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/vr/ - Retro Games


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File: 75 KB, 640x353, doom-1-banner-640x353[1].jpg [View same] [iqdb] [saucenao] [google]
1432065 No.1432065 [Reply] [Original]

DOOM THREAD, (Last thread >>1425381)
(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

>> No.1432069

****************************
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 Doom 2 race which was a result of a bid war between that game and Ultimate Doom. To rewatch the Doom speedruns, go follow this link http://www.youtube.com/playlist?list=PLQcxg3SUqlYBoSYrpNJVu58GsoCXMREa1

-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, well, they surely left a lot of stuff to discuss related to the decisions made on some wads...

-From the creators of Russian Overkill, here is to you The Guncaster! http://forum.zdoom.org/viewtopic.php?f=19&t=37066 Give it a try if you want.

-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.1432089
File: 8 KB, 468x354, doomline.jpg [View same] [iqdb] [saucenao] [google]
1432089

Doom level design question, I'd love to hear as many thoughts as possible and these threads always last a few days.

Pic related.

How can I spice things up in a fight scenario that is taking place in an area that is a straight line (eg: a bridge)?

Also, the bridge is quite long.

Because if it was just corridors I'd be adding extra areas on the side but with a few bridges, it gets a bit hairy and I'll admit I dont have all the ideas.

>> No.1432094

>>1432089
Make the bridge broader, or don't use it at all.

>> No.1432095

>>1432089
add some blocks to cover if archviles appear,but dont add too many blocks to cover
use Cacodemons,Zombie soldiers,Imps,Pinkies and Hell Knights only,and in case you are adding custom monsters,add monsters that are not more powerful than the Baron of Hell,you could use Relam667's shadow

>> No.1432097

>>1432089
make parts of it "crumble" (lower) into lava etc
make some jerk running at you and suddenly appear in front of you
make some jerk chasing you

>> No.1432101

>>1432089

Make it an auto scroller.

>> No.1432105

>>1432094
well, i want moving over a body of liquid to be a big part of the map
is there anything other than a bridge to use?

i dont know how well gzdoom supports diagonal jump pads like from quake 3

>>1432095
>shadows

Realm667 is great and all but shadows are almost too good in their niche that I think some players will groan if they see that monster in particular.
Good idea on the blocks though.

>> No.1432106

Hey, are there any weapon .wads that ONLY port DooM 3 weapons to G/ZDooM, and work with current G/ZDooM? Doomero's .wad adds WAY too much shit (I just want the weapons), and the other two mods only work for outdated G/ZDooM.

>> No.1432110

>>1432105
You want a modern bridge, right?
Just make one similar to the one in Left 4 Dead 2 or something.

>> No.1432140
File: 324 KB, 1680x1050, filter.png [View same] [iqdb] [saucenao] [google]
1432140

filter always on

>> No.1432170

>>1432140

It'd be fun to see a counter of how many servers get filtered

>> No.1432179

>>1432089
Make the bridge retract into a wall slowly, to put pressure on.

>> No.1432183
File: 2.69 MB, 300x168, burn.gif [View same] [iqdb] [saucenao] [google]
1432183

Working on Metroid Prime-style Charge Combos.

>> No.1432203

>>1432179
I dont think GZDoom allows 3d sectors moving sideways.

>> No.1432206

What is a feature of Doom (maps, weapons, sounds, enemies, whatever) that you didn't specially like, or just straight up dislike or hate?

>> No.1432209

>>1432183

I certainly think it's pretty.

>>1432206

The pistol and normal fist, so weak, so slow, and the pistol consumes chaingun ammo, damn that's annoying

>> No.1432224

>>1432183
that looks fantastic
>>1432206
sometimes I wish the cacodemon didn't have that blue blood, other times I think it works though
also I feel like the pistol fires a bit slowly, I like using it but I find that sometimes it's just not feasible

>> No.1432225

>>1432206
Everything about the pistol.

It's slow, weak, and sounds like a toy gun.

>> No.1432230

>>1432206
Pistol and chaingun sounds for me.
Pistol sucks in general to be honest.

>> No.1432235

>>1432206
Pistol/Chaingun sound.
No gloved punch.

Not a fan of those.
Thank goodness for mods.

Duke Nukem had the best pistol

>> No.1432238

>>1432235

>Duke Nukem had the best pistol

Can't agree hard enough. I want to use it in a future mod.

>> No.1432245

Are there any modern-ish fps that have Doom-like gameplay?

>> No.1432249

>>1432245
The only one that's even come close to getting it right so far is Wrack, and that's still in early access.

>> No.1432250

>>1432245
None of them.
None even try.

It's a dead genre.

>> No.1432252

>>1432249
Oh yeah, I checked that one out. Seems interesting.
>>1432250
Okay then. Back to downloading megawads and playing shmups.

>> No.1432323

>>1432089
Add Pinkys to the bridge. Then put a horde of cacodemons or pain elementals in the air surrounding the bridge.

>> No.1432342

>>1432065
but anon, the anniversary is on the 10th of december

>> No.1432351

>>1432342
It's referring to /vr/'s first anniversary, and Doom threads with it.

>> No.1432352

>>1432245
>>1432250
>>1432252
Yeah, this. People keep saying HERPADERP SERIOUS SAM HARD RESET THROWBACK but they're really more like linear slaughterwads mixed with light gun arcade stuff.

The only one that vaguely comes close is Shadow Warrior's reboot, and that's because it has backtracking and key-gathering. Even then, it's almost nothing like the original Shadow Warrior.

>> No.1432356 [DELETED] 

http://forum.zdoom.org/viewtopic.php?f=12&t=45368&start=30#p749050

hellser butthurt about people shittalking bronies and cherry picking brony accomplishments and comparing porn of animals that shows up when kids try to find shit for their favourite show to porn of a game made for adults

>> No.1432357

>>1432206
Whoever thought up the Pain Elemental needs to be punched in the face, as well as fucking Lost Souls (the latter I only hate due to shittons of .wads abusing them)

>> No.1432358

>>1432357
sounds like they did their job well

>> No.1432359

>>1432351
oh okay

>> No.1432361

>>1432356
fuck off with your imported drama you shit

nobody cares

>> No.1432365

>>1432361
Do not respond to such posts. Report and hide.

>> No.1432367 [DELETED] 

>>1432356
>Current Doom community

>> No.1432383

>America will go to war with North Korea before TSP is updated

>> No.1432387

>>1432383
:|

okay sounds about right

>> No.1432408

>You will be drafted into WW3 before playing the TSP update online

>> No.1432496

>>1432352

It's still a fucking incredible game, though. It feels like a modern Project MSX, nicking and picking different bits and pieces of modern FPSes and combining it with run-and-gun gameplay.

>> No.1432508

>>1432206

I really hate how blatantly overpowered the Super Shotgun is.

>> No.1432574

>>1432508
It sucks at long range, actually.

>> No.1432579

>>1432496
Eh, it feels more like a watered-down Bulletstorm + Hard Reset and a good melee system. I wish they had added more melee combos and made the original riot gun.

>> No.1432586

>>1432574
Yeah, that really important part of Doom (long-range combat) really helps balance it out.

>> No.1432592
File: 576 KB, 630x699, Phil-Anselmo-1[1].jpg [View same] [iqdb] [saucenao] [google]
1432592

lifer.mid

http://vocaroo.com/i/s0X48ty6BvJU

Also damn you vocaroo for sodomizing the quality of this (it's a gosh darned .wav file)

>> No.1432602

>>1432206
the slow ass weapon switching mostly, that + autoswitching gets me killed quite a bit

>>1432508
it's fine for singleplayer, it's just in deathmatch where it tends to dominate in, and turning it into a game of SSG jousting in the end

>>1432574
you move fast enough for that to be not much of a problem

and time like that only happen in singleplayer, and it doesn't happen very often

>> No.1432630

>>1432592
>uploading wav
>thinking it won't convert it for stream
use ogg or mp3 next time

>> No.1432635

>>1432592
The doubled guitar at around 2 minutes in might sound better panned left and right a tad

>> No.1432660

>>1432592
If it's possible the panning should be spread out more to widen the stereo image. A trend I've noticed in music for film and games is that the middle of the stereo image is kept clear (especially in the midrange) for sound effects to cut through easier without having to turn the music down considerably.

Personally, I would move the guitars to the sides and spread the cymbals around but keep the bass centred unless you want to experiment with layering bass sounds, like one electric bass on the left, a slightly different electric bass on the right, and a synth bass that's mostly low frequencies in the middle.

Try playing with the pitch of drum channel, it might sound better higher or lower.

>> No.1432662

>>1432630

>MP3

Even fucking worse, you're uploading a lossy file to a website that craps on the quality even more

>>1432635
>>1432660

I'll try to upload it to a better place, possibly my tumblr

>> No.1432669

>>1432662
I don't think we'll be missing much quality from the Roland GM kit. We all know what it sounds like.

>> No.1432682

>>1432662
Also try pushing everything behind the drums by a few ticks. In a real band people often take cues from the drummer and lag behind. It also helps with the impact for kick-assisted guitar chugs.

>> No.1432702
File: 41 KB, 500x325, 1393438847824.jpg [View same] [iqdb] [saucenao] [google]
1432702

Okay, here. Warning, it may still sound like shit

http://imx-doomer.tumblr.com/post/77921976587/and-if-youve-ever-wondered-how-would-sound-a-down

Also here's the midi for those interested

https://www.dropbox.com/s/iwcva5v1iofohl2/lifer.mid

>> No.1432716

>>1432702
Open hihat is way too loud. FL keeps reverting to centered piano seemingly randomly during playback. Any idea why?

>> No.1432831

>>1432702
Dude, get a soundcloud.

>> No.1432961
File: 13 KB, 256x128, moon1[1].png [View same] [iqdb] [saucenao] [google]
1432961

A custom sky for the "Doom 64 to Doom 2" project (which basically is the levelset of Doom 64 done in the Doom engine)

http://www.doomworld.com/vb/post/1243697

>> No.1433031
File: 5 KB, 116x85, Glove-Concept.png [View same] [iqdb] [saucenao] [google]
1433031

>> No.1433048

>>1433031

My God, what happened to his fingers?

>> No.1433056

>>1433048
Skinned them on all the edge

>> No.1433059

So here's that battery operated mod I was talking about, this version lacks polish, it's a complete barebones concept but it works

The concept was a weapon mod that made all weapons use the same ammo, and the ammo had to be gained by manually charging up. You'll need to bind a key to initiate the charge, just hold the key to replenish the ammo stock

https://www.dropbox.com/s/hqmlxg0sjznlpb7/KineticCharge.pk3

>> No.1433095

>>1433048
He's been surgically enhanced to be a master of combat, so his hand was contorted to wield any gun immediately as long as he puts his hand close to it.

>> No.1433209
File: 1.98 MB, 300x168, clusterfuck.gif [View same] [iqdb] [saucenao] [google]
1433209

People liked the Wave Beam's charge.
So the Wave Charge Combo is that plus more.

It launches a missile which emits cluster grenades which turns the room into a cluster fuck.

>> No.1433221

>>1433209
groovy

>> No.1433229
File: 397 KB, 500x267, groovy.gif [View same] [iqdb] [saucenao] [google]
1433229

>>1433209
>>1433221
Cool. Reminds me of the Fusion gun from Zen Dynamics, and that's cool.

>> No.1433245

Daily dose

http://www.youtube.com/watch?v=iGoti0p3RQo

>> No.1433260

>>1432586
>doesn't remember fighting in downtown or the mid-late Doom maps where you fight in big-ass areas
are you blind as a bat or something

>> No.1433262

>>1433260
Yeah, that really balances it out.

>> No.1433271

>>1433260
If you're trying to snipe enemies then you either have mouselook on or you're overestimating how far autoaim actually goes.

Besides, it's not very hard to close the distance given Doomguy's speed.

There was no level big enough to make you have to pull out the chaingun for precise shooting. Shotgun/Super Shotgun dominated

>> No.1433286
File: 108 KB, 600x756, Slowly-Progress.png [View same] [iqdb] [saucenao] [google]
1433286

Slowly happening

>> No.1433289

>>1433286
I usually prefer black for the top of the hand and red for the inner part of the hand.

Looks nice though.

What's it for exactly?

>> No.1433290

>>1433289
Something to do

>> No.1433293

>>1433289
>>1433286
i think inverting the two would look better, for now it looks more like a really painful wound than a glove

>> No.1433306

>>1432602
You can disable autoswitch m8.

>> No.1433312
File: 132 KB, 600x756, Inverted.png [View same] [iqdb] [saucenao] [google]
1433312

>>1433289
>>1433293
I don't like it much.

>> No.1433320

>>1433312
>>1433286
Honestly I like both.

Would use regardless of which gets to be the primary color.

>> No.1433325
File: 106 KB, 600x750, Green.png [View same] [iqdb] [saucenao] [google]
1433325

Once I get it all cleaned up and sorted out I'll probably release a few different colours. The hardest thing I'd have to do is paint in shadows and pixel-edit.

>> No.1433328

I edit a acs file but how do i recompile in slade?

still doing a feature that i do not want.

>> No.1433331

>>1433328
Right click on it and go down to Scripts, then click Compile ACS, make sure that SLADE is pointed to your ACC executable and other files

>> No.1433336

>>1433325
You should get white as one of the two colors like Far Cry 1.

Those were some of my favorite gloves.

>> No.1433338

>>1433306
doesn't change the fact that it takes forever to switch weapons

good thing later fps games quickens it

>> No.1433339

>>1433331
i edited the source code

i cant view the acs for some reason it keeps going back to ACS.

>> No.1433340

How the hell do I do the skip in E1M4 for DOOM?
To skip to the end you jump onto a ledge to bypass the blue door.
I've only been able to do it a few times. I can't get it consistently. Am I strafe running wrong?

>> No.1433343

>>1433339
Yeah, you can't view compiled ACS code, even the decompilers out there are pretty sucky, if you recompile the source it automatically overwrites the old compiled ACS if it shares the same, so global.txt [source] would overwrite global.o [compiled]

>> No.1433342

>>1432602

>SSG jousting

If you don't think that sounds cool you might have brain problems.

>> No.1433347

>>1432602
If the SSG wasn't there then it would be shotgun jousting.

Both weapons dominate very hard solely because they have such high firepower on top of being hitscan.

The only other thing that really gets used in deathmatch are rockets and the BFG.

>> No.1433348

>>1433340
It's pixel perfect

>> No.1433350

>>1433059

Concept wise you could go places with this, though I hope if you do you'll add things like a graphic for winding a little dynamo, some unique weapons, and remove the flash when winding

>> No.1433353

>>1433340

you got to SR50 that shit IIRC

http://zandronum.com/forum/showthread.php?tid=469

Using the mouse to do the "jump" is somehow easier for me

>> No.1433352

>>1433343
so i over save the new source and override it?

>> No.1433356

>>1433353
The jump was possible before straferunning became SR50.

>> No.1433360
File: 232 KB, 1280x646, super_shotgun.jpg [View same] [iqdb] [saucenao] [google]
1433360

>>1433342
>SSG jousting
Oh god I'm getting hard just thinking about it!

>> No.1433370

>>1433347
>If the SSG wasn't there then it would be shotgun jousting.

Have you even played any Doom 1 DM?

>> No.1433369

If I turn my mouse dpi all the way up and use the mouse movement while already straferunning will I go faster? Or is this cheating/10?

>> No.1433380

>>1433343
hmm well i saved the .c and imported over the .c and now it negate the feature...

>> No.1433384

>>1433370
Yes I did.

Pistol doesn't hurt much.
Shotgun two shots people.
Chaingun whittles people down but is outperformed by shotgun.
Rockets are only good for area denial(Like Doom 2 DM)
Plasma is strong but easy to avoid(Unless you get killed once and proceed to get spawnkilled repeatedly)
BFG is the same.

The shotgun has immense power and is easy to get.
SSG is the only thing that does it's job consistently better.

>> No.1433401

>>1433209
Well that's a room sweeper right there.

>> No.1433402

>>1433350
I probably will add more stuff, this was more of a proof-of-concept kind of deal. It's a pain in the ass to find the sprites though and I'm no artist.

>> No.1433406
File: 6 KB, 200x291, Panic[1].jpg [View same] [iqdb] [saucenao] [google]
1433406

Arcades3d status

[ ] Do not download anything
[X] DOWNLOAD FUCKING EVERYTHING

>> No.1433408
File: 60 KB, 521x596, 1385049002237.jpg [View same] [iqdb] [saucenao] [google]
1433408

>>1433384
>chaingun outperformed by shotgun
>rockets only good for area denial
>BFG easy to avoid

>> No.1433413

>>1433262
Someone make blindness a new powerup in MP, like the joke powerups they had in MOH1 or GoldenEye.

>> No.1433414

>>1433271
All you do is just pull out the shotgun and rinse repeatedly if you're concerned about ammo.

>> No.1433416

Someone told me my casings are missing primers.
I don't have much /k/nowledge, it seems some kinds of ammo lose their primers while others don't
how would a 10mm, a .50 and a 12 gauge react?

>> No.1433419

>>1433408
Even in single player the chaingun is inferior to the shotgun in damage output despite it's high rate of fire.

It's even more of an issue when both players are dodging frantically, and keeping your bullets on them the whole time gets more difficult.

Rockets are too slow to hit anyone directly if they know how to dodge, that's why it's about area denial.
You shoot rockets down areas you think somebody is going to come through rather than try to hit someone with rockets directly. You can't mouselook either so you can't take advantage of splash damage like normal.

BFG is very easy to avoid. Most levels don't even have it anyways.
You can make the BFG more likely to hit if you're using the silent BFG trick while peeking around corners to hit somebody with rays.

But even that's limited in effectiveness and you can't do it that often due to ammo cost.

>> No.1433424
File: 75 KB, 570x649, 10mm.jpg [View same] [iqdb] [saucenao] [google]
1433424

>>1433416

>> No.1433425

Hey, what does /doom/ think of this? https://www.kickstarter.com/projects/1786613985/gunscape It's got a heavily inspired DooM theme and enemies.

>> No.1433429
File: 56 KB, 640x480, 50.jpg [View same] [iqdb] [saucenao] [google]
1433429

>>1433416
.50

>> No.1433431

>>1433425
go away kinsie

>> No.1433434
File: 58 KB, 570x427, 12 gauge.jpg [View same] [iqdb] [saucenao] [google]
1433434

>>1433416
12 gauge

>>1433425
looks like any other cube engine game

>> No.1433439

>>1433431

but anon, don't you see that working on Reelism is SO hard and laborious?

>> No.1433440

>>1433402
>>1433350

Also, I was thinking, how would new weapons sound? I was thinking to go with the energy theme, all the weapons could be energy based.
For example the pistol would be a slow firing plasma pistol, shotgun would act like a spread gun with a limited range, super shotgun would be replaced with a slow firing high damage & speed accurate projectile like a plasma-sniper of sorts etc. etc.

>> No.1433442

>>1433416
Wait, why would anyone hop on you for missing primers in a game where you fight demons and tank rocket launchers? Unless this is something for HIdeous Destructor, in which case, carry on.[/url]

>> No.1433445
File: 3 KB, 126x111, 1336178059332s[1].jpg [View same] [iqdb] [saucenao] [google]
1433445

>>1433406

SERIOUSLY YOU DUM DUMS THIS IS OF HEAVY IMPORTANCE. LATER ON PEOPLE WILL BE CRYING FOR WHAT'S LOST WITHOUT ACTUALLY HAVING BEING PREPARED FOR IT

>> No.1433446

>>1433440
There was a mod that had nothing but energy weapons.

It wasn't very fun.

>> No.1433449

>>1433425
so its a cookie cutter or pre modular quake?

eh lets see what plebs come up with aslong no health regeni dont see no harm it can do to brofags

>> No.1433447

>>1433440

There's quite a few energy weapons out there, how about go with magnetized weapons? Like things that shoot out chunks of metal and shit

Fuckin miracles

>> No.1433450

>>1433440
I'd prefer a kinda crappy homemade weaponset like Metro 2033's over energy.

But then again I've never really liked energy weaponry. Most don't feel very powerful or sound good.

Even worse when they're going pew pew.

EDF 2017 and 2025 have the best energy weapons I've seen.

>> No.1433454

>>1433445
pretty sure all of these games are on http://3dsl.game-host.org/shooter/news

>> No.1433456

>>1433440
If you want to do all-energy, you can do a cheapo cliche route and do what Fallout does, make laser shit hitscan and plasma projectile-but-more-damaging. I'd suggest making the pistol chargable, even if that'll have whiny fucks screaming 'gaylo'.

Don't forget a railgun (even if that's not energy-based).

>> No.1433459

>>1433454
>pretty sure

I am also pretty sure there's a fuckton of stuff in there that is unobtainable in other places, like, for example, the mapping entries of each year's mapping competition they have for Doom

>> No.1433463

>>1433425

>Blowfish

What's with indie devs and having fish-themed mascots and names as of late?

Also

>Memeface hitler guy
>weak weapon animations
>aping classic games rather than taking inspiration from them

It's gonna suck dick. Avoid.

>> No.1433464

>>1433446
Didn't Wildweasel make that one? I vaguely recall finding it kinda weaksauce.

>>1433450
Contrary to this, I'd like tacticool high-speed low-drag "why are we still using bullets a thousand years in the future" rifles. In fact, I might go sprite rips from Killzone, Crysis, or Planetside to help.

>> No.1433467

>>1433447
How would that work with the idea of cranking to restore ammo? Wait-wait-wait, how about electricity based weapons? Does that sound good?

>> No.1433469
File: 15 KB, 454x248, 308-casing.jpg [View same] [iqdb] [saucenao] [google]
1433469

>>1433416
>some kinds of ammo lose their primers

Ideally, not. That would imply a horrible overpressure, and that perhaps the cases were erroneously double-loaded at the factory.

If you ever shoot a gun, and the primers crack or outright shatter/blow out, that's dangerous, and you should not be shooting that ammunition. I mean, you'd get problems with extracting too, because the case would swell (another warning sign of overpressure), but still.

Really, the casings should look like in the picture just a dent in the primer (there'd be a clawmark from the extractor on the rim too, but that wouldn't show on the resolution you're working with I think)

>> No.1433471

>>1433467

Just say you have a bottomless supply of chunks of metal. It's videogames anon, it doesn't have to make sense.

>> No.1433475

>>1433442
the shotgun casings are relatively big, it isn't that hard to notice

>> No.1433476
File: 83 KB, 366x276, fakirnogwat-RAILGUNwip.gif [View same] [iqdb] [saucenao] [google]
1433476

>>1433464
please do more than screenshot it

>> No.1433482

>>1433469
thanks

the mod you guys are looking for is "Batteries Still Not Included"

>> No.1433494

>>1433440
orange transparent energy chainsaw
'nuff said

>> No.1433497
File: 2.90 MB, 290x189, planet of the lel.gif [View same] [iqdb] [saucenao] [google]
1433497

>>1433463
>gmota
>aping classic games

>> No.1433504

>>1433459
Why not just grab everything from there and make a torrent?

>> No.1433505

>>1433476
Will do.

The only annoying bit is having to fucking recut each frame for a reload animation.

>> No.1433509
File: 814 KB, 500x375, 1393462148235.gif [View same] [iqdb] [saucenao] [google]
1433509

>>1433497

The difference here is I never claimed my mod to be anything else, I'm not saying shit like "Use this familiar lance" no, it's Arthur's Lance, it's super GnG, if I said anything else I'd be outright lying. What's worse is they're copying those classic weapons but giving them shitty animations and making them lame.

Plus I'm not making a game and charging money for it, now am I?

But if none of that convinces you, then I guess I'm an asshole

>> No.1433510

when is /doom/s birthday?

>> No.1433512

>>1433482
Oh, yeah, that. Lemme give it a whirl to see why I didn't really like it.

I really fucking hope the new AEOD doesn't spam as much Painkiller weapons. I miss the Quake 4 rifle.

>> No.1433513

>>1433505
Might be able to just get enough to make it look like the player is moving it into a reload position and then just move hands on it

Like how people did the vanilla shotgun reload animation, gun moves into positions, hands start flying, gun goes back in place

That way there's less to animate because the gun itself stays still when its in position

>> No.1433518

>>1433510

Same one as /vr/, March 18th; in addition, there were three main Doom threads around the time it was born, one of them being made by the people from the /vg/ general (which was born from people from /v/)

>> No.1433521

>>1433518
Cool cool... Thanks

>> No.1433523

>>1433513
Yeah, I think I can have the gun move back just enough so the magazine well (if it has one) disappears, an empty mag clatters to the floor, then push it back out. It's lazy and I normally don't like GoldenEye shit, but still.

I was seriously going to do stuff for Project MSX, since I thought the XM8 was too real world-y (har har spergy shit). If 90% of development was spent smashing a keyboard and painstakingly animating that XM8 reload, I wouldn't be surprised.

>> No.1433546

>>1433464
I like bullets.
And shells and shit like that.
Even if it's futuristic high tech bullets and shotguns I'd be all for it.

But energy weapons just feel so.. lame.
Especially if the entire weapon selection is pure energy.

Don't know what it is, just never liked them.

>> No.1433551

>>1433494
That sounds like it would be pretty funny, I've never seen it in a doom mod before.

To be honest, I didn't really want this mod to be much more than a mutator i.e. not using many/any custom graphics, mostly because I'm a mapper/coder, not an artist.

>> No.1433565

>>1433464
I think Halo has some of my favorite "We're still using bullets in the 2500s?" guns. They even go as far as using a lot of calibers that exist today, the most commonly one seen being 7.62x51.

>> No.1433567
File: 142 KB, 742x720, Careful,_Ivan,_cookie_is_bomb.jpg [View same] [iqdb] [saucenao] [google]
1433567

>>1433546
I think it's the lack of physical impact and the usual lack of the airsplitting crack of gunpowder. Something kinetic that feels like you're landing a blow to the target. At least, it feels that way with how a fair amount of games do energy guns.

I dunno.

>> No.1433573

>>1433565
I want some of the weapons of the WH40K universe. That one that is basically a chaingun rocket launcher is awesome (I forgot the name of it. BD rocket launcher kind reminded me of it)

>> No.1433576

>>1433573
The bullets the bolters fire in WH40k are basically miniature rockets themselves.

>> No.1433581

>>1433576
Ya, that was the one. It's awesome. This game https://www.youtube.com/watch?v=nb50aAFiOpM captured the feel of it really well imo.

>> No.1433598

>>1433360

I started salivating at the sight of that thing...what has doom done to me?

>> No.1433603

>>1433546
I liked Fallout 3/NV's take on energy weapons. To me, firing them felt good, not pewpewy. Also disintegrating enemies was a fun touch too.

>> No.1433653

>>1433360
This... is my BOOMSTICK.

>> No.1433667

>>1433598

It's given you a taste for good firearms.

>> No.1433685
File: 102 KB, 620x564, 1393466336888.jpg [View same] [iqdb] [saucenao] [google]
1433685

>>1433440
>It's a game that lets you go wild with your creativity in a pumping action sandbox! Gunscape does this by providing easy-to-use tools based on a block-placement interface everybody's already familiar with to create single-player campaigns, co-op maps and multiplayer arenas and the functionality to share your creations with your friends. Don't like building stuff and just want to blast your way through hordes of monsters or duel with other players? Maps can also be shared, played and voted on by the whole world, so you'll always have new levels at your fingertips!

>It's important to us that anybody should be able to create their own levels. In the days of Doom and Build engine games level editors were simple enough that it didn't take long to learn how to create a whole new adventure for the player. The truly skilled could create impressive feats of architecture, but the rest of us could still create enjoyable challenges thanks to tightly-designed game engines that focused on making the core gameplay pure fun.

So, modern doom ports except restricted to certain textures and enemies?

Also this one screenshot looks exactly like wolfenstien, top kek.

>> No.1433703
File: 2.92 MB, 320x240, 1388745861628.gif [View same] [iqdb] [saucenao] [google]
1433703

>>1433467
>Wait-wait-wait, how about electricity based weapons? Does that sound good?

>> No.1433710

>>1432065
so i downloaded a ACC thing from zdoom and path it to slade, and what not.

I deleted the lines1006-1042 from the 1.7 mod but gives me an error

Line 4 in file "C:\Users\Anon\Desktop\slade_310_b3\temp\parkmore.acs" ...
C:\Users\Anon\Desktop\slade_310_b3\temp\parkmore.acs:4: Couldn't find include file "commonFuncs.h".


wat do?

>> No.1433714
File: 65 KB, 183x184, These guys are assholes.png [View same] [iqdb] [saucenao] [google]
1433714

>>1433685

Don't forget this.

Seriously. Is there some unwritten rule where indie games MUST have memes? Or can no one really control their own retard impulses when making vidya?

>> No.1433721

>>1433384
>>1433419
i agree on the thoughts on the rockets and the BFG, their problems come from their time it takes to fire, as well as the projectile travel speed being very slow on a game this quick, comaped to game where rockets is useful in DM.

i agree with the shotgun being great when compared to Doom1 weapons, being a reliable way to deal a chunk of damage directly that makes it the go-to weapon in DM, as this game as well in many fps, doing the damage straight away is better than doing the damage over a set of time, even if the damage overall will be greater.

but when the SSG is in play, it changes DM, majorly on it's ability to 1 shot a full health player while being a hitscan weapon top of it, so the game change to running around and trying to 1shot players before they 1shot you or vice versa, hence the 'SSG jousting'

it doesn't make it bad tho. it makes the game into a huge rush and games only take a couple of minutes on a reasonable fraglimit.

and in singleplayer, its great due to its being effective on all types of enemies, most of the time, and for the mappers, it's great because it allows them to make big challenges for the players when they have that weapon around (unless they are doing a slaughter map)

>> No.1433726

Wolfenstien had a great premiss but i feel like they doing something unwolfenstien like.

I feel like its primary 'tell a story' driven instead of 'gameplay'. What made it strong was the gameplay, and story surrounded that. The trailer feels its the other way around.

Also when are we going to get a Wallenstein Cthulhu or some shit? You know Hitler believed in like a world in the middle of the earth or a city deep in the ocean? why not mix Cthulhu with that shit......MAYBE THAT EXPLAINS THE TRAINS UNDER THE SEA

http://www.youtube.com/watch?v=E-Eihpmsz7w

>> No.1433727
File: 157 KB, 620x180, 1393467131159.gif [View same] [iqdb] [saucenao] [google]
1433727

>>1433714
Didn't see that yet.

Also why are they blatantly ripping off stuff from games instead of making their own? Do they really think that block maps made by 7 year olds are going to be better than the player maps available in modern sourceports (not just for doom) that are currently available for free will be?

>what it, wait think about it, what if Revenant + Cyborg Midwives?

>> No.1433731

>>1432206
I dislike:

Map: The Pit
It truly is the map that kills the DooM feel.

Weapons: Chaingun
Weak sound, slow, decent damage but could be described as meh (Brutal DooM fixed it though).

Sounds: Cute cacao balls screech
It's not pleasant to hear, that's all.

Enemies: Pain Elemental
What's worse than Lost souls? Yeah...

Whatever: Skulls instead of keys in DooM II.

>> No.1433740

>>1433727

They're checking off the basic indie dev shit in order to boost sales:

>Retro look
>block building
>indie
>memes

>> No.1433750

>>1433714
to be fair, they probably couldn't use hitler's picture because of german censorship/possible europe ban (and i guess that's why there's no swatziskas in the wolfenstein trailer)
so they just took the first thing they found

>> No.1433752

>>1433740
oh man i unironically like all of that shit

>> No.1433761
File: 60 KB, 781x429, retarded-flimsy-popgun.jpg [View same] [iqdb] [saucenao] [google]
1433761

>>1433576
I think they were basically like Gyrojets, except the Bolters aren't flimsy pieces of shit, and the rounds are (probably) done with "free labor" so it's probably not nearly as expensive for them.

I also recall bolter rounds (which for whatever reason had a prominent rim) had a "kicker charge" or something, that would basically fire the rocket like a normal bullet, and then it would start the jet in flight (which seems to me it could be detrimental to accuracy).

Really, a lot of the stuff in 40k doesn't make any fucking sense, like pic related, the velocity here is pitiful.

>> No.1433761,1 [INTERNAL]  [DELETED] 

>>1433714
Speaking from experience it can be fucking hard to stop junior artists from inserting this type of shit when you aren't looking.
Obviously this is painful but unless a game makes a habit of it I wouldn't assume right away that it's going be a meme fest or that it's even intentional.

>> No.1433767

>>1433761
Right, from what I saw in the Ultramarines movie it's like a multistage rocket; the round is packed into a shell like any other cartridge, and when it's first fired it launches the round out of the gun, and then the rocket ignition begins in the actual round.

>> No.1433769

>>1433750

They could have used anything else, but the first they comes to their mind is "Use funny internet jokes"


>>1433761

>Really, a lot of the stuff in 40k doesn't make any fucking sense

In a universe where giant, yelling fungus people are the most powerful psychics, while being unaware of it, and all of their technology works because they believe it can. Sense goes out the fucking window.

Warhammer 40k is very silly.

>> No.1433776

>>1433567
Reloading energy weapons are also pretty lame.

>OUT OF LASER BULLETS
>GOOD THING I CARRY MY C BATTERIES WITH ME

>> No.1433780
File: 357 KB, 800x800, orksealofapproval.png [View same] [iqdb] [saucenao] [google]
1433780

>>1433769
>giant, yelling fungus people
That's my favorite part of 40k, because it's the one thing even the sperglords can't take seriously.

I never quite liked how so many people took 40k seriously, when it's obviously meant to be incredibly goofy and tongue in cheek.

>> No.1433785

>>1433776

Someone should make a gun that uses D batteries or 9-Volts, and when the character is reloading, they throw the batteries forward, doing extra damage.

Those batteries are pretty fucking heavy.

In fact I wish more games would take notes from how Borderlands 2 handle Tediore reloads, it was one of the few really cool things in that game.

>> No.1433793

the mauler from strife is pure meltagun

http://youtu.be/v9KS01M3P4M

>>1432602
yes the weapon switch is slow thats why you have to make smart switches and not just whip out the rocket launcher as soon as you get it. SSG jousting is fun and all but there are situations where you wouldnt want to get in one of those mixups.

>Large group of people jousting
>bring out the phased plasma rifle in the 40 watt range and go to town

>narrow corridors
>rockets are your friend

the only time you want to engage in a SSG duel is when its just you and 1-2 others. Otherwise its wise to stay back wait till they do some damage to each other and then roll on in and clean up.

Source: I play a god damn lot of deathmatch

A question about weapon switching though? Why does my preferred weapons order not work on zandro? I ranked the rocket launcher higher than the shotgun and chaingun but it still autoswitches because it thinks the rocket launcher is shit tier :(

>> No.1433795

>>1433785
Could be a coilgun but it'd either need a bunch or it'd take a while to build up a charge

>> No.1433797

>>1433780
>>1433769
how does that not make any sense? I painted my car red and now its twice as fast! Cant you guys into science?

>> No.1433803

>>1433785
That reminds me of a tip from /k/ for making molotovs, to put a battery in the bottle with the gasoline, it decreases the odds of the bottle not breaking on impact.

Other things you can add to a molotov is soap/candle shavings (makes it sticky), laundry detergent (also makes it sticky, and harder to put out), eggwhite (makes it burn longer I think), sugar (makes it spew lots of thick noxious black smoke)

>> No.1433806

>>1433731
>What's worse than Lost souls?
Pain Elementals.

>> No.1433808

>>1433803
what about the ol styrofoam trick? would that flammable pizza dough not be the absolute worst to get on yourself

>> No.1433813

>>1433808
Oh shit! I totally forgot about the styrofoam! You're exactly right!

>> No.1433816

>>1433797

Anon have you been recently feeling the urge to yell at the top of your lungs, to add either more guns to your guns or blades? Have you been painting everything else red to make it go fasta? If so, you might want to go get checked.

>>1433803

Man. Between the discussion of the homemade pipe shotgun in the last thread and the talk in this thread, whenever I get around to my next project, one of the characters is gonna use nothing but homebrew shit.

>> No.1433827

>>1433816
bonus points if you can craft it on the spot using enemies parts an/or decoratives (lamps...)

>> No.1433829

>>1433816
Yes and when Im not doing that shit Im getting in fights constantly. Seriously though how could anyone not love that lore i think it makes perfect sense though. If I had an army it would be chaos space marines but I have a real softspot for the orcs and necrons as well.

>> No.1433834

>>1433780
I think people say to themselves "Well, the people within the universe take it all seriously, so it must be serious."

>> No.1433838

>>1433806
I love how Brutal Doom made them even more terrifying by having their deaths deal explosion splash damage too you. Fantastic.

>> No.1433857

>>1433829
I used to dabble a little bit in my teens, mainly Chaos Spacemarines. Eventually just stopped, because it was so expensive, and I didn't have anyone to play with. Also, I can't paint for shit.

Apparently, it's even more expensive now, and the company is treating their IP's like shit.

Fantasy still looks kind of fun though, because it legitimately doesn't take itself seriously three out of four times.

>> No.1433863

Anyone knows a Doom 3 weapons mod that uses actual models instead sprite rips?

>> No.1433867

>>1433863
Doomero's got one.

It's surprisingly accurate but the enemies are all tiny and blurry which detracts big time.

Doom 3 weapons were lame

>> No.1433869

>>1433829
I'll always love my little dakkababies.

>> No.1433881

>>1433857
yeah I only really care about the older lore I did have some marines myself but just one set. I hate how expensive it is too me and my friends were talking about making our own jokingly. Needs to be a good chinese knockoff they could make a killing off it and could make the big metal ones as plastic to cut down costs even more. Games workshop is getting out of control.

I did play the Age of Reckoning a long time ago though it wasnt that faithful to the lore because there was two factions like WoW but the character interaction was pretty faithful. The greenskins area was the fucking FUNNIEST shit ever I played a chaos tank and my friend was goblin shaman pocket healer and we would wreck shit in RvR. Its too bad it wasnt more popular and got shut down.

>> No.1433884

>>1433867
Can you please post a link? I have been searching on google for a half hour and all I can find is AlphaEnt's sprite rips.

>> No.1433889

>>1432089
make it so when you get to the center a fuckton of revenants spawn at both sides

>> No.1433894

>>1433884
http://www.moddb.com/groups/skulltag-gang/downloads/ultimate-doom-3-mod-for-doom-2

Very quick to find just googling Doomero Doom 3 mod

>> No.1433897

>>1433863
>>1433884

Here ya go: http://www.moddb.com/mods/doom-3-weapon-mod

Warning, the one that ONLY rips weapons is for a hideously outdated version of ZDoom. Doomero thought he'd be cool and rip EVERYTHING from DooM 3 and add in unnessecery radio messages, which would be okay if I wasn't ONLY looking for weapons.

The problem is that there's another one NOT be Doomero, but it's also hideously outdated.

>> No.1433902

>>1433838
You mean Hideous Destructor? They go off like a minigrenade if you shoot them too closely. The one good thing is that they die in one shotgun burst or rifle burst, but they move a lot quicker, now.

>> No.1433903

>>1433881
>Needs to be a good chinese knockoff
well, i heard about a based chinaman...
ask /tg/, they know the details

>> No.1433912

>>1433806
That's the joke, yes.

>> No.1433915

>>1433902
What I love to do is give 'em a couple of seconds with the business end of my minigun, then rip them apart. Keeps them from spawning more Lost Souls when they explode.

>> No.1433929
File: 108 KB, 600x748, 1393472171118.png [View same] [iqdb] [saucenao] [google]
1433929

Requires minor edits that most likely won't be done for days, if at all.

Here's the beta.

>> No.1433931

>>1433897
I said 3D MODELS, and not sprite rips. By judging by the screenshot that was taken on software mode, I don't even need to download it to know that these are rips.

>>1433894
Well, let's hope this gargantuan 180mb file has what I am looking for. Thanks for anon.

>> No.1433934

>>1433931
whops, I replied to the posts in the wrong order. sorry

>> No.1433936

>>1433929
what will it be for anyway?
team deathmatch?

>> No.1433938

>>1433936
The community, didn't make it for a mod

>> No.1433942

>>1433929
>More man hands
Well I would have personally liked girl arms and hands but it's great anyways.

I really like them gloves.

>> No.1433941

>>1433938
oh, right.

>> No.1433945

>>1433942
There was one, but I don't know if anyone saved it.

>> No.1433953
File: 104 KB, 600x748, 1393472814285.png [View same] [iqdb] [saucenao] [google]
1433953

>>1433942
There's Eriance's hands but they have a really different texture and contrast compared to vanilla Doom hands.

>> No.1434067

http://www.youtube.com/watch?v=9eGDVVgUQRk&feature=youtu.be

Man I can not record good looking videos

>> No.1434127

>>1434067
Try MSI afterburner. The intel quicksync option on it is really good.

>> No.1434132

>>1434127

what the hell is that? A codec? A recorder?

>> No.1434139

>>1434132
Afterburner is an overclocking and system monitoring utility, with video capture support. Intel Quicksync is a recording method, that utilizes your intel integrated graphics to record shit, while your primary GPU is running the game. For the codec, you'll want x264vfw

>> No.1434141

>>1434139

I'll look into it, what're the video sizes usually with that?

and please note I'm currently using a 2009 Compaq tower from Walmart so if this is a resource intensive program I'm fugged

>> No.1434147

>>1434141
With 1080p 60 FPS, Full frame, 30 mbps bitrate recording, it comes to around 750 MB per minute. You could always scale it down if you want lower file sizes.

And with MJPG recording, the system hit is next to negligible. This is on a dell laptop thats 2 years old. As long as you have an intel CPU and a dedicated GPU, you should be good.

>> No.1434149

>>1434147
MJPG recordings tend to be a bit dark until you transcode them. Since you have a desktop CPU, definitely go for intel quicksync. Shouldn't be a problem, especially on Doom.

>> No.1434156

So I replayed the first episode of Doom 1 in a single sitting, and I think some of you will disagree with me but it got a little frustrating and boring after a while.

The fundamental problem to me is that you get lost on big maps, so instead of playing you need to check the map a lot. This is of course the opposite of modern games that take your hand and give you a single path, which is even worse. But I think this maze type of backtracking in Doom gets old very quickly as well.

If a modern game copied the Doom formula 100% I don't think it would do too well today.

Having said that Doom is obviously an amazing historic piece of first person shooter art, but it's also flawed in some ways.

What do you guys dislike about Doom, if anything? Say you had to remake Doom today and you were left in charge, what would you change design wise?

>> No.1434161

>>1434156
giant maze maps like Downtown

graphical errors

>> No.1434171

>>1434156

Doom has a feel to it that is basically second to none. I'll admit it's heavily influenced by nostalgia, but that doesn't make it any less sublime. And maybe new players experience the same thing.

I'd like to see something like the Avengers cycle of FPS games; very simple and broad, but also smart and fun. Modern FPS games are neither. The answer certainly isn't to go back to when games were like Doom.

I think other build engine games, like Blood and Shadow Warrior, are great starting points for what modern FPS games ought to be like. Although I don't think 'realism', for all that the word is politically-charged at this point, is necessarily a bad thing.

I'd like to see more new FPS games like most recent Wolfenstein game, for example. Sort of building on that feel and general formula.

>> No.1434172

>>1434156
>Say you had to remake Doom today and you were left in charge, what would you change design wise?

Fire Sandy Peterson. His levels are shit.
Buff the other weapons so they're not hilariously outmatched by the Super Shotgun.
Create a dedicated long-range weapon.
Give Revenants the Centaur's shield.

>> No.1434173
File: 19 KB, 290x705, 1364118680466.png [View same] [iqdb] [saucenao] [google]
1434173

>>1434172

>Give Revenants the Centaur's shield.

Give me your address so I can come punch you in the nuts.

>> No.1434176
File: 38 KB, 169x201, 1377691250462.gif [View same] [iqdb] [saucenao] [google]
1434176

>>1434172
>Give Revenants the Centaur's shield.
>mfw

>> No.1434179

>>1434172
>Giving the most battle capable monster the highest defense capability that only fucks with pacing
GET OUT

>> No.1434181

>>1433931
It most likely doesn't. They're sprite rips. I have NO fucking idea how the guy who did Hunter's Moon got the DooM 3 enemies and Quake models working flawlessly in GZDooM.

>>1433915
I hate it when they belch out a lost soul just as I unload a Super Shotgun burst on them.

>> No.1434182

>>1434172
Fuck you in every hole. Fuck you like the impse.wad. Fuck you.
In G/ZDoom, the regular shotgun is a pretty good long-range murderer - but if you needed something actually snipey, just take the Quake Railgun, as Skulltag stole it and it worked fine.

>> No.1434192

>>1434172
>Fire Sandy Peterson. His levels are shit.

He didn't have luxuries that the other map designers had. If anything kidnap Romero's family and use it as leverage to get him to map rather than fucking around being a videogame rockstar. To quote Gez on Doomworld:

>Doom the Way Sandy Did: you have ten weeks to make 19 maps, using a clumsy editor you have never used before and an engine whose capabilities and limits are still mostly unknown to you because you're the new recruit.

>Doom the Way Tom Hall Did: create an in-depth design bible that will be mostly ignored and ten maps according to design guidelines created for an engine that is not yet written, and which will be invalidated by the actual specs of the finished engine. Get fired because the maps you've made don't sufficiently show off the features of the engine that didn't exist yet when you started mapping. After getting the boot, look at the game you were the most proud of being symbolically executed in a "super-secret level" of your former friends' next game.

>Doom the Way Romero Did: using a map editor you programmed yourself, make seven maps. Add to the engine any feature you might need, for example if you need a new linedef type, feel free to create it. Spend most of your mapping time playtesting the maps in deathmatch mode with the other team members, so that the project advances slowly and needs to be merged with the Doom the Way Sandy Did project in order to reach completion. After release, buy a Ferrari and live like a rockstar.

>> No.1434205
File: 412 KB, 1366x768, 1393480565969.png [View same] [iqdb] [saucenao] [google]
1434205

OH GOD
There is also a fuckton of mancubi behind me and a cyberdemon and I think an Spider Mastermind.
>>1434156
>What do you guys dislike about Doom, if anything?
See >>1432206
I never got really lost to be honest, and I didn't mind the backtracking because I like not having to rip and tear nonstop (sacrilege, I know), because I got to really admire the enviroment and because, well, you move so fucking fast it doesn't really matter. Also, some levels make it so that when you back track a new kind of enemy appears so it's still fun.
>>1434171
>And maybe new players experience the same thing.
Youngfag here. I started playing in 2013 (so yeah, way late to the party) and the game feels great.

>> No.1434210

>>1434156
>using map
really, was it that hard to use logic, its pretty simple i hated the telport thing but i got frustrated because enemies kill me while i tried to run away.

What i dont like is the rail doesn't feel smooth
but KDITD i kinda like going through it in rails some reason. cant be nostalgia since i picked up doom in 2000

>> No.1434214

>>1434192
>After getting the boot, look at the game you were the most proud of being symbolically executed in a "super-secret level" of your former friends' next game.
I...
What?

>> No.1434217
File: 25 KB, 471x222, tntboom.jpg [View same] [iqdb] [saucenao] [google]
1434217

>>1434192
After getting the boot, look at the game you were the most proud of being symbolically executed in a "super-secret level" of your former friends' next game.

Goddamn, I never thought of it that way.

-----

So I'm building a new Baby AT- Socket 7 (Intel Pentium MMX, 233MHZ) machine this weekend. Usually on my DOS rigs, in addition to having the vanilla Doom executable, I use Lee Killough's source port MBF.

I'm thinking of making some patches for it, lifting some of the rendering engines limitations a bit to make it a bit more compatible with some of the larger maps that the newer PrBoom can support. Adjustments to values in the r_*.c sources shouldn't be terribly difficult. Allegros DPMI extender should also be more fault-tolerant to memory leaks, so hopefully no Z_Malloc errors. Guess we will see if DOS plays nice.

Anybody else still play in actual DOS, or a sourceport that isn't ZDoom compatible? How about Eternity Engine or EDGE? Those source ports are interesting.

>> No.1434218

>>1434214
map 32, commander keen

>> No.1434224

>>1434214
>>1434218
If I recall, all three hated working on Keen, and Romero allowed Keen getting hanged.

>> No.1434234

>>1434224
Adrian was the only one who hated Keen.

>> No.1434291
File: 194 KB, 382x597, knowing.png [View same] [iqdb] [saucenao] [google]
1434291

>>1434067
>>1434139
Technically, x264vfw does work in AVI, but software players employ hacks in order to play them back correctly through the limitations of the AVI container (they sure won't play on a hardware player). Mileage with editing programs may vary. x264's speed and compression are also completely dependent on its settings, it's not magic.

Afterburner's very good. DxTory set on Lagarith Lossless codec w/ YV12 color or something like PICVideo MJPEG is also an alternative if you like maximum flexibility on settings and know what you're doing.

Bandicam is also nice for simple recording like Fraps, but with the ability of MJPEG recording.

>> No.1434320

>>1433942
I've done quite a few for Space Pirate. If you really want female hands, I can maybe make a sheet with them plus a normalized skin tone and such (Mel is pale as fuck)

>> No.1434332

>>1434320
That would be nice though I don't know the first thing about spriting things.
I'd probably just play TSP if I want to play as a girl character.
Which I do.

Pale is cool
Still waiting patiently for more weapons

>> No.1434336

>>1433567
I like to imagine if energy weapons ever reach the level of sci-fi, it would still make gun-like crack from the intense amount of heat going through the air. Something like BDSE's plasma gun. There's a bang with some whistling.

>> No.1434338

>>1434336
Like a lightning crack when firing?

>> No.1434342

>>1434338
Depending on how much energy the projectile itself bleeds into the air and how far away you are, probably.

>> No.1434343
File: 213 KB, 1280x720, 1393485750324.png [View same] [iqdb] [saucenao] [google]
1434343

Testing out Metroid Dreadnought in CTF.
Come pop in if you're interested. Or just want to nick the babby.

:: [BE] New York :: Metroid: Dreadnought - Capture THE BABY (Public alpha testing)

>> No.1434350

>>1433419
>Even in single player the chaingun is inferior to the shotgun in damage output despite it's high rate of fire.
The doom wiki article for e1m8 disagrees with you. Who is right?

>Otherwise, note that the chaingun has a higher rate of damage than the shotgun, which gives the monsters less time to corner you.
http://doomwiki.org/wiki/E1M8:_Phobos_Anomaly_%28Doom%29

>> No.1434356

>>1433714
>Don't forget this.
I don't know what that is. I assume I should be glad?

>> No.1434363

>>1434356
It's supposed to be that Nicholas Cage reaction image that got used a lot until Reddit vectorized it.

Not really any reason to care.

>>1434350
I guess with straight up DPS the chaingun will win out provided that you don't miss in singleplayer.

But in multiplayer it's definitely inferior to the shotgun unless you just don't miss.

>> No.1434373

>>1433685
Why is this even a thing?

A version of Quake where everything's made of cubes...

Who wants to play this? There's already a version of Quake where everything ISN'T cubes. IT'S CALLED QUAKE.

>> No.1434385

>>1434373
Random maps (which you can already get with OBLIGE).

The real problem is that a level editor often severely limits what a maker can do. For example, a skilled modder can easily do what was described in the scenario (have velociraptors maul some dude in Quake, though the raptor Q1 map kinda sucked).

Really, it'll mostly consist of half-assed clones of E1M1 and a dwindling lack of interest as everyone goes back to Minecraft. A bit sad, but, eh. (I like how people managed to accurately give the Shambler and Imp proper skins in Minecraft.)

>> No.1434389

>>1434332
Don't forget Space Amazon, which has an amazing shotgun secondary fire and makes the pistol not shit.

>> No.1434393

>>1434234
Oh, derp. I honestly doubt Hall would take that as a personal insult, since he happily worked on DooM.

>> No.1434395

Hey, /doom/, I'm thinking of taking the Turok rips from that old Turok Skulltag mod and making a DooM version of this mod: https://www.youtube.com/watch?v=CFMo0kl6Fow

Too furry/scalyshit?

>> No.1434406

>>1434389
I haven't been able to enjoy any of RSL's mods despite the high quality of them.

>>1434395
Aren't those rips really really low quality?

>> No.1434417

>>1434332
>>1434389
I just edit any mods with decent hands to have the player as a girl

>> No.1434416

>>1434343
It seems to work well enough. Ice Beams seem a bit OP though. The ability to drastically slow down the BABY carrier feels a bit broken and counter productive in my opinion.

>> No.1434442

>>1432961
Pretty nice dude, very moody.

>> No.1434490

>>1434406
Why? Just the general feel of them?

>> No.1434496
File: 37 KB, 365x102, weapons-tease.png [View same] [iqdb] [saucenao] [google]
1434496

Alright! Capture the Flag is my favorite game type, and I really want to do something special with CTF in TSP: Neo. /doom/, fill in the blank in "Capture the _____"!

>> No.1434505

>>1434496

Minigun

>> No.1434508
File: 998 KB, 400x167, tumblr_mklqxpbEwT1r49r0wo1_400.gif [View same] [iqdb] [saucenao] [google]
1434508

>>1434496
> Little Mac in TSP

>> No.1434509

>>1434496

Capture the release date

>> No.1434512
File: 13 KB, 450x607, 1393493627457.png [View same] [iqdb] [saucenao] [google]
1434512

Fractal Doom has received an update. I was going to wait and release these as part of a larger update but the difference a slight change made to the way the pistol, shotgun, SSG, and chaingun altfires work is significant enough that I decided to release it sooner rather than later.

Rather than a starburst of 24 projectiles dealing individual damage, the altfires now have a couple of points of their total damage dealt through a miniature marathon-style explosion (where damage is constant throughout the radius.) This is approximated in the Zandronum 1.2 version. The starburst projectiles remain, but are now only cosmetic.

The fists now have proper sounds, which change when the player has a berserk pack.

The berserk pack also now has more flavor; in addition to the 75% damage reduction that was present for 45 seconds after first picking up the berserk pack, the player will also be immune to radius damage, move at 2x speed, deal a small amount of radius damage with their punches, hear a flavor heartbeat sound effect, their screen will tremor, and they will be unable to use any weapon other than the fist for those 45 seconds. Additionally they will be able to spawn minimarines with the fist altfire without losing any health, and even if they have less than 30 health. After the 45 seconds these effects will stop and the berserk pack will afterward function the same as a vanilla berserk pack.

>> No.1434513

>>1434512

The blur sphere now confers a 10% damage reduction in addition to its partial invisibility effect. If people think it's a good idea I'll go with my original idea in later updates and have the blur sphere not affect the aim of non-hitscanners, the idea being that it is actually easier to dodge projectiles when they don't have random aim.

The radiation suit in the Zandronum version no longer disappears after being picked up, and instead remains available for other players to use.

The ShopVac isn't quite as loud as it was before.

Weapon skins in the Zandronum version now function correctly, including crouch sprites.

There are two Zandronum versions this time around, 1.2 and 2.0, since the berserk tremor and marathon-style explosions both function better in the 2.0 version, though they are approximated fairly closely in the 1.2 version.

Downloads:
ZDoom Version:
http://static.best-ever.org/wads/fd_zd_v0.2.4.wad
Zandronum 1.2 Version:
http://static.best-ever.org/wads/fd_za_v0.2.4.wad
Zandronum 2.0 Version
http://static.best-ever.org/wads/fd_za2_v0.2.4.wad

>> No.1434516

>>1434509
I was a pal and captured it for you.

Vaguely March 18th. Say, isn't that when Titanfall comes out? Huh. Makes that whole "PIRATEFALL" thing pretty weird.

>> No.1434517

>>1434512

Those fucking ranchero revenants make me so happy

>> No.1434526
File: 1.34 MB, 400x267, dr strangelove.gif [View same] [iqdb] [saucenao] [google]
1434526

>>1434517
Glad you like them!

They're a bit of a reference to this.

>> No.1434541

>>1434416

I'll see what I can do about that, then. Thanks.

>> No.1434608

>>1434406
The general feel of RSL's wads, I mean.

Also, the Raptor rips seem pretty stiff, but they're otherwise okay. I've seen way worse

>> No.1434649

>>1434496
Capture the ULTIMATE WEAPON

>> No.1434652

>>1434490
>>1434608
I'm not sure what it is.
The weapons feel like they are useful, but there's usually not enough weapons that I do like.

Or maybe the sprites are kind of eh.
I really have no idea what it is.

>> No.1434651

Worst Doom level?

I just finished The Chasm and I think I can safely say its the worst level.

>> No.1434653

>>1434651
dead simple.
seriously, who thought it was a good idea?

>> No.1434657

What are your favorite vanilla map wads to just try weapon wads and such on?

>> No.1434664

>>1434651
I find I must once again write an apology (in the sense of a defence, or justification) for the chasm.

The idea of a giant spacious cavern with all kinds of secret places hidden in unlikely places around it, is great. Hey, why is there a teleporter halfway up that wall? Oops I fell in the slime - wait, there's a strange little cave over here with a BFG in it, what a find! And so forth.

I agree the ledgerunning parts are annoying and sadly comprise the part of the map you actually need to do to finish it, but it's far from the worst map, it's one of the best ideas, it just had bad execution.

>>1434657
Map32, it has all the weapons except the single shotgun, and a large area to run around and try them in.

>> No.1434718

>>1434343
>Not capture the octoliths from Prime Hunters

OCTOLITH TAKEN

>> No.1434814
File: 95 KB, 1024x768, 1393508453822.png [View same] [iqdb] [saucenao] [google]
1434814

>> No.1434821

You should listen to these people.

http://doomradio.org/

I'm not sure how many listeners they have, but they need more.

>> No.1434826
File: 526 KB, 1920x1080, 1393508949608.png [View same] [iqdb] [saucenao] [google]
1434826

>psst hey
>wanna take over the universe?

>> No.1434849

>>1434814
Do not pet the Cacodemons

>> No.1434853

>>1434849
B-but its cute

>> No.1434886
File: 32 KB, 366x198, fakirnogwat-gunedit.gif [View same] [iqdb] [saucenao] [google]
1434886

Friendly reminder to:

Clean up your rips

>> No.1434894

>>1434886
If only more people did work like that.

>> No.1434932

What's the best sourceport to emulate the original feel of the games? Or are they all fine so long as you set them up right?

>> No.1434934

>>1434932
Chocolate Doom

>> No.1434939

>>1434934

Thought so. Thanks.

>> No.1434962

>>1434496
capture the megasphere

>> No.1435024
File: 86 KB, 750x1000, 47440_md-.jpg [View same] [iqdb] [saucenao] [google]
1435024

>>1434156
You have probably played too many modern games and your sense of direction has started to atrophy.

If you were ever backtracking for longer than a few minutes straight I would consider it a problem but a "where to now" moment that lasts 30 seconds is not really getting lost at all.

The build engine games are good fun levels where you move around quite a bit and it's not all linear. To be honest though as levels of detail increase it becomes easier to differentiate areas.

Unless you have played Marathon, now that's getting lost

>> No.1435028

>>1434894
It's not even that difficult, really--it's just tedious

The hardest part is getting your lines to look thin and sharp in Photoshop

>> No.1435031

>>1434821
I found them a while ago by chance when I saw a doom radio station mentioned on the doom wiki and I was like "we have a radio station?".

It's great to listen to while doing doom shit.

>> No.1435034

>>1434653
I think it's actually kinda cool, a quick different fight that breaks things up.
Do you have a gripe with parts of it or just hate the whole concept?

>> No.1435036

Any protips on locating sprites?

I usually go on the ZDoom forum and search for img and set it to return entire posts but this doesn't return attached files.

Sometimes looking up "weapon sprite" on Google Images returns new things.

>> No.1435040

>>1434181
Well, if you're lucky with the burst, at least a couple of the pellets should hit. Unless the fucker immediately just raced toward you. Which they all do.

Fuck.


Also, for everyone, what would you guys think of a more story-oriented doom wad? It could be done, I've played a couple that did it really well.

>> No.1435043

>>1435040
As long as you can skip through cutscenes

Don't want to be forced to experience a 3d sprite comic

>> No.1435048
File: 105 KB, 378x576, 1393519583017.jpg [View same] [iqdb] [saucenao] [google]
1435048

>>1433780
>I never quite liked how so many people took 40k seriously, when it's obviously meant to be incredibly goofy and tongue in cheek.

Because 40k is more than "waaagh orkz!" and the comically scared victims they're whacking over the head. It has a huge variety of settings. Vastness is part of the theme of it all and the factions are all quite different in tone.
You can read about things the Inquisition do or that Chaos cultists do and it can all get srs bsnss.

>> No.1435052

>>1435043
Action Doom had a problem with that. Action Doom 2 made it better by doing that stylish comic-book Max Payne thing.

Oh jeez. I just realized I need to go through 2013's Cacowards.
Also, I've made a name for myself. Hooray.

>> No.1435062
File: 163 KB, 1280x1024, fueldev.png [View same] [iqdb] [saucenao] [google]
1435062

Anybody play Fuel Devourer from the last Cacowards? Thoughts???

That was a pretty fun map, a good example of making a big, open, exploration heavy setting.

>> No.1435083

>>1435062
I remember enjoying it but I hardly remember anything about it.

>> No.1435102

>>1434234
Adrian was edgy incarnate

>> No.1435109

>>1435083
Real actual level spoilers
Parts of it do all sort of blend together, but the layout was pretty sweet, do you remember the big fight with all the really fast axe wielding scientists in the open air area?

>> No.1435125

http://www.youtube.com/watch?v=c2uhB7_SdeY

>> No.1435135

>>1435125

Looking good

>> No.1435137

>>1435125
doom engine confirmed better than gamebryo

>> No.1435138

I thought Brutal Doom is supposed to have different music.
Anyway I can add my own? Maybe Sonic Clang's versions.

>> No.1435141

>>1435125
a room that size def doesn't have that sort of reverb

>> No.1435147

>>1432183
How can I make the HUD look like that with Dreadnaught?

>> No.1435148

>>1435141
I didn't pick out that reverb effect, it's the same one used in the PSX Doom Total Conversions.

>> No.1435182
File: 250 KB, 1366x768, 2014-02-14_00002.jpg [View same] [iqdb] [saucenao] [google]
1435182

lel

>> No.1435193

>>1435147
Change screen size.

>> No.1435196

>>1435048

The thing I've always liked about 40K is that it's an unremittingly dark universe with no heroes and no hope. Even the 'good guys' are brutal and morally fucked. That's what's cool about it.

>> No.1435210

>>1435196
That's one thing but it depends where you look too. There are large differences in style and themes between authors as well. Not every story features the whole whose who in the zoo of 40k and you can even have entire novels with characters who are unaware of many other parts of the wider 40k universe.
It's less so "good guys V bad guys" and more "bad guys V obviously worse guys". Though there are good people in it. It amazes me how many people are knowingly aware of propaganda from some factions but openly and with minimal questioning accept the propaganda of others (eg: the Tau) who are basically the combine from Half Life 2 but a bit nicer.

Not every planet in 40k is a hive world with slave pits with grimdark turned up to maximum. That's stupid 3rd ed bullshit. Anyway, we're all getting a bit OT here.

>> No.1435251

>>1435196
>>1435210
Yeah, remember that Ciaphas Cain outright states the grimdark shit is an exaggeration. Yeah, there's still morally questionable shit, but the first novel is about the fucking humans working with the fucking Tau, which is something that never happens in other stories.

>> No.1435259
File: 89 KB, 800x599, yukkuri doom.jpg [View same] [iqdb] [saucenao] [google]
1435259

>>1434814
>>1434849

>> No.1435262

>>1434849


But I was only feeding him anon

>> No.1435275

>>1435251
If I remember correctly, WH40k started off as more humorous, and not very serious, but then as time went on it became grimderp and super srs, despite how fucking ridiculous it all really is.

>> No.1435317

>>1435259
i love this picture

>> No.1435325
File: 101 KB, 700x2000, armed and deadly.png [View same] [iqdb] [saucenao] [google]
1435325

>> No.1435357
File: 15 KB, 128x128, danger.png [View same] [iqdb] [saucenao] [google]
1435357

>>1432065


hey assholes
are there any good hexen wads out there

ideally ones with new monsters and weapons and shit

i got the itch but i've played the shit out of the official ones and those fuckers making the doom3 mod are taking a lifetime

>> No.1435369

>>1435275
The thing is that it's still not serious - the amount of grim they cram in is ridiculous as fuck.

This flies way over the head of super-edgy cynics and miserabilists.

>> No.1435367

>>1435275

The removal of the Squats as being not edgy enough was the death knell of "fun" 40k. Gotta make your own fun anymore, Games Workshop sure isn't going to help.

>> No.1435380

>>1435357
HeXercise adds new monsters
Also,the Doom 3 mod is kinda dead,it was shit anyway

>> No.1435406

>>1435380

man, the HeXercise guy doesnt seem to much like Parias, all the changes to him are boring as fuck

>> No.1435416

>>1435406
>Poison gas+repulsion disk combo can be used by anyone else
>Serpent staff is now a crappy chaingun-like weapon
>Firestorm is not cool
>Parias' skills are crap

>> No.1435420

>>1435416

"i didnt want to think of anything fun so here he starts with some items or something leave me alone"

>> No.1435429

>>1435138
Get the Doom Metal Addon.

>> No.1435432

>>1435125
Brutal Doom does something like that, only they explode when you throw them.

>> No.1435446

>>1435420
if i had enough patience and modding skill,i'd fix some minimal things on HeXercise,like..
1)removing the variety of potions,crytal vials recover 10 HP and Quartz flasks 25,no more and no less
2)Green flasks only,every class gets an unique Green flask attack,the Special flasks that Bishops drop stay though
3)Hunter to not have the alt fire of the machete locked,and add a different alt-fire to the magic bow[Skills are used to change the type of arrow and alt fire to add up to 5 arrows]
4)Necromancer's most powerful abilities are summoning the 4 monsters you have at the same time,revive a enemy monster[except Cyberdemons or Spider Mastermind],some super gas BFG bomb[weaker though] and a power boost ability
5)Imp warlocks that replace the slaughtaur can summon the gargoyles from heretic,and of course add more replacement enemies

>> No.1435479

>Not harvesting pain screams from Jackass-imitators on YouTube

Good one is Children of Poseidon

>> No.1435481

>>1435446

Someday I'm gonna track down a modder with a love of Hexen too much time on his hands and make a thing with red mana to fuel Power Tome style altfires for all the weapons, the ability to switch between the three characters on the fly and goofy voiced banter between them.

>> No.1435515

>>1435416
>>1435446
Most of the shit you're complaining about comes from Wrath of Cronos, not Hexercise.

>> No.1435543

>>1435515
Well sorry,not my fault i only touched the mod that combines WoC and HeXercise
i played them standalone a long time ago but i found them boring

>> No.1435575

>>1435125
You know how Wolfenstein 3D was supposed to originally have stealth elements like the original Castle Wolfenstein, but was taken out later?

Somebody should make a Wolfendoom mod with this code to add the ability to drag Nazi bodies out of the way.

>> No.1435584

>>1435543
it is your fault though

in the following line you even explained how it is

>> No.1435587

>>1435584
well,good point
Still,HeXen needs some love

>> No.1435593
File: 93 KB, 594x1003, 1393537719746.jpg [View same] [iqdb] [saucenao] [google]
1435593

>>1435575
That was awesome.
You should also be able to go through their pockets, and take like food rations, ammo and stuff.

>go through unconscious nazi's pocket
>find sausage
>eat it
>regain 15 health
No homo.

I also recall Romero suggesting that you should be able to piss on dead nazis.

>> No.1435603

>>1435593
>I also recall Romero suggesting that you should be able to piss on dead nazis.

Heh, sounds like him. That would be cool, too.

>> No.1435604 [DELETED] 
File: 179 KB, 854x859, 1376995542168.jpg [View same] [iqdb] [saucenao] [google]
1435604

>>1435125

>jumping

>> No.1435617

>>1435604
it was to show it works while jumping, this is a zdoom feature anyways, so why would it matter since it's not 'vanilla compatible'

>> No.1435615
File: 6 KB, 103x158, 1hmmX.png [View same] [iqdb] [saucenao] [google]
1435615

>>1435603
I loved his vulgarities.

>>1435604
Oh fuck off.

>> No.1435619

>>1435604
JUMPING RAISES YOUR HYPE LEVEL YOU NOOB

>> No.1435627

>>1435357

Is the the fucking reaper from Kid Icarus?

>> No.1435643

>>1435024
Was Marathon good?

It is never really talked about.

>> No.1435645

>>1435627

you know it my nigga

>> No.1435646
File: 34 KB, 192x197, 1383780490739.png [View same] [iqdb] [saucenao] [google]
1435646

>>1435645

Those guys spazzing out at the sight of Pit never failed to amuse me.

Man what is it with skeletons in video games? They're usually equally hilarious and dangerous as all hell

>> No.1435650

>>1435643
Marathon is one of those games that's only enjoyable if you played it when it was first released (unlike Doom, which has held up well enough that it still pulls in new players all the time).

>> No.1435656

>>1435650
>>1435643

Marathon is incredible.
Aleph One is a gigantic bag of dicks.

>> No.1435675

>>1435643
Marathon is gr8 but the only source port is by the head of all purist shitlords
So playing with it is like wrestling a fucking bobcat

>> No.1435718
File: 117 KB, 800x600, 1393541367437.png [View same] [iqdb] [saucenao] [google]
1435718

Don't think I like it.

http://forum.zdoom.org/viewtopic.php?f=4&t=34585

and for ZDoom http://forum.zdoom.org/viewtopic.php?f=4&t=24280

>> No.1435740

>>1435718
Hmm... While I wouldn't use it for regular Doom, it could be useful for mods.
That inverse, dark bloom could aid in making dark environments, I figure.

>> No.1435749

>>1435718
Huh. Post your .ini, m8

>> No.1435756

>>1435749
[gzdoom.exe]
Anisotropy=0
Multisample=0
Bloom=1
BloomSteps=8
BloomDarken=8
BloomScale=4
SSAO=0
SSAOScale=1.0
Saturation=0
Lightness=0
Emboss=0
DOF=0
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=3.0
RenderFrame=1

>> No.1435770

I asked in an earlier thread for help in 100%ing /pol/,wad but I got busy. I'd like to ask again.
I got the secret at the starting room, the blue room secret with the plama rifle, the blue armor in the illuminati room, and the soulsphere hiding behind the cacodemon.
I've got one secret left but I can't find it. Any ideas?

>> No.1435775
File: 47 KB, 353x307, 1368988080690.jpg [View same] [iqdb] [saucenao] [google]
1435775

>>1435756
Thanks, everyone else's settings looked pretty bad. Bloom's best subtle.

>> No.1435780

>>1435770
check again the cacodemon

>> No.1435787

>>1435780
checked the little enclave a bunch, no dice
also, I jumped to get to the cacodemon, is that the wrong way?

>> No.1435796

>>1435787
check the walls of the caco

>> No.1435803

>>1435796
I did though. Nothing happens.

>> No.1435809

>>1435803
Do you see the cacodemon?
Press E[or whatever key you have for Use] on the wall behind the caco and shit massive bricks

>> No.1435816
File: 894 KB, 320x213, redguard reads an elder scroll.gif [View same] [iqdb] [saucenao] [google]
1435816

>>1435809
I fucking did that. Maybe my .wad is just bad or something. I should redownload it.

>> No.1435827
File: 37 KB, 350x314, DarthFrodo.jpg [View same] [iqdb] [saucenao] [google]
1435827

http://www.youtube.com/watch?v=3LitHcTehQA

I need feedback.
Do the weapons behave exactly like in HL1?
Its hard for the developer itself to tell if the weapons might be overpowered or different from the original game.

Sorry that the animations are kinda slow. They currently use 2 tics. 1 tic is too short, and alternating between 1 and 2 makes the animation look extremely choppy and ugly.

>> No.1435835

>>1435827
how large is it with all of those sprites

>> No.1435840

how do you make better maps? I've made about five or six maps so far, and I don't think they're even up to the standard of the original doom/doom 2 levels.

>> No.1435842

>>1435840
think about why a map isn't good

avoid that next time

>> No.1435853

>>1435827
The bees don't seem to track at all.
Which was the point of the hornet gun and the alien soldiers.

>> No.1435858
File: 4 KB, 160x112, smug american mario.gif [View same] [iqdb] [saucenao] [google]
1435858

>>1435259
Thanks Terry

>> No.1435862

www.youtube.com/watch?v=qbTph08CM-4

Anyone got a link to this dark ui thing?

>> No.1435867

>>1435816
>>1435787

Map author here
Do you mean you jumped to get the armor or the soulsphere?

If it's the soulsphere, you shouldn't have jumped to get it.

If it's the armor, jumping with the jump button should be impossible, it's a straferun. There's also a teleporter in one of the alcoves you can reach without jumping that will teleport you to the armor, but if you manage the jump you get an automap.

There are two skull switches you have to shoot in the caco room, one is when you walk backwards onto the pyramid, the other is visible when you're in the blue armor alcove. Both switches are in unreacheable alcoves.

>> No.1435871
File: 92 KB, 557x495, ItsTimeForHotRaptorDick.jpg [View same] [iqdb] [saucenao] [google]
1435871

>>1435835
I checked the file sizes of each class:
>Aldus Kaden / Mooman 892 kB
>Gordon Freeman: 2,97 MB (Once its done it will be approx 6 MB max.)
>Grondoval: 9,22 MB

Add 2 x 600 kB Tipboxes for each class and all in all it'll be aprox 17 MB

>>1435853
Yes they are currently seeking missiles, about to change them to monsters that seek for targets, just like the lost souls.

>> No.1435875

>>1435871
Experiment with compressed PNGs in a PK3, uncompressed PNGs in a PK3, compressed PNGs in a WAD in a PK3, uncompressed PNGs in a WAD in a PK3, PK7s, and external archive management programs like 7zip for making PK3s and PK7s

>> No.1435886

http://youtu.be/-UHVFohpCqU?t=11m25s

>> No.1435890
File: 41 KB, 341x450, BestUSPresident.jpg [View same] [iqdb] [saucenao] [google]
1435890

>>1435875
I am using Linux + shell scripts + 7zip to:
>compress files
>compress images (PNG, 255 indexed colors, reduces size by approx 20%)
>compile scripts
>write everything in pk3's

I will try to write everything into pk7's.
As far as I know WADs dont offer any compression at all.

>> No.1435892

>>1435890
Supposedly putting it all in a wad and THEN compressing into PK3 offers smaller sizes because it's just one mass of a file.

So far my attempt at separating Demon Eclipse into proper pk3 structure instead of a mass of WADs in a pk3 reflects this

>> No.1435895

>>1435867
Thanks man. This map is gold, keep doing what you do.

>> No.1435902

http://www.youtube.com/watch?v=BvP3QUiIcbw

duke nukem

>> No.1435905
File: 12 KB, 791x349, 1393548018050.png [View same] [iqdb] [saucenao] [google]
1435905

>>1435890
>fellow *nix user
Awesome.

Do you make maps? If so, what do you use? Doom Builder doesn't want to run in WINE. Do you use a virtual machine for that?
Or is there a decent map editor for Unix-like systems? I'm looking at Eureka, which seems okay.

GZDoom compiled fine for me though once I took care of those pain in the ass FMOD Ex dependencies. Takes a specific version, which differs if you have an svn tarball, and requires something else if building for AMD64.

>> No.1435906

>>1435675
>>1435650

Yeah, this, it hasn't aged as well as DooM or Quake has. Marathon 2 is better aged.

>> No.1435913

>>1435886
Why the fuck does Doom sound so good in that video? It doesnt sound as great when Im playing.

>> No.1435916

>>1435913
sounds normal, just through bass-heavy speakers in a room

>> No.1435919

>>1435913
High bass on their speakers

>> No.1435925

>>1435913
Most source ports these days resample the sound effects, which were recorded at a low sample rate (and are being played back much higher, generally somewhere around 44,100Hz or 48,000Hz, even).

He is using Doom95, which plays back sound effects at around 22,050Hz by default.

>> No.1435928

>>1435925
how will that make it sound better

the first doom was resampled as well--by the digital to analogue converter you use to hear it

>> No.1435941

>>1435925
On ZDoom-based ports, you can adjust interpolation and frequency too

Something fun to play around with

>> No.1435954

>>1433406
>arcaded3d

do you mean that spanish website?

>> No.1435956

>>1435853
>>1435827
I know it won't be accurate, but for the love of fuck, make the hornethand so fucking useless. I don't care if you make the MP5 mostly shit, like it was in HL1, but do what Black Mesa did and make it actually useful.

>> No.1435985

>>1435956
>make the hornethand so fucking useless
is that what you meant to type

>> No.1436021

>>1435842
yeah, that makes sense. i guess when you're starting out, its mostly practice/trying to learn as much as you can/being honest and self critical

if i post a wad with some maps i've made will you guys tell me what i'm doing right/wrong?

>> No.1436025

>>1435357
Wrath of Cronos is a damn good action-rpg mod. Works for Doom, heretic and strife, but intended for hexen. The balance is sort of off late-game, but it's still great.

>> No.1436029

>>1436025
>The balance is sort of off late-game
It's more than just 'sort of off'. My mage could blow korax up in two seconds flat, hold the fire button on his ult and GAIN mana, and regen health so fast no single monster could threaten him.

>> No.1436058

>>1436021
I will, definitely. I'm starting to get better with mapping myself, but I've learned how to be super critical of other's maps too.

>> No.1436061

>E2M4 and MAP10 do not only share map authors, they also have a secret room (tagged and non-tagged, respectively) -with a shotgun inside of them- near the start of each map in single-player mode

>> No.1436191

>>1436058
http://www.sendspace.com/file/1q9a68

here's three levels for doom 2

>> No.1436247
File: 214 KB, 900x954, 1328977047950.jpg [View same] [iqdb] [saucenao] [google]
1436247

>>1435251
I really do dislike the Tau but here is a plot spoiler of that story.
The inquistior with them notices there is a potential genestealer infestation among the tau and decides not to tell them about it

>>1435275
>If I remember correctly, WH40k started off as more humorous, and not very serious,

That was "rogue trader", not to be confused with the role playing game of the same name.

>>1435369
You might want to stop reading 3rd edition fluff then, when the grimdark was the grimdarkiest.

>> No.1436348

>>1436191
Thanks anon, I'll give these a run through tomorrow.

>> No.1436384
File: 1.34 MB, 538x402, tri hatchet.gif [View same] [iqdb] [saucenao] [google]
1436384

I hope this isn't too boring for the hatchet's item crash, but those hatchets hang around for fucking ever

>> No.1436408

Gimme some good wads to play with Project MSX please.
>>1436384
Looks neat.

>> No.1436410

>>1436408
Deus Vult II

>> No.1436416

>>1436408
brutal doom

>> No.1436417

http://static.best-ever.org/wads/allengrunt.wad

Here is a thing
Enjoy

>> No.1436418

>>1436408
Hellbound
Scythes
Deus Vults
That fuel map with the Cacoawards

>> No.1436420

>>1436384
Not everything has to reinvent the wheel, it only has to be useful.

>> No.1436432

where the shit are sprites on the duke4 forums

>> No.1436443

>>1436420

Never hurts to add a little flair to make the weapons FEEL beefed up though.

>> No.1436445

>>1436443
You're throwing triple bouncy axes that tear through everything and they got shadow images of themselves.

I think I'd feel pretty beefed up on principal alone.

You better have a cool slashing sound effect for them. That's EVERYTHING

>> No.1436447

>>1436445

They're gonna have a unique sound when you chuck them, I'll make damn sure of that.

Super Ghouls n' Ghosts has been a damn near endless source of good resources thus far

>> No.1436450

>>1436447
The throwing sound is not as important as the sound used for cutting monsters apart.

>> No.1436452
File: 9 KB, 184x172, uhhhh.jpg [View same] [iqdb] [saucenao] [google]
1436452

>>1436450

They're rippers, I don't know how to make how to make a ripper projectile play a sound when it pierces an enemy.

>> No.1436457

>>1434205
I BEAT IT
Iron man mode too. There were cyberdemons up the ass.
>>1436410
>>1436418
>Deus Vult
Huh, I had those downloaded but I had forgotten about them. Thanks!
>Hellbound
>Scythes
There are a few maps in them that have imps everywhere and they wreck my shit, but I guess I'll git gud and power through now.

>> No.1436462

>>1436452
If there's no sound when they're slashing dudes then it's not going to feel very strong even if it's tearing EVERYTHING apart.

>> No.1436463

>>1436462

You're right, I'll look into this before v1.0 hits.

>> No.1436468

>>1436463
Instead of ripper projectiles why not turn them into bouncing projectiles that disappear after awhile?

That way you can throw it in the middle of a group and they'll just bounce between everything.

Or maybe give it Wraithverge technology. That shit makes sounds when it's hitting things.

>> No.1436478

>>1436468

You mean bounce off enemies? That would be pretty fucking cool too but they won't make a unique sound there I don't think

wraithverge?

>> No.1436482

>>1436478
>This nigga doesn't know what Wraithverge is
The ultimate weapon for the Cleric in Hexen

>> No.1436485
File: 36 KB, 393x391, 1354619006173.jpg [View same] [iqdb] [saucenao] [google]
1436485

>>1436482

Oh right that thing. Sorry I don't play a lot of Hexen, lemme look into it

>> No.1436487

>>1436485

Or play Parias in Samsara...

>> No.1436490

>>1436487

That's exactly what I'm doing now.

>> No.1436506

>>1436490
mah nigga
parias best samsara

>> No.1436514

>>1436506
caleb best samsara

>> No.1436521

:: [BE] New York :: Good ol' Doom 2 Cooperative (The Home Improvement Experience)

get in here

>> No.1436527

What are some good Zandronum-only DM wads?

>> No.1436529

>>1436527
what the fuck is zandronum-only

is this your idea of a joke

>> No.1436535

>>1436521
this is the meaning of life

>> No.1436542

>>1436506

I love parias. But I feel most comfortable with Duke and his mighty boot.

"eat my size 14."

>> No.1436545

>>1436542

While you're down there, why don't you polish my... shoes ehehehehe

GAAAAAAAAAAAAAAAAAAAAAAAAY

>> No.1436543

>>1436527
>good Zandronum-only DM wads?

That's a little bit redundant, mate. The only good DM you'll have is on Zandronum.

>> No.1436547

>>1436545

My favorite is still "Duke Angry. Duke Stomp!"

>> No.1436554

>>1436547
>>1436545
Man Dook's one liners haven't been good since DN3D.

>> No.1436557

>>1436554
Yeepieee Kai Yeeee motherfa(BEEP)

>> No.1436559

>>1436535
>>1436521

http://www.youtube.com/watch?v=BI6Ib7wVHbM

>> No.1436560

>>1436554
I'M GONNA KILL YOU OLD STYLE

>> No.1436561

>>1436529
>>1436543
I mean as in DM maps designed around GZDoom or Zandronum's capabilities rather than any other source port's own. I'm interested to see if there's such thing or if only multiplayer TCs like MM8BDM have that in mind.

>> No.1436562

>>1436559
What?
Why?

Why is this even a thing?
I miss Home Improvement

>> No.1436563

>>1436561
http://essel.spork-chan.net/maps/spacedm9/

>> No.1436565

i remember their was a mod that claim to be parkour/GTA style it had a "Tatsumaki senpuu kyaku/Tornado kick"

>> No.1436567

>>1436554

There was at least one good one in DNF:

"Have a taste of my BALL."

>> No.1436575

>>1436565
I remember in skulltag age, their was this HQ megawad with a campaine and shit.

It had tails, fucking link for some odd reason.
Link could charge and spin around with his sword.

Speaking obscure mod, I remember a japanese mod, with some school girl alien or some shit, had crazy clown too and neat weapons.

>> No.1436594

>>1436575
The Shadow Mavericks Multi Purpose wad
or
SMMP

>> No.1436615

Keyhunting: What do you think of it?

>> No.1436619

>>1436615

Used in moderation: Good, makes for good breathers between ripping and tearing.

Used excessively: The worst.

>> No.1436629

God, the level in Scythe where you have to run to the exit being folowed by an instakill invisible wall thing sucks dick.
Time to IDCLEV I guess.

>> No.1436664

If you were to convert a song into 16 bit midi for doom to read, are the lyrics at all hard to hear?

>> No.1436669
File: 413 KB, 225x100, PRINCE.gif [View same] [iqdb] [saucenao] [google]
1436669

>>1436664

>> No.1436670

>>1436615
>Linear keyhunting[without any form of speedrun shortcut]
Annoying in large levels,meh-ish in short levels,depends on level design
>Non linear keyhunting
Pretty cool if its well done,depends on level design
>No keyhunting
Obviously a boss fight or an arena map
>No keyhunting in big area
Slaughterfest

>> No.1436672

with quake live dying and with no linux support I'm going back to quake 3 arena. any mods I should know about for it?

>> No.1436673

>>1436418
>>1436410
Not him but I just tried DV and the imps keep wrekick my shit. Any tips?

>> No.1436678

>>1436669
ill take that as a yes, they are hard to hear

or did i just retard my question?

>> No.1436685

>>1436678
>>1436664

Lyrics don't exist in midi.
They're turned into instrument.

Compare this: https://www.mediafire.com/?9nv0sc7jxw86x0n
With this: http://www.youtube.com/watch?v=P8BFryIKBpk

>> No.1436731
File: 1.86 MB, 981x370, EXTREME GRAPPLING.gif [View same] [iqdb] [saucenao] [google]
1436731

This is the most retarded badass thing ever:

Hookshot spreadgun.

Thanks FKER Guy for the idea!

>> No.1436779

So, Doom or DooM?

>> No.1436794

>>1433425
I like the graphics. Nothing special otherwise. This being said, I also wanted to deathmatch in Wolfenstein like surroundings.

>> No.1436812

>>1436664
It doesn't work that way.

A midi file isn't an audio file, it's more like digital sheet music.

>> No.1436818

>>1436672

Generations Arena, I think

>> No.1436841

>>1433209
what mod is this and where is a download?

>> No.1436892

http://forum.zdoom.org/viewtopic.php?f=39&t=45384

Finally, a tutorial for taking screenshots of guns

>> No.1436910
File: 175 KB, 400x306, 800443868_403506.gif [View same] [iqdb] [saucenao] [google]
1436910

>Doom's current backup tics allows for about 420ms of latency before running out of maketics

>> No.1436915 [DELETED] 

>>1436910
torrid pls go and stay go

>> No.1436929

http://forum.zdoom.org/viewtopic.php?f=19&t=45385

sup /vr/ - viralling my shitty mod. enjoy.

>> No.1436974

>>1436664
> lyrics
> on a midi
> a "16-bit" midi

You don't fucking understand what a midi is, do you?

>> No.1436979

>>1436974
a form of audio compression wherein pitch is detected and each pitch is assigned a harmonic structure

the pitches are then played back with the harmonic structure assigned and together they loosely recreate the original material

>> No.1436983

>>1436664
Well, MIDI doesn't have lyrical capabilities

HOWEVER

You could reproduce the frequencies of a sound through really shitty additive synthesis by stacking fuckloads of notes using a sine instrument.

http://0110.be/posts/Reproduction_of_speech_using_MIDI

>> No.1436990

>>1436979
Nope

>> No.1436992

>>1436990
>Midi notes not pitch
>Wave tables / synth presets not harmonic structure
Technically correct

>> No.1436996
File: 1.91 MB, 223x237, vagina.gif [View same] [iqdb] [saucenao] [google]
1436996

>>1436979
top lel

what are you even trying to say?

>> No.1436997

>>1436979
No. Pitch is not "detected" and the original song is not just "compressed" into being a "16-bit midi" (which is not even a fucking thing).

Every MIDI file of an existing song that is out there was painstakingly sequenced from scratch. This is why it's sometimes fucking shitty.

You can't just plug an MP3 into a program and "turn it into a midi." That isn't how it works. For one thing, how the fuck would it be able to make out any of the instruments? Computers aren't magic, retard.

>> No.1437001

>>1436996
obviously something above your vocabulary level

sorry about the jargon:

pitch is logged in a series of notes in the midi format and every note is within a channel

a channel is assigned a harmonic structure, be it a wavetable or a preset for a synthesizer

on playback the original song is loosely recreated

>> No.1437002

>>1436997
>You can't just plug an MP3 into a program and "turn it into a midi."
there are literally programs that exist for this

melodyne, tarsos, wavemid, inst2midi

please stop being stupid

>> No.1437005
File: 100 KB, 250x250, 1375297224147.png [View same] [iqdb] [saucenao] [google]
1437005

>>1436731

>> No.1437014

>>1437002
Yeah but how fucking reliable are they? Can I plug an entire jam into the thing and it comes out perfect? Of course not.

>> No.1437016

>>1437014
a midi recreation of a song will never be perfect unless you're recreating a midi

i think you know you've made a big mistake here

you talked a big game and you couldn't back it up, let's call it even

>> No.1437041

>>1437016
You sure about that? Check out some of the shit on VGmusic for example.

But you're right, this is a fucktarded argument and the entire thing is stupid. Let's actually talk about Doom.

>> No.1437045

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

Joel from Vinesauce enjoying Brutal Doom

>> No.1437051

>>1436191
Hey map anon! I played through these.

Overall, I have one word to describe these: SLAUGHTERWAD. Maybe that's what you were going for but it's usually used as a negative connotation. Your idea of "difficult encounters" seems to revolve around just throwing hordes of monsters at the player, and for the most part, the ammo counts seem to reflect that. I only once ran out of ammo for anything in all three levels, and it was the SSG (statistically the easiest thing to run out of ammo on), and by that point I had literally every other weapon.

The health could use a little more spreading out. You seem to cluster 3-6 medkits or stimpacks in a little corner, probably expecting the player to survive an encounter and then go restock. And while that's a valid technique, it doesn't always work for all players--I don't like my health to get below 40% if I can help it, so I'm always running around looking for health in the middle of firefights. Tucking a stimpack or two away in the sides of a room instead of clustering all the health in one area is a good way to help the player out.

You overuse monster closets. By the time I found the red key in Map03, I was actually shocked that it didn't immediately unleash 12 shotgunners.

Your use of architecture and textures is actually pretty good. Areas feel distinct and landmarks are memorable--I loved that big triangle room and the giant, water-filled room in Map03. I wouldn't have used the light texture on all the steps and walls of that staircase in the very first room of Map01, but to each their own.

In a source port that enables jumping (I use ZDoom), you can get the shotgun without going through the three guys in the opening room. This is not necessarily an issue (there are plenty of spots in the IWADs where jumping will let you bypass entire parts of levels) I also would consider changing that area slightly to make it impossible to do that.

Continued next post.

>> No.1437054

http://www.youtube.com/watch?v=ws2s0eSWANg

Does Joel come to /vr/

>> No.1437062

>>1437051
You would benefit greatly from making a handful of the monsters deaf, and adding a bunch of "block sound" and "block monster" lines. For example, when I blast the zombieman and two Imps in the first room of Map01, I seem to wake up every damn monster in the level, including the Revenant in the blue key room. By doing this, it makes it harder for you to control the player's progression and encounters, because then the monsters just do what they want trying to kill the player. This is bad also because then it makes it easier for the monsters to infight. Speaking of:

A LOT of the monsters can use better placement. There's so many that oftentimes a player can just alert the monsters and then walk away, letting them deal with themselves. For example, there's an Archvile in the red key room in Map03, but a bunch of hitscanners behind him. Within seconds, the Archie is more concerned with vaporizing those guys than he is attacking me. This isn't good.

There's also a problem with some monsters getting stuck in walls. For example, there's a room in Map02 (I think) with gray walls and a kind of structure in the middle with a Plasmagun, a Baron and a Cacodemon, but the Caco is caught in the wall, letting me blast the fuck out of him with no worries. There's also a monster closet in Map02 or 03 with two Revenants, some hitscanners and a bunch of Lost Souls--the Revenants are too close to the walls or something and they get stuck there until I clear out some of the smaller monsters.

Mancubi don't work well in enclosed areas because of their missile attack--it spreads in an arc, it doesn't target the player, so in small areas it tends to just hit the walls instead of the player.

I would focus more on making engaging encounters with a limited toolset--fighting a Baron or two with only a Chaingun is a lot more tense and (IMO) fun than fighting six Barons with a Plasmagun.

Continued next post.

>> No.1437078

>>1437062
There also weren't a whole lot of secrets that I found--I only found the Berserk pack one in Map01, and that seemed a little bit of a letdown. I also don't recall very much armour, which is IMO a problem--every level, IMO, should have a green armour in it somewhere. You would also benefit from some health here and there in the opening rooms to help out players who may have left the previous level with sub-50% health levels.

Overall, I can't knock the actual map designs too much; it's mostly just the monsters being really overwhelming that's the problem. I mean, both Map02 and 03 have monster counts above 100 on HMP, which is pretty nuts for levels of this size. (In fact, I just checked and in UV the monster counts are identical. Is this even balanced for different difficulties?)

I would also say that these maps aren't really "1994 quality," they definitely remind me more of a 97-99 mapset than anything else--stuff like the inset floors and such really evoke that more than anything else. This isn't a bad thing.

Overall, I would say solid 3/5; could use some balancing work but it's far from unplayable.

What are your favourite level sets, anon? Next time, try to think of some of the memorable traps and setpieces from those maps. And then rip them the fuck off. I mean, nobody will give you shit for it--I mean, if there's anything Doom players love, it's more Doom, and if the staggering amount of "Episode 1 replacement" style mapsets is any indication, they love things they're familiar with. Take some of those encounters that you remember, tweak them a little bit, and go with it. (For one thing, I would learn how to use teleporting monsters rather than relying on monster closets all the time. They aren't that hard to set up and they can be a lot of fun.)

>> No.1437109

>>1436731

Oh god, this is the best thing you have made for your mod

>> No.1437210
File: 679 KB, 499x275, cornered_by_revenants.gif [View same] [iqdb] [saucenao] [google]
1437210

>> No.1437262
File: 62 KB, 373x373, 1353675826765.jpg [View same] [iqdb] [saucenao] [google]
1437262

>Revenants

Fuck revenants and everything like that, as a mapper I do not intend to include any of them but again as a mapper I can see why they're used. They fill an excellent niche.

Thing is they fill it so well and the stock monsters don't compete with them so well for that niche that it really is a great case for using a custom monster or two instead.

>> No.1437271

>>1437262
>Revenants fill a niche
>Other monsters don't fill that niche
>Don't use revenants to fill that niche
I tried to follow, honest to God I did, but that's what I'm getting from this post and it makes no damn sense at all

>> No.1437280
File: 9 KB, 440x440, 1380361144841.png [View same] [iqdb] [saucenao] [google]
1437280

>>1437271
Revenants are an excellent medium threat given their speed, health and their unique weapon (homing missile). They also function well as a large group with many homing missiles and they dont hurt eachother.

The closest is hell knights but they're not quite as good at being a close in threat as revenants and their abilities rapidly diminish at range whereas revenants can still remain a threat.

Though players have been fighting this threat for over ten years so I think it's fair to give them new threats to face that are of a "medium" level of power. Not bosses but not fodder either.

>> No.1437312

>>1437210
>dat ouchface

>> No.1437343
File: 197 KB, 700x1050, image.jpg [View same] [iqdb] [saucenao] [google]
1437343

Oh shit niggas

Havent been dooming for like 4 months

What megawads did i miss? I know about D2TWIDD, which seems awesome

>> No.1437349

Out of curiosity, how does /vr/ feel about the new Doom game?

I dunno if we can talk about it cus it's technically not retro.

>> No.1437357

>>1436061

Tom Hall or Sandy? I forgot. Both maps are OK. Above average vanilla maps.

>> No.1437359
File: 25 KB, 537x312, zU30ibn.png [View same] [iqdb] [saucenao] [google]
1437359

>>1437343
Hellbound I hear is great.
Then there's also GMOTA, which is being worked by one of our very own, it looks kickass.

There's also a guy here working on a Metroid mod, which looks very promising.

>>1437349
Well, Doom 4 wouldn't be retro in itself, but it'd be a long awaited sequel to a game that's very important to this board.

Also, I refuse to call it anything but Doom 4, it's not fucking Doom, it wasn't made in the 1990's by a bunch of dudes.

Doom 4 might end up terrible, or it might not.
At best, it'll probably be like Doom 3, as in, not a bad game, in fact, a decent shooter in itself (though nothing special), but a far cry from the original games. I fear that things could turn out worse though.

>>1437357
I think that would be Tom Hall, right? I know Map 10 was, which I quite enjoyed.

He did E2M2 as well, didn't he? That was probably one of the best maps in Doom in my opinion.

>> No.1437360

>>1437343

Hellbound

just go play it, it's awesome

>> No.1437365

>>1437359

As long as I get to be a dude with arms holding guns coming out of his chest IN A NEW GENERATION OF GRAPHICS WOOOAH

>> No.1437368

>>1437349
can't wait for the hd sprites

>> No.1437375

>>1437365
Doom 3 had the best graphics on its time though

>> No.1437378

>>1437365
I kind of desperately want the aesthetics of Doom, the concrete walls, the wood panels, the computer stations, the brick walls, the marble, the blue carpeting, the stacks of skulls, the stretched out skin, the pink tentacles, the studded metal frames, the stainless steel paneling, the demonic twisting, the hexagonal tiles.

I want the quasi-photorealistic quality of the graphics, the pumping metal music, the eerie and tense music, the persistent gore...

I know none of that will happen though.

>> No.1437386

>>1437378
You know,when ID software got new people,i kinda wish that some were some Doomworld people so they can make cool maps but i bet Bethesda will say "no,u make linear as shit maps"

>> No.1437394

>>1437386
confused gamers = returned games

>> No.1437396 [DELETED] 
File: 111 KB, 528x720, image.jpg [View same] [iqdb] [saucenao] [google]
1437396

>>1437359

Aw shit yeah. Containment Area is the bomb. No hitscanners, plenty of shit to explore and dat berserk pack

>> No.1437397

>>1437394
i bet my ass that if Doom 4 gets new monsters,said monsters will end up being ripped and put on Doom mods
But my heart says that said bosses will end up looking like something from Relam 667

>> No.1437398

>>1437343
>>1437396
why are you posting shit that has nothing to do with doom

why are you posting with a name while posting images that have nothing to do with doom

>> No.1437402

>>1437359
>>1437360

Hellbound it is!

>> No.1437403

>>1437398

Cause im on the ipad and ive only got like 3 images on this thing

Also, aliens are sorta doom

>> No.1437404

>>1436672
bump for this

>> No.1437405
File: 95 KB, 450x600, 1374058956039.jpg [View same] [iqdb] [saucenao] [google]
1437405

>>1437349
I want them (the devs) to just realize that it's ok to go full steam ahead with the old time shooter stuff.
If they try and cover all their bases they will just make a bland, shitty experience and "old school shooters" will cop the blame.

What shits me off though is I'm sure many of the dev team will be like "yeah man we loved doom!" and you know they really dont give a shit about it, just admit you dont care guys it's ok

Maybe Bethesda can buy "people can fly" off Epic or whoever and get them to make it.

>> No.1437406 [DELETED] 

>>1437403
why not post no images then

need a little more attention drawn to you?

>> No.1437408 [DELETED] 
File: 80 KB, 500x445, image.jpg [View same] [iqdb] [saucenao] [google]
1437408

>>1437406

Yepp!

>> No.1437410

>>1437405
People can Fly haven't made a good game since Painkiller and Battle out of Hell though.

The rest have been very bad.

>> No.1437413

>>1437410
>People can Fly haven't made a good game since Painkiller and Battle out of Hell though.

To be fair they're the only games of theirs I have even played.
I guess then I'll either hire the staff that worked on that or tell the guys ordering them to make shit games to instead tell them to make good ones.

>> No.1437415

>>1437410
didn't they make bulletstorm? I quite enjoyed that game actually

>> No.1437417

>>1437413
I think Painkiller and Battle out of Hell were flukes.

>> No.1437418

>>1437415

Yeah they did.

>> No.1437445

>>1436841
Anyone going to answer my question?

>> No.1437458

>>1437445
http://static.best-ever.org/wads/te13-metroiddreadnought-alpha1.7.pk3

>> No.1437461
File: 413 KB, 1280x720, 1393622401286.png [View same] [iqdb] [saucenao] [google]
1437461

I don't know about this

>> No.1437464

With john carmack gone what do you guys think the new doom is going to be like? The engine is hands down amazing and that is due to his work, but what about the design and feel of the game

>> No.1437468

>>1437464

Without Romero and without Carmack it's tough to say

>> No.1437469

>>1437464
Who knows? I honestly enjoyed Rage despite it's flaws, but I can't help but wonder about the influence that Carmack would have had over Doom 4 if he hadn't left.

Supposedly, they were planning a shitty CoD clone, but he put a stop to it because it "wasn't Doom".

>> No.1437472

>>1437469
>they were planning a shitty CoD clone, but he put a stop to it because it "wasn't Doom".
Oh Jesus. I'm getting the new wolfenstein mostly to sign up for that doom beta and check out if its any good

>> No.1437474

>>1437472
why not just pirate the beta

>> No.1437475

What do you guys HOPE the new Doom is like?

>> No.1437476

>>1437474
because I also kinda want the new wolfenstein.

>> No.1437480

>>1437475
I HOPE it'd be a first person ravage and savage shooting gallery with some small spooky moments in it.

>> No.1437482

>>1437475
Doom HD

>> No.1437483

>>1437480
you mean brutal doom? why not something different? it's a reboot

>> No.1437485
File: 362 KB, 749x436, wolf shotty.png [View same] [iqdb] [saucenao] [google]
1437485

>>1437474
But dat boomstick doe

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

>> No.1437484

>>1437475
What I hope? That it's at least fun, that it tries to borrow the style of the first games.
There needs to be at least a chainsaw, and I wouldn't say no to some kind of semi-automatic battle rifle, but that's entirely optional.

But the only thing I can honestly expect is for it to be at least fun, even though there's a good chance it might not.

>> No.1437486

>>1437475
optimized

>> No.1437490

>>1437475
mod tools on launch

>> No.1437491

>>1437464
I'm just going to go out and just say it'll most likely be trash, not so much because it's new but because the original creators aren't there anymore long with the fact that they had to can it once before john left means that they were going even further away than what they did in DOOM 3.

On a different note though is there an assault rifle mod that makes the chaingun or some sort of an assualt rifle actually feel satisfying to use? same goes with the pistol

>> No.1437492

I hope there aren't any, or very few hitscanners. I want to dodge shit.
>>1437490
This would be really cool.

>> No.1437493

>>1437491
accessories to murder

>> No.1437495

>>1437491
Beautiful Doom? And brutal doom, obviously.

>> No.1437501

Just gonna throw this out there, fishing for an answer

Kinda tried to rebalance complex doom, can anyone familiar with the mod tell me If I made either too easy or too hard? In practice it seems alright.

It's for personal use, no worries

-Only new weapons droppable are: Grenade Launcher, Railgun, MP40. All from Boss monsters
-No Health flasks or armor charges, Cerebral sentients and cardinals drop hellion hearts and skulls of terror occasionally though.
-Enemy health and pain chance values closer to vanilla, not all though, some of the lesser enemies have different hp values.
-Spawns rearragnged mostly, 1st tier: 65%, 2nd tier: 25%, 3rd tier: 5%
-No red armor and other higher tier spheres, however Life spheres and ultra spheres give 250 health and are 100%

I tried to vanillatize it at first but that was waaay too hard (gameplay-wise) so now its like this.

>> No.1437553

>>1437501
I've never played Complex Doom.

What does the MP40 do over the chaingun?

Personal patches aren't a big deal.
People seem to be fine with releasing patches for Doom mods as well.

>> No.1437559

>>1437485
>No muzzle flash
>Sounds like a toy
>Enemy only goes ragdoll despite what your image suggests
I like the design but it's not very impressive function-wise.

Killing Floor on the other hand had a great as fuck Boomstick

>> No.1437573

>>1437464
>>1437469
Carmack never did the "game" stuff like enemy/weapon placement, level design etc he just did code

>>1437475
A free roam open world game with built in levels similar to the first two games
and just more like the first two games in general

>> No.1437579

>>1437573
>A free roam open world game
what
why
how would that even make sense

>> No.1437581

>>1437573
>Open world Doom
>Running through the ruined streets of unnamed city, Earth
>Moving faster than any car
>Demons attacking from all angles
>That's about all I got to go on

Honestly I'd just play that NY replication level for Doom.

Or Hellbound.

>> No.1437582

>>1437573
>tfw no carmack code
inb4 shadow warrior reboot performance

>> No.1437583
File: 55 KB, 618x266, MARINERIFLEv2.png [View same] [iqdb] [saucenao] [google]
1437583

So, it's been a couple months or so since I've actually released something, I think - but as of today I at least got one thing mostly-finished:

a new version of that UAC rifle I did ages ago, basically.

>> No.1437589

>>1437583
That rifle looks nice.
I like that the bolt thing moves back as well

>> No.1437593

>>1437583
Pretty damn good.

If you don't mind suggestions, I think it could need a slight magwell, and this is more of a personal preference thing, but I prefer charging-handles that are either on the right side, or centered.

Cool as fuck though.

>> No.1437594

>>1437583
the rail looks like it's offset to the left because the highlight on the left edge is too wide

why didn't you make the reload sprites look as sharp as the idle and firing sprites

>> No.1437610

>>1437594
it's pretty much a 'beta'. there's still things i'd like to clean up a little more before i release.it anywhere outside of /vr/. Which will happen whenever i get around to it, probably.

>>1437589
>>1437593
Thanks.

>> No.1437612

>>1437579
>what
>why
doom was originally intended to be open like that, plus romero said if he made another game he'd probably make it open world

>> No.1437619

>>1437485
i haven't seen any health bar, ammo counter or medikit in that vid.
that bothers me...
looks like the game will be more fun to watch than to play

>> No.1437620

>>1437612
did romero say he'd make an open-world FPS

also doom has open world levels

downtown

>> No.1437628

>>1437612
>>1437620
I think a lot of people are confusing what "open world" would ideally mean in this context. I'm honestly imagining it more like Quake 2 where you often would have to go back and forth through some levels to get different items/weapons to progress.

>>1437582
It's running on the Rage engine, so Carmack did indeed code it, he just left before wholesale development started.

>> No.1437632
File: 847 KB, 1034x676, thegreatoutdoors.png [View same] [iqdb] [saucenao] [google]
1437632

>>1437583
Awesome muzzle flash reflections, dude.


Anyway, here's a shot of the outdoor area I spent all fucking day building.

>> No.1437636
File: 48 KB, 640x400, 1477447-eradicator_003.png [View same] [iqdb] [saucenao] [google]
1437636

http://static.best-ever.org/wads/samsaraaddonsv3.71_test.pk3

samsara addons have been UPDATED to feature a BRAND NEW CHARACTER
eleena from eradicator!

server is "][ Back to Saturn Survival Coop with Samsara Addons 1 Life ]["
ENJOY

>> No.1437637
File: 362 KB, 798x414, milled stamped.png [View same] [iqdb] [saucenao] [google]
1437637

>>1437610
The side of the receiver, though it looks alright, it looks slightly plain, it could use, depending on how it's constructed, either of these;
If milled, an indent, to reduce weight, like on an AK-47, -or-, a stamped ridge, to structurally enforce the receiver (like on an Uzi). Of course, it could have been made out of a high-strength polymer, rendering both of those irrelevant.

Excuse my autism.

>> No.1437673

>>1437637
I like learning nigga

>> No.1437749

>>1437078
cheers, this is all really good criticism that I can use! it's good to know that the monster/item placement is the weakest part because that's probably the easiest thing to change around. i never learned how to do the "block sound" or "block monster" lines, what "deaf" does, or how to make teleporting monsters, i'll look into that. thanks a lot anon.

>> No.1437796

>>1437559
Sounds fine to me, through the muffling they did for the video. And it doesn't just ragdoll, he spazzed out and ragdolled midair like the zombies in L4D2

>> No.1437798

Sunder is fucking impossible with Project MSX. I got pretty far but now the game drops me in a room with hitscanners on the side and a shitton of hell knights start appearing in front of me. I've tried everything, throwing a supercharged grenade, superjumping, making them infight, I always get surrounded or blast myself with the personnal cannon thing (which feels fucking great, on an unrelated note).

>> No.1437812

>>1437749
Yeah, IMO "block sound" and especially "block monster" lines are some of the most easily-overlooked things in my own maps; I mostly have to refine those by playing the level over and over and going "Oh shit, that guy's not supposed to be there."

>> No.1437814

>>1437796
He was shot in the back of the head but flew back towards the player.

>> No.1437820

>>1437814
On top of that no damage is shown on his body.
It makes the gun feel weaker than it should be.

>> No.1437832

>>1437814
>>1437820

No, he flew away from the player, but rolled back.

And I can't see his body after the shot, so I have no idea what damage models they have.

>> No.1437839

>>1437832
Watch the video again, the part that >>1437485
showed in the picture shows the guy dying with a stock animation to the ground. He falls towards the player despite physics saying that shouldn't have happened.

And if you watch the rest of the video there is zero body damage on any of the models. Just blood spurts, even when they're dead.

>> No.1437841

>>1437832
probably not much.
look at skyrim, that should give you an idea.
as usual, beth/zeimax only brings the source material, and let the modders add the good stuff (i bloody hope the game will be moddable)

>> No.1437847
File: 289 KB, 1024x640, 1393635962194.png [View same] [iqdb] [saucenao] [google]
1437847

weird things happen when you grapple dudes below you.

Also the scatter grapple makes for a shockingly decent weapon.

>> No.1437852

>>1437847
>Also the scatter grapple makes for a shockingly decent weapon.
It's really not that big of a surprise.

I mean your sword is basically a rapid fire BFG9000

>> No.1437856

>>1437852

The cleave is gonna get some tweaking for v1.0, if all goes well you won't be able to hit enemies from a mile away just because there's an imp next to you in the same line of vision

>> No.1437859

>>1437856
Even if it's nerfed it is still a point blank BFG shot and you have a weapon made to pull a group all on you.

The point I was making is that it's decent because it compliments your best method of dealing real damage.

>> No.1437860

Aight, give me a couple of mins

>> No.1437865

>>1437859

Hell I was just referring to just grappling monsters repeatedly with it. you can kill zombiemen with a point blank scatter grapple.

>> No.1437867

>>1437839
Doom didn't have "realistic death animation physics."

I don't give a shit how the guy falls, I give a shit about the dozen other dudes shooting at me while I run 200mph. Fuck focusing on shit like that, who cares? Focus on the gameplay, the music, the level design, the feel.

>> No.1437872

>>1437867
anon you just replied to someone who cares

plus it's 2014, basic ragdoll physics have been a requirement for over a decade

>> No.1437893

>>1437839
>despite physics saying that shouldn't have happened
guns don't make people fly backward anon

>> No.1437898

i wonder if a 1080p of that wolfenstein video is suitable for sprites...

>> No.1437901

>>1437867
Wolfenstein seems to be lacking a lot on challenge and interactivity.

Enemies don't look dangerous and your guns don't look or seem powerful.

>>1437893
When someone is shot point blank with a shotgun there is still a reaction out of them.
They don't just fall in a canned animation that happened several times before that video and several times afterwards.

I'm not asking for the shotgun to blow enemies away.
The game's tone is suggesting that it should be doing that with the oversytlization of everything though.

So it fails on two important levels here.

>> No.1437903

>>1437893
Hitler also didn't win World War 2 and never built an army of cyborgs and shit. When you get shot, and die, you just collapse, it's kinda boring to look at in videogames and movies.

>> No.1437904

is anyone playing online on zandronum?

>> No.1437907

>>1437903
yes but hitler winning ww2 is not about physics whereas my post and anon's complaint were

>> No.1437909

>>1437904
>>1437636

>> No.1437919

>not taking photos of yourself and becoming a samsara addon
uberselfie

>> No.1437924

>>1437919

>uberselfie
>playing as a duckface slut that has guns that fire Uggs and Starbucks products

>> No.1437926

>>1437924
better than caleb

>> No.1437938

>>1437909

pls no

>> No.1437959

NEW THREAD

>>1437957

>> No.1437989

>>1437583
No credits to Mark?

>> No.1438015

>>1437989
>No credits to Mark?

who the fuck do you think made the sprite mark used

>> No.1438041

>>1438015
The original Mike12's version already was an edit of the first BD's rifle. The way the hands are positioned, the gun's angle, everything uses Mark's rifle as base. And the clip part still remains untouched.

>> No.1438087

>>1438041
The hand position on the reload is about the only remaining influence from BD's rifle - everything else is from Nam, from which Mark took sprites to use for the reloading animations (including the clip, i might add) in the very early versions of BD.