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/vr/ - Retro Games


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1389339 No.1389339[DELETED]  [Reply] [Original]

DOOM THREAD, (Last thread >>1376808)
(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.1389343

This is the real "Last thread" link, sorry
>>1382785


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

-If you feel like trying a new mod, give GMOTA a chance! Go check it here! http://forum.zdoom.org/viewtopic.php?p=742401#p742401

-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

-Guess who received an update? OBLIGE! Now it's in version number 6, and oh man things surely have improved, go check it here! http://oblige.sourceforge.net/forum/index.php?topic=307.0

-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/

-ChocoDoom got updated in the 20th anniversary. 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

-Jimmy's Jukebox may be get a new update very soon...get hype!!! http://forum.zdoom.org/viewtopic.php?f=19&t=29117&start=180

>> No.1389347

>>>/v/230527710
who's gonna make it happen

>> No.1389352

also it is worth noting that the SDA staff has started to upload different runs in no specific order; maybe we should let 'em know we're interested in seeing the Doom segments as soon as possible

>> No.1389351

>>1389347
thanks for all that context anon

nobody will

>> No.1389356

>>1389351
Read the thread, anon. Use your intellect.

>> No.1389358

also I forgot to include this in the OP again, go me

http://agitating.cf.gs/

>> No.1389359

>>1389356
i'm not reading a thread just to do you a favor

if you want someone to do something for you, explain what you want

>> No.1389362

>>1389356
I can't wait to read this thread that you couldn't b bothered to summarize and then make a stupid mod based on the incredibly vague concepts no doubt found within the thread

>> No.1389429
File: 949 KB, 1366x768, Screenshot_Doom_BGPA.png [View same] [iqdb] [saucenao] [google]
1389429

>> No.1389432

>>1389429
Well, it's a mod.

>> No.1389437

>>1389362
The guy wanted someone to make Metal Gear Rising's Senator Armstrong bossfight for Doom.
It's not gonna happen though.

>> No.1389438

>>1388889

this is beyond horrible...

>> No.1389551
File: 1.32 MB, 260x146, 6pjdr.gif [View same] [iqdb] [saucenao] [google]
1389551

Ugh...can anyone help me with those fucking offsets? I have no idea why the hands raise on a different position after attacking. (Even though I know a shitload of Decorate, I never worked with offsets before. Shamefur dispray).

Code (the raise state after an attack is at line 311):
http://pastebin.com/ceU4qS4P

gif related (last frames)

>> No.1389558

>>1389551
have to reset offsets with A_WeaponReady on a 0 tic frame

>> No.1389559

So what's the consensus on the best new WAD released in 2013? I want to play something new, yet something great. I've seen the Cacowards. Which one is most worth a download?

>> No.1389565
File: 242 KB, 556x1280, YouDidItChamp.jpg [View same] [iqdb] [saucenao] [google]
1389565

>>1389558
Damn, it works! Thank you anon.

>> No.1389567 [DELETED] 

Enough of this shit already. Take it to /vg/ where it belongs.

>> No.1389570

>>1389339
what's the wad this image is from?

>> No.1389571

>>1389570

Hellbound, arguably the uncrowned champion of last year

>> No.1389576

>>1389571
hellbound gets points for being realistic but realistic isn't always the best thing, especially when you stuff the way to progress in a maintenance shaft in a corner of the level with nothing to direct your attention to it

people only wanted it to get a cacoward because it looked pretty

>> No.1389609

so what was more maze-y, Hellbound or D2TWID?

>> No.1389635

So after sleeping on it, I think I might not use the light spear spell at all. I might just give the extended force wave spell to go with the dagger instead, because I really can't do anything to make the light spear interesting, it's just a really fast straight flying ripper projectile that just feels like a stronger sapphire wand.

and I hate boring weapons.

>> No.1389645

>>1389635
what if you make it bounce to the nearest enemy?

with projectiles you can't really do more than fast/splitting/homing/piercing/returning/delayed anyway...

>> No.1389649

>>1389609
I did not get lost in Hellbound once.

I couldn't even finish D2TWID since it was pretty bad

>> No.1389650

>>1389645
>He didn't play Doomstorm
You could do some pretty cool stuff with projectiles.

>> No.1389653

>>1389645

I might save that for another projectile later down the road, for now I'm swapping the spells out, I'm hoping to release v0.8 today, I still need to balance the rate item chests appear, add a new sprite for the radiation suit, and finally get around to adding more random drop spawners to replace the other vanilla doom items

>> No.1389765

Things we need more of: New heads

It's just a few heads and you paste it on everything in Textures

>> No.1389775

Physics are still calculated with +NoClip

Put +NoInteraction and +NoBlockmap on effects

>> No.1389778

>>1389765
Things we need more of:
>Girl hand sprites
>Cool looking automatic shotguns
>Bolt action sniper rifles
>Bosses that aren't Cyberdemon reskins

>> No.1389780

>>1389778
Mike12 might be doing a centred UTS-15

>> No.1389782

>>1389780
Aren't those pump action shotguns?

>> No.1389786

>>1389782
Yeah but it's futuristic enough to pass as an auto

>> No.1389787

>>1389786
Well I love futuristic designs so I'm perfectly okay with it.

Speaking of which
Things we need more of:
>Futuristic designs for shotguns that aren't energy weapons

>> No.1389790

>>1389787
My bad, I meant guns there. Not just shotguns.

>> No.1389808
File: 7 KB, 133x111, tacticalshoots.jpg [View same] [iqdb] [saucenao] [google]
1389808

Is this offensive?

>> No.1389832

>>1389808
I'm perfectly fine with black guns and black gloves.

Honestly the design of the gun should make it look good in any color.

>> No.1389836

>>1389808

Nope, just a fine reco---

>jpg

>> No.1389846
File: 1.09 MB, 1366x768, 1391737782124.png [View same] [iqdb] [saucenao] [google]
1389846

This wad creeps me out for some reason.

>> No.1389845

>>1389808
Eriguns update with Splitting missiles and automatic shotgun when?

>> No.1389849

>>1389845
Looking like next month.

>> No.1389861
File: 812 KB, 1920x1280, 1369865012500.jpg [View same] [iqdb] [saucenao] [google]
1389861

>>1389778
We could need some plain old bolt-action rifles, like old WW1/WW2 infantry rifles, preferably centered, with full animations of working the bolt, as well as properly animated reloads with stripper-clips.

>> No.1389865

>>1389861
I just like seeing the bolt action in general.
Like watching the Project MSX Gauss Rifle doing a full reload, it's sexy as fuck.

>> No.1389869

>>1389849
Damn.

>> No.1389870
File: 151 KB, 800x600, Mooman.jpg [View same] [iqdb] [saucenao] [google]
1389870

Lo Wang will be finished in 4-5 days (excluding bugtracking and balancing). This guys next.

>> No.1389873
File: 254 KB, 1024x640, 1391738692166.png [View same] [iqdb] [saucenao] [google]
1389873

I'm not an artist, but do you think this will serve okay as an intermission screen?

>> No.1389874

>>1389861
Could we get a plank of wood to use as an alternate melee weapon to beat the bolt back?

>> No.1389878

>>1389870
I have absolutely NO IDEA who that is.

>> No.1389884

>>1389873
I don't see why it wouldn't do well as an intermission.

If you meant the sprites and stuff on it then it looks fine.

>> No.1389887
File: 690 KB, 2000x1274, 1369838636015.jpg [View same] [iqdb] [saucenao] [google]
1389887

>>1389874
Clean out the cosmoline you plebe, it's only meant to be there to store the gun, it gets in the way when actually used.

Also;
>not using another nugget for that purpose
For shame.

>> No.1389885

>>1389884

Yeah, that was one of my concerns, good, that's one thing down.

>> No.1389889

>>1389878
One of the characters from In Pursuit of Greed, which was a pretty cool game that got totally overlooked.

>> No.1389918

>Looking for random weapon mods
>Find some russian one
>STALKER rips
>White outline on sprites
>White camoflauge
Damn it.

>> No.1389925

>>1389079
Well, if you want to pick it back up its pretty easy now and there are plenty of people on /vr/ that will help you.

Heck, some people will just do the decorate for you if it's something interesting.

>> No.1389971

>>1389918
So I was playing this for awhile and it's pretty fun.

But reloads are set to alternate fire instead of ZDoom's reload button.
The fuck is that about?

>> No.1389986

>>1389971
Pre-reload button or Zandronum

>> No.1389987

>>1389986
I guess it was prereload button.

Oh well

>> No.1389989

>>1389609
How is D2TWID maze-y at all? It's got some levels that give you a choice of routes and rooms to enter first, but all the levels are pretty straightforward. Where do I go? Wherever you haven't gone yet. Sorted.

>> No.1390008

http://www.youtube.com/watch?v=yYY19oiN8zs

You can't have more fun than this with Doom

>> No.1390063

>No gun jam mechanics

>> No.1390065

>>1390063
Wildweasel did it with his automatic pistol.

It would jam ALL THE FUCKING TIME and it was not a very good weapon because of it.

I don't think Doom is a good game for weapon jamming.

If you really wanted faulty weaponry then play with the Extreme Weapon Pack.

>> No.1390115

Are there any Doom mods with a shotgun like the TOZ-34?

Preferably one that has proper Doomguy hands.

>> No.1390127
File: 5 KB, 168x200, 1380047643955.png [View same] [iqdb] [saucenao] [google]
1390127

>>1390065
>Extreme Weapon Pack.

>rusty chotgun

>clicklicklicklicklicklicklicklicklickCHKOOOM
>one shots anything

The rocket launcher is the funniest though

>fire rocket
>it spirals upwards
>mfw

>> No.1390150
File: 1.12 MB, 1366x768, 1391749273008.png [View same] [iqdb] [saucenao] [google]
1390150

What am i supposed to do here?

>> No.1390153

>>1390150
Find the knife and put it on that.

>> No.1390174

>>1390063
Someone's never had the ZM66 in Hideous Destructor jam on them right when they round a corner and see two shotgunners staring back.

>> No.1390186
File: 2.13 MB, 1366x768, 1391750245130.png [View same] [iqdb] [saucenao] [google]
1390186

>>1390153
I already grabbed that knife.

>> No.1390193

>>1390186
Then walk into the altar.

>> No.1390194
File: 57 KB, 800x600, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
1390194

Gettin closer still. I hope the title's okay

>> No.1390201
File: 485 KB, 1366x768, 1391750611664.png [View same] [iqdb] [saucenao] [google]
1390201

>>1390193
Nothing happened.

>> No.1390217

>>1390201
Fucking final boss, never showed up.

>> No.1390257
File: 265 KB, 1366x768, 1391752132503.png [View same] [iqdb] [saucenao] [google]
1390257

>> No.1390264

>>1390257
I always though the faux toon outlines in that were pretty clever.

>> No.1390269

>>1390194
Looks nice. Changing the font for NEWGAME and what not to match?

Any plans for custom enemies and what not?

>> No.1390271

>>1390269

I'll work on changing that font later. and no custom enemies planned right now.

>> No.1390282

>>1390257
wat is this a shoop?

I don't remember this secret at all.

>> No.1390292

>>1390282
http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/a-c/ad2bonus.zip

>> No.1390297
File: 307 KB, 1024x640, 1391753664719.png [View same] [iqdb] [saucenao] [google]
1390297

There, I think that's every HUD element that's necessary.

>> No.1390318

>>1390297
The pixel ratio on the right bars is getting to me. Some of your pixels are squished vertically.

