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/vr/ - Retro Games


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1445943 No.1445943 [Reply] [Original]

DOOM THREAD, (Last thread >>1441442)
(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.1445946

****************************
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.1445994
File: 18 KB, 480x588, why.png [View same] [iqdb] [saucenao] [google]
1445994

Anyone know what causes this? I recorded in Fraps, no resize, and took a screenshot in VLC, deinterlace off. Antialiasing is off in-game. It happens in New Vegas as well.

It's like it's got chroma subsampling, but it should be lossless.

>> No.1446078

Would someone please push Minigunner to update the Polished Skull link in his thread? If it's that damn good as I've been hearing, then damn, more people need to know about it!

>> No.1446103

Well, one guy played my maps. Why don't you give it a go?
https://www.dropbox.com/s/pwqxfdgd191az6b/FourMaps.wad

>> No.1446108

>>1445946
>Not including Polished Skull
https://dl.dropboxusercontent.com/u/85393552/Temp/Polished_Skull-Beta1WIP4.zip

>> No.1446129

>>1446108

Oh fuck I just realized

>pk3 inside a zip

must...contain...sperging

>> No.1446134

>>1446129
Well you already posted about it, what else is there to do?

>> No.1446159

Is there any doom streams that do pwads and stuff?

>> No.1446218
File: 2.33 MB, 1132x2289, 1393962065826.png [View same] [iqdb] [saucenao] [google]
1446218

>need a spriteset of Samus, none of the existing custom sprites of her work for Doom
>"Hey, I've got a model of Samus in GMod! I'll just pose the fuck out of her, take screenshots of it, and draw over it! This'll be easy!"
>four hours later
>FFFFFFFFFFFFFFFFFFFFUUUUUUUUUCCCCCCKKKKKKKKKKKKKKKKKKKK

>> No.1446235

I just played DM with my dad and I got blown the fuck out, and he was playing with only the keyboard, AA on low.
Time for sudoku.

>> No.1446236

>>1446218
That sure is a feel

>> No.1446242

>>1446218
>"I'll just take screenshots and draw over it!"
If it was that easy we'd have every monster from Quake in Doom by now

>> No.1446247

>>1446218
>implying this post is remotely helpful now that you already have so much done


It'll work 10 times easier if you pose her in front of a single color background you can easily magic wand out.

Also, you might want to disable ambient lighting. And center her in some sort of circle so you can get properly sized shots from the same distance away. IIRC there's some sort of cutscene camera path mod/tool for Gmod that might help set up the angles.


For that matter, why not just use the animation viewer in brawlbox (Smash Bros. Brawl editor) to get screenshots of the official nintendo animations?

>> No.1446249

>>1446218
you just caused yourself a world of headaches by not posing her against a blank colored background.

>> No.1446265

>>1446249
I'm 100% sure there's a map with a solid white room with neutral lighting in it too.

>> No.1446267

>>1446249
>you just caused yourself a world of headaches by not posing her against a blank colored background.

All of the greenscreen backgrounds I found weren't actually maps and coudn't be opened. For some retarded reason.

>>1446247
>For that matter, why not just use the animation viewer in brawlbox (Smash Bros. Brawl editor) to get screenshots of the official nintendo animations?

Wait. This is actually a thing?
I'm interested.

>> No.1446275

>>1446267
Were they props

>> No.1446280
File: 192 KB, 923x562, ss (2014-03-04 at 03.18.44).jpg [View same] [iqdb] [saucenao] [google]
1446280

>>1446275
Doesn't say, to my (limited) knowledge.

I'm assuming the box is a prop and the room is a map, though.

>> No.1446282
File: 144 KB, 1920x1080, gm_construct0004.jpg [View same] [iqdb] [saucenao] [google]
1446282

>>1446267
gm_construct has a white room that you can change the color of.

>> No.1446281

>>1446280

...but the room doesn't show up as a map in any of the categories, so.

>> No.1446283
File: 33 KB, 667x262, ss (2014-03-04 at 03.21.01).jpg [View same] [iqdb] [saucenao] [google]
1446283

>>1446281

FORGOT PIC

>>1446282

Iiiii did not know of this. I'll give it a shot, thank you.

>> No.1446314

Try me

>> No.1446324
File: 495 KB, 1280x720, Samus_Cosmic_Angel_by_Ryu_Gi.jpg [View same] [iqdb] [saucenao] [google]
1446324

>>1446314

Try me.

>> No.1446359

>>1446324
M-Muh bounty hunter waifu.

>> No.1446409

>>1446242
We do have every monster from Quake right now.

Didn't you play the Quake Ultra mod?

It's uses 3D sprites.

>> No.1446420
File: 34 KB, 300x300, sigh_meme.jpg [View same] [iqdb] [saucenao] [google]
1446420

>>1446409
>3d sprites

>> No.1446424

>>1446420
I messed up.

I mean 3D models.

AEOD used 3D rips into sprites though.

>> No.1446426 [DELETED] 
File: 42 KB, 337x354, 1391643917906.jpg [View same] [iqdb] [saucenao] [google]
1446426

>>1446324
Maor please.

>> No.1446428

>>1446426
Go google your moe shit outside of the Doom thread.

>> No.1446432
File: 951 KB, 500x375, 1391389867943.gif [View same] [iqdb] [saucenao] [google]
1446432

Anyone got any gifs or pics like this?

>> No.1446452
File: 29 KB, 576x532, 1393970703619.jpg [View same] [iqdb] [saucenao] [google]
1446452

>>1446432
What if Berkserk packs are actually filled with spinach?

>> No.1446461
File: 854 KB, 249x192, 1392248639680.gif [View same] [iqdb] [saucenao] [google]
1446461

>>1446432
Oh and here's another one.

>> No.1446552
File: 565 KB, 1280x960, 1393973855332.png [View same] [iqdb] [saucenao] [google]
1446552

>>1446103
>MAP03
>too much backtracking
>cacodemon key traps outrunnable
>all that symmetry, same huge stairs, same huge elevators
I had good things to say about the first two but this map is killing my motivation to continue.

Plus, pic related, this entire room. 80% of this map needs to go.

The first two were pretty good rehashes, though.

>> No.1446556

>>1446552
why the fuck is your doom so blurry

>> No.1446565

>>1446556
it's opengl, makes things look disgusting
some prefer it for some reason

>> No.1446569

>>1446409
Those are called models, bro. If I wanted models, I would play Quake. I want well-done sprites of the Quake monsters. Like NMN's Vore.

>> No.1446579

>>1446552
Thanks for the feedback. It's a remake of an old Chex Quest map. But you're right, it's the weak link. Map04 is much better.

>> No.1446575

>>1446565
I prefer it to keep mouselook from making me feel like I'm on psychedelics, but I never noticed it was that blurry until now.

>>1446552
I forgot to mention that, ignoring the one pictured room, you have some fine use of textures pretty much throughout the rest of the maps. That, and your good placement of Things are the best parts of your wad.

>> No.1446586

>>1446575
You can turn off the blurryness in the settings.

And yeah, map03 is the weak link. I'm gonna overhaul it over the next few days.

>> No.1446589

>>1446432
Get the doom images folder in the link here http://pastebin.com/5sKRiJzS

>> No.1446605

>>1446565
disable the filters

opengl doesn't have to look like that

>> No.1446615
File: 316 KB, 1280x960, 1393975225016.png [View same] [iqdb] [saucenao] [google]
1446615

>>1446586
No wonder my eyes were hurting.

Hey, this room sure reminds me of Quake. I like it.

>>1446565
>>1446605
Here's that filter disabled.

>> No.1446618

>>1446615
oh yeah that's good

>> No.1446656
File: 136 KB, 500x667, index.php.jpg [View same] [iqdb] [saucenao] [google]
1446656

>>1446569
>web search "doom vore" hoping for wads that use that scary beast
>deviantart links everywhere
>instantly remember vore is a furry thing

At least I have ZDCMP2.

>> No.1446662

>>1446656
Just go to R667 and look in the monster repository for the Vore.

The Vore isn't used very often in Doom mods.

It's pretty much ZDCMP2, Accessory to murder and The Refinery.

>> No.1446669

>>1446662
>Just go to R667 and look in the monster repository for the Vore.

Heheheh...yeah, about that...

>> No.1446671

>>1446669
It's not there?

Well there's always Accessories to Murder.

>> No.1446680

>>1446671

The curious thing here is, when WildWeasel added her to AtM, everyone naturally went "NOPENOPE", and thus Ghastly in a fit of rage/retardness deleted it from the repo'

>> No.1446687

>>1446680
>People hated the Vore
I thought it was balanced.

But I never played the newst version of AtM.
I keep an older one where the combat shotgun is strong and sexy and Vores are the Revenant replacement.

>> No.1446685

>>1446662
>>1446669
>>1446671
isn't the vore a freedoom monster?

