 68 KB, 256x160, 1389980542437.png [View same] [iqdb] [saucenao] [google]
1343984

>>1341185

3 Ps my friend

Puzzles
Pacing
Pyrotechnics

create simple puzzles that break up the shooty monotony. this can be as simple as a timed elevator, just something that requires the player's brain to switch gears for a minute.

don't dump the player into a room full of cyberdemons. you want to ramp up. use the first bit of the map to establish atmosphere- maybe you want a few weak enemies, maybe you want the player to see the big final challenge he'll reach at the end, maybe you don't even want any enemies at first to put him on edge. space out getting the weapons, and don't be afraid to lock some of them behind secrets or challenging rooms. finding a BFG after a tough fight is a great reward.

and lastly- it's doom. you don't need slaughtermaps but you should strive for memorable encounters. capping your map off with an intense fight is always a good idea. unleashing an ungodly horde of spectres into a darkened room right after the player grabs the super shotgun will get the adrenalin pumping. don't just think about the challenge, think about the psychology of the challenge.

my two cents, anyway

>> No.1343991

>>1343981
Never mind, found it.

>> No.1343992

>>1343981
no freelook, D64 didn't use that shit, just left and right

>> No.1343996

>>1343992
Thanks.

>> No.1344019

>>1343996
you're welcome

>> No.1344086

http://forum.zdoom.org/viewtopic.php?f=37&t=44989

some great resources in here

>> No.1344418

>>1343556
One other thing I noticed about the sword, but didn't think to mention earlier: When you grapple lost souls to you, if they were doing their dash attack, they'll damage you. Even if you grab them from behind.

I know this isn't a glitch, but snatching flying skulls out of the air so you whack them with your sword is very amusing, and I think it'd be better if the grapple stopped the lost soul's attack so you didn't get penalized for this.

>> No.1344483

>>1343984
>anonymous space marine
>not Buddy Dacote

>> No.1344506

>>1344483
You mean Flynn "The Doomguy Dacote" Taggart

>> No.1344527
File: 140 KB, 705x687, preposterous.jpg [View same] [iqdb] [saucenao] [google]
1344527

>>1344506
>Flynn Taggart
>fought mutant clones
>didn't go to hell
>didn't even use the same weapons
>never did a damn thing by himself
>didn't even have a pet rabbit
>TALKED.

If Doomguy has a name, it is not Flynn Taggart.

>> No.1344530

>>1344527
>Turns out it was all an alien simulation
>Taggart was just a shitty Neo

Why did Doom have to end up like that

>> No.1344548

>>1344527
>If Doomguy has a name
Sergeant Blazkowicz

>> No.1344568
File: 15 KB, 730x413, but-.png [View same] [iqdb] [saucenao] [google]
1344568

>>1344527
>>1344548
Or that. That works too.

>> No.1344606

>>1344568
The best name for Doomguy is You

>> No.1344612

>>1344606
my last name is blazkowicz tho

>> No.1344615

>>1344612
No, not Blazkowicz.

You.

That's his name.

>> No.1344619

>>1344612
Cool, did your grandfather kill some nazis and stuff?

>> No.1344620

>>1344615

What if my name is You Blazkowicz.

>> No.1344625

>>1344620
Well we refer to Doomguy on a first name basis because he likes to keep things dead simple.

>> No.1344629

>>1344619

A ton of them, apprently. He also said he fought Hitler himself, but I think he was just lying to make his war stories more interesting.

>> No.1344649

>>1344629
Speaking of Hitler, did you know he had this big-ass prototype robotic suit kinda thing?

He only used it to fight one guy though, and it got fucking wrecked.

>> No.1344659

>>1344649
>Speaking of Hitler, did you know he had this big-ass prototype robotic suit kinda thing?
>implying this is true

grandpa pls

>> No.1344664

>>1344629
Your grandpa seems cool.
Are you in the military by any chance? Do you know if someone is studying teleporting technology? Did you get transfered to mars?

>> No.1344678
File: 21 KB, 277x233, 1355627111572.jpg [View same] [iqdb] [saucenao] [google]
1344678

>>1344659
>mfw I did something so awesome my grandson thinks the story's a whopper

>> No.1344809

>>1344678
Are you Hitler?

>> No.1344872
File: 231 KB, 480x446, 1390003383171.png [View same] [iqdb] [saucenao] [google]
1344872

>>1344809
No, but I punched him in the dick.

>> No.1344887

>>1344872

Eva Braun, please go

>> No.1344916

>>1344887
I think she means "punching" in a different way....

>> No.1344931

What was the name of the wad which was about abortion?

>> No.1344940

>>1344931
rootpain

>> No.1344960

>>1344940
Thanks

>> No.1345082

>>1344418

I'll have to ask around for that one. Because the grappler is designed to force pain, and that interrupts every other enemy in the game.

God damn it, even when I'm making mods, Lost Souls are a pain in my ass. Fuck them to hell.

>> No.1345104

chaingun is supposed to be the response to lost souls, any contact from any bullet interrupts their charge

pain elementals also can't spit out lost souls when they are being continuously attacked

>> No.1345112

>>1345104

and of course because the grappler is a projectile that yanks things to you, it can't do that.

My point still stands: Fuck lost souls. They never fail to make me jump when one of those little shits thumps into me when my back is turned

>> No.1345139

Why were most of Doom 2's levels so sloppy and hastily put-together?

You'd think they'd have more time to make beautiful levels like Doom 1's because by then the game's technology was entirely familiar and stable, and design theory was solidified.

I notice the majority of the sloppy levels were by Sandy Petersen, but even in Doom 1 his levels weren't that bad.

Did they ever explain this? Even the Masters Of Doom book didn't really go into detail. I only enjoy a handful of the game's levels, and the fact that its secret levels were nothing more than Wolfenstein 3D references was just an additional turd on the Cake Of Insults.

>> No.1345150

>>1345104
The bullets interrupt the charge, but not the attack itself - this is why they just float until they touch something, they're still trying to attack. The grapple stops the charge too, but then pulls them right into your face so they can hit you.

>> No.1345185
File: 6 KB, 389x371, doomguy_peek.png [View same] [iqdb] [saucenao] [google]
1345185

>>1344548
Buddy Blazkowicz

>> No.1345204

>>1345139
>Why were most of Doom 2's levels so sloppy and hastily put-together?
>Even the Masters Of Doom book didn't really go into detail.

u wot m8? it clearly states they rushed out Doom 2 in just 8 months to deal with that contract with a mainstream release

>> No.1345208

So I'm playing ultimate simplicity, but don't like the hud, how do I get rid of it so I can use the normal ZDoom hud?

>> No.1345247

>>1345208

You can't.
It's a pain in the ass.

>> No.1345250

>>1345247
Ugh, jesus. I basically can't keep track of my ammo if I use any wads that change the weapons.

>> No.1345268
File: 567 KB, 1280x720, 1390012286408.png [View same] [iqdb] [saucenao] [google]
1345268

>Played DVII
>Not a fan of slaughterwads
>Dig the level design
>Play with Russian Overkill to make it crazy and easy
>Decide to play the first DV vanilla
>Beat first map
"This is tough, but not bad."
>Get to next map
analravage.jpg

>> No.1345279

:: [BE] New York :: >implying you're authorized to join this server

password is videojuegos

>> No.1345306

>>1345250
You aren't supposed to be using other mods with it.

Blame the secret level for this

>> No.1345312

space pirate neo's soundtrack "leaked"

http://vocaroo.com/i/s1ZBIMMePqOW

>> No.1345309

>>1345306
Man, all I wanted to use was Perk's smooth weapon animations. Oh well, I guess.

>> No.1345316

>>1345312
You're joking, right? That's not for real... Right?

>> No.1345317

>>1345312
>Taikos
>Someone screaming into a microphone
>Bong hits
Exactly zandronum

>> No.1345321

>>1345312
I can Space Pirate to this.

>> No.1345325

>>1345312
Call me when there's a leak to the next version.

>> No.1345330

>>1345312
[ screaming into machinery ]

>> No.1345331
File: 98 KB, 776x997, 1265776608204.jpg [View same] [iqdb] [saucenao] [google]
1345331

>>1345279

you faggots get in here

>> No.1345332

>>1345331
I don't play with kids.

>> No.1345338

>>1345312
space tribal

>> No.1345345

Any good music wads. Even something as simple as Doom 1 music in Doom 2 would be nice.

I think Doom 2's soundtrack sucks.

>> No.1345351

>>1345332

marrub's not in here, so you're good

>> No.1345371

>>1345331
I'm coming as fast as 30 kb/s a second will download the wads.

Dunno why it's being that slow.

>> No.1345387

>>1343701
There's one that's supposed to be a 1:1 recreation of the guy's hometown in Poland (?). It's just a huge horde map, though. Still neat.

>> No.1345392

Okay so I've managed to get the Ruby Wand's Altfire to have a charge function to throw out those whirling hover shots, but now I have a new problem, if you're in the middle of charging one of those up and release the fire button early, you just lower the wand and nothing happens, what I'd prefer to happen is you throw out one of those force waves. I can do that just fine if I click and let go from a ready state, so what do I need to do to fix this?

>> No.1345393

>>1344612
Mine was apparently Blaszczkowicz or Blaszczykowski or some shit before we came to the US and changed it to Blaszczyk.

>> No.1345396

>>1345345
I think there is one on the ZDoom forums called Jimmys Jukebox

>> No.1345408

>>1345351
uwot

>> No.1345417

>>1345408

i heard you were underage
sorry

>> No.1345427
File: 256 KB, 1366x768, Screenshot_Doom_SHOOTS.png [View same] [iqdb] [saucenao] [google]
1345427

>> No.1345448
File: 206 KB, 1366x768, 1390017829697.png [View same] [iqdb] [saucenao] [google]
1345448

>>1345427
http://www.doomworld.com/idgames/?file=levels/doom/s-u/shoots.zip

>> No.1345472
File: 36 KB, 393x391, 1354619006173.jpg [View same] [iqdb] [saucenao] [google]
1345472

>>1345448
So if you dig deep enough in Minecraft, you find the bruiser brothers and a BFG?

>> No.1345583
File: 398 KB, 1366x768, 1390021166292.png [View same] [iqdb] [saucenao] [google]
1345583

>>1343701
UniDoom

>> No.1345585

the option music loop for the deathmtch game mode with the chicken launcher was "leaked" as well

http://vocaroo.com/i/s1uMvVuLXMRW

>> No.1345616
File: 49 KB, 402x402, the des.jpg [View same] [iqdb] [saucenao] [google]
1345616

What has happened since I was dead?

>> No.1345618
File: 242 KB, 500x484, feel.png [View same] [iqdb] [saucenao] [google]
1345618

>>1345279
Is it too late?

>> No.1345624

>>1345618
yeah, sorry anon.

>> No.1345625
File: 7 KB, 250x202, download.jpg [View same] [iqdb] [saucenao] [google]
1345625

just bought cacodaemon plush

>> No.1345642

>>1345616
Depends on how long you've been dead for.

>> No.1345648
File: 154 KB, 800x600, TAKE IT EASY1324920598572.jpg [View same] [iqdb] [saucenao] [google]
1345648

>>1345625
that is actually very cute!

>> No.1345652

he gave up and just posted the menu music for the space pirate

http://vocaroo.com/i/s0jaMXemw5CP

>> No.1345649

>>1345642
A few months, my laptop was kill.

>> No.1345657

>>1345649

well, Marty's making Space Pirate which is pretty cool, Terminus is making a metroid Mod, and I'm doing my own thing

>> No.1345660

>>1345649
Space Pirate came out, it's pretty basic so far, only 4 weapons. A new version with all the weapons (except the BFG replacement) is supposed to be out soon. Marty also teased some other new features of the game, along with one liners for Mel.

>> No.1345664

>>1345657
>>1345660
Need weapon Ideas?

>> No.1345668

>>1345664

I'm pretty set on what I got for weapons, I just need to further refine my code, and then get around to making my other two weapons. Thanks though

>> No.1345676

>>1345649
Brutal Doom won a ModDB award, Brutal Doom SE was a runner up for the same award.

Terminus gave up on Cyberrunner and is focusing on an Other M remake.

Marty Kirra is making The Space Pirate (which will be updated "soon").

Zandronum is going to be updated to ZDoom 2.5.

Net Neutrality is over.

Carmack left Id to do Oculus Rift stuff.

WildWeasel updated Accessories to Murder and made it easier since a lot of people were complaining that it was too hard.

Eriance updated Demon Eclipse. Still has the shittiest sounds I've ever heard in a Doom mod that wasn't a result of low quality WAVs.

Game Grumps sub-show Steam Train played the Christmas Duke Nukem mod.

Matthewdoomer is making a map called Gehenna which is comfy.

Brutal Doom was updated and Mark was banned from ZDoom and Zandronum forums.

Tomicapo updated Lethal Enforcers, the hardest fucking mod I've played that wasn't a troll WAD.

>> No.1345681

>>1345668
Alright, I'll pop in from time to time if any of you /vr/gins need help.
>>1345676
Cool.

>> No.1345685

>>1345652
comfy

>> No.1345689
File: 122 KB, 533x800, 1334243856154.jpg [View same] [iqdb] [saucenao] [google]
1345689

>>1345676

>Terminus gave up on Cyberrunner and is focusing on an Other M remake.

You got a sick sense of humor anon.

>> No.1345692

>>1345689
the babby

>> No.1345702

>>1345692
top kek

>> No.1345748
File: 35 KB, 200x200, 1347363610203.png [View same] [iqdb] [saucenao] [google]
1345748

>>1345689
Oh my god that picture

>> No.1345763

>>1345676
>Terminus gave up on Cyberrunner

I'm surprised people are actually upset by it.
I was under the impression that only, like, five people liked it.

>> No.1345782

>>1345763
>http://www.paulcorfiatis.com/projects.html
>The book covers information on how I see the world from my point of view and due to the fact I have high functioning autism.
Is this nigga serious?

>> No.1345785
File: 11 KB, 103x86, 568294534.png [View same] [iqdb] [saucenao] [google]
1345785

>>1345763
It really doesn't sound like you were there when it was new, because holy fuck it was the biggest thing in these threads and online for quite a long time there

>> No.1345787

>>1345785
When exactly did that happen? I don't remember him mentioning it at all.

>> No.1345790
File: 48 KB, 500x283, bfuok.jpg [View same] [iqdb] [saucenao] [google]
1345790

>>1345782
what does that have to do with anything

>> No.1345797

>>1345790
he prolly clicked your post to open the quick reply rather than going to the top of the page and then forgot to remove the link to your post

>> No.1345862 [SPOILER] 
File: 1.99 MB, 250x343, hellhound-concept.gif [View same] [iqdb] [saucenao] [google]
1345862

hell hound concept for space pirate 1.1.4

>> No.1345882

>>1345862
Lelsphere

>> No.1345910

>>1345787
/doom/ made fanart and porn of the girl.

>> No.1345914

>>1345910
Wait, really? Is that actually why?

>> No.1345917

>>1345914
No one was taking the mod seriously so it's gone now.

>> No.1345919

>>1345917
Maybe if he updated it people would actually take it seriously. I thought it was pretty fun.

Is the guy working on anything now?

>> No.1345923

>>1345919
Other M but better.

>> No.1345927

>>1345923
Oh shit, he's the guy who's working on the Metroid Doom mod? Fuck Cyberrunner, that mod looks way more fun.

>> No.1345930

>>1345914
>Is that actually why?

Nah, he didn't care about the porn.

>> No.1345937

>>1343701
>Le Eric Harris face
It's a myth, I know

>> No.1345938
File: 2.75 MB, 230x173, 1390031749613.gif [View same] [iqdb] [saucenao] [google]
1345938

>>1345919
The lack of maps and updates ruined it for me,

>> No.1345935

Okay I've tweaked how the Ruby Wand behaves now, primary is dedicated to shooting spheres, and now altfire is for the force wave AND swirling shot. I'll need a sound effect eventually but...

http://static.best-ever.org/wads/gmota_wip2.pk3

lemme know what you think of the revamped wand.

>> No.1345939
File: 167 KB, 599x450, cutitout.jpg [View same] [iqdb] [saucenao] [google]
1345939

>>1345923
It's a Metroid Prime mod. Just because you're butthurt that Terminus decided to work on something that doesn't feature your binary waifu doesn't mean you need to be a cockbite and insult his mods.

>> No.1345942
File: 36 KB, 622x459, Top-Gun.jpg [View same] [iqdb] [saucenao] [google]
1345942

>>1345939
>insult his mods
>>1345923
>but better

>> No.1345943

http://forum.zdoom.org/viewtopic.php?f=19&t=45060

About to try this. Judging the comments seems to be pretty good

>> No.1345947

>>1345939

I'm pretty sure the "but better" part means it wasn't an insult.

>>1345938
>lack of maps

Cyberrunner was stupidly difficult to map for, with unbelievable map sizes and a whole bunch of extra shit to account for. No less than 22 people offered to map, and only one actually delivered.
What I plan on doing with Metroid: Dreadnought is give some extra focus on compatibility with normal Doom wads as well, to avoid the exact same damn problem.

>> No.1345950
File: 33 KB, 399x388, ThatAssburgersFeel.jpg [View same] [iqdb] [saucenao] [google]
1345950

>>1345947
>What I plan on doing with Metroid: Dreadnought is give some extra focus on compatibility with normal Doom wads as well, to avoid the exact same damn problem.

This is how its done. Noice.

Dont forget:
There are certain mods:
* Map mods (adds, replaces maps)
* Weapon mods (adds, replaces weapons)
* Sprite/sound mods (replaces sprites/sounds)
* Playerclass mods (adds/replaces playable classes)
* Super mods (combination of the others)

Cyerrunner was indeed compatible with map mods, but as you already mentioned: They didnt fit in.

>> No.1345951

<Edward850> Because ZDoom doesn't have multiplayer.

Finally someone says it.

>> No.1345959

>>1345950
>* Map mods (adds, replaces maps)
Works so far.

>* Weapon mods (adds, replaces weapons)
Works so far, though it's a little odd to have Samus lower down her arm cannon in favor of lifting up a shotgun with gloves and hairy arms.
Still, with metroid_loaded, you can even use weapon mods that replace the typical shotgun/ssg/chaingun/etc loadout.

>* Sprite/sound mods (replaces sprites/sounds)
There aren't any new sprites/sounds for any of the existing Doom monsters so far (though I'm having trouble figuring out how to temporarily apply an ice palette), so that works.

>* Playerclass mods (adds/replaces playable classes)
Doesn't work at the moment.
This is probably due to the keyconf "clearplayerclasses" thing, which is archaic and certainly not the finest method to handle including Samus, but it's not exactly a top priority so I'll fiddle with it later.

>* Super mods (combination of the others)
Works so far with everything except player classes, as mentioned before.

>> No.1345961

I used to be a doom modder but then I took a hdd crash to the knee

>> No.1345965

>>1345961
>not using online storage

i feel for you man but seriously back that shit up

>> No.1345969

>>1345965
no this was back in '00

dialup

>> No.1345970

>>1345961
That skyrim joke died years ago.

>> No.1345972

>>1345970
Seeing arrow to the knee jokes almost makes me wish for a nuclear winter

>> No.1345974

>>1345969

it's been fourteen years since
why haven't you picked it up again

>> No.1345976

>>1345974
Too much effort, not enough pay off

>> No.1345985

Are there any doom wads where you're a detective, or you investigate things?

>> No.1345987

>>1345935

Oh man, I added a bit of negative thrust to the swirl projectile, now it sucks enemies towards it to get ripped up. I'm keeping that in, I'm ready to start working on the third weapon now.

>> No.1345992

>>1345943

Played a bunch of maps, and it does the work! Seriously guys, you should check this

>> No.1345993 [DELETED] 
File: 7 KB, 311x294, Xbot_joins_∕ v ∕ .png [View same] [iqdb] [saucenao] [google]
1345993

>>1345961
Go back to your shit forum of Z__D_o_o_m

>> No.1345994

>>1345950
>>1345993

glad to see you finally gave up and popped out

>> No.1346000

>>1345985
I don't think so, though I've been wanting something like that, could probably even use the Whodunit maps too for starting out.

>> No.1346005

I seem to be stuck trying to think of name for my slot 3 weapon, it's a staff that rapid fires a bunch of spike balls. It's going to behave similar to the firemace: Shooting out a shitload of projectiles affected by gravity that bounce.

Then the altfire is going to fire a huge spiked ball that rolls along the ground, scattering dudes and giving them the best teabagging they've ever received.

>> No.1346041

>>1346005
Orb staff

>> No.1346045

Has anyone here ever played Dis.wad?

The level made by the guitarist of Morbid Angel?

>rcumnyg muthrvw
These captchas are getting worse all the time...

>> No.1346051

>>1346005
Staff of balls

>> No.1346057

>>1346051

I was seriously half-tempted to have the character chant "I've got balls of steel" backwards as an incantation for the primary, and "have a taste of my -BALL-" backwards for the secondary.

>> No.1346071

also it looks like you can't have lifesteal assigned to projectiles, so here's my other idea: along with the four main weapons you carry, the player also carries 3 (maybe less, maybe more) inventory items that feed off Slot 3 and 4's ammo supplies to use them.

one would use a chunk of slot 3's ammo to give you 30 health over the course of 20 seconds or so

the second gives you 40 health at the cost of a large portion of slot 4's ammo (slot 4 being your power weapon)

the third drains from both ammo supplies to double your attack rate for 30 seconds

Though I'm not even sure if this is possible, it's just an idea

>> No.1346068

>>1345985
That'd be cool, especially if it had NPC's you could question.

A story mode with a serious of pre-made cases that are the same every time, and possibly a random case generator that populates a house with suspects, and you have to find out who the killer is within the time limit (similar to the old DOS game Sleuth).

>> No.1346070

>>1346045

It's pretty terrible.

>> No.1346078

>>1346070
I wanted to like it just for the novelty of being made by a celebrity, but yeah... It makes a ton of newbie mistakes, like having inescapable pits you can fall into and be unable to die.

>> No.1346079

>>1346071
Why not A_GiveInventory health

>> No.1346081

>>1346079

because wouldn't mean a player could just shoot blindly and get health for it?

>> No.1346084

>>1346081
Collision | State entered
Wall | Death
Bleeding actor | XDeath
Non-bleeding actor | Crash

Just put A_GiveInventory in Death and XDeath and not in Crash

>> No.1346087

>>1346084
*Crash and XDeath, not in Death

>> No.1346093

>>1346090
States

>> No.1346090

>>1346084
>>1346087

So where exactly would I put that in the projectile's code?

>> No.1346105

>>1346093

I think I might be doing something wrong, as I'm testing it right now with the wand and I ain't getting anything from it

>> No.1346108

>>1346105
A_GiveInventory("Health", 20, AAPTR_MASTER)

>> No.1346112

>>1346108

alright so for the states do I just need to put xdeath and crash or do I need to do more to differentiate between what my projectile collides with?

>> No.1346117

>>1345947
Cyberrunner maps were huge. DM maps weren't so bad, but race maps were massive.

>> No.1346128

>>1346112

Hm, yeah, double checking the ZDoom wiki I see that the states are self-explanatory, and yet when I put them in my projectile's code, I get no results.

>> No.1346129
File: 188 KB, 1600x744, detail.png [View same] [iqdb] [saucenao] [google]
1346129

I may be overdoing things

...nah

>> No.1346130

SE is different version of Brutal Doom or what?

>> No.1346135
File: 602 KB, 1366x768, wallpaper-734354.jpg [View same] [iqdb] [saucenao] [google]
1346135

>>1343801
Jareth's slot 7 weapon has to be the Escher
Pic related

>> No.1346172
File: 63 KB, 320x240, 1390039967041.jpg [View same] [iqdb] [saucenao] [google]
1346172

>>1343701
If you want good maps based on real places, try Duke Nukem 3D usermap. That guy called MRCK made several maps based on his hometown in France. They're not 1:1 recreations but you can definitly recognize the place.

He's now made 6 maps based on that town so a good chunk of it was made it's pretty cool. Those maps are called Anarchy City 1, 2 and 3, Downtown Ride, Anorack City and Happy Hangover. you can download them all on the duke nukem repository

The greatest thing about those maps to me is that.... I was born in the same hometown. 10 years ago I got back to duke3D usermaps when I got an internet connection, and amongs random maps I downloaded I found maps that were based on my hometown, where I still lived at the time, and was completely amazed. Playing recreations of your hometown in your favourite game completely by accident is quite a unique feeling. After that I met the guy a couple of times at random in the bus or in town

>> No.1346174
File: 16 KB, 240x110, which one guys.png [View same] [iqdb] [saucenao] [google]
1346174

I've decided to not worry about the health factor right now and just get started on the weapon, though I'm not sure which sprite I should use.

If I use the one on the left I'm going to recolor the gems to red.

>> No.1346175

>>1341181

That's how I feel about shooters in general. Mods and community content are the lifeblood of games, keeping it alive and fresh years after release and preventing vanilla-fatigue.

Needless to say Doom wouldn't be around this long if people had stopped making content for it a long time ago. It's also why I believe shooters today (among other problems) die so early.

>> No.1346181

>>1346174

I would go with the one on the left but don't recolor all the gems, just maybe the middle one or all the ones in the middle.

>> No.1346182

>>1346181

That would clash with the projectiles though, they're going to be red spike balls. Furthermore the weapon is going to be powered by red mana.

>> No.1346212
File: 52 KB, 320x200, 1.2.png [View same] [iqdb] [saucenao] [google]
1346212

Question, /doom/

If someone was playing doom 1.2 and made it all careful not to take damage and acquire armor bonuses at the absolute peak of armor and reach the end of an episode, how much armor would they have and how many times would they have to die until that armor runs out?

Furthermore, what episode has the most/best placed armor bonuses for this?

>> No.1346219

>>1346212

Careful anon, that's a slippery slope. I used to try run throughs like that and it became like OCD for me. It was an obsession to complete stages without taking any damage or have minor exceptions.

With that said, I highly approve.

>> No.1346220
File: 7 KB, 247x281, 1364114628479.png [View same] [iqdb] [saucenao] [google]
1346220

>>1346174
>>1346182

On second though I'm just gonna use the wand on the right, trying to recolor the gems is a fiddly fucker for the left wand. Sorry I brought this up fellas

>> No.1346251

I didn't really like Final DOOM on PC, but I'm playing PlayStation Final DOOM and I really like it
I don't know why, maybe it's those colored sectors!

>> No.1346265

>single room of map (no textures, texture wad is separate) is 7mb in udmf

is this normal? am I doing something wrong?

>> No.1346283

>>1346212
I'm sure someone on Doomworld could answer that in 5 minutes, they seem to know ridiculous amounts of stuff like this.

>>1346251
Are you playing the Playstation TC or the original game? You're going to miss out on quite a few levels if you play the retail copy.

>> No.1346308

>>1346283
I've got both, but I'm playing the TC. I don't understand what you're trying to say

>> No.1346319

>>1346308
They cut a bunch of levels from the original release of Final Doom PSX. I believe one of the TC's made all the IWAD levels in the style of Playstation Doom but i'm not sure, last time i checked it wasn't finished yet.

>> No.1346324

>>1346319
that's UNPSX DOOM or something like that
they're aiming to make all of the excluded levels from the doom wads to be like the playstation in terms of colored sectors and limitations or something like that
I am fully aware that there are levels cut from Final DOOM, I'm playing the Master Levels right now and to be honest the levels they cut were the quite bad ones.
http://www.youtube.com/watch?v=hzTLjRUgbtM
http://www.youtube.com/watch?v=DQYorfLIsa0

I like those songs for the levels

>> No.1346331
File: 5 KB, 170x236, mmmngh.png [View same] [iqdb] [saucenao] [google]
1346331

Alright I'm at the end of my rope here. I have 0 fucking idea as to why suddenly this new weapon I'm making is refusing to work. My head is pounding trying to figure out -why- in the name of christ it won't load, here's my code.

http://pastebin.com/eudYCwqc

Now you fucking tell me. Where the fuck is the issue here. First I tried just making this projectile on another weapon to see if it would work, they were invisible, I shrug it off and rip new sprites, now the entire weapon won't load. At all. It just doesn't exist

What. The. Fuck.

The only thing that happened during the course of me making this weapon was me installing faststone to view images in the future. and that couldn't fucking possibly be the goddamned reason.

Yes I'm fucking mad.

>> No.1346347
File: 1.96 MB, 265x200, beard.gif [View same] [iqdb] [saucenao] [google]
1346347

>>1346331

So I uninstall faststone, reboot my computer, and make the weapon fresh

now it works.

Now my head is hurting more because how in the name of tap dancing christ can an image viewing software interfere with a Doom editor.

This isn't the first time some weird shit like this has happened, a few weeks ago all GIF files were suddenly permanently associated with GZdoom and I couldn't get firefox to associate with them again.

Computers make my fucking head hurt. I'm going to bed, at least the foundation of this weapon works now.

>> No.1346352

I got a new PC and just booted up Brutal Doom SE, but some enemies, mostly Imps and Zombie Sergeants, randomly flicker as black red-eyed squares, this happened both on ZDoom and GZDoom.

hilfe?

>> No.1346393
File: 9 KB, 250x160, new_classic_doom_enem_shotg[1].gif [View same] [iqdb] [saucenao] [google]
1346393

Okay, quick survey time.

Let's pretend that I, as a modder, introduce a mechanic in which there's a 10% chance for the Shotgunner to perform a super precise, no-margin-for-error blast that will ALWAYS land on the player and deal the full damage (45hp); before said blast, the Shotgunner will stop, alert the player (using one of their default SIT sounds), aim at the player and then shoot.

Is it a good idea, or not? Also I feel tempted to introduce a JumpIfHealthLower mechanic in which each monster will attack and move much faster, much like an insect does when being harmed when you step on it, like ants and roaches

>> No.1346418
File: 72 KB, 430x539, 1389999552509.jpg [View same] [iqdb] [saucenao] [google]
1346418

Recomend me Black Metal wads.

>> No.1346423

>>1346418
Hah. Did you know this guy is putting out his own Pen & Paper RPG now?

The intro-video explains throughout what an RPG, as if he was trying to sell Babby's First RPG, but the rules are an clusterfuck of numbers for Accountants.

>> No.1346428

>>1346393
The fact if it happens, it always hitting the player is a really bad idea, imagine a room full of them and no cover. What then? Take 90 damage from 2 of the 10?
It's not a good idea unless the player can do something about it, ignoring the fact you make it sit still to do it. Sure, there are ready-strategies like if the one which was gonna do it, were behind some other monsters and damaged/killed them, but would it be shooting just one bullet, or several?
It doesn't seem a good idea if you think about what I've just said, even if you plan to make it telegraph the attack.

>> No.1346434

>>1346428

>imagine a room full of them and no cover. What then?

Well, how about setting it so they won't jump to the Bullseye state if the player isn't in a certain range? Or alerting the other shotgunners to avoid jumping to that state if one of them is actually doing the sequence?

>> No.1346442

>>1346434
I don't know, I'm not the best person to ask since I don't like the idea. It sounds bullshit, unless you can balance it, ya know? but making only one of them able to do it at a time is a good idea and within a certain range, sure

>> No.1346625
File: 105 KB, 263x337, zombieman[1].png [View same] [iqdb] [saucenao] [google]
1346625

>>1346442

I see...Okay, let's change a couples of things of what I said previously. Replace the Shotgunner with the Former Human; once again, same stuff and mechanics, but this time the total damage (according to the ZDoom wiki) would be 15hp.

What about it now? Also, what if I introduce this new mechanic for both undead troopers, while combining it with the second one I suggested earlier too (using A JumpIfHealthLower)?

>> No.1346642

Blargh.. cant post the image directly for some reason..

http://imgur.com/gallery/AJ6TEaV

>> No.1346670

>>1346625
>>1346434
>>1346393

I'm not sure why you're even considering this. Unavoidable damage is complete bullshit in Doom, where the player's entire defense strategy is based entirely around maneuverability as defense.

>> No.1346681

>>1346393

I'm gonna have to say no because theres a lot of maps out there that use hitscanners a lot and pretty much any mod that buffs the shit out of them throws these maps way out of balance.

>> No.1346685

>>1346670

but then again, who will be the insane fuck who would stand still against a pitiful low-tier monster such as the zombieman? firing the pistol two times brings one of 'em down and the way i see it is that he is simply making 'em behave like a butchered down archvile

>> No.1346689

>>1346685

Considering the proposed concept is an unavoidable blast, it wouldn't matter even if you stood still.

>> No.1346702

in my opinion the strength of doom gameplay is the predictable, emergent combination of simple, repetitive dangers

individual monsters, even revenants, are incapable of doing damage. only when combined together with uneven terrain is the player capable of being killed, and that's where the gameplay occurs

adding too much unpredictability to the ai script will create a game where the player is almost exclusively responding to cues in the enemies and then reacting to them

this is not an improvement, because it narrows the scope of the conflict to that single enemy, and creates uneven difficulty where several enemies use their "best attack" simultaneously, or staggered evenly.

this removes or reduces one of the gameplay elements, which is sizing up the nature of the enemy pack, and then choosing the right position and weapon immediately

giving a single shotgunner a sniper attack that can be blocked, replaces the entire enemy group dynamic with the immediate need to block that shot

that might be good if you have plenty of pink meat around, but that seems like an occasional convenience

>> No.1346704

and since archviles basically suck, and only work as an occasional panic boss, that pretty much seals the deal

>> No.1346712

>>1346702
>>1346704
unpredictable traps are cool
>open a door
>monster sees player
>player shoots as monster walks forwards
>teleports behind the bewildered player
>high probability they get caught off guard
always my favourite technique for the demons

>> No.1346714
File: 280 KB, 1280x800, 1390070631220.png [View same] [iqdb] [saucenao] [google]
1346714

Btw has anyone played this map?

Fucking hell, whats the right way to do this? Bum rush the crusher? I tried BFGing the fuck out of them and it worked but I stillgot to take on the enemies on the left side, I don't want to leave prematurely!

>> No.1346719

>>1346714

D2Reloaded Map 9 I should add

>> No.1346721

>>1346704
>terrifying
>fast
>resilient
>only needs to see you to get a perfect bead on you
>raises dead monsters
Nigga they good boss monsters.

>> No.1346725

>>1346714
>>1346719
nope, is it good?

>> No.1346727

>>1346714
>>1346719

When in doubt, ALWAYS check the UV-max playthrough

http://www.youtube.com/watch?v=gQJJpWb-HYo

>> No.1346875

>>1346128
Did you slip a TNT1 A 0 in as the first frame for each state?

>> No.1346907

>>1346128
>>1346875
Correction, it should be A_GiveInventory("Health", 20, AAPTR_TARGET)

>> No.1346921

>>1346907
Also having it in crash will give you health for shooting a barrel since it's a non-bleeding actor. As long as you don't have any non-bleeding monsters it should be okay to just have the health action in XDeath and keep it out of the others.

>> No.1346960
File: 22 KB, 602x415, 1390076408760.png [View same] [iqdb] [saucenao] [google]
1346960

Okay, so I got a baller ass video card a few weeks ago, but Doom (on GZDoom BTW) doesn't seem to be performing any better. My guess is that it still is only using the processor or something. Can someone help me?

>> No.1346971

>>1346727
That or download an LMP and play it through PrBoom if no video exists.

>> No.1347032

>>1346960
Well...
http://www.cpubenchmark.net/cpu.php?cpu=AMD+A8-3800+APU
Get yourself a baller CPU next time you get money and you'll be set.

>> No.1347061
File: 1.90 MB, 1920x1080, 1080P HD WOAH.png [View same] [iqdb] [saucenao] [google]
1347061

>>1346704

>archviles basically suck

u w0t m8

>> No.1347065
File: 79 KB, 409x409, comfy pac-man.jpg [View same] [iqdb] [saucenao] [google]
1347065

>tfw making a Doom level

Try it, /vr/. It's comfy.

>> No.1347097

>>1347065
fleece bathrobe and fur slippers and I'm all set.

>> No.1347104
File: 53 KB, 383x444, nooo.jpg [View same] [iqdb] [saucenao] [google]
1347104

>>1346712
Demons (Pinky) are my favorite since they offer both scare and euphoria when you kill them.

They are also the ones that are the scariest by sound.

But fuck the Spectra ones.

>> No.1347121

>>1347104

Also, if you pay attention, you will notice that they have the most endurable skin of the whole cast, the rest of the monsters either sink to their insides, or explode; the pinkies just get their front face and teeth blown up, the rest still remains intact.

>>1346702

Looks like someone doesn't want to come out of his Big Comfort Zone 9000

>> No.1347137
File: 11 KB, 200x200, Doom_Demon.gif [View same] [iqdb] [saucenao] [google]
1347137

>>1347121
Indeed.
Just like Minsc from Bauldur's Gate is Ray Muzyka favorite character I have a slight feeling the Demon has a similar position among the people at iD.

>> No.1347136

Are there any good boss rush wads?

>> No.1347192

>>1347136

There's BossBattles, but that's complete shit.

>> No.1347204

I'm looking for a gameplay mod. It's supposed to be some kind of hardcore survival mod. It has regenerating health, and has bleeding mechanics and harder enemies.

>> No.1347225

>>1347204
Hideous destructor

>> No.1347231

>>1347204
Lethal Enforces

>> No.1347242

So, gzDoom and Zandronum both have some pretty game-ruining openGL glitches on my PC and a friend's. As far as I can tell, it has to do with the interaction of dynamic lights and transparencies.

Any transparent object within the glow of a light source is rendered as opaque. If there are monsters behind a fence/in a cage, I can't see them at all, but they can still shoot me. Imagine e1m9 had a bunch of dynamic lights - instead of a giant imp cage, there would be a giant black cube with fireballs coming out of it.

Sometimes all of the sprites onscreen will turn solid white at random, too.

These things only happen in openGL mode with "use shaders for lights" set to ON. (OFF looks like absolute shit.) I can deal with software mode for vanilla/Boom/zdoom stuff, but it makes things like Unloved and Cheogsh downright unplayable.

Any ideas?

>> No.1347246

>>1347242
Update video card drivers and then update openGL if that doesn't solve it?

>> No.1347252 [DELETED] 

>>1347121

looks like someone wants to play halo or bioshock, or any other game where individual monsters are given the ability to replace the combined, emergent gameplay of several monsters with Big Flashing Warning 'dodge now' console-tier gameplay

its got to be strange to play an uncorrupted version of the FPS games you grew up with, but as your accusation pointed out, you could always just remain in your own comfort zone

>> No.1347258 [DELETED] 

>>1347252

>if something changes in the very slightest, it's not pure anymore and it's modern FPS trash

where's muhpurity.jpg when you need it?

>> No.1347267

>>1346727

Thanks I beat it.

But not like him, I played it like a huge pussy by hiding in the crusher for 10 minutes and going on the terrance and just shooting rockets to the other side. On the plus side I didn't use the BFG at all though

>> No.1347268

>>1347267

>On the plus side I didn't use the BFG at all though

You mah man for that

>> No.1347285

>>1347246
Forgive my ignorance, but how would I go about updating openGL? I tried updating my graphics drivers to no avail, but to my understanding, I can't completely remove my graphics drivers without reformatting because I have an ATI card and an AMD processor, and the two are intertwined.

>> No.1347294

>>1347285
Don't know, I haven't had to do it in years. Google it.

>> No.1347298

test; my friend just said someone is about to attack cloudflare

>> No.1347306

>>1347285
You update OpenGL by updating your graphics drivers/your OS. If you have the latest graphics drivers and an updated OS you have the latest OGL that you can have. You don't need to remove graphics drivers to update them, just run the latest version amd.com gives you for your card.

>> No.1347320

>>1347306
In that case, I had updated both OGL and my graphics drivers more than once before asking my first question.

The transparency issue happens consistently on my desktop and my friend's desktop with any version of gzDoom/Zandronum/Skulltag/etc. Everything works flawlessly on my (older and weaker) laptop.

>> No.1347354
File: 28 KB, 416x408, 1390087008463.jpg [View same] [iqdb] [saucenao] [google]
1347354

requesting pic related emerging from Lavos Second form in front of Crono, Ayla and Robo

>> No.1347408
File: 54 KB, 500x666, spook.jpg [View same] [iqdb] [saucenao] [google]
1347408

>meanwhile, in ghoul's forest

>> No.1347435

>>1347104
>But fuck the Spectra ones.

Fuck any port of Doom that draws these things as transparent Pinkies instead of using the proper fuzz effect.

>> No.1347460

>>1347435
both are good, that's just a dumb thing to say
I accept transparent/alpha spectres in the PlayStation ports because when they're used, you can't see them properly in the colored sectors
however, I acknowledge and understand that their placement in original doom and other wads which used them before alpha rendering sourceports relies on the fuzz transparency, making them harder to see even in well lit areas
I think it's really cool

>> No.1347495

>>1347460
>however, I acknowledge and understand that their placement in original doom and other wads which used them before alpha rendering sourceports relies on the fuzz transparency, making them harder to see even in well lit areas
I think it's really cool

This is exactly why they're a problem.

Slough Of Despair with fuzz effect = easy to accidentally run into these things. Without fuzz effect = you can spot them a mile away.

>> No.1347542
File: 26 KB, 429x410, Uhhmmm.jpg [View same] [iqdb] [saucenao] [google]
1347542

I'll upload it tomorrow due to proper debugging and balancing.
Note: Its works with Hexen, Heretic and Strife, but I didnt finish all sprites (nuking etc.). I suggest using Doom only. Not sure if MP working, still banned.

>> No.1347547

>>1347542
oh forgot to ask:
Any good samsara maps out there?
Alien.wad + Samsara is a bad combination

>> No.1347630

>>1347354
wrong thread,nigga

>> No.1347647

>>1347630
Are you one of those people that adds that to everything you say to look cool

>> No.1347656

>>1347647
no

>> No.1347667

>>1347547

There are no Samsara maps out there.

>> No.1347718

Which wads do you recommend for someone who likes Scythe2?

>> No.1347721

>>1347718

Try Jenesis or Scythe

>> No.1347772
File: 9 KB, 488x300, SPIT AND SPUTTER.png [View same] [iqdb] [saucenao] [google]
1347772

>>1346907
>>1346921

>tries this
>it works

HOLY SHIT

Thank you, whoever you are

>> No.1347819

anyone want to play jailbreak get in here right now
108.61.83.66:15003

>> No.1347831

NEW THREAD

>>1347827

>> No.1348070

>>1346352
Sounds like the brightmaps file that comes with SE is being loaded after SE.

>> No.1348361

>>1346423
What's Varg's favorite RPG?

WoW

>> No.1348389 [DELETED] 

>>1346393
It would be game-breaking to give all shotgunners this ability.

If you want Doom to have snipers in it (which is basically what you're describing) they should be a separate enemy who's clearly distinguishable from other zombies.

>> No.1349279

>>1347061
>playing wad
>puts two archviles in a cramped room with no cover, surrounded by reverants...

>> No.1349286

>>1345396
does this only work in doom 1. I can't get it to find map0 in doom 2, even using console.