>> No.1390323

>>1390318

I know. My HUD is all kinds of fucked up in terms of proper ratios. Some day I'll get someone who really knows what the fuck they're doing to go in and redo those bars. For now, just ignore how bad they look

>> No.1390332

Any Doom mods with the following guns:

>Saiga 12
>A revolver that isn't that very terrible HL1 .357 model rip
>Drum loaded grenade launcher that isn't from Shadow Warrior
>Over-Under Shotgun

They don't all have to be in the same mod.

>> No.1390338
File: 297 KB, 1024x640, 1391755841186.png [View same] [iqdb] [saucenao] [google]
1390338

>>1390318

I stopped being so lazy and cleaned it up a little, it's still a little fucked up but at least it isn't an eyesore.

Right?

>> No.1390342

Been having fun with coding Katarn's new Slot 1.

http://www.youtube.com/watch?v=2vkMnsvWpIA

>> No.1390343

>>1390338
looks much better now

>> No.1390347

>>1390342

>enemies blowing up into red mist

I don't think Katarn understands the concept of STUN very well.

These look fucking awesome though

>> No.1390349

>>1390342
Feels like those punches need a bit more weight behind them.
They just kind of animate too quickly and both fists hit in the same spot.

Not sure what it is but it looks a tad off.

Neat looking fists though.

>> No.1390353

>>1390347
Yeah, I honestly almost made them so they didn't spawn any blood decals and never put an enemy into xdeath, but Samsara's bloodyhell settings show blood regardless, so I figured why go through the effort of making them less satisfying to use?

>> No.1390352

>>1390323
Ffs dude

It would literally take ten minutes

You see that screenshot you got? Fucking open that in Photoshop or paint net or gimp or whatever the fuck you use

Start a new goddamn layer

And fucking draw on it

That way you ensure pixel integrity

I don't know why you didn't start with drawing on a screenshot to begin with, I've made several HUDs before and I always start with that step

>> No.1390356

>>1390353
Call them the PERMANENT STUN Gauntlets.

>> No.1390358
File: 359 KB, 1920x1080, stungauntlet.png [View same] [iqdb] [saucenao] [google]
1390358

>>1390349
Thanks, this is what they look like without being all sprited up. I had considered making smoother animations for them, but I based the animations on the existing Dark Forces fist anims to be consistent, which is why they look kinda off.

>> No.1390362

>>1390358
I'd wear those and punch the shit out of things.

>> No.1390363

>>1390352

I fixed it a little already. >>1390338

It's not perfect, no. But it looks better than how it was all smooshed earlier. And my biggest problem was my HUD is comprised of various other HUD elements from other games that I screenshotted, at varying screen sizes. I fucked up there. And if I were to do proper fixing I'd have to tear everything down and start fresh. I might do a HUD overhaul later but right now I need to add some sounds to the rush tackle and get V0.8 out to you people. Because I still need to tackle the Plutonia experiment with it.

Goddamn fucking chaingunners

>> No.1390364

>>1390332
>saiga 12
I think there's one in the Mercenaries mod for Super Skulltag. I'm not positive though, and the mod isn't really that good.
>revolver
ww-nazis
>drum-loaded grenade launcher
ww-terror
>over-under shotgun
doom: the golden souls

>> No.1390365

>>1390364
>I think there's one in the Mercenaries mod for Super Skulltag. I'm not positive though, and the mod isn't really that good.

It's the default shotgun with a drum magazine.

Not even remotely Saiga.

>ww-nazis
Will check it out

>ww-terror
I thought it was a drum shotgun.

>doom: the golden souls
Will probably get.

I was probably going to basically take the stuff I listed and make a personal weapon pack to play with.

Any help is greatly appreciated.

>> No.1390367

>>1390358
Also, I forgot to mention that in the start of the video, I'm summoning and picking up his 2x fire rate unique, which causes every weapon to fire at double speed, which could be why they look like they're animating too quickly.

>> No.1390371

>>1390363
>And my biggest problem was my HUD is comprised of various other HUD elements from other games that I screenshotted, at varying screen sizes.
um, can't you just use ripped sprites or make sure you're using a 1:1 ratio ?

>> No.1390372

>>1390371

I couldn't find sprite rips of the Magic Sword arcade game or Mega Twins

and by the time I noticed I wasn't 1:1, my HUD was nearly finished.

>> No.1390447

God damn it's taken me long enough, but V0.8 is ready to go.

http://static.best-ever.org/wads/gmota+v0.8.pk3

There's been a shitload of new changes, the biggest addition is the Subweapons which are found in item chests, smash them open!

I've also tweaked the sword and wand a little

>> No.1390572

>someone wants to work on X with me
>send him unreleased build, he likes it
>yeah i can definitely do Z for this
>awesome let me know how it goes
>wait
>never hear back from him
>hey what's up
>no reply
>want to progress with X but don't want to work on Z myself in case he comes out of nowhere and it's awesome
FUG

>> No.1390619

asked this a few times and googled around but cant quite find an answer to it

I want to have an underground segment below a playable area without building the entire area out of buggy polyobjs

how do i put a silent teleporter inside an elevator without moving everything around and making it look terrible and obvious when i use it

also how do i keep the players from telefragging each other if they go on the elevator at the same time in multiplayer

p l s r e s p o n d

>> No.1390652
File: 165 KB, 639x333, shotguns.png [View same] [iqdb] [saucenao] [google]
1390652

>> No.1390660
File: 21 KB, 290x705, No john, you are the shotguns.png [View same] [iqdb] [saucenao] [google]
1390660

I'm a little ashamed of myself now

>> No.1390680

>>1390652
>>1390660
You fucking should be. There aren't enough shotguns.

>> No.1390685

>>1390619
>how do i keep the players from telefragging each other if they go on the elevator at the same time in multiplayer
You don't make it multiplayer, problem solved.

>> No.1390728

>>1390685
>Everyone has to play doom the same way as me.

>>1390619
TeleportInSector should be what you're after. Exactly how depends on what kind of elevator.

http://zdoom.org/wiki/TeleportInSector

The easiest way would be an empty room, ACS script on a switch. Script closes the door, play some elevator music and delay() for a little while, TeleportInSector, door opens.

>> No.1390738
File: 194 KB, 1024x640, 1391776719323.png [View same] [iqdb] [saucenao] [google]
1390738

Man. Fuck Plutonia. To the anon who told me to play this, you're a jerkwad. But I'm gonna see this shit to the end

>> No.1390741
File: 333 KB, 1024x640, 1391776851927.png [View same] [iqdb] [saucenao] [google]
1390741

>>1390738

WHO THE FUCK WOULD PUT THIS GUY THERE.

>> No.1390767

>>1390728
>Doesn't bring up a solution to multiplayer telegragging
You sure showed me

>> No.1390769

>>1390738
>>1390741
Plutonia puts hair on your chest, but more importantly it would give you an idea on how good you are AND how strong your weapons are.

>> No.1390770

>>1390767
why not just use 3D floors? someone here should have a really good tutorial pic

>> No.1390774
File: 210 KB, 1024x640, 1391778364384.png [View same] [iqdb] [saucenao] [google]
1390774

>>1390769

I'll say, my shield has saved my ass a few times already. and the chakram spell shreds things if you skip it off the floor

also I don't like the stillness in this map, I got a bad feeling about this

>> No.1390776

>>1390770
Pretty sure the guy said he didn't want to use something like that.

>> No.1390779
File: 420 KB, 1024x640, 1391778627963.png [View same] [iqdb] [saucenao] [google]
1390779

>>1390774

Oh man this is fucking nuts, goddamn meatball demons spawned a fuckload of lost souls and then I teabagged all three of them with a big ball from the staff.

I'm starting to like this

>> No.1390781

>>1390779
When you finish Plutonia make sure you hop into Hell Revealed.

>> No.1390783
File: 309 KB, 1024x640, 1391779123584.png [View same] [iqdb] [saucenao] [google]
1390783

>>1390781

Can do.

I paused shortly after taking this screenshot and ate a rocket. I'll try again tomorrow

I think it was best to tweak the dagger like I did, I might add a hotfix soon because the dagger behaves better now: I shortened the range, increased sword rage return, and removed the painless flag.

>> No.1390787

>>1390783
Hell Revealed makes Plutonia seem like a pushover

>> No.1390790
File: 97 KB, 640x512, DOOM02.png [View same] [iqdb] [saucenao] [google]
1390790

Peek of ChocolorDoom, a modified ChocolateDoom port featuring "colored" lighting and proper transparency. DoomII/Map22/Catacombs

>> No.1390797

>>1390767
TeleportInSector moves all of the actors in a sector relative to a control actor. It shouldn't be possible to telefrag anything else being teleported at the same time.

>> No.1390794

>>1390572
people don't do that, they're just gone

>> No.1390795

>>1390787

Perfect. It'll train me to git gud and to see how well my weapons stack up.

Also I've been contemplating some new powerups to replace what the wrath gauntlet and circlet used to do, maybe some powerups that boost mana regen for the duration of the map or something that replaces certain projectiles, like, fuck I don't know, replace the sword wave with a bouncing fireball or some shit

>> No.1390837

>>1390790
Neat.jpg

>> No.1390838

>>1390790
Breddy gud

>> No.1390854
File: 63 KB, 320x800, LastRites-DopeLightEffects.png [View same] [iqdb] [saucenao] [google]
1390854

Last Rites has this lighting effect used when you fire a weapon that looks pretty retro and cool

Would be neat if ZDoom could do this since it's still paletted

>> No.1390856

>>1390854
It doesn't always line up so for a moment I thought that maps had a premade grid of light effects and they turn visible when you fire your weapon near them

But that's absurd

>> No.1390860

>>1390854
maybe 6 bulletpuffs going up down left right forward backward and they leave a different sized glowing decal on a wall for a moment depending on how far away you are

>> No.1390864

>>1390770
Like I said earlier, its a huge segment and doing that many 3d floors is going to cause so many more problems

>> No.1390868

>>1390860
Can't put decals on a floor or wall, would have to use a 3d model of a plane to display a glow graphic flush with the floor and ceiling

>> No.1390869

>>1390868
might as well use the 3d model for all of it then with +noblockmap and +nointeraction and +noclip on it

>> No.1390882

>>1390869
Alright so when I get the model I would control the scale when an ACS function that grabs the distance between the puff and the player, puts it through a very scientific equation that makes it into a scale for A_SetScale that goes to 0 at an undecided distance, and have an A_Jump that jumps to a TNT1 A 0 death if the ACS function returns 0

The light actors would have +NoBlockmap +NoInteraction and +NoClip with RenderStyle Add and some translucency, maybe like Alpha 0.5 so it can be stacked with a larger glow model for a faded outer shape to the glow

>> No.1390889

>>1390882
theoretically you could mimic a perfect sphere of light emanating from the player since a 2d cross-section of a sphere is always a circle

might want a low-poly circle shape for a retro look

>> No.1390891

>>1390447

Link doesn't work

>> No.1390893

>>1390889
Welp, I don't know ACS and using Blender is difficult but converting it to a format for ZDoom is another feat entirely

It sounds simple but I don't have the knowledge required to make the resources

>> No.1390904
File: 13 KB, 320x200, bfgold.png [View same] [iqdb] [saucenao] [google]
1390904

Old BFG from WG Realms 2 that Cage scrapped

"looks like the rocket launcher from Shadow Warrior modified to be an energy weapon"

http://forums.duke4.net/index.php?showtopic=969&view=findpost&p=22998

>> No.1390963
File: 25 KB, 479x270, 1391787119770.jpg [View same] [iqdb] [saucenao] [google]
1390963

http://www.youtube.com/watch?v=h0S_Qq40_X4

Anyone know what mod this is? I thought it was Ultimate Brutal Arsenal but the latest version I found was V02c and it doesn't have the centred Doom 3 plasma rifle sprite.

>> No.1390972

>>1390963
looks like an old version of the doom nukem weapon pack for brutal doom

>> No.1390978

>>1390972
>>1390963
Found it, Beyond Hell and Earth

>> No.1390981
File: 12 KB, 95x86, Shrekubus.png [View same] [iqdb] [saucenao] [google]
1390981

>>1390065
>It would jam ALL THE FUCKING TIME
This, it's one of the few weapons of his that I never enjoyed. It was like "wooo look at this rate of fir- CLICKCLICKCLICKCLICK", you never got to enjoy it.

Seriously though, it's like the ejector and/or extractor was damaged. Or perhaps the feed lips on the magazines were damaged. Either way, it jammed like Bob Marley.

>>1390194
Looks kickass, but I miss the sword from the previous one.

>> No.1390998

Protip: If a server is trying to force you to download a wad / pk3 of music, stop the download and create an empty pk3 or wad with the same filename and put it in your .doomerseeker directory.

>> No.1391078

http://www.youtube.com/watch?v=j6_ZHI6pPlc
Suggestions for the map I'm making? haven't done much detail work yet but gameplay works pretty well so far.
no fuck you it's not too dark its a design choice you FAGGOT

>> No.1391092

>>1391078
i wonder if that was said about doom 3

>> No.1391128

>>1391078
it IS too dark
your "design choice" is a bad idea, sorry

>> No.1391164

>>1391128
That might be a really newb question, but how can i open the other doom wads except doom 1 and 2 on doom builder? It always gets glitchy when i try to open one.

>> No.1391167

>>1391078
Looks horrible.

>> No.1391171
File: 580 KB, 480x360, 1382935148396.gif [View same] [iqdb] [saucenao] [google]
1391171

>>1390891

>the link doesn't work

Shit. Hang on. On the plus side, you guys can have the slightly edited V0.8 with the improved daggers. You enjoy that.

http://static.best-ever.org/wads/gmota_v0.8.pk3

>>1390981

I might bring the sword back and jam it through the title all badass like.

>> No.1391174

>>1391128
Didn't meant to ask >>1391164 to you, my bad.

>> No.1391181
File: 75 KB, 800x600, TITLEPIC2.png [View same] [iqdb] [saucenao] [google]
1391181

>>1390981

Hm, I don't know, what do you guys think?

>> No.1391184

>>1391181
looks cool

>> No.1391186

>>1390619
>also how do i keep the players from telefragging each other if they go on the elevator at the same time in multiplayer

sv_unblockplayers 1

>> No.1391218

>>1391181
thought that said shota

might want to work on that

>> No.1391229
File: 74 KB, 800x600, TITLEPIC2.png [View same] [iqdb] [saucenao] [google]
1391229

>>1391218

Motherfucker, I can't unsee it now.

what about now?

>> No.1391236

>>1391229
i prefer the first one
that shota thing makes it even better

>> No.1391238

>>1391229
GHOTA

Try some shadow on the sword or use a clearer texture for the text that doesn't look like a shit JPEG run through 40 sharpen filters

>> No.1391240

>>1391238
I like the text texture. It's nice. My complaint is that the sword, text, and blue prettiness are in three different spriting styles.

>> No.1391242
File: 55 KB, 800x600, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
1391242

>>1391238

My friend made it look like that intentionally. I could have him redo it.

Here's another option

>>1391240

Makes sense seeing as the sword and the blue brambles are from two different games, Soul Blazer's title screen and Super Ghouls n Ghosts' options menu to be specific. Amazing that such a simple thing like the options menu got something so pretty

>> No.1391241

>>1391240
It looks like a terrible JPEG, it doesn't match anything on the image, and the sword is blurry.

It is objectively bad if the goal is to have it look good as defined by consistent and clear.

>> No.1391245
File: 68 KB, 800x600, TITLEPIC3 revengence.png [View same] [iqdb] [saucenao] [google]
1391245

>>1391242

>uploaded the wrong pic

Goddamn now I had to sit here for a minute like a jerkoff because of the dumbass posting system, and yeah the sword is blurry. I might just axe it altogether

>> No.1391249

>>1391245
It's pretty terrible but it's clearly GMOTA now.

>> No.1391251

>>1391249

Yeah, I'm leaving the sword out, I'll just keep the stone text up there.

>> No.1391252

>>1391251
What stone text

>> No.1391256

>>1391252

The title itself you donut.

>> No.1391257

>>1391256
You should reconsider that. Maybe look at some pixel art for stone.

>> No.1391261

>>1391257

I searched every 16-bit medieval fantasy game I could think if I couldn't find any that had a title with the letters G M O T and A

>> No.1391263

>>1391261
You're not going to like this, but you might have to edit some graphics.

Or find a nice font, use it with no antialiasing if possible, and then drawn in chiseling.

>> No.1391264

>>1391261
Post the original resolution text.

>> No.1391271
File: 69 KB, 800x600, Title4.png [View same] [iqdb] [saucenao] [google]
1391271

>>1391263

You're right, I'm not going to like that, I'm not an artist, and oh fuck does it show. I'll ask around and see what I can get done, or perhaps pic related is better

>>1391264

I just realized my friend gave me a non-filtered version of the text

>> No.1391278

>>1391271
Better but still too much. The glow doesn't look good like that as a pitiful grey on bland black.

>> No.1391279

>>1391278

I kinda want to have the font stylized similar to the pretty blue stuff. But doing something that fancy is outta my league

>> No.1391296

>>1391164
uh, no one is going to answer?

>> No.1391302

>>1391271
Where is GMOTA without all that shit on it?

>> No.1391305

>>1391302

I had my friend use this font and add those effects, he also edited the t due to how curvy it normally is

http://www.dafont.com/lindberg.font

>> No.1391331

>>1391296

It always gets glitchy? Can you describe the glitching?

>> No.1391348
File: 85 KB, 1218x547, builder.png [View same] [iqdb] [saucenao] [google]
1391348

>>1391331
It doesn't show the map properly, the vector lines scatter everywhere, something like this.

>> No.1391352

>>1391348
Try a different format.

>> No.1391353

>>1391352
What do you mean by format?
Game configuration?

>> No.1391354

>>1391348

You're opening in the wrong format.
Open with X in Hexen format (Doom in Hexen, Skulltag in Hexen, etc).

>> No.1391359

>>1391354
Aha, now it worked.
Thanks.

>> No.1391361

>>1391353
Yeah. Try ZDoom (Doom in Hexen). If that doesn't work, try ZDoom (Doom in UDMF).

>> No.1391417
File: 36 KB, 614x163, GMOTA.png [View same] [iqdb] [saucenao] [google]
1391417

>>1391271
You want the blues in the title to be closer to the blues in the sparkle thing...

>> No.1391421

>>1391417

Oh that's nice. I'll be using that happily. Thanks anon for helping out a dumbass like myself.

>> No.1391426
File: 11 KB, 290x323, GMOTA-Mass.png [View same] [iqdb] [saucenao] [google]
1391426

Cleaned up text, spaced out the letters.

>> No.1391430

>>1391426

Oh wow. I could give that outline to one of the top two of these. This is very clean looking, it's got a nice smooth stone look to it

God damn, I love you jerks. There's a reason why I listed you guys in my credits.

>> No.1391440

>>1391421
Well it's a little messy, but you're welcome. Just a few stray pixels that need culling.

>> No.1391449

Hey GMOTA Guy, whenever you try to use a sword subweapon but don't have enough rage, it still drains rage.

That's the only problem that jumps out at me, this is fun as hell.

>> No.1391456

>>1391449

Really? I coulda sworn I fixed that for all of them, which subweapon are you trying to use?

>> No.1391457

>>1391456
I noticed it with the lance.

>> No.1391465

>>1391457

Oh right, I left it that way because of the sword rage return you get when you land a hit with the lance. Though I may lower the delay so you can pitch lances more often.

The dagger however, landing a single hit with a dagger gives you a half bar of sword rage back instantly, so you can pretty much just jackhammer fuckers with it. It's awesome.

>> No.1391469

>>1391465
Oh, I never noticed the lance giving back rage when hitting enemies. I need to pay more attention.

>> No.1391480

>>1391469

There's a lot of subtle things I added, I'd like to think I'm being a clever fucker with my mod. Try to go for that classic arcade style where you catch on quick but constantly learn more about the mechanics as you play.

I might remove the sword rage drain when dry firing though, it -can- be annoying

>> No.1391483

>>1391229
Might want to scale the pixels on the sword to match that of the rest of the title screen.

>> No.1391496

>>1391171

Easy there angry mothguy!

Some little things though:

-The GMOTA title needs to show when you pause the game/press esc
-The attack animation for Baratus is missing, you can see it on the chasecam

Also, I'd be inclined to recommend incremental power-ups and add-ons for the current weapons, given that there are only two at the moment. A secret weapon that you can pick-up which lasts only for that level might cool also.

>> No.1391514

>>1391496

well subweapons certainly add to the weapons themselves, but yeah, I'm thinking about other items a player could pick up that further changes things.

and I -really- want to have someone make me a custom player sprite for my mod, I picture the character you play as is Lord Blaskowicz, Doomguy's great great etc granddaddy.

Honestly the player sprite would just be a modified Baratus with some other tweaks but that's for another day.

And I'm definitely considering some kinda uncommon stupid powerful weapon/powerup that lasts for the duration of the stage.

I've also been considering adding resources from another medieval game that was a big influence on my childhood: Wizards and Warriors, maybe picking up special potions and getting temporary invulnerability with this playing

http://www.youtube.com/watch?v=v5XIFqxwzqY

Man. I really gotta get someone to make me a custom player sprite, the death animations would include a Kuros style spasm flailing and Arthur's exploding into bones.

>> No.1391521
File: 205 KB, 1024x640, 1391804656887.png [View same] [iqdb] [saucenao] [google]
1391521

also get cleaved, faggots.

>> No.1391529
File: 222 KB, 1024x640, 1391804833263.png [View same] [iqdb] [saucenao] [google]
1391529

Christ's sake how many of you assholes are there? You're just piling out of this elevator as if it was a goddamn clown car.

>> No.1391537
File: 289 KB, 1024x640, 1391805045571.png [View same] [iqdb] [saucenao] [google]
1391537

Oh fuck YOU Plutonia. That wasn't funny.

>> No.1391541
File: 116 KB, 1024x768, wallpaper-103526.jpg [View same] [iqdb] [saucenao] [google]
1391541

:: [BE] New York :: Metroid: Dreadnought - TUUUUBES

Last public DM test server before I get to work on BFG-tier weapons.
If you're interested, c'mon in and tell me how imbalanced all the weapons are.

>> No.1391546

Okay god spheres don't give invulnerability. Good to know. I'll need to fix that or just replace it.

>> No.1391574

>>1391546
why not replace it by a time slower?

>> No.1391576

>>1391574

a time stopper could be interesting. I'll think about it.

I got a shitload of powerups to make, and really I think this is either gonna be the hardest part or the most fun.

>> No.1391579

any difficulty mods that don't give Cybers and Masterminds fucking homing missiles and bfg10ks?

Or does everyone who make mods like these have no idea how to balance shit. I am slightly mad.

>> No.1391583

>>1391579

They are balanced, not their fault you're having a hard time fighting them.

>> No.1391586

>>1391579
The issue is that what can be fought in one arena, can't be fought in another. Sure, homing missiles aren't too bad. If you have cover and are able to move freely. In a tight hallway where you're expected to jink back and forth in the center to dodge? Yeah, GG.

>> No.1391591

anyone know how to make doomseeker work with tor or another proxy?

>> No.1391604

>>1391583

I've been doing well up to a point, but a flying mastermind with that stuff in a middle of an arena just isn't happening. Feel like I wasted my time.

>> No.1391645

hey have any of you guys tried the tackle subweapon yet? What're your thoughts on it?

I find the collision sound I chose for it to be pretty damn amusing

>> No.1391646

>>1391604
You can always "changemap <Map>" in the console and hope for a better outcome?

>> No.1391695

Would you guys be OK with a melee-only, boss-tier monster? I've been toying around with this idea of an "Imp Warlord" of sorts, which would be as bulky as a cyber

>> No.1391713

>>1391695
well, the main issue with melee in doom is the 2D sprites.

so yes, but do it in 3D

>> No.1391714
File: 117 KB, 900x470, demon_by_manguy12345-d3djjye.jpg [View same] [iqdb] [saucenao] [google]
1391714

>>1391695

me again; here's the drawing which got me started on this

I've depicted him as the kind of monster who would charge at his prey when being far from him. Once again, no projectile attacks at all, just melee.

>> No.1391765

>>1391714
How would it work exactly?

If they just come at you in a linear fashion they might not even be that dangerous.

>> No.1391781

>>1391765
not him, but an (unstoppable) charge/pounce and big 'slaps' (with a lot of knockback) could be pretty bad, i guess

>> No.1391785

>>1391645
Best fucking subweapon, hands down.

>> No.1391790

>>1391781
Their melee range is very important.

Every melee monster I've seen has been of little threat since they have no range.

In fact the most dangerous melee attack I can think of for monsters was Brutal Doom's Cyberdemon stomp.

Which was easy to avoid but it had a slight AoE to it so you'd still take a little damage.

>> No.1391792

>>1391514
>I'm thinking about other items a player could pick up that further changes things.

A third weapon?

>> No.1391857

>>1391785

Really? My favorite is the dagger.

>>1391792

Kinda, like a pickup that replaces the sword with a crossbow and the wand with... Fuck I don't know, some kinda different staff or some shit. Though if I did that it probably wouldn't have its own unique set of subweapons.

>> No.1391861

>>1391857
>Another staff
For a Warrior guy he sure has a lot of mage weaponry.

>> No.1391864

Yesterday was Thursday, today is Friday. We so excited, we gonna have a ball today.

Tomorrow is Saturday, and Sunday comes afterwards.

I don't want this weekend to end.

>> No.1391865

>>1391861

Lord Blaskowicz values all forms of ass-kicking.

Though maybe I could do something like replace the sword with Timon's Axe and have it behave in a unique way and replace the wand with a crossbow.

>> No.1391970

>>1391714
He'd need to zig zag some. Have some unpredictability.

Or sometimes after he charges he doubles back. Etc.

>> No.1392000

Rip and check 'em

>> No.1392021
File: 718 KB, 1366x768, 1391817672537.png [View same] [iqdb] [saucenao] [google]
1392021

>> No.1392029
File: 576 KB, 1366x768, Screenshot_Doom_Cold_as_Hell.png [View same] [iqdb] [saucenao] [google]
1392029

>>1392021

>> No.1392036
File: 67 KB, 500x500, 1347976863401.jpg [View same] [iqdb] [saucenao] [google]
1392036

>stage 10 of plutonia
>archviles hidden in the walls reviving chaingunners

I hope whoever came up with this idea gets testicular torsion. Fuck. That. Shit.

>> No.1392056

>>1392036
>Seriously though, it's like the ejector and/or extractor was damaged. Or
Yeah, the general consensus is that Plutonia and TNT actually kind of aren't all that good.

They might even be kind of bad, really.

>> No.1392060

>>1392036
Meant to quote >>1392036.

>> No.1392067

>>1391970

I'm all up for unpredictability, but that sometimes seems to turn off some people because they weren't expecting that their top-notch dooming abilities were put to test under the slightest change of pace that something like an altern attack cycle of a monster might put to them

>> No.1392069

>>1392056
Plutonia isn't that bad if you're looking for a challenge.

TNT is pretty bad all the way through.
Some nice music though.

>> No.1392070

>>1392069
does that double though bother you

>> No.1392073

>>1392070
There's only one though.

>> No.1392080

>>1392073
oh wow

>> No.1392149

>>1392069
I disagree, I rather like Plutonia and TNT.
I'll say that TNT wins out on the music alone though.

>> No.1392153
File: 298 KB, 732x600, 732px-Xbox-360-S-Controller.png [View same] [iqdb] [saucenao] [google]
1392153

I like to sit on the couch while gaming sometimes? Anyone else do this? What's a good keymap for playing doom with a 360 controller?

>> No.1392157

>>1392153
Copy Doom on Xbox's layout.

>> No.1392168

>>1392157
I don't think you can, given its weapon selection scheme. At least, I don't know how to go about duplicating it.

It's not terribly hard to configure for a pad, anyway.

>> No.1392169

>>1392168

Use Xpadder and make one of the bumpers a "shift" key, then assign four weapon numbers onto Dpad directions, and when you're holding the shift key, the Dpad switches out for a second set of numbers. That'd cover 8 weapons easy.

>> No.1392175

>>1392157
is that the same as the bfg edition controls? cuz they suck.

>> No.1392185

>>1392153
I tried it with a Razer Onza 360 controller once (Which are shit controllers, by the way, don't get one), and the triggers didn't work, for whatever reason, but for the most part I had no troubles playing games.

>> No.1392209

>>1392169
I just used the right and left shoulder buttons for "next weapon" and "previous weapon".

>> No.1392264

>Add extra shotgun pump frame made from rotated previous frame
>Super smooth
Awwwwwwwwwwwwwwwww shit

>> No.1392309
File: 333 KB, 1280x720, 1391828390923.png [View same] [iqdb] [saucenao] [google]
1392309

Development continues.

>> No.1392339

>>1392309
What exactly am I looking at? Looks like eriguns

>> No.1392340

>>1392309
Eriguns?

Or a map?

>> No.1392356

>>1392340

it can't possibly be a map; that's a screenshot of a Doom 2 map

>> No.1392363

>>1392356
My bad, couldn't recognize the Citadel.

>> No.1392456

>>1390738
i am the anon that told you to play plutonia
not my damn fault i didnt knew you never played plutonia,still im sorry because i put you in hell
If you find that shit hard,dont even bother with the rest of the levels,they will AAAAAAAAAAAAA

>> No.1392462

>>1392456
I'm a little surprised that an active Doomer and modder hasn't played Plutonia in all honesty.

I've played all sorts of Doom mods and haven't even started modding yet.

>> No.1392473

>>1392462
me too,but i dont want to start modding,i have my phases when i want to pull out a big joke,and i would make Terry,his minions and Doomguy 2k to look like small time if i decide to mod

>> No.1392502
File: 2.21 MB, 340x192, ColdAsHell.gif [View same] [iqdb] [saucenao] [google]
1392502

>> No.1392507

>>1392502
What is that?

>> No.1392510

>>1392507
Cold as Hell.

It's a slow paced survival kinda horror Doom mod with a plot.

>> No.1392528

>>1392264
Mind sharing?

>> No.1392531

>>1392462
>I'm a little surprised that an active Doomer and modder hasn't played Plutonia in all honesty.

Don't be.
Turns out most modders have modded more than they play.

>> No.1392535

>>1392531
Yeah but his work is pretty solid so I figured he knows a lot of the ins and outs of Doom.

I've played Doom a shitload but understand very little of how the code works.

I also assume most modders are Dooming gods

>> No.1392550

>>1392535
>I also assume most modders are Dooming gods
That's a really stupid assumption
You're really stupid for making that assumption
Were you born really stupid or did you train really hard to get to this level
It's really impressive

>> No.1392557
File: 98 KB, 640x441, 31.jpg [View same] [iqdb] [saucenao] [google]
1392557

>>1392535
>I also assume most modders are Dooming gods

I am probably the least impressive Doomer you'll ever see.

>> No.1392558

>>1392550
It's all natural.

I'm so sorry.

>> No.1392569

>>1392535
Last I checked, Terminus was one of our best and he's a well documented baddie

>> No.1392570

>>1392569
eric wrecks his shit all day

>> No.1392573

>>1392570
In Term's defense, Eric's pretty much Hax in human form.

>> No.1392578

>>1391579
Fractal Doom gives them ridiculous weaponry without being completely nuts. The homing weapons are as slow as revs and shootable.

>> No.1392582

>>1392573
>Eric's pretty muc Hax in human form
that means he is a super doomer,right?

>> No.1392585

touhou doom

>> No.1392589

>>1392585
Play as a little girl and monsters shoot out waves of bullets?

>> No.1392594

>>1392582
I'm honestly not that good. I'm far from good at singleplayer/co-op, and I've only got such a strong DM game because I'm aggressive to the point of absurdity. My aim isn't really very good at all and I can't duel for shit.

>> No.1392606

If you're going to make a shitload of assets, make sure that the code will work first. Use placeholders.

>> No.1392607

>>1392531
I played doom since its release when I was in 2nd grade, then started playing mods around 2008 then started modding in 2012.

Since I've started modding I have almost no time to play doom anymore. I'm bretty good but not phenomenal. If I had started modding sooner or started playing later I would be terribad.

>> No.1392619

How do I either get A_Jump to use an expression as the number of frames to jump or do something similar to that?

I've got A_Jump(256,CallACS("GetAmmoCount",1)) and that's not going to work because it is limited to a numeric constant or string.

Don't want hundreds of A_JumpIfInventory

>> No.1392640

>>1391591
anyone?

>> No.1392661

>>1392594
then how the hell do you end winning all the time in Metroid dreadnought DM?

>> No.1392669

>>1392661
everyone else is terrible

>> No.1392670

>>1392661
>and I've only got such a strong DM game because I'm aggressive to the point of absurdity

>> No.1392680

>>1392670
good point

>> No.1392696

>>1392585
mitchy pls

>> No.1392698

>>1390572
If you're who I think you are and I'm who you're talking about: I'm sorry. I never got the second email where you're following up or else I'd have replied. I'm in the middle of some other stuff right now; as it is I am simultaneously working on some vanilla levels (to get back into mapping groove), working on 2-3 separate music projects (I have albums due in April and June plus another later on) and some guy just asked me to do a theme song for his Kamen Rider podcast. So I'm just kind of jumping around here and there between projects right now. As soon as I finish this warehouse map I'm working on, I'll start on the other thing.

Captcha: Hochung University

>> No.1392720
File: 1.64 MB, 457x371, stop.gif [View same] [iqdb] [saucenao] [google]
1392720

>> No.1392723

I emailed gabe newell about game design advice for a doom level and he forwarded it to someone else at valve who responded
#feelinfine

>> No.1392736

>>1392698
>email
i met this dude on skype so you're probably fine

>> No.1392741

I've always been curious about the doom games. I know you guys are all advent fans, but has the game aged at all?
Ex: Super Mario 64 has not aged well at all, especially with Galaxy. Not saying its bad but that it was done in the same spirit but better.

>> No.1392743
File: 23 KB, 744x172, 744px-Zoso.svg.png [View same] [iqdb] [saucenao] [google]
1392743

>>1392723
Gabe Newell fucking loves Doom.

Fun Fact: Gabe Newell was part of the development team for WinDOOM, a source port by Microsoft for Windows 3.x, using the Win32s and WinG graphics libraries. You can get one of the beta of it from the idgames/historic archive, but the project was scrapped in favor of a full-fledged 32-bit port using DirectX for Windows 95. I'm sure you know what they called that one.

Another fun fact. While I was resource hacking the executable for the earliest WinDOOM beta, I found the Led Zeppelin symbols in .ico format.

>> No.1392746

>>1392741
yeah

>> No.1392750

>>1392741
Technically, yes.
Design-wise, no.

>> No.1392752

>>1392741

The game has aged, definitely, and playing pure vanilla is probably going to turn off a LOT of people. But source ports updating it with modern features makes it easier for people to come in and get acquainted right away.

The core gameplay itself is still just as stellar as ever, the pure essence of fun distilled--jump in, no bullshit, start killing, overcome challenges, go to the next level.

>> No.1392757

>>1392741
Well, you may only find it tiring because it's full of cliches that it actually invented.

>> No.1392778

>>1392750
>>1392746
nice to hear. 1 and 2 worth all the money? one better than the other? as long as im not shooting non whites in a desert area i think it makes the grade. god the fps pit games are in right now.

>> No.1392783

>>1392743
Led or ded

>> No.1392786

>>1392778
not on steam, it had the nazis removed from the secret level, a few sounds are fucked up, and the red crosses are removed from health

non-whites sets white as the default, people of color is what's preferred using people-first language

>> No.1392794

>>1392778
There's not much point in buying the games, since there isn't even anybody left at id that worked on the originals. I mean, if you're really that concerned about having authentic copies of the games, go for it, but otherwise you should just get the IWADs from the website linked in the OP and use them with a source port.

>> No.1392795

>>1392752
Not the same guy, but I just can't do pure vanilla. I have to use mods of some kind. I like using beautiful doom, it changes the gameplay a tiny bit, but I don't mind, I love all the added flair.

>> No.1392798

>>1392752
yeah that sounds excellent. are the Duke Nukem games better?
>>1392757
do explain

>> No.1392802

>>1392786
>people of color is what's preferred using people-first language

That still sets the default as "not of color" and implies that Caucasians aren't a color

>> No.1392803

>>1392778
>1 and 2 worth all the money?
See
>>1392794

>one better than the other?
Doom 2 is full of terrible levels late-game and the SSG is to game balance like a chainsaw is to warm butter, but it's the most commonly-used game online due to all the mods. In terms of pure gameplay, though, Doom 1 is generally better in almost all regards, though.

>> No.1392804

>>1392736
Well regardless I should still start on those DM maps for Terminus

>>1392741
Doom has aged fantastically. Even in the most vanilla ports and shit, everything feels as righteously solid as ever. I go through phases with Doom; I'll pick it up for a few months until I grow bored with it and move on. But every time I come back, the first thing I do is play the first episode of Doom 1 on ultraviolence and feel what might be the tightest, most tense video game of your life.

People think it's just "mindless shooting and key hunting" but there's some mind ending architecture and level design and fantastically balanced and planned encounters. Nothing will ever match the tenseness of having less than 25 health, no chaingun ammo, and knowing that somewhere in the level there's a Demon or a Spectre that you haven't wasted yet and if you don't watch your ass, he's going to fucking bite you in it and kill you.

Doom 2 is okay. Episodes 2 and e are better; E2 has some of the best weird architecture but shitty level design; E3 just makes you work for what came easy the last two times.

>> No.1392809

>>1392741
>Super Mario 64 has not aged well at all
what do you mean?
i can play the game without any problem
Also,doom aged well,the controls are alright for vanilla but if you want to play GZDoom,use the WASD config

>> No.1392812

>>1392752
I think that's really the secret to it. There's active sourceports which allow us to keep the interface/controls, and to a lesser extent the graphics (HD texture packs get mixed reactions around here), up to date and allow us to add modern features. So for as old as it is, it never feels clunky, or a pain to play through due to controls or interface.

There's a very active modding community, and the old school spritework graphics and low poly level geometry mean that mods can be cranked out without spending ages making it look passable. The bar for looking passable in doom is a lot lower than say in Half Life 2 mods. You don't necessarily need a whole team to make something cool. Plus the fact that there's been a modding community practically since the game came out, so there's more mods in existence than I could probably play through in my lifetime.

And the gameplay itself is a simplified version of the type of gameplay still used in shooters today, except (following is opinion) it's a lot higher speed, and there's more strategy because the enemies aren't all enemy soldier with X weapon who just use cover and flanking to pop shots off at you. Each enemy has fairly unique action patterns, and therefore the approach to a situation changes beyond "well just fire the highest DPS gun you have at the bad guy's face". Some guys you want to flank, some you want to get right up in their mugs, others you want to time shots carefully to keep them flinching.

>> No.1392817

>>1392798
Oh and Duke3D is really pretty solid as well; but it offers a completely different feel than Doom. If Doom is Aliens, Duke3D is Commando or Army of Darkness. Cheesy and filled with one-liners, pixelly boobs, etc. This will either make you love how over the top it is, or make you think it sucks, but in either case the level design can't be fucked with.

This is barely relevant but it also holds up in death match too. Some of those E2 secret levels like Tier Drops are great, and the weapons are almost more balanced against DM than they are single player.

>> No.1392818

>>1392794
help a scrub out, i have NO idea what those are.

>> No.1392821

>>1392809
i just think the controls aren't as tight as in newer ones. idk this is just a personal preference. i found Galaxy to be alot more fun. Dat hub world

>> No.1392825

>>1392818
>IWADs

Those are basically the core games. doom.wad, doom2.wad, chex3.wad, etc.

>> No.1392828

>>1392821
Well,the camera of mario 64 is one of the main complaints of the people that say "Mario 64 didnt aged well] but the camera is alright,and Mario galaxy was basically like mario but with a third person camera,and fixed camera angles in some sections

>> No.1392827

>>1392817
The whole "The levels can't be fucked with" is quite literal. You fuck with the levels, they kill you in response.

www.youtube.com/watch?v=DKAFWfXy5vU

>> No.1392829

>>1392804
i used to get that tense-ness from HL 2. Dem poor planned auto saves. I never played the first one and didnt finish episode 2. Fuck that part where you have to defend the base from the huge guys.

>> No.1392837

>>1392827
Oh wow I needed these laughs, thanks guy..

>> No.1392838

>>1392828
also any water level. fuck marios baby frog strokes.

>> No.1392839

>>1392818
Internal WADs are the data files for Doom engine games. They contain the maps, the sprites, the sounds, the textures, basically everything that's not the engine. If you have the Doom games on steam, you can get the IWADs by going to the steamapps folder for each game and copying the .WAD file to wherever you installed your source port of choice. If not, you can download them from the FAQ section of the website listed in the OP. If you don't have a source port, you'll want to get one. If you're interested in playing the fancy mods many of us post about and play in these threads, you'll want GZDoom for singleplayer and Zandronum for multiplayer. If you care more about experiencing Doom the way it was on release, there's Chocolate Doom. If you want the vanilla experience without all the bugs and engine limitations, you can use PRBoom+ for singleplayer and ZDaemon or Odamex for multiplayer.

>> No.1392842

>>1392804
>>1392817
>>1392825
man now i my sudo fascination has turned into a need. i can't wait.
So Doom 1 and 2 and Duke 3d are good, but no real use paying for them, use alternative sources.
Doom 64?

>> No.1392845

>>1392842
Google "Doom 64 absolution"

>> No.1392847

>>1392619
>Don't want hundreds of A_JumpIfInventory

That's pretty much how you're going to have to do it.

>> No.1392848

Is there a doom port out there with a scripting language that doesn't suck cock? ACS is garbage, even with all the extensions zdoom made to it

>> No.1392849

>>1392067
So long as there is some anticipation in the animation, like a frame or two of him getting ready for the pounce instead of just immediate fuck-you-upery. Then you should be good...

>> No.1392850

>>1391970
>>1392849
No cheap shots is what I mean.

>> No.1392857

>>1392827
>jump into walls
>this kills the douk
Quality Ken Silverman programming

>> No.1392858

>>1392839
thanks man, i have all the info saved in a word.doc along with op info.
the Doom games on steam are that bad?

>> No.1392859

>>1392828
I'd say the level design aged the worst in M64. There are some great levels in the beginning, and a few later on. But as the game goes the levels generally get worse and worse, and less fun.

It still feels solid though. That's the most important part of a platformer. Honestly though, I had more fun with Mario Sunshine. Despite it's terrible character design and story flaws. Just felt more smooth and refined.

As for Doom. Always good. Even the bad levels are fun, and it's never gotten old for me in the ~20 years I've been playing it.

>> No.1392863

>>1392857
Ken Silverman is a god damn genius. Duke is great.

>> No.1392864

>>1392858
I think they just use DOSBox, which wouldn't be all that bad if it weren't for the fact that Chocolate Doom exists.

>> No.1392869

>>1392863
Some of the tricks are pretty neat, but you can't tell me that Build isn't awful when it comes to actual gameplay. Even EDuke32 can't fix all the shit the engine has.

>> No.1392874

>>1392859
dont be a cock, nobody has ever in the history of never played a mario game for story. you have talking potato people and a blue guy clearly not you that put not so permenant graffiti on the ground. like shit none of them have a hose? of course they do, but a game about hosing sidewalks is not what sells...wait...shit!

>> No.1392884

scrub here, and i think im in for a good time with this community when the cite immediately reads "read this shit"

>> No.1392886
File: 38 KB, 400x400, 1390807963825.jpg [View same] [iqdb] [saucenao] [google]
1392886

>>1392848
wait for doomscript

>> No.1392891

>>1392884

Welcome to the community. Enjoy your stay.
Come chill in the IRC with us, if you'd like.

>> No.1392898

Would anyone that has a good computer and a copy of fraps (or would be fine pirating it) be willing to record gameplay of a mod for use in the mod thread?

>> No.1392903
File: 194 KB, 382x597, 1379200172152.png [View same] [iqdb] [saucenao] [google]
1392903

>>1392858

see: >>1392786

I'd say just get Ultimate Doom and Doom 1.9 from the pack. Now that I look, you can't buy it directly from id's website anymore, so your only commercial option would be the mangled Steam version whose money would probably just go to Bethesda.

>> No.1392910

>>1392858
>the Doom games on steam are that bad?

The BFG edition files are censored, and because of how they decided to change the files if you join online servers you will get booted faster than if you say "Halo is better".

>> No.1392913

>>1392848
>ACS
>Garbage
I don't understand your assertion but I will not argue... Some ports have fragglescript... sort of.

i'm >implying fragglescript is better than ACS
I'm ashamed of myself.

>> No.1392926

>>1392910
BFG edition also has some much lower sound quality for a few things.

Super Shotgun in particular.

>> No.1392927
File: 529 KB, 640x480, doomtroid.png [View same] [iqdb] [saucenao] [google]
1392927

Some dumbass highlights from the most recent Metroid Dreadnought server.

http://www.youtube.com/watch?v=UE9fusBTIFs

comes with added PRECISION

>> No.1392929

>>1392927

Try me.

>> No.1392970

>>1392741
I didn't play Doom until recently (Started with Quake 1), but I think it's like the original Megamans or Super Mario -- despite looking old, it's still a very tight game mechanically, and that doesn't change. Many older games have clunky interfaces or design flaws on top of otherwise great stuff, while Doom has none of that. WSAD/Arrow keys to move, mouse to aim, same as any other FPS out there.

That's not to say it's something I'd play for months straight, but when I come back to it, it's no worse than it was, nothing has obsoleted it.

>> No.1392982

I know you guys handle DOOM a lot, and work a ton of magic, but what sites/documents would everyone recommend for Quake modding/mapping/etc tutorials? I haven't worked with Q1's stuff since 2001, so I'm sort of out of the game on what's the latest and greatest utilities to use.

>> No.1392993

>>1392874
Easy buddy. What I meant was FLUDD is shitty, and bowsers kid that looks just like baby bowser is a shitty plot twist. I still liked the game but "noone plays mario for the story" is a shitty excuse to have a shitty story.

That's all. Still a fun game.

>> No.1392994

>>1392869
AI is shitty, but other than that, it's fine.

>> No.1392996

>>1392994
>projectiles fly right through enemies half the time
>everything in that video >>1392827

>> No.1392997
File: 406 KB, 756x512, 8-qyfZP.png [View same] [iqdb] [saucenao] [google]
1392997

>>1392927

Here's my own take.

http://www.youtube.com/watch?v=QdPB56wWZUM

I really should get to work on the skin soon.

>> No.1393013

>>1392869
you're full of shit, sorry dude.

>> No.1393014

>>1390652
>there will never be an aladdin tc

>> No.1393017

>>1392845
WHY DID NOBODY CORRECT HIM WITH DOOM64EX? NOW THAT OTHER GUY IS GONNA PLAY A SHITTY INACCURATE VERSION OF A GREAT GAME.

>> No.1393021

>>1393014
I'm pretty sure it exists already anon, but it was shit if i remember right.

>> No.1393023

>>1393013
you sure proved me wrong with all those convincing arguments for why build isn't a janky piece of shit engine that focused on gimmicks over everything else

>> No.1393029

>>1393023
good, glad you saw the error of your ways.

>> No.1393031

>>1393023
being able to effect your environments and have the level move around was not gimmicky, it was an important innovation in as far as FPS levels go. Half-life had some of it's blood in Duke as well as Doom.

There's a speedrun of Half-life taking abuses of map glitches, I'm sure you're gonna tell us that Quake and goldsource engine is a peice of shit engine too.

>> No.1393041

>>1393017
Personally the "Shitty inaccurate" version controlled better than Doom64Ex, at least it did for me.

>> No.1393090

>>1392786
I think Doom 2 on Steam is the original.

BFG Edition on the other hand is the edited one.

>> No.1393123

>>1392794
>I mean, if you're really that concerned about having authentic copies of the games, go for it
if you really want an original copy of the game, go to a garage sale / 2nd hand shop and pray
FIFY
>>1392903
>whose money would probably just go to Bethesda.
Zeimax not bethesda.
on that point beth is as much of a victim than ID.

>> No.1393267

Does using mouse-turning make me a filthy casual?

>> No.1393269

>>1393267
No. Anyone that says anything else is a grognard.

>> No.1393365

>>1393013
sorry but build games fucking suck gameplay wise compared to doom, quake, or modern fps like painkiller and serious sam.

Build games are only good when you compare to most modern fpses but the gameplay is just not as good as the other worthwhile fps franchises

>> No.1393530

>>1393365
Look, Doom is obviously better than Duke, but don't you dare say the gameplay isn't fun.

>> No.1393569

>>1393365
blood had really fun gameplay

>> No.1393645

>>1393017

in my defense, I was asleep

>> No.1393654
File: 2.99 MB, 1920x1080, 1391881657785.png [View same] [iqdb] [saucenao] [google]
1393654

I consider myself to be an expert on level recommendations and remembering the good ones for the right time but there's a mapset i just can't remember for the life of me.

There was one particular level that i remember well from it, it was a quite dark and detailed cave system, some of the rooms were similar and it was HUGE and atmospheric as fuck if i remember right. I remember i saved and stopped because i actually got lost for once in a Doom map, unfortunately i forgot all about it and the file got lost.

That's the best i can do, anyone know what i'm talking about?

>> No.1393671

>that feel when taking damage on purpose because you know there's like 3 medikits and a soulsphere in a near room

>> No.1393678

>>1393654

Junko?

>> No.1393689
File: 379 KB, 1280x720, 1391882843591.png [View same] [iqdb] [saucenao] [google]
1393689

I don't get how this is supposed to be beatable.

>> No.1393690

>>1393678
No i have that, it wasn't a hub world.

>> No.1393697

>>1392997
Should have the damage overlay show samus' face in the visor like in prime.

>> No.1393714

>>1393689

what level?

>> No.1393718

>Unironically saying that Doomguy is a daddy dom
I don't have the words necessary

>> No.1393719

>>1393714
Map 15 of Scythe 2. I actually managed to beat it shortly after I posted that. You're surrounded on all sides by various enemies as soon as you ride the elevator up.

>> No.1393724

>>1393719

Yeah, it looks much harder than it actually is.

>> No.1393730

So are there any good tutorials for making weapon view sprites? I mean, besides "steal them from other games."

>> No.1393731

>>1393730
http://forum.zdoom.org/viewforum.php?f=39

There are a few

>> No.1393734

support for pk7 and 7z files for SLADE when?

>> No.1393746

How do you disable vertical mouse movement while keeping horizontal mouse turning in the original DOS executables?

>>1392786
>>1393090

I can confirm that the individual games on Steam are indeed the original WADs filled with all the nazis and red crosses one desires. It comes setup with DOSBox but if you wish to use another engine then you just have to dragon drop the files in the steamapps "base" folder and rename the main exe to "dosbox.exe" and it should all launch from Steam properly.

>> No.1393786

>>1393746
>How do you disable vertical mouse movement while keeping horizontal mouse turning in the original DOS executables?
i think you meant "like in the original.." right?
i'm not sure, but mess around in kusok.wad, it does that (and i think it's called "enforced vanilla")

>> No.1393791

>>1393746
Turn off mouselook.

>> No.1393823

>>1393746
> How do you disable vertical mouse movement while keeping horizontal mouse turning in the original DOS executables?
I don't think you can. What you could do is write a mouse driver that only tracks horizontal movement, or maybe have a program replace the mouse interrupt handler with one that clears the y offset before passing it on to the actual event handler.

>> No.1393826

>>1393823


Hmmm, figured it would be something convoluted like this. Do you think it would be possible to configure something like this just in dosbox? I'm not familiar with its limitations.

>> No.1393834

>>1393826
I have no idea.

>> No.1393879

Is there any custom sprite that has been acknowledged as done in clay, just like the cyberdemon and the baron?

>> No.1393954

>>1393879

All of Harmony.

>> No.1393979

>>1393954

heh, yeah; I remember checking the sprite rips of that game...I think I should've mentioned "don't mention Harmony"

>> No.1393986
File: 19 KB, 75x75, 1382936074379.gif [View same] [iqdb] [saucenao] [google]
1393986

>>1393879
>>1393954
>>1393979
Someone should make a doom wad using GI Joes.

>> No.1394041
File: 129 KB, 704x508, gutssword-wip35-upscl.png [View same] [iqdb] [saucenao] [google]
1394041

Started putting some more work into this. Pay no mind to the incredibly unfinished hand/grip

>> No.1394072

>>1394041
Will getting a berserk pack make the sword stronger?

>> No.1394078
File: 468 KB, 525x731, BerserkDoom.jpg [View same] [iqdb] [saucenao] [google]
1394078

>>1394041
It looks good.

>> No.1394091

>>1394041
sweet

>>1394078
lovely

>> No.1394092

>>1394041
12/10 would hunt effeminate albinos with.

>> No.1394098

I think I could make a kickass WAD if I was in charge of designing allt he shit and had a friend who could make tweaks to the engine such as dual wielding, loadout menus and all that shit

Ah well

>> No.1394103

>>1394041
So okay, you're doing the Dragon Slayer and Crossbow right?

What else do you have planned?

>> No.1394108

>>1394041
looks like the middle of the sword dips in because the edges of it are brighter and the middle is darker

>> No.1394113

>>1394098
>I think I could make a kickass WAD if I could make things
Word

>> No.1394117

What do I use with crossfire? I can't seem to get it to work. I've tryed zdoom and gzdoom, but I keep getting an error.

>> No.1394126

>>1394108
Yeah, that's actually the way the blade finish is

>>1394103
Cannon and throwing knives would probably be the next two weapons to get done.

>> No.1394128

>>1392456

I wouldn't call it hard, it just has some real royal asshole things, honestly there are some really good, challenging parts that are fun, but the shit with the hidden archviles and chaingunners behind hidden walls that pop up after you open a door? That's just fucking cruel.

>>1392462

I've played a shitload of Doom 1 and 2, but I was never interested in what TNT and Plutonia had so I've mainly ignored them.

>>1392531

Right now I'm modding more than playing because I want to get shit done.

>>1392535
>I also assume most modders are Dooming gods

BOY ARE YOU WRONG.

>>1392884

How much of a scrub? You probably need some pro doom strats:

http://www.youtube.com/watch?v=HJcf0aOwmiA

>> No.1394134

>>1394126
Awesome.

What's it for exactly?
Heretic?
Doom like the GMOTA guy?
Hexen?

>> No.1394151
File: 1.31 MB, 1920x1080, 1391896153269.png [View same] [iqdb] [saucenao] [google]
1394151

Update on the Tomb Raider DOOM wad

I did a more detailed shot of my work, I'm not going to rush this so I won't post so often, but hopefully this is more approved than the first few tests I showed

Is it better?

>> No.1394156

>>1394151

I certainly like it.

>> No.1394157

>>1394151
It looks alright visually but you might want to scale the area down a bit.

The place is quite huge and that big blank space near the water feels really empty.

Or did you plan on adding decorations to the mix?

>> No.1394163

>>1394134
Probably for Heretic and/or Hexen first (though i'd like to make it compatible with all three if possible), I wanna make it a TC kinda thing in the long run.

>> No.1394168

>>1394163
A TC as in it's own levels?
Or just a full set of weaponry + maybe monsters?

Either way I greatly support what you're doing and wish you the best of luck with it.

>> No.1394171

>>1394168
With it's own levels, if i can get a framework down and find people interested in mapping for it.

>> No.1394184

>>1394157

There's a tunnel under the floor there so I'm a little bit limited at that spot, but yes there's also another extension there, I thought it looked empty a bit too at that spot

>> No.1394198

>>1394151
I like the Semi-transparent water alot.

>> No.1394203

>>1394184
You could add a bit of decoration on top or around the empty spot maybe?

>> No.1394204

>>1394198

The water in the original Tomb Raider has this great scattered lighting effect and wavey sectors, I don't think Im able to create this in DOOM, so the best it have is a flashing light, it works but I wish it could've been better. Still, it's early days, something may come up

>> No.1394208

I don't know where to start, so I'm gonna ask you guys:

Which subweapon should I make next? The scythe, the torch, or the punch?

The scythe is gonna behave like it does in Super GnG: You throw out a scythe and when it hits something, there's multiple slash effects and it strikes its target multiple times. I'm gonna make each of those slashes have forcepain and hold monsters up with it. You'll get a tornado spell with it that behaves just like the tornado weapon from MMX

The torch will burn along the ground and hit enemies rapidly with each little pillar of fire. You'll get a shotgun spell with it.

The punch will let you smack a bitch hard and will be the only subweapon that gives you sword rage when you hit enemies with it. You'll get a rolling bomb spell with it that detonates and send monsters skyrocketing, (Once I figure out how terminus did his power bombs)

So which of those three should I start on?

>> No.1394209

>>1394203

I'm keeping in the level spirit of TR, and studying how they place out maps (also in mind it's a doom wad too), don't worry that end will be sorted, I notice these things too

>> No.1394213

>>1394208
Punch > Scythe > Torch

>> No.1394216

>>1394213

Why the punch first? You wanna smack a bitch?

>> No.1394219

>>1394208
Will torch light areas?
Make it cast a dynamic light, please.

>> No.1394220

>>1394216
I love weapons with knockback.
Regardless of the weapon.

>> No.1394229

>>1394216

Oh shit I just thought of something neat I can do, if it's possible: What if you can throw a punch regardless of how much sword rage you have, but it does more damage if you have more sword rage, I noticed you can do simple formulas for damage, so maybe I can multiply sword rage by 2 to add more damage, so a punch a full bar of sword rage would do 60 damage and send monsters skidding WAY back.

>>1394219

I uh... I don't know how to do fancy-pants lighting effects, and I try to not use them because they make my shitty tower stutter.

>>1394220

Are you the guy who said you like the shoulder tackle the most?

>> No.1394232

>>1394208
so will the torch be like castlevania holy water?

>> No.1394238

>>1394232

Well super GnG's Torch and Castlevania's Holy water were awfully similar, the difference here is the Torch's fire scoots forward where the Holy Water was more stationary

>> No.1394235

>>1394229
I haven't commented on any of the new weapons in the new version.

Shoulder tackle was rad.

>> No.1394237

>>1394229
Imma make day 1 glowing torch DLC then u goofus
Imma sho u m8 i swer on me mum
I hope you'll at least add +BRIGHT flag to it.

>> No.1394241

>>1394237
>I hope you'll at least add +BRIGHT flag to it.

Of course you ding dong, it's fire. Though I need to add bright flags to the Staff's spikeballs too.

>> No.1394249
File: 81 KB, 502x800, casual_skeleton.png [View same] [iqdb] [saucenao] [google]
1394249

>>1394208
>(Once I figure out how terminus did his power bombs)

It's pretty easy, for the most part. The explosion state just has a fuckton of A_SpawnItemEx instances which throw the explosion effect at tons of different angles and tons of different pitches.

It's more tedious than difficult; the code should be relatively easy to adapt even if you just copy/paste.

>> No.1394257

>>1394249

Would you mind if I could get a newer version of Metroid dreadnought so I can take a look? As I mentioned before I fucking -love- how they send monsters skyward, and I want that effect for my rolling bomb.

>firing that into a tightly packed crowd of monsters, watching them all go upwards and outwards

Glorious.

>> No.1394270

>>1394257

Sure. Pop on the server to download from BE, or pop on IRC so I can send it to you.
Either works.

>> No.1394335

>Playing GMOTA
>Having a blast with sub weapons
>Having so much of a blast that I completely forget that there's powered up forms of Sword/Staff

>Go through all of TNT without even really thinking about it until the very end
Welp.

>> No.1394349

Alright, I need some dumb tech help here.

Trying to get this to get this Master Levels menu interface to work:
http://forum.zdoom.org/viewtopic.php?f=19&t=20795

And it does work! When I drag and drop the .pk3 onto the zdoom.exe that is. I want to have it automatically load by simply launching Zdoom. I figured it would just be a matter of adding
>Path="{full path}\ZDMLMENU.pk3"
under the [Doom.Autoload] in the zdoom.ini but fuck if that seems to work. Is it supposed to work like that?

Can a package like this only be loaded through manually launching with the "-file"-parameter? Anybody?

And no, I don't want to use Eternity Engine.

>> No.1394354

>>1394335

Would you believe that happens to me too?

>> No.1394359

>>1394349

From the zdoom.ini:
># WAD files to always load. These are loaded after the IWAD but before
># any files added with -file. Place each file on its own line, preceded
># by Path=

So does that mean that this .pk3 is not a WAD and cannot be loaded this way? I really don't know what is what here...

>> No.1394384

Is there any other gore mod? Ketchup is pure shit and brutal doom, while it does have good gore, is bloated with bullshit difficulty, weapons and more.
If the answer is no I'll just find a way to edit brutal doom so that it only has blood and gore.

>> No.1394385

>>1394384

Someone should BURL TUMD's gore as a standalone

so I can add it to GMOTA

>> No.1394390

>>1394349
>>1394359

ok, fixed it myself. All I had to do was remove the entire full path name part os only:
>Path=ZDMLMENU.pk3
remained since the file is in the base directory anyway. Still not sure why it won't work with a full pathway. Guessing it doen't like the way windows does things somehow with it's \ instead of / or maybe something with "s. Ah well.

>> No.1394396

>>1394390

Yep, citation marks ( " ) around the path name turned out to be the offender. Always thought that was a must when the path included SPACEs.

>> No.1394415

Rolling for OBLIGE map; gonna reverse the number

>> No.1394541
File: 128 KB, 791x2100, gksheetlil-dick(safe).gif [View same] [iqdb] [saucenao] [google]
1394541

http://www.court-records.net/sprites6.htm

The Phoenix Wright games have rotational sprites called "minis" on this page. They're sort of at an angle but they might look good in-game.

There's a green-coloured Dick Gumshoe with a bloody XDeath animation and a firing animation with a little pistol in TheCraftyTitan's DoomHack http://www.mediafire.com/download/ogjcmxjwihbmgyk/DoomHack.zip

>> No.1394553

Duke is way harder than Doom and I thought about it and I think it's because Duke is actually balanced

>> No.1394556

>>1394553

good to know

>> No.1394564
File: 294 KB, 1280x720, 1391907302160.png [View same] [iqdb] [saucenao] [google]
1394564

Freaked out by these anime babes

>> No.1394567

>>1394553
>Duke is actually balanced
>the second enemy in the game can kill you in two shots
good one m8

>> No.1394568
File: 1.37 MB, 1360x768, Nanomachines-son.png [View same] [iqdb] [saucenao] [google]
1394568

Requesting Doomguy drawn as this, with the caption "Berserk packs, son!"

>> No.1394569

>>1394567
That's how guns work, in Doom everything is weak.

Underpowered doesn't mean balanced.

>> No.1394571

>>1394569
realism =/= balanced gameplay

>> No.1394584

>>1394567
I always considered Duke to be easier than Doom because the only thing that can aim accurately is the Battlelord.

I like both games.

>> No.1394586

>>1394569
>shoot an enforcer
>instantly starts shooting back
>take a shitload of damage before I can get another shot off
>balanced

>pick up a keycard
>3 battlelords spawn right behind me
>instantly dead
>balanced

Douk's fun and all but its strength lies in cool level design, not so much in balance. The weapons are fairly even though, I'll give you that. There's no real SSG equivalent that's good for every situation ever.

>> No.1394617

>>1394569

Probably true.

Too bad duke only has guns. Makes for less interesting gameplay.

>> No.1394621

>>1394617
wat?

>> No.1394626

>>1394617
>Too bad duke only has guns
The only non-gun weapon in Doom was the chainsaw.

>> No.1394630

>>1394626
And the fist.

But I'm talking about the enemies, not the player.

>> No.1394628

>>1394621
Duke's guns are more realistic than Doom's.

It also has a lot more of them.

>> No.1394631

>>1394628
>Duke's guns are more realistic than Doom's.
>microwave shrinker/expander
>freezethrower

>> No.1394636

>>1394631
I'm talking about the enemy weapons, again, which is what >>1394569 was talking about. You know, the person I replied to.

Please learn to read.

>> No.1394649
File: 70 KB, 632x425, fixing.png [View same] [iqdb] [saucenao] [google]
1394649

>>1394636
>Please learn to read.

>> No.1394652

>>1394636
that's what happens when the name of the character is also the name of the entire game

>> No.1394654
File: 17 KB, 977x172, DoukVsQuake.png [View same] [iqdb] [saucenao] [google]
1394654

>>1394617
Well, from a Doomer who just got Douk 3d a few weeks ago, compared to Doom, the enemy balance is kind of wack but you get all sorts of new tools to deal with them, so it's not all too bad.

>>1394567
Pig cops? Pain in the ass but they visibly pause to aim at you before shooting, move slowly and it's easier to know when to take potshots when you know they fire in volleys of two. People thought the mancubus was bad until they figured out its patterns, too.

Sure it came out 3 years later than Doom, but it's still a great game with good gunplay. I'm not saying one's better than the other, but both are fun and noteworthy pioneers in separate ways.

>> No.1394659

>>1394654
I think that the Quake vein became things like CoD and the Duke vein became things like Halo

>> No.1394661

>>1394652
It should have been obvious what I was talking about given who I was replying to and the fact that I compared Duke to Doom. The character from Doom is not named Doom.

Context clues anon.

>> No.1394663

>>1394661
>The character from Doom is not named Doom.
How do YOU know?

>> No.1394671

>>1394564
Wad?

>> No.1394669

>>1394663
Because I read masters of doom and have read the developer's various notes and interviews on the game. Though since the player is supposed to be YOU, if you show me a timestamped government issued id for Doom Anonerson I will admit that I am wrong.

His name is also not Buddy Dacote.

>> No.1394673

>>1394661
>>1394663
>>1394669

His name is Doomguy you assorted buttnuggets.

>> No.1394675

>>1394673
>His name is Doomguy
His parents obviously had a set career path for him.

>> No.1394676

>>1394659
Kinda veering offtopic here, but I think Halo's gameplay was already solidified from the earlier Marathon 2 years before Douk

Still though, I see what you mean

>> No.1394679

>>1394675

Doomguy was born? I figured he just kinda assembled from a miasma of testosterone, anger, and some ground up metal albums.

>> No.1394690
File: 281 KB, 1000x1000, 1389067407325.jpg [View same] [iqdb] [saucenao] [google]
1394690

>>1394564
What the hell is that? It's bugging me.

Pic unrelated.

And is there a download for Dreadnought?

>> No.1394691

>>1394661
too bad it obviously wasn't

learn to write clearly you smug cunt

>> No.1394695

>>1394691
>learn to write clearly you smug cunt

rood

>> No.1394693

>>1394690
>http://static.best-ever.org/wads/te13-metroiddreadnought-alpha1.66c.pk3

WIP, early alpha, nothing is really finished, blah blah blah blah blah.

>> No.1394696

>>1394695
"Learn to read" is also rood.

>> No.1394702

>>1394693
Does this only work in Zandronum, or will it work in GZDoom, too?

>> No.1394703

http://forum.zdoom.org/viewtopic.php?f=19&t=45251

Get excited

>> No.1394706

>>1394702

Some things are broken in Gzdoom, so no. For Zandro only at the moment.

>> No.1394709

>>1394706
You could load it with zandronum.pk3 in GZDoom to get the missing scripts right?

>> No.1394710

>>1394702

I've only worked with Zandronum in it. I have no clue how it'll react in ZDoom, though an acquaintance said it was kind of sort of playable aside from a ton of Unknown P-Code errors.

>> No.1394717

>>1394709
>loading zandronum.pk3 with GZDoom
won't work

>> No.1394718

>>1394709
Haven't tried that, but when I tested it (Because Term asked for someone to test it in Gzdoom) I noticed that Cvars broke and that important things sorta didn't work. So I'm just relaying what I've experienced.

>> No.1394724

>>1394703
>took pictures of his computer
YES, ALL HYPE

>> No.1394728

>>1394702
Some things like the Space Jump and the third person camera for the Morph Ball don't work.

>> No.1394814

>>1394724
>Seriously, use print screen
>Get lost your garbage anyways

>> No.1394829

I want to play some Doom with the Doom RL arsenal. I've played enough of the IWADs and I want to try something new, but playing Doom for a long time makes me dizzy.
Anybody knows good Doom pwads, but with small levels, like Scythe?

>> No.1394867
File: 165 KB, 424x250, 19[1].png [View same] [iqdb] [saucenao] [google]
1394867

>>1394829

>DoomRL arsenal

How coincidental, I was about to ask if it was wise to start playing that weapon mod without having tried the roguelike fangame first.

I've seen people talk about it in both IRC and some blogs, but idunno, it seems like there's a fuckton of guns and weird mechanics for me to handle and get used to

Help, anyone?

>> No.1394881

>>1394867
You're better off going to roguelike general on /vg/, they've got a help section for most popular roguelikes.

>> No.1394889

>>1394881

...I was asking about the mod based on the fangame based on the game. You know, this one

http://forum.zdoom.org/viewtopic.php?t=37044

>> No.1394895

>>1394867

>>1394829 here.
I've played a LOT of Doom RL, and Doom, and Doom RL arsenal offers a nice balance between both of them.
There are three things that annoyed me, though. In Doom RL there is an inventory limit, and in Doom RL arsenal, there is a weapon limit. You need to drop a weapon to get another one, and it gets complicated in the middle of combat.
The second, certain weapons work differently. You need to reload a lot of weapons to shoot, like the rocket launcher. And the rocket launcher holds only one missile, so you need to shoot, reload, and shoot again. In Doom RL, that worked just fine, in Doom, not so much.
And the third, you can upgrade weapons by using mod packs, but there are certain combinations that will make your life easier, like the Gatling Gun, the Elephant Gun, the Ripper, or the Biggest Fucking Gun. You can play without knowing them, but you're gimping yourself if you do so.

I think you should try to play the RL to get a "feel" about how things work, and then play the mod.

Protip: To open the grey weapon boxes, shoot them.

>> No.1394904

>>1394889
Sorry, I thought you meant the actual game. Honestly the most help you'll find is the doomrl wiki page which has all the assembly combinations.

>>1394895
>shooting boxes
>not just punching them so you don't waste ammo

>> No.1394940

>>1394904
>punching boxes
>not carrying a dedicated box-opening chainsaw

>> No.1394953

>>1394940
>wasting a slot on a chainsaw
I can go all night, anon.

>> No.1394970

>>1394953
>not keeping a ripper on hand so you never have to worry about dying

>> No.1394982

are source ports just emulators? i'm the same scrub from earlier. went to bed and now im going to try and install them.

>> No.1394983

>>1394982
source port is based on same code as the original game, just expanded

emulator tries to replicate hardware

>> No.1394986

>>1394982
They're modifications of the source code that enable the game to run on modern OSs while also fixing bugs and/or adding new features to the game.

>> No.1394989

>>1394982

A source port is a port of the source code to another .exe.

>> No.1394993

>>1394989
>>1394986
>>1394983
what do i click on to run best of the original doom. like one with out bugs and nice little enhancements.
i think thats chocolate doom but im not sure, this is shit is complicated as fuck

>> No.1394997

>>1394993

Chocolate Doom is as close to vanilla as you'll get, so that means WITH bugs and without nice little enhancements.
If you want without bugs and with nice little enhancements, you'll want GZDoom or Zandronum.

>> No.1395000

>>1394993
choco doom for vanilla without having to use dosbox/fuck with win95 compatibility
zandorum for MP
GZdoom for 2014

>> No.1395004
File: 73 KB, 299x276, 1391922731877.png [View same] [iqdb] [saucenao] [google]
1395004

ill try to tell you how far i am. i went to the weebly FAQ.
i went to the source port for chocolate doom
i have the iwads.zip file containing doom.exe and doom2.exe
the only other mods i have done are a carmegedon mod for GTA 4, and in the process of that i deleted something so the main game wont run, only liberty city. Also, a zsnes mode for earthbound, but thats on the wiiu so.

>> No.1395007

>>1394997
>>1395000
Why gzdoom? Why not just zdoom?

>> No.1395014

>>1395007
GZDoom has a fancy OpenGL renderer that generally makes things prettier. Some maps require it for stuff like sloped 3D floors and dynamic lighting. It also has vertical mouselook that won't make you sick.

>> No.1395015

>>1395007
GZ can do anything that Z does, on top on having fancy lightning effects, and rendering levels in full 3D (making looking up/down make things a lot less painful)

>> No.1395017
File: 56 KB, 512x384, 1361574557134.png [View same] [iqdb] [saucenao] [google]
1395017

>>1395000
>>1394997
excellent trips first off
fuck me i just saw the one that says zdoom "the sourceoport to get for singleplayer"

>> No.1395027

>>1395014
>>1395015
okay, i faq said to go here http://devbuilds.drdteam.org/zdoom/ and now theres a huge list of shit.

>> No.1395042

>>1395027

Yeah, those are the builds of GZDoom sorted chronologically.
What's the problem?

>> No.1395045

>>1395027
you can just grab the most recent dev build
or go to the official website and use the most recent "official" release

>> No.1395101

okay sorry for bothering you guys. i seriously think these things are more complicated than looking it up on google and youtube.

>> No.1395105

>>1394895
god damn I walked past so many of those. Thank you anon

>> No.1395115

>>1395105
another protip: if you have armor or boots that are part of a set, you'll have a better chance of finding the matching part if you open a box while wearing the part that you do have

>> No.1395117

Is anyone else a big fan of slaughter? What is the best slaughter map/wad? Any tips for making the best slaughter of all time?

>> No.1395121

alright im so down for this. my last hurdle is the controls. is there no such thing as my mouse letting me look up? what do you guys set your controls to?

>> No.1395123 [SPOILER] 
File: 16 KB, 460x276, Gore%201102[1].jpg [View same] [iqdb] [saucenao] [google]
1395123

Okay, speak up everyone. This is an honest to good question, I swear on everything holy that I don't want to stir the pot:

So let's say that have planned to do some gore sprites LOOSELY BASED on real gore pics, just like SgtMark allegedly did for Brutal Doom..

I don't plan on converting them directly on the Doom palette and then place 'em ingame with a lazy Scale job in DECORATE. I'm just going to take 'em AS A BASE for what I'm about to sprite, and I'll be knee-deep into getting 'em to resemble the rest of the Doom style of gore decorations, that's all.

Would the community as a whole feel conflicted for this approach? I can't really see myself looking for another "source" to base my work on. Should they really know if I took inspiration on such material; anyway, any other suggestions would be really helpful.

>> No.1395126

>>1395123
so you're referencing them / tracing them?

okay whatever fine it's legal

>> No.1395127

>>1395117
>is anyone else a big fan of slaughterfest*?
i like the maps but i dont like when they become ridiculous and you have to use the BFG forever
>what is the best slaughter wad?
Plutonia
>any tips for making the best slaughter of all time?
Do not spawn over 2000 enemies in a big arena,that is just lame,what you need is something like Plutonia but with more variety

>> No.1395130

>>1395121
zqsd for moving, a and e for turning
space to jump
alt to sprint
shift to activate (i recommend having a second key for it in case an "unf everything" is needed)
drop weapon on mouse 3
duck on mouse 4
w and c for items select and x to use them
(mouse 5 for kicks if you play brutal doom)

>> No.1395132

>>1395117

>Any tips for making the best slaughter of all time?

Yes. Remove the BFG entirely from the wad. And let's see which one of those slaugthertards can survive and prove that he's the real deal

>> No.1395138

>>1395123
I'd honestly avoid doing it. Game gore is ludicrous gibs, real gore is absolutely disgusting. I'd really just play a rather gory game like Fallout 3 or Soldier of Fortune instead and draw inspiration on that.

Your call though. Personally I'd just say "Ew" at the reveal and get on with my life.

>> No.1395139
File: 102 KB, 212x251, PlastCaco.gif [View same] [iqdb] [saucenao] [google]
1395139

>>1393879
http://www.doomworld.com/vb/wads-mods/48080-plasticine-sprites-wip-now-with-demo-wad/

It's beautiful and I want more of it

>> No.1395140

>>1395121
To use the mouse to look, set mouselook to always (I think it's in options>mouse)

>> No.1395142

>>1395121
>is there no such thing as my mouse letting me look up?

Enable Mouselook in your options.

>> No.1395143

>>1395139
http://utopia.duth.gr/~ve5822/Doom/PLASCACO.wad

>> No.1395149

>>1395130
>zqsd for moving

What. Are you using an azerty keyboard, or do you just like your controls really obtuse?

>> No.1395146
File: 104 KB, 640x480, Resting.jpg [View same] [iqdb] [saucenao] [google]
1395146

>>1395139
AAAAAAAAAAAAAAA IT'S SO CUTE

>> No.1395151

>>1395138

Hmm, have you seen Samsara's bloodyhell modes? That is my approach; I am NOT planning on working on the gore pics themselves and cropping them to in-game proper size, think of it as looking at the source pic and then drawing what you would see in-game

>> No.1395152

>>1395149
ah, yes, it's in azerty, sorry

>> No.1395156

oh my god where have i been. this is pretty kickass. im on the second difficulty, the easy lvl 2 if you will. i keep finishing missions accidentally even though theres more stuff i want to do

>> No.1395159

>>1395146
Cacodemon,huh?
more like Plast-O-Demon

>> No.1395181

>>1395132
fuck that shit of removing the BFG
remove monster in-fighting and prepare for Doomworld's shitstorm and call your slaughterwad a terry wad

>> No.1395179

>>1395151
>Hmm, have you seen Samsara's bloodyhell modes? That is my approach

...
So, Nashgore, Brutal Doom, and Twinkle Star Sprites?

>> No.1395184

>>1395179

Nooo dammit, I mean, take a glance at how the Samsara's custom XDeath look.

>>1395181
>and call your slaughterwad a terry wad

You don't even need to tell anyone that your work is a Terry wad, they will immediately assume it's one.

>> No.1395195

>>1395184
my point was that if you disable monster in-fighting in a slaughterwad,you will be worse than Terry
and you become worse than all the villians and become the bigger evil fucker if you do this with slaughterwads
1)No BFG
2)Little to no Invulnerability spheres
3)No monster in-fighting
4)Revenants+Archviles+Chaingunner traps

>> No.1395198

>>1395195
oh,and forgot to say
5)Make the monsters to be able to run and shoot at the same time

>> No.1395205

>>1395195
>my point was that if you disable monster in-fighting in a slaughterwad,you will be worse than Terry

Welp, them bitches better prepare those Kleenex.

>> No.1395237

>>1395123
I would love it, a great source is bestgore.com (and don't worry, it is legal) and /b/ . You don't need to reference the dead bodies, but even if you did no one would care, as they were supposed to look like dead bodies in the first place.

>> No.1395363

>>1395123
personally i don't give a flying fuck if you base it on a baby's latest puke, or on some guy who took a chainsaw to the everywhere as long as the result is good.
for everyone else (and possibly the moralfags) it might be good if you don't advertise it as based off real gore too much

>> No.1395365

>>1395363
The Dead Space people based their gore on real gore and it got praise.

I think it's because they didn't actually use real gore.

>> No.1395369

>>1395365
Yeah, from what I remember they based the corpses and stuff off car crash victims. That must have sucked for the art team.

>> No.1395489
File: 68 KB, 800x600, ALOT of semi-transparent water.png [View same] [iqdb] [saucenao] [google]
1395489

>>1394198
Me too, dude. Me too.

>> No.1395523

>>1395179
>Twinkle Star Sprites

I... what? That's probably the last thing I think of when I think Doom.

>> No.1395564

>>1395523
just watch the video
bloodyhell: -1

>> No.1395629

>>1395369

As [Dead Space Guy] sits on the bridge of his home ship, osmosing a mission briefing and listening to a distress call from a woman he might know in the imaginary real world, it is perhaps not possible for him not to be rubbing his proverbial hands together and daydreaming about stomping him some flesh and bones. He’s probably literally thinking: “Man, I hope there are some dead people in there.” It’s said that the art team of Dead Space researched photographs of car-crash and train-wreck victims in order to achieve a command of the accent of death; we wonder if the game designers didn’t do similar research, like, maybe by visiting actual car-crash sites and jumping up and down joyfully on the dead bodies while wearing football cleats.

[...]
Again, we recall that the graphic designers of Dead Space looked at photographs of car crash victims to perfect the gruesome appearance of the monsters. Maybe that’s a sign of something wrong. If you have to go out of your way to look Actual Death in the eye, maybe you’re just not cut out to do horror. The best masters of horror were, by all accounts, genuinely, innately disturbed people. Ian Curtis of Joy Division, for example, was just some schlub factory worker. He didn’t need to actually commit suicide in order to sing about committing suicide. No, he committed suicide afterward. Et cetera.

>> No.1395658

NEW THREAD

>>1395656

>> No.1395997

>>1395156
Are you talking about doom RL or are you doing your first playthrough of Doom? Either way, glad to hear you're enjoying yourself, and welcome!