>> No.1446691

>>1446685
It's a Quake monster.
The three legged one with the tracking projectiles

>> No.1446692

>>1446687
Vores are weak as fuck in the new one. Archvile replacement, slower missile, and you can shoot it out of the air.

>> No.1446693

what's the name of that really cute enemy in quake with claws?

>> No.1446702

>>1446693
Shambler?

>> No.1446704

>>1446692
Ehhhh I wouldn't give it up for a weaker shotgun.

That combat shotgun was one of my favorite Doom shotguns by far.

>>1446693
Gremlins or Shamblers?

>> No.1446706

>>1446687

It's not like they hate the Vore, it's just that the bitch's hard. You either need to tweak her heavily to make her enjoyable, or at least in the way WW put her in his mod which is pretty much a monster randomizer.

>>1446685

Hah! They (FreeDoom) wish. The Vore is originally a monster from Quake who got a neat 2D sprite conversion for Doom made by NMN, which was a talented spriter who recently called it quits on modding to pursue IRL stuff

>>1446693

shambler?

>> No.1446707
File: 150 KB, 640x965, 972911633-00.jpg [View same] [iqdb] [saucenao] [google]
1446707

I met doomguy (as in the guy who modeled for the cover) a couple of weeks ago. He was a painter in his college years who just so happened to be a bodybuilder in his teen years. He was studying underneath the guy hired to design the cover and the designer needed a model.

Doom guy was really cool. He doesn't play video games but he lives his life painting. He paints commercial work, portraits, package designs, kids books, pretty much anything he can get paid for. He's in his 50s and still pretty ripped.

He came to the library I work at to give speeches to kids about what its like to be a painter.

>> No.1446708

>>1446702
>>1446704
yeah the shambler! those are adorable as hell

>> No.1446710

>>1446707
That's pretty awesome. I'd be curious to see what he looks like.

>> No.1446712

>tfw monster is so easy you don't get an adrenaline boost and performance suffers and you die

>tfw monster is so hard you get an adrenaline boost and you kill everything and it's too easy

>> No.1446719
File: 18 KB, 350x300, cacodemon computer.png [View same] [iqdb] [saucenao] [google]
1446719

>>1446707
That's great.
I just noticed Doomguy has only one gun in the cover.

>> No.1446721

>>1446719
>just noticed
wait really?

>> No.1446720

>>1446710
his self portrait is at the bottom of this page. Not sure why he's dressed as a guy from the middle ages.
http://mikewimmerportraits.com/blog/?p=458

>> No.1446731
File: 246 KB, 285x224, 1393978070033.gif [View same] [iqdb] [saucenao] [google]
1446731

>>1446432

>> No.1446729

>>1446720
>>1446707
So what was his position/opinion regarding the cover art? Did he have any idea that he'd be on the cover of one of the most famous videogames of all time?

>> No.1446735

>>1446720

Someone should attempt to shoop a helmet on him just for shits n giggs

>> No.1446738

>>1446729
I don't think he did.

Like I said he wasn't really a gamer. Its just something he mentioned to get the audience attention. He was talking to a room full of high school art students

>> No.1446743

>>1445994
Fraps a shit

>> No.1446747
File: 236 KB, 380x201, 1379805171075.gif [View same] [iqdb] [saucenao] [google]
1446747

>>1446432

>> No.1446773

>>1446452
rip and tear your guts
you must contain spinach

>> No.1446774

>>1446721
Yes, I'm stupid. I never really looked at the other hand, I just assumed he had 2 guns from the thumbnail.

>> No.1446775

>>1445994
Fraps a shit, personally. It's not flexible enough. Either way, by default it records in YV12. There should be a "High Quality" tickbox that forces it to record in RGB somewhere.

Fraps is basically only relevant because it grandfathered itself in. If you want, you can look at some more modern recorders like Bandicam, MSI Afterburner, and Dxtory.

>> No.1446778

>>1445994
This a CS Shotgun?

>> No.1446781

>>1446775
>>1445994

Oh and I forgot, one alternative to screenshots in you can actually do is throw your lossless video into Sony Vegas and render the parts you want as PNG frames.

>> No.1446801

>Looking for random ass Doom mods one day
>Find something on youtube only
>It's The Specialists in Doom
>Some class bullshit
>Can't pick up ammo since there's no ammo drops
>Weapons are kinda shit overall

So close.

>> No.1446802

>>1446707
>He was studying underneath the guy hired to design the cover and the designer needed a model.

Reminder that Brom worked solo and so this guy is full of shit.

>> No.1446807

>>1446802
Brom did the cover for Doom 2, Doom was done by Ivan Punchatz, you silly goose.

>> No.1446810

I finally finished my first map ever and i need some testers, it's a E1M1 style map with way more mosters and shit.
What's the best site to upload for free the .zip and let people download it?

>> No.1446827

>>1446810
bayfiles?

>> No.1446831

>>1446810

I figured it out by myself, here's the link

https://www.dropbox.com/s/h6r53f2yimvp1rn/Thanks%20for%20trying%20my%20map.rar

thanks a lot for giving it a try

>> No.1446882
File: 1.76 MB, 320x240, Benelli-M4-Animation-Test.gif [View same] [iqdb] [saucenao] [google]
1446882

>>1446778
Yes, the XM1014 which was the name of the Benelli M4 prototype.

>>1446781
I have no intention of doing a film-esque rip of the weapons like Donald's Half-Life Samsara addon. Doesn't feel right in Doom after growing up on WildWeasel mods.

>>1446775
I think I'll need to upgrade my softset.

>> No.1446883
File: 68 KB, 1280x800, 1393982402863.png [View same] [iqdb] [saucenao] [google]
1446883

I think I've found the right kind of levels that would fit Demonicron perfectly

http://www.doomworld.com/idgames/?file=levels/doom2/Ports/d-f/decay.zip

Any other wads that look like this mapset?

>captcha (and sort of spoilers): barony atalitj

>> No.1446894

>>1446882
Just needs shells flying out of it, shells being loaded into it, a muzzle flash and you're good to go.

>> No.1446896

>>1446882
Any plans for a pump action shotgun?

Can't ever get tired of pump animations.

>> No.1446901
File: 650 KB, 1920x1080, 1393982846290.png [View same] [iqdb] [saucenao] [google]
1446901

Might as well post my progress so far:
>Gordon Freeman:
*Finished all slots (fists, pistol, I - VII)! I solved the fucking EGON weapon problem (creating a helix around a straight line in a 3D-room), THANKS A LOT TO /sci/ FOR HELPING ME OUT.Scroton is currently coding the squeaks (unique slot, inventory item that contains 3 squeaks). Thank you a lot Scroton!
*I still need to determine which HL weapon will be the instagib weapon. Anyone of you got an idea? Please no crossbow, there are already plenty of it in Samsara, and not the Barnacle gun. The Barnacle gun will be the Punchdrunk slot and is similiar to the chainsaw, but draws enemies towards you and is extremely strong (instagibs weak monsters like imps and zombiemans / shotgunners / chaingunners).
*Still missing: Tipbox, samsara pickup sprites, obituaries, weapon pickup messages (ACS one, 10 lines for each weapon).
*I have to fix the bottom part of the HUD, instead of displaying the amount of ammo in your backpack, the ammo in the magazine of your gun will be displayed. I also thought about creating something similiar to the Security Officers HUD (show how many bullets in the gun with sprites etc.)
*Heres an example video of all slots: http://www.youtube.com/watch?v=4zHQFMQK51A

>Aldus Kaden:
* Awwwww yes. I found an early beta of IPOG and the weapons are very different and the sprites too! I can now create new weapons for the punchdrunk/PD-unique and VII slot.
* Still missing: Weapon pickup messages (10 lines / weapon)

>Grondoval:
* Still missing: Weapon pickup messages (10 lines / weapon)
* Nuke sprites of all Heretic / Samsara / Chex monsters. (better not touch Strife, it easily breaks).

I am certain this will all be done within a week.

>> No.1446914

>>1446910
What's the melee weapon going to be?

>> No.1446910
File: 1.82 MB, 320x240, SIG-Sauer-P220-Animation-Test.gif [View same] [iqdb] [saucenao] [google]
1446910

>>1446882
SIG Sauer P220 is nearing completion. Muzzleflash, sight colour, finger position, and possibly other small details still need to be done.

>>1446894
Hands need a lot of work too.

>>1446896
If I find one I like I'll probably rip it.

>> No.1446916

>>1446901

take your pace and don't rush it. and for everything's holy, use another name to separate your work from Samsara Addons

>> No.1446918

>>1446914
Probably the knife.

>> No.1446921

>>1446916
> for everything's holy, use another name to separate your work from Samsara Addons
I wanted to name it something like Samsara_Donald_Addon_(version).pk3

>> No.1446924

>>1446916

He should give it a cool 90s expansion pack name.

>>1446918

If you're going for a CS-themed weaponset, you gotta make the knife make the player move faster.

>> No.1446946

>>1446910
What will you do when it comes to explosives and big weaponry?

>> No.1446958

>>1446946
Find models that look similar to CS:S and photoshop the CS:S terrorist hands onto it in the unsized image and then scale it down, probably.

>> No.1446973

>>1446958
Could always use STALKER resources.

>> No.1446980
File: 307 KB, 1125x455, Bulldog_6_reloading.jpg [View same] [iqdb] [saucenao] [google]
1446980

>>1446973
Not looking forward to animation Bulldog 6 and RPG7 looks really busy. That won't turn out well scaled down unless I remove huge chunks of it and simplify it before scaling.

>> No.1446982

>>1446980
http://css.gamebanana.com/skins/15278 Maybe?

>> No.1446987

>>1446980
Does Counterstrike even have rockets?

Never got into the games at all.

>> No.1446990

>>1446987
Supposedly there's a grenade launcher but I haven't seen in it the few hours I've been playing in Dust.

>> No.1446994

>>1446990
I don't remember one of those and I played plenty of CS1.6
what I do remember are flashbangs and smoke grenades, fuck those things

>> No.1446995

>>1446987
>>1446990
Nope.

>> No.1447012

>>1446921

Heh, not that guy, but that makes it sound like donald duck is going to be a playable character in samsara

>> No.1447015

>>1446921
also to add, you might even want to go so far as to put not_by_jesh_and_gang in there

>> No.1447019
File: 104 KB, 1024x768, gfs_50525_1_1.jpg [View same] [iqdb] [saucenao] [google]
1447019

>>1446774
>>1446721
>>1446719

you're probably thinking of the in-game splash screen, for whatever reason this always comes up with people not realizing there's two different official versions people have seen

>> No.1447026

>>1446980
Well the Bulldog 6 would match the weapon theme maybe.

Any planned assault rifles?

>> No.1447035

>>1446982
No reload animation, got a texture glitch anyway.

>> No.1447046

>>1447035
I saw a RG-6 once for CS once but the link was dead

>> No.1447054

>>1446980
How about the Killing Floor grenade launchers?

>> No.1447057

>>1446882
Not a bad rip, but I never liked how Counter Strike had left-handed guns like that.

>> No.1447079
File: 501 KB, 208x219, 1393910848247.gif [View same] [iqdb] [saucenao] [google]
1447079

>>1446432
>>1446461
>>1446731
>>1446747
it feels like im in 2005 again

>> No.1447083

>>1447012
yea,that's lame,we should get scrouge Mc Duck in samsara

>> No.1447086

>>1447079

I miss YTMND

>> No.1447105

>>1447079
Requesting Doomguy's head on Picard, and Chunk replaced with a Mancubus.

>>1447086
It's still around (though I get what you mean).
It was... a particular place.

>> No.1447115

I have a question about DoomRL arsenal
Do i have to upgrade GZDoom to run it?[GZ is in 1.7.1 and Z is in 2.6.1]
because i get this error
>Script error, "DoomRL Arsenal Beta 6.wad:DEC_NAPA" line 2502:
Invalid state parameter nodelay

>> No.1447121

>>1447115
Probably?
Get one of the dev builds.

>> No.1447125

>>1447115

>1.7.1
>2.6.1

Yyyyyep buddy, you're like one year behind stable releases

However, like >>1447121 said, you'll need a devbuild for DoomRL Arsenal

>> No.1447131

>>1447125
what dev build?

>> No.1447135

>>1447131
nvm fixed it,upgrading GZ and Zdoom worked

>> No.1447165

Mike12, will you ever record yourself drawing a weapon? I'd like to see how people go about spriting live.

>> No.1447170

>>1447165
I second this.

>> No.1447172
File: 14 KB, 566x228, Wrist mounted shooter WIP.png [View same] [iqdb] [saucenao] [google]
1447172

I'm a fucking retard who posts things in old threads.

anyways. You guys think I'm on the right path with this? I just need to get that doomguy recolored to match Baratus' gauntlet and make the shooter part look slightly less like a shotgun

>> No.1447175

>>1447172
yeah you could paint over that and it'll look right when paletted

>> No.1447178

>>1447175

I don't know how to do palletes, plus being colorblind is putting a damper on me getting colors more accurate

>> No.1447185

>>1447178
Didn't even know you were colorblind, which puts your efforts into perspective.

>> No.1447198

>>1447172
You should probably push the gun barrels up a bit further along his arm.

He could risk shooting his knuckles right now.

>> No.1447204
File: 58 KB, 465x201, Quality.jpg [View same] [iqdb] [saucenao] [google]
1447204

So good

>> No.1447205

>>1447204
wuzzat?

>> No.1447208

>>1447205
http://css.gamebanana.com/skins/116502

This Duke Nukem looking Remington 870.

Needed a pump-action.

>> No.1447212
File: 13 KB, 553x213, wrist shooter mk2.png [View same] [iqdb] [saucenao] [google]
1447212

>>1447198

I'm making it a single barrel shooter right now. Mechanically it's still gonna be the same weapon, I'm just giving it a different look to suit Blaz's beefy nature.

if I post just that clenched fist can someone make it match Baratus' gauntlets?

>> No.1447215
File: 27 KB, 500x307, super_shorty_870.jpg [View same] [iqdb] [saucenao] [google]
1447215

>>1447205
Looks like a Super-Shorty 12-Gauge.
Pretty nifty little things all in all.

I wish that Serbu would build some guns on Itacha M37 receivers, that'd give it wonderful clearance, as well as making it ambidextrous.

>> No.1447216

>>1447204
>>1447215
Those shotguns are made for midgets or something

>> No.1447217

>>1447216
They're made for people trying to hide shotguns.

>> No.1447218

>>1447217
..Midgets, exactly.

>> No.1447223

>>1447215
I prefer longer barrel shotguns.
Like anything in Resident Evil for example.

Or those funky russian ones where you push the pump forward instead of back towards you.

>> No.1447225

>>1447223
The shorty likely kicks really hard, and can only hold like 3 rounds or something.

>> No.1447228
File: 116 KB, 1024x768, Winchester1300Defender2.jpg [View same] [iqdb] [saucenao] [google]
1447228

>>1447208
The Duke Nukem shotgun was a Winchester 1300 Defender, with Tac-Star grips, like pic related (except it also had a heat-shield).

I want one some day, I'll pay an engraver to put the radioactive sign on the side of the receiver even.

>> No.1447227

>>1446432
Wait... is that a ham.. with hebrew writing on it?

>> No.1447230

>>1447227
It's all bull meat.

>> No.1447234
File: 195 KB, 1024x768, supershotgun and son.jpg [View same] [iqdb] [saucenao] [google]
1447234

>>1447223
Well, it'd depend on the application, but I'd ideally want something with like 10 or 12 inches of barrel, which would make the gun short, maneuverable and lightweight, while still having a good bit of velocity to it.
That, and a full stock.
So basically, the Supershotgun.

For any pump, I'm content with a 5 or 6 shot tube, with the barrel extending just one or two inches beyond the magazine tube.

>>1447227
Kosher cut.

>> No.1447237

>>1447234
I've grown really attached to over and under shotguns recently.

And just russian weaponry in general.
Thanks STALKER!

>> No.1447246
File: 83 KB, 800x406, over-under-supashotgun.jpg [View same] [iqdb] [saucenao] [google]
1447246

>>1447237
I always preferred side-by-sides for their classic, wide look, but an over-under is indeed slimmer, and probably easier to aim with.

>> No.1447252
File: 118 KB, 692x768, 1390809147651.jpg [View same] [iqdb] [saucenao] [google]
1447252

11 days

>> No.1447254

>>1447246
I'm not sure what it is but over-under just looks so great.
Side by sides too.

And magazine loaded shotguns.

>> No.1447258

>>1447252
I've been away and have missed much, how has this project been coming?

>> No.1447260

>>1447252
Allegedly

>> No.1447263

>>1447258
>how has this project been coming?

no idea, all I'm going on is

https://archive.foolz.us/vr/thread/1432065/#1434516

and after reading that I realize I thought it was the 15th for some raisin but it's actually the 18th. So it's actually 13 days in ~30 minutes.

>> No.1447295
File: 94 KB, 583x756, 1390218166051.jpg [View same] [iqdb] [saucenao] [google]
1447295

Viralling my shitty mod in case there are some people here that haven't seen it yet or aren't aware it got a giant update last august.

If you played it before last august but not afterwards then a lot changed and it got a lot faster and more streamlined:

http://www.youtube.com/watch?v=X6fk-rugoro

http://zandronum.com/forum/showthread.php?tid=4379

>> No.1447302

>>1447258
>how has this project been coming?

It hasn't.

>> No.1447304

>>1447302
>>1447258

It got released, dunno if you were here for that.

We're waiting on the next update now.

>> No.1447306
File: 2.06 MB, 1920x1080, 1393998680391.png [View same] [iqdb] [saucenao] [google]
1447306

>>1447302
Yea, I know that feel...

>> No.1447323

>>1447258
Next release maybe this month.
Mech confirmed.
Might have lots of weapons in next version

>> No.1447332

>>1447306
what the hell is this

looks awesome

>> No.1447342
File: 2.27 MB, 1920x1080, 1394000140067.png [View same] [iqdb] [saucenao] [google]
1447342

>>1447332
The level is Dawn of Reality. Big ass city level with tons of unique textures. I loved it.
Sprites and guns are my junk.

>> No.1447367

>>1447342
Nice hands, where are they from

>> No.1447379

>>1446078
No need. I just updated the thread with the new link.

>> No.1447378
File: 604 KB, 2048x1232, C360_2013-12-01-03-07-36-128.jpg [View same] [iqdb] [saucenao] [google]
1447378

>>1447367
made them myself from photos.

>> No.1447380

>>1447378

That's pretty high quality stuff.

>>1447379

I like your mod. Please make more stuff in the future

>> No.1447383

>>1447378
Turned out really good

>> No.1447384

>>1447379
last thread was polished skull general

>> No.1447385
File: 614 KB, 1920x1080, 1394002157066.png [View same] [iqdb] [saucenao] [google]
1447385

>>1447380
>>1447383
http://www.mediafire.com/download/s2uouivsk0a0h8a/lydia.zip
Thanks guys! Feel free to fart around with them if you like.

>> No.1447389
File: 1.23 MB, 1360x768, 1394002231016.png [View same] [iqdb] [saucenao] [google]
1447389

Why do people say OpenGL looks bad? I think it looks pretty damn good.

>> No.1447390

>>1447389
because other people have taste

[ ice cold ]

>> No.1447406

>>1447389
I personally love OpenGL, because not only does it allow for freer movement and orientation, but it displays more colors, it lets me better see the beautiful graphics, no longer are they pixelated and reduced in color off in the distance, but I can have a dark environment where whenever I see something lit up by fireballs and gunfire, it's beautiful.

>> No.1447412

>>1447389

It's just the simple divide of looks prettier versus more retro.
Some people want their retro game to look retro. Others want some more updated visuals.

In short, you shouldn't care because >opinions

>> No.1447434

>>1447105
I would, but I can't find a sprite sheet with transparency of Doomguy's status bar face for the life of me

Google has betrayed me

>> No.1447440

>>1447434
It should be in any doom.wad, doom2.wad, tnt.wad or plutonia.wad

>> No.1447443

>>1447440
It's all individual faces, though, as opposed to a sheet

Oh well, it's not that many I need

>> No.1447446

>>1447406
You act like software mode will somehow pixelate the distance more. It won't. That's your resolution.

Personally I've always been against the GL renderer because, back in 2006ish when I first got into ZDoom, I was using a toaster and it wouldn't run gZdoom in OpenGL.

>> No.1447452

>>1447446
Fuck, you're right about that.
Well, it's the colors really, I just find OpenGL to represent the visuals so much better. Also, I can look up and down, which not only gives me tactical opportunities, but allows me to study every nook and cranny of a level.

Also, I can't say that I understand that justification.

>> No.1447453

i just played Going Down E1
Holy shit i never tought that low tier enemies could be that dangerous

>> No.1447451
File: 804 KB, 244x148, 1375856790310.gif [View same] [iqdb] [saucenao] [google]
1447451

>looking up and down in software mode

>> No.1447456
File: 448 KB, 1440x1800, 1394005194118.jpg [View same] [iqdb] [saucenao] [google]
1447456

>>1447446
Not that guy, but I think I know what he means. He means aliasing and off-colours due to the 8-bit palette in Software.

With 4x or more anisotropic filtering, the sprites can look crisp and still look smooth in motion without the pixel scattering in the distance.

That pixel scattering also really, REALLY fucks with video encoding if you do that sort of thing.

>> No.1447463
File: 1.79 MB, 1440x1800, GL_anisotropic_On_Off.jpg [View same] [iqdb] [saucenao] [google]
1447463

>>1447456
Sprites and textures can look crisp and textures will look smooth in motion*

Another really old comparison shot.

>> No.1447470

>>1447463
What was that wad called? It was the shit.

>> No.1447471

>>1447456
You can set different magnification and minification modes in GL, though. I usually play old shooters with GL_NEAREST magnification and GL_NEAREST_MIPMAP_LINEAR minification.

>> No.1447474

>>1447470

Samsara?

>> No.1447478

>>1447470
>>1447474
No, Armageddon Invasion.

>> No.1447480

>>1447478
>>1447474

Samsara WITH Armageddon Invasion.

>> No.1447481

>>1447478
Samsara is running in the canyon shot too alongside Armageddon Invasion.

>> No.1447485
File: 1.50 MB, 1440x900, 1394006563704.png [View same] [iqdb] [saucenao] [google]
1447485

>>1447471
Yeah, but the guy was talking about Software vs. GL. I was just showing what the difference looked like for distant and oblique textures and Software's limited colour palette (Doom MAP05, imps in the dark turn grey, etc.)

Here's a random screenshot I took for something.

>> No.1447498

>>1447342
This map is really cool.

>> No.1447501

>>1447474
No, I know that. But thanks anyways.
>>1447478
Cool, thanks.

>> No.1447513
File: 1.60 MB, 1920x1080, 1394007872508.png [View same] [iqdb] [saucenao] [google]
1447513

>>1447498
I know right? It's full of surprises and fun. I need to replay it and find all the secrets. I only found 44% of them.

>> No.1447531
File: 612 KB, 208x219, SHOOT-AND-SQUIRM.gif [View same] [iqdb] [saucenao] [google]
1447531

I'm done, what tweaks could I make?

I know the Mancubus head may look retarded, zooming in on it made things confusing as fuck

>> No.1447538

>>1447531
Hahaha! Oh god, I love it, I wasn't even expecting the ouch-face, that's a damn perfect addition!

As for the Mancubus, I was kind of just picturing the Mancubus sprites, being pain/stun locked by Doomguy's rapid fire.

>> No.1447545
File: 96 KB, 574x733, red baron.jpg [View same] [iqdb] [saucenao] [google]
1447545

>>1447538
So like the whole sprite, flickering between his idle and pain animations?

The bullet impacts may have to be the Doom blood particle effect, what do you say on how I should do this?

>> No.1447549

>>1447545
The bullet impacts would be the blood spurts, I was going to suggest it, but i wasn't sure of how easy it would be.

Basically, you could superimpose the Mancubus frames over some simple background (a wall texture or screenshot from the game, whatever really), and just have the Mancubus twitching in pain.

>> No.1447559
File: 69 KB, 573x645, doon 2.jpg [View same] [iqdb] [saucenao] [google]
1447559

>>1447549
>Basically, you could superimpose the Mancubus frames over some simple background (a wall texture or screenshot from the game, whatever really), and just have the Mancubus twitching in pain.

I think that subtracts quite a bit from the original GIF, though. After the bit with Doomguy Stewart, you would then have a cut to a Mancubus on a plain background who is as well animated as the actual game and the blood spurts, as opposed to the original where you can see the environment getting messed up by bullets in multiple frames.

I think laying over the full Mancubus sprites over Chunk may work, might give it a try

>> No.1447561
File: 2.46 MB, 1920x1080, 1394010791695.png [View same] [iqdb] [saucenao] [google]
1447561

H-hi

D-d-do you like anime?

>> No.1447572 [SPOILER] 
File: 71 KB, 344x526, SLADE 2014-03-05 22-25-55-49.png [View same] [iqdb] [saucenao] [google]
1447572

>Open up BURL_TUMD.pk3 in SLADE
>Find this

Not to cause any drama or anything, but I found it funny

>> No.1447581
File: 9 KB, 150x75, 1394012406407.png [View same] [iqdb] [saucenao] [google]
1447581

>>1447572

I think that's somewhere in the game actually.

Also I want to make this look kinda fancy and give a neato firing animation, anyone have any ideas?

>> No.1447586

>>1447581
nigga that looks like an arm mounted bong
which is kinda cool but you can't kill demons with that shiz

>> No.1447590
File: 36 KB, 393x391, 1354619006173.jpg [View same] [iqdb] [saucenao] [google]
1447590

>>1447586

That looks like a bong to you?

>> No.1447591

>>1447581
Its filename has the word boss on it, so I'd imagine it would be the post-MAP30 screen.

As far as the gun on wrist thing goes, maybe some hand gestures (ie - pointing the index finger) or wrist bending downward to fire it?

>> No.1447593

>>1447581
I kinda like it, and maybe it's the sleep deprivation talking, but it almost looks like he failed to punch a rocket out of the air, and it's now heading straight for his face.

The color almost makes me think of Wolfenstein 3D. Hey, maybe it is a bong, and I've had a hit?

>> No.1447594

>>1447581
>>1447590
That's a very bright color for an arm cannon.

>> No.1447596

>>1447590
Not him but it looks kinda weird.
Anyways, I don't really have ideas for the firing thing, sorry.
>>1447593
>but it almost looks like he failed to punch a rocket out of the air, and it's now heading straight for his face.
Woah, I see it too now.

>> No.1447598

>>1447389
Texture filtering looks terrible.

>> No.1447603
File: 9 KB, 150x75, darker barrel.png [View same] [iqdb] [saucenao] [google]
1447603

>>1447591

I could have him clench his fist when firing

and now I see the rocket thing now, fuck all of you guys.

>> No.1447608

>>1447598
Fucking this

>filters in a game that largely consists of sprites

I play with OpenGL all the time and the game looks better when every sprite and texture is untouched by fitlers, when you shove on a whole bunch to make it smooth it's fucking hideous

>> No.1447609 [DELETED] 
File: 1.51 MB, 1920x1080, 1394013681393.png [View same] [iqdb] [saucenao] [google]
1447609

>>1447306
Any chance you can tell me where you went right after this part? I opened the door to the next room, fought all the ghosts, then walked around the house humping the walls for awhile and nothings changing. There's a barred door and I needed the red key to get in house so I'm assuming I don't need to go outside again to clear this area.

>> No.1447615
File: 10 KB, 156x75, 1394014092878.png [View same] [iqdb] [saucenao] [google]
1447615

here's what the idle sprite would look like, once I get a general shape I'm happy with I'm gonna work on making the barrel all fancy looking and put a gem and shit on it.

>> No.1447620

>>1447603
>>1447615
Looks better with the darker colors.

>> No.1447625

>>1447620

I agree, I think I'm onto something here, at least the idea of it. needs a lot of work though

>> No.1447636

>>1447598
It does, it really really does, it can seriously squander some of the more intricate spritework.

I play OpenGL to get a better look at the graphics, not to make the game feel like I've lost my glasses.

>>1447603
It looks like part of the gauntlet now, so it doesn't look like he's about to be rocket dildo'd in the face anymore.

>>1447625
I kinda dig it.

>> No.1447640
File: 10 KB, 156x75, my own HAND at shading.png [View same] [iqdb] [saucenao] [google]
1447640

>>1447636

If I get this good I'm gonna change at least the standard uncharged projectile, but the buster shots work well for his charge attacks.

Added a bit of shading

>> No.1447645

>>1447640
You need to add some of the purple from the wrist piece to the glove, it looks super copy/pasted right now. Other than that, nice work!

>> No.1447646

>>1447645

Well thanks Marty, I'll see what I can do, also I thought that was blue, being colorblind can be a bitch.

>> No.1447649

>>1447646
Ah damn, I forgot that you had mentioned that earlier. If you're still working on it tomorrow I might try to give you a hand.

>> No.1447663
File: 11 KB, 156x75, I want dat purple stuph.png [View same] [iqdb] [saucenao] [google]
1447663

I hope this is what Marty meant

>> No.1447665

>>1446901
looks great, what's Gordon's health/durability going to be like? He was pretty frail without armour but with the full HEV charge you were a god damn tank and could take an RPG blast head on and still walk away. Is it possible to change how much armour protects for a certain character? I think the suit's protection protected 2/3 of an attack's damage, but I'm not 100% certain.

>> No.1447824

>>1447572
It used to be the intermission pic, but people complained so I moved it to the background of the casting call at the end of the game.

>> No.1447879

http://www.youtube.com/watch?v=sZjCjt-MBDE

The Real Guns Hardcore / RGA shit looks dumb but damn that muzzle flash is cool.

>> No.1447883

>>1447879
it wouldn't be bad if it wasn't for the regen health and hitmarkers

>> No.1447884

Anyone have one of those wad recommendation pics?

>> No.1447903

Do you listen to music while you doom?

A

>> No.1447916

>>1447903
Knock you out by Black noise or Just dance. On repeat.

>> No.1447926

>>1447903
the ost, how could you not

>> No.1447934

>>1447926
I got tired of it after a while.

>> No.1447938

>>1447903
RULES OF NATURE

>> No.1447952

I've been playing Congestion 1024, a 2005 megawad made of small maps where, in each map, the playfield doesn't have to be bigger than 1024x1024

while the concept is good, some layout ideas interesting, holy shit is gameplay horrible in some maps. I'm giving up now because I'm just SICK of incredibly cramped area with no way to move a single inch when being shot at and SICK of having 20 enemies spawn all around you when you are in a very small room, as well as making them spawn in the exits JUST TO MAKE SURE YOU CAN'T GET OUT AND DIE

To Michael Philleo who did map 23 : Fuck you, and congratulations because thanks to your bullshit I'm not going to play the 9 remaining maps. I knew your map was going to be shit right at the start when the player has to perform a jump to get a semi obvious secret even though no jump was needed in every single map beforehand. You were far from the first map to have shit gameplay in this episode (due to the size limit constraint) but yours was the worst.
I'm leader in a 20+ small maps project like this for Duke Nukem 3D and I'm going to make damn sure no bullshit like this is going to happen in that.

>> No.1448037

I just started playing Pirate Doom for the first time yesterday. The sounds are eh, some of the weapons (the shotgun in particular) look kind of weird all in all it's an okay wad in everything except for one. The level design is GODLIKE. Whenever I finished one level, I was practically shaking, waiting to see what awesome idea was going to be seen in the next map.

TL;DR: Pirate Doom is fucking amazing due to fantastic level design.

>> No.1448064

>>1447934
Grab the Doom Metal WAD from the Brutal Doom pack. It works for most of these fancy-pants WADS we're getting nowadays.

For Project MSX, I just turned the music off. It worked well.

>> No.1448065

Tenentr00Anderson you sad, sad fuck

http://archive.foolz.us/vr/thread/1432065/#1437989
http://archive.foolz.us/vr/thread/1437957/#1438063

https://www.youtube.com/user/SGtMarkIV/discussion?lc=z132fl1optajdbe4d04ccnmotq2hfn4zbqc0k&google_comment_id=z132fl1optajdbe4d04ccnmotq2hfn4zbqc0k

the most ironic thing here is that you seem to care that much about crediting people, when you ripped off quite a bit of stuff for a certain, well known politically incorrect wad that got famous out there

toppests of lels

>> No.1448067

Report and hide.

>> No.1448068

>>1448067

look, i'm aware I'm breaking the rules for posting that, the deal here is that if we're going to assume responsabilities for stuff we say, we need to back our shit up. that fucker should be glad not to be in jail at this moment considering the kind of work he uploaded

>> No.1448070

>>1447165
>>1447170
Yeah, can probably do it sometime when i'm on more of a roll.

>> No.1448076

>>1448068
what?

>> No.1448079

>>1448076

try googling his username, just so you can check what WAD i'm talking about.

>> No.1448089

>>1448079
>>1448068
>Tenentr00Anderson

So he made Chris Dorner's Last Stand, huh?

>> No.1448106
File: 41 KB, 1200x239, cotm_dracula.png [View same] [iqdb] [saucenao] [google]
1448106

Spoted this on the zdoom forums along with some Alucard sprites

>> No.1448109

>>1448106

Dayum son

>> No.1448110
File: 11 KB, 1278x266, death.png [View same] [iqdb] [saucenao] [google]
1448110

>>1448106
also Death

>> No.1448151
File: 1.34 MB, 1366x768, Screenshot_Doom_Hell_Ground.png [View same] [iqdb] [saucenao] [google]
1448151

>> No.1448164
File: 33 KB, 500x375, 1393807565148.jpg [View same] [iqdb] [saucenao] [google]
1448164

>>1448151
Trippy

>> No.1448198

>>1448164
>>1448151
Eternal does some really interesting maps. DTS-T also has some very fantastic maps.

>> No.1448272

>>1448106
>>1448110
Who made it tho

>> No.1448360
File: 164 KB, 1254x600, doomcontrols.jpg [View same] [iqdb] [saucenao] [google]
1448360

Hey /vr/dg I need a nice high res image of the Doom keyboard controls. I found this one for Doom 3, but fuck Doom 3! I need this for Doom 1/2.

>> No.1448375

>>1448360
Doom 3 was an okay game. It just wasn't a Doom game.

>> No.1448378

>>1448375
its still scary and fun if you turn all the lights off and get in the mood for it

system shock 2 did most of the things that doom 3 did better though

>> No.1448382

>>1447952
cute cacodemons with bandanas too
can't forget about that

>> No.1448389

>>1448360
Why? What about, high resolution text? Mine is a blanket for all of the official Doom engine games.

Keyboard
W Forward
A Strafe left
S Backwards
D Strafe right
F Use
Q Previous weapons
E Next weapon
2 Previous Item
3 Next Item
R Use item

Mouse
Left click Fire
Right click Secondary fire

>> No.1448392

>>1448378
The Dead Space games also make a better Doom 3 than Doom 3 did and an entire trilogy of them came out in the time it took id to make Rage.

>> No.1448396

>>1448360
I don't think there is one. Doomwiki has the default controls for doom, you could try making one yourself.
I don't think anyone used default controls anyways. , and . to sidestrafe is kinda weird (though you get used to it after a bit).

>> No.1448402

>>1448389
Is it just me, or when there is jumping involved, do you guys use the "E" key to jump? I like to use the Spacebar for actions in Doom. Dunno why.

>> No.1448404

>>1448402
I've always done E for Use and Spacebar for jumping. Blame the Source engine.

>> No.1448407

>>1448404
I tried doing that, and I do it for any other game. But in Doom it just feels... weird...

>> No.1448408

>>1448272
check the spriting carnival thread on zdoom

>> No.1448410

>>1448402
There is no jumping involved in Doom.

>> No.1448414

>>1448410
I'm talking about WADS where jumping is involved. They do happen.

>> No.1448423

>>1448389
Similar to this, but with Q and E to change item instead, and ctrl to fire and arrow key to look around.

>> No.1448432

>>1448272
>>1448106
>>1448110
DrDoctor

Credit shit you fuckass.

>> No.1448439

What is the best way to play doom on a modern pc?
Zdoom?
GZdoom?
Doomsday?

>> No.1448440

>>1448414
` idclip/noclip/kitty

>> No.1448442

>>1448439
GZDoom all the way. Be sure to turn off filters!

>> No.1448445

>>1448439
gzdoom sans filters

>> No.1448453

>>1448439
GZDoom
No filters
Add dynamic light if you want but its not recommended for toasters

>> No.1448459

>>1448439
GZDoom.
Get perkristian smooth weapon animations and the PSX sfx too.

>> No.1448467

>>1448439
Prboom+

>> No.1448473

>>1448459
http://crud.toshiba-3.com/doom/psxs.zip

>> No.1448475

>>1448467
Prboom+ dev pls go
>>1448473
Oh yeah, use this one. The others have a shitty reverb thing that is annoying.
And here http://forum.zdoom.org/viewtopic.php?f=19&t=32628 you can get the smoother animations.

>> No.1448481

>>1447903
I pop a tab of adderall and listen this while I do decorate or mapping:

http://www.youtube.com/watch?v=F-S0T4xTdLY

>> No.1448487

>>1448442
>>1448445
>>1448453
>>1448459
GZdoom is what I thought, Wasn't sure if there was anything better.
I'll look into prboom+ for shits and gigs too

>> No.1448491

>>1448487
prboom is useful if you have a toaster and the urge to play slaughterfest

>> No.1448492

>>1448481
https://www.youtube.com/watch?v=dxRe8tBh7ss

>> No.1448495

>>1448491
so basically its the most efficient of the source ports than.

>> No.1448496

>>1448491
Why not just disable shit on GZdoom?
Should be the same thing.

>> No.1448502
File: 1.20 MB, 320x232, 1389222106298.gif [View same] [iqdb] [saucenao] [google]
1448502

>>1447531
I fucking love you guys...

>> No.1448506

>>1448495
>>1448491
Wouldn't that be chocolate doom?

>> No.1448514

>>1448506
Chocolate Doom and others aren't as optimized as prboom.

If you have a discrete graphics card and want to play elaborate architecture levels and have it run better, play with PrBoom GL

If you have a discrete graphics card and want to play elaborate architecture zdoom levels and have it run better, play with GZdoom

>> No.1448516

>>1448496
>Why not just disable shit on GZdoom?

Try disabling stuff for Nuts.wad. Now play Nuts.wad in PrBoom
http://www.youtube.com/watch?v=FLrpnQsoy6o

>b-but what about a non-joke wad?

Sure, go and try the same stuff with Hellbound's MAP29.

>> No.1448525

>>1448516
there's Slaughterfest 2012 MAP 27

>> No.1448531

>>1448516
Holy shit man.
Okay, downloading.

>> No.1448532
File: 31 KB, 373x502, 2h33asn[1].jpg [View same] [iqdb] [saucenao] [google]
1448532

>>1448525
>>1448516

Aaand of course let's not forget Planisphere 2

>> No.1448537
File: 17 KB, 16x9, 1392437964421.gif [View same] [iqdb] [saucenao] [google]
1448537

>>1448532
>mfw

>> No.1448542

>>1448537

I'm on it, don't sperg

>> No.1448547
File: 382 KB, 1481x1988, mapa.jpg [View same] [iqdb] [saucenao] [google]
1448547

>>1448542
too late

>> No.1448550

>>1448547
>>1448542
>>1448537
>>1448532
I don't get it.

>> No.1448553

>>1448550
anon posted a thumbnail, then an anon posted an image that's really small like hey you posted a thumbnail and then anon said they're on it but then someone else posted the full image

>> No.1448557

>>1448550

See that? It's New York son

New York in Doom. How many videogames out there can claim themselves to have entire cities reenacted?

>> No.1448561
File: 18 KB, 400x400, Cacomack.jpg [View same] [iqdb] [saucenao] [google]
1448561

>>1448547
>8. Puticlú
>Mfw

>> No.1448560

>>1448557
the last of us, go! go! nippon!, yakuza 3, metroid prime, yakuza 4

>> No.1448562

>>1448560
>the last of us
not at all matey

>> No.1448563

someone send the super best friends a cd with gzdoom and plutonia on it with an ini with filters turned off

>> No.1448567

>>1448562
the buildings are there they just moved

>> No.1448570

>>1448567
it's not a whole map you can explore though

>> No.1448579

>>1448563
That would be great.
>To the Zaibatzu
>From a bunch of nerds on 4chan

>> No.1448632

>>1448557
Spiderman 2, and the other Spiderman games to a much lesser extent.

>> No.1448640

>>1448579
I am trying to register to best ever so I can host LAN servers with a friend by following the directions on its site. I registered, and now I am trying to log in through the identify command, and then register to best ever by messaging BestBot. I am confronted with "<BestBot>: Your account is not logged in properly to the IRC network. Please log in and re-query.". I tried logging in again, but it already said I was logged in. I am relatively new to IRC, could anybody help me out?

>> No.1448642

>>1448579
>>1448640
Sorry, didn't mean to quote.

>> No.1448648

>Hideous Destructor has randomized sizes for enemies and flora
Huh. That's pretty neat.

>> No.1448653
File: 578 KB, 1366x768, 1394058863638.png [View same] [iqdb] [saucenao] [google]
1448653

>>1448648
Forgot pic, fug.

>> No.1448661

>>1448648
I like how enemies fire at the place they last saw you if you hide behind a wall or something. Wish more wads did this.

>> No.1448665

>>1448481
>not being this fresh
https://www.youtube.com/watch?v=g95KabBPNRk

>> No.1448678

Do you guys use the resize thing in GZDoom?
>>1448642
And you quoted again you goofus.

>> No.1448679

>>1446282
how the fuck do you change its colour?

>> No.1448685

*Sneezes into thread*
Any mods with a focus on disease control and prevention?
Even hazmat suit levels where you can't get your suit torn.

>> No.1448687

>>1448037
whenever I try to bootup pirate doom I get a bunch of exclamation marks everywhere that don't do anything. do I need to redownload it? also the zdoom command line or whatever before it boots says a few map errors that go too fast for me to read

>> No.1448691

>>1448687
http://forum.zdoom.org/viewtopic.php?f=19&t=32674

Pirate Doom! A GZDoom TC (...)

>> No.1448694

>>1448679
The fucking color tool, just like recoloring a prop. It's been years since I booted up the GMOD though.

>> No.1448695
File: 815 KB, 1450x1000, Two-Step_Goodbye[1].png [View same] [iqdb] [saucenao] [google]
1448695

>>1447172
>Ballistic Fist
YES YES YES

>> No.1448707

>>1448695
XWeapons does have Ballistic Fist in it.

For real.
And some decent guns in there too.

>> No.1448721

>>1448707
ballistic fist was originally ripped whole from ww-cash2 so check that out when it's released publicly

>> No.1448726

>>1446409
How the fuck did that .wad, Paranoia, and Hunter's Moon get actual 3D in DooM?

>> No.1448729

>>1446424
Most of those were taken from existing .wads, though. Someone ported Painkiller and Bulletstorm weapons to ZDooM, hence their presence in the latest AEOD.

(I'm kinda hoping they add the ROTT2013 and SW2013 weapons to the next update)

>> No.1448741

>>1448691
damn I still get the errors in zdoom. imma try it in zandro

>> No.1448746
File: 28 KB, 508x380, Capture.png [View same] [iqdb] [saucenao] [google]
1448746

>>1448741
wtf

>> No.1448752

>>1448746
GZDoom, nigger.
Not zdoom, not zandronum. GZDoom.

>> No.1448758

>>1448746
Make sure it's the latest version of Gzdoom. Chances are you're using something out of date

>> No.1448756

>>1448752
alright alright. I just hate having to fiddle the settings from blurry to normal

>> No.1448767

>>1448756
It doesn't even take that much effort to set the texture filtering to nearest (mipmapped).

>> No.1448768

>>1448756
>alright alright
Did you think >>1448691
>A GZDoom TC
>A GZDoom
>GZDoom
was just for shits and giggles? lrn 2 red fagit

>> No.1448764

>>1448360
I just use WASD with arrow keys to turn around. rctrl is to shoot and kp0 is to altfire.

Make sure to have k_mergekeys 0 so you can separately bind right and left ctrl/shift/alt/etc keys. Seriously have no idea why it's not default.

>> No.1448772

>>1448640
Cannot delete these posts due to their age, but I found the problem. I tried registering through Pidgin IRC client then through Doomseeker built-in IRC client once I found out that Pidgin didn't support BestBot. Had to delete account and then re-register.

>> No.1448779

>>1448758
I downloaded it like a week ago or so.

>>1448768
>lrn 2 red
fair enough. I didn't

>>1448767
yeah but the text still looks like shit. how do I fix that one? also what about the lighting? help me out man

>> No.1448801

>>1448767
What does that do?
>>1448779
You mean it looks blurry and shit? Got to options, display, opengl, textures and disable antialiasing and anisotropic filtering, I think. The text will look, uh, pixelated, I guess?
Activating the resizing things makes things look smoother. It's pretty nice.

>> No.1448812

>>1448801
I hope you're retarded. Anisotropic filtering makes things LESS blurry at a distance, there is no antialiasing. Linear/bilinear/trilinear filtering makes evrerything blurry and the he resize makes everything look like a fucking pastel painting

>> No.1448815

>>1448661
All the little TECHNOLOGY moments in HD really make up for its tendency to make average Doom maps nigh unplayable.
>zombies can bleed out when wounded
>all weapons are automatically reloaded in between levels
>cloaked spectres can still be hit and their corpse will fade in if you manage to kill them
>decorative marine corpses can be revived by enemies
>weapon length and weight are both simulated
>using the rifle scope only zooms in the crosshair

>> No.1448824

>>1448812
I am, apparently. Ya, I meant the linear things I got them mixed up.
You get used to the resize. Also I haven't tested it but without the filters I think it looks better.

>> No.1448826

>>1447903

I've been listening to the Plok soundtrack while working on shit

http://www.youtube.com/watch?v=GzzVnX7O1oQ

>>1448695

Sorry pal, it's just gonna be an arm cannon, it'd be senseless to give Blaz TWO melee focused weapons.

That being said I want to make a proper ballistic fist in the future.

>> No.1448834

>>1448826
>there will never be a doom plok tc

>> No.1448837

>>1448834

Would you believe I was thinking of how that would work in Doom? The limb firing part would be easy, just use a_jumpifinventories to check to see which limbs you got, and if you're missing one, fire the next on the list.

Now changing the player's height and forcing him to bounce around when he throws his feet would be tricky

>> No.1448851

>>1448837
I'd believe it, can't imagine why you'd lie to us about it.

>> No.1448869

>>1448851
>can't imagine why you'd lie to us about it.
He wants the modern PLOK audience

>> No.1448906

all the good servers in zandronum are fucking waitlisted. why cant servers handle more than 3 people playing at a time. fuck

>> No.1448917

>>1448648
I thought Baubins were all the same size, but I guess the size/height randomizer isn't as severe as the Imps. I fucking hate it when my shotgun blasts flies way over the head of a midget imp and I get set on fire.
>>1448661
I like how the hesitate for a bit when they're going to clear a corner they know you're around, or how they look over their shoulder if they hear your footsteps.
>>1448815
>realistically replicating what you'd actually do if your dumb ass kept your gun out as you ran against a wall or moved your shotgun too fast around a corner
>catching your barrel on the corpse of the dead body you're searching

I kinda wish the author would replicate Far Cry 2/3/Crysis item grabbing, as in the hand physically grabbing the items off the ground.

The flavor text for the weapons is also amusing.

The only thing I don't like are the shotgunguys being pain/bleed resistant.

>> No.1448925

Do you guys think a Doom WAD will ever have a good story? I've played like... one. And it was a horror mod. I forget what it was called.

The reason I'm asking is because I would like to take part in a WAD project, but all I can do is... well, write stuff.

>> No.1448932

>>1448925
>Do you guys think a Doom WAD will ever have a good story?
Nope.

Doom can do anything but story.

>> No.1448936

>>1448925
The Doom 3-style .wad, Cold as Hell, or Unloved?

The thing is that DooM (despite the original story) is really built to not be story-heavy - even the .wads that imply there's a story to you exploding demons (Epic, Zen Dynamics, Unloved, Winter's Fury, etc.) have it take a backseat or only imply it through screens, like Epic.

Cold as Hell was pretty different, at least, and that had to rely on Bioshock/System Shock-style pickups.

>> No.1448938

>>1448936
It was Unloved.

>> No.1448940

Name me 10 wads with "story".

>> No.1448943

>>1448940
Action Doom
Action Doom 2
Unloved
Cold As Hell
Winter's Fury
Uh...
Um...

>> No.1448953

>>1448940
Action Doom
Action Doom 2
Urban Brawl: Dead of Winter
Unloved
Cold As Hell
Massmouth
Massmouth 2
Winter's Fury
RTC-3057
Space Station Omega
ZanZan
Community Is Falling 3
Phocas Island 2
Zen Dynamics
Foreverhood v1.0

>> No.1448957

>>1448940
Action Doom
Action Doom 2
Cold As Hell
Winter's Fury
DTS-T
Daedalus...

>>1448953
This guy beat me to it

>Urban Brawl: Dead of Winter
Isn't that just a mod for Action Doom 2 to make it winter/holiday themed?

>> No.1448963

>>1448957
>Isn't that just a mod for Action Doom 2 to make it winter/holiday themed?
Nop, it comes with new maps, go play it.

>> No.1448967
File: 14 KB, 199x191, 1379614777319.jpg [View same] [iqdb] [saucenao] [google]
1448967

>>1448953
>Tfw I've played most of those but forgot about them

God, I loved Phocas Island and Massmouth.

>> No.1448969

>>1448940
Breaking Doom

But that's in secret alpha...

>> No.1448971

>>1448940
http://forum.zdoom.org/viewtopic.php?f=19&t=37843

>> No.1449001

>you are now aware that some day the community, and this thread, will die

>> No.1449002
File: 177 KB, 1280x720, 1394069841980.png [View same] [iqdb] [saucenao] [google]
1449002

Adapted the muzzle flash actors from Real Guns Hardcore http://forum.zdoom.org/viewtopic.php?f=19&t=29150 to the weapons instead of a normal muzzle flash sprite.

Not sure about it, looks a bit too smooth.

>> No.1449003

>>1449001

>the community
>dying any time

The ones that should die are us, not the hobby

>this thread

well, we make another one; just like we've been doing for almost a year

what's the point of your post?

>> No.1449009

>>1448938
The thing about Unloved's story is that it's mostly in the atmosphere. Nothing explicitly stated.

>> No.1449018

Name me 10 wads where you play as a monster.

>> No.1449019

>>1449002
I don't see the smooth.

Have you checked Russian Arsenal's muzzle flash?

>> No.1449021
File: 11 KB, 478x434, isproblem.png [View same] [iqdb] [saucenao] [google]
1449021

>>1449018
Doom: Rampage Edition

>> No.1449046

>>1449019
Yeah. It's neat but it also looks like a wide-spaced trail of asterisks.

Also Russian Arsenal is outdated, current is Russian Arsenal Revised. http://www.doomworld.com/idgames/index.php?file=combos/rusarsr.zip

>> No.1449054

>>1449046
I meant that one you linked, my bad.

Will there be russian weaponry in your mod?

>> No.1449057

>>1449054
I won't be looking for weapons of specific nationalities to add. If I find a Russian one that interests me it'll get added.

>> No.1449070

>>1449018
You can possess shit in Satanic.
Aside from that, I dunno.

>> No.1449079

>>1449018
ZanZan
Massmouth 1-2
Doom: Rampage Edition
A Better Wad Pulled Out Of My Ass

>> No.1449116

>>1449079
ghouls vs humans or whatever it's called...

>> No.1449160

>>1449001

Does stating the obvious make you feel smart?

Nothing lasts forever. Nothing.

>> No.1449174

>>1449001
Not while we have a dark knight around.

>> No.1449262

>>1446831
Sorry for the late response but that was pretty good. Too many hitscanners imo but it had a nice structure. I liked the use of different themes. Overall a very good first attempt.

>> No.1449279

http://forum.zdoom.org/viewtopic.php?p=750279#p75027

Okay so, people complaining about the Vore drove Ghastly to remove her? Well, shit, if we were to remove monsters out of legit complains, the Shadow shouldn't be existing on Realm667 and the internet at all

>> No.1449283

>>1449279

and just because I love hitting the Submit button 2fast, here, a poll I forgot to include

pls check errybody

http://strawpoll.me/1266055

>> No.1449287

Is it worth it learning how to play Hideous Destructor? It's a huge pain in the ass so far.

>> No.1449291

>>1449287
Many Doom maps are outright unplayable with it.
Just get arma or something.

>> No.1449292

>>1446831
Forgot about this. Just tried it.

> clearly named MAP01
> gives you shotgun RIGHT AWAY

I hate this shit. I've always hated this shit. It screams, "I don't know how to make an engaging or tense encounter with just the pistol." Fuck you. Make me work for the shotgun. Make me feel like I'm just about to quit the level because I've spent so fucking long without the shotgun and I NEED IT GOD DAMN IT and then right at that exact moment, I get it.

And if you ARE going to give me the shotgun right away, then give me a BOX of shells. Make it clear that that's what you're doing. Because otherwise, I'm going to run out before I finish killing all the Imps.

> hordes of monsters right out of the gate
> no health spread around besides 2 stimpacks
> even on HMP

Did you even balance this for other difficulties? Not everyone plays on Ultraviolence; difficulty levels were invented for a reason.

> so many monsters they mostly just infight
> so many that it's literally impossible to just run past them

Some players like to go for low-kill or even pacifist runs. I know I do. I don't like to sit around killing 20 monsters just to get through a fucking hallway. Throwing 20 hitscanners and pinkies at me isn't challenging, it's cheap and it's boring. Make an interesting encounter. Think about what equipment and weapons the player has at this point, and how the monsters are supposed to engage with the player with that knowledge.

Right off the bat, I would take away the shotgun, and halve the Imps in the initial room. I'd also make it so there isn't a horde of them that comes out behind you while I'm dealing with a pinky popping out of the door. This level would be IMPOSSIBLE to speedrun or low% run. Take that into consideration. Instead, make the player fight the Imps with the pistol (a harrowing encounter if there ever was one) and put the shotgun on the pentagram to entice the player to step onto it--I almost missed it the first time because I thought it was detail.

>> No.1449297
File: 225 KB, 1280x960, 1394080152941.png [View same] [iqdb] [saucenao] [google]
1449297

>>1449292
Jesus, seriously. What the fuck are Cacos doing outside of the FIRST HALLWAYS IN THE GAME? While I'm trying to fight like 8 imps and CHAINGUNNERS?

Slow the fuck down, mac. Don't bust those fuckers out until at least the second level, maybe even the third. Learn to pace yourself.

>> No.1449303

>>1449297
nah man this is like that episode where naruto shadow cloned himself to train leaves and when he kept fainting he acquired all of the knowledge

with each death you gain 20 times the experience of a player going through an easier map

believe it

>> No.1449313
File: 223 KB, 1280x960, 1394080867328.png [View same] [iqdb] [saucenao] [google]
1449313

>>1449303
No it isn't, because I literally die there every time. I finally gave up and resurrected and then once I managed to get the chaingun, it became (slightly) easier. Except there wasn't much god damn ammo for the thing.

> expecting me to give a fuck about Naruto
What are you nigger, 12?

> pic related
This "random teleporter in the exact middle of a hallway that takes you outside" shit is for the birds. Draw a fucking door. Don't throw teleporters in the middle of hallways; players run into them when they're trying to get to fucking doors.
Why does it reveal a secret, especially when it's in plain sight? Could it be that there are no other secrets in the map?

>> No.1449317

>>1449313
why can't you handle this

>> No.1449315
File: 825 KB, 500x203, 1375691654124.gif [View same] [iqdb] [saucenao] [google]
1449315

>>1447531 Here, post me more gifs I can shove Doomguy's face on

Going to work on this one shortly, maybe add a BFG or SSG in the pizza box

>> No.1449319
File: 136 KB, 1280x960, 1394081032158.png [View same] [iqdb] [saucenao] [google]
1449319

>>1449313
It isn't immediately obvious that you're "supposed" to jump in this map, so the player can have a moment here where they think they're actually stuck. Either way, jumping will probably get them capped by a fucking Chaingunner or shotgunguy, because there are two of each literally right next to where his head pops up. Extend the hallway around the pillars. Let me walk around.

>> No.1449324
File: 248 KB, 1280x960, 1394081227409.png [View same] [iqdb] [saucenao] [google]
1449324

>>1449317
I can "handle" plenty. I've beaten lots of hard maps. I like difficulty when it's fair and I don't feel like my time is being wasted, and when the creator of the map takes comments and criticism into account instead of going "well u just must suck at the game lol"

No, fuck you, I am plenty good--you created a stupidly unfair map. You asked for feedback, and I'm giving it to you--your monster and item placement sucks dick, and you don't know how to use teleporters or secrets.

> pic related
I don't even know what this little mini-crusher is supposed to be here for. This is also the point in the map where I gave up actually trying to beat it legit because I couldn't find the red key, and I was frustrated by being killed constantly.

>> No.1449328
File: 142 KB, 1280x960, 1394081318343.png [View same] [iqdb] [saucenao] [google]
1449328

>>1449317
> flats used as textures

It's clear now that you're designing this explicitly for ZDoom and I'm not sure that's the right move for a "first map." Maybe you should stick to vanilla until you learn the ropes a little bit.

I noticed on another of my playthroughs that it loaded an ACS file--for fucking what?! There is nothing in this map that isn't possible in vanilla.

>> No.1449329

>>1449324
Why are you so angry?
How do you even know that was the creator?

>> No.1449331
File: 350 KB, 1280x960, 1394081434064.png [View same] [iqdb] [saucenao] [google]
1449331

>>1449328
Oh, PS, those flats are even upside down. The grey parts are supposed to be keyboard-type panels. Someone would have to be standing up with their arms over their heads to use those computers. Good jerb, retard.

> pic related
Why didn't you just come out and say you were making a Plutonia map? Overuse of chaingunners, multiple revenants, weird teleporters, it's all here!

>> No.1449334
File: 339 KB, 1280x720, 1394081527114.png [View same] [iqdb] [saucenao] [google]
1449334

>> No.1449335
File: 114 KB, 1280x960, 1394081590098.png [View same] [iqdb] [saucenao] [google]
1449335

>>1449329
I assumed I was in an A-B conversation, because why would anyone else give a shit about what I think about this guy's map?

On the offchance that it isn't, though, well--sorry, map creator guy, your map still has problems but if you're not being a dick about it then you probably don't deserve vitriol.

I don't think I was ever over 50% health legit in the map

>> No.1449336
File: 472 KB, 1280x720, 1394081592734.png [View same] [iqdb] [saucenao] [google]
1449336

>>1449334
I love HTH2

>> No.1449337

>>1449329
haha this guy reviewed some of my maps a week ago, i think i got off pretty lightly haha

>> No.1449340

>>1449334
Now this looks like someone who knows how to make a pistol encounter.

Learning how to do a pistol encounter is really one of the most important cornerstones of Doom mapping. Because, traditionally, every map should be beatable from pistol start. If the player is going to get mauled in the first ten seconds without a shotgun, don't give them a shotgun--take down the horde at the beginning a few notches.

>> No.1449339
File: 448 KB, 1280x720, 1394081673384.png [View same] [iqdb] [saucenao] [google]
1449339

>>1449336

>> No.1449341

>>1449337
Are you 1994shit?

>> No.1449342

>>1449341
yeah

>> No.1449347

>>1449342
Yeah, see, you didn't have nearly the amount of problems this guy does. You threw a lot of monsters at the player, but at least you give him an appropriate amount of weapons and ammo, 'and' you made him work for it. Your maps? Far from the unplayable trash this guy has.

>> No.1449372

>>1449292
> "I don't know how to make an engaging or tense encounter with just the pistol."
There is no way to make pistol battles feel tense.
Good players are going to switch to the fist because punching hurts more.

Zombiemen are too weak to be a concern.
Shotgun guys give you shotguns(Which you seem to HATE)
Imps aren't difficult enough.
Same for Demons.

>> No.1449376

>>1449372
Put tons of imps behind a fence in your way.

Problem solved.

>> No.1449380

>>1449376
Then why not just run past them?

>> No.1449386

>>1449380
>in your way
Sure, you *could*, but you can say that about any enemies anywhere, whatever you have.

That's what speedruns are about.

Or you could script that the way forward only opens when you kill the imps in a modern sourceport.

Seriously. Think big.

>> No.1449389

>>1449380
Not that Anon, but that's not negative. Allowing the player to avoid conflict allows for smart players to conserve ammo and for low%ers/pacifists to play in their own style.

>> No.1449393

>>1449380
let the player do that if they want to? you can finish most doom maps without killing a ton of monsters if you really want to

>> No.1449396

>>1449389
It wasn't meant to be a negative.

But really though, nobody is going to dick around and shoot things down with the pistol of all things.

Nobody likes the Doom pistol. It's really slow and weak. The definition of a pea shooter.
It's weaker than just punching things.

And being forced to fight things with it isn't going to be any interesting considering how good players who play Doom are.
If it was Duke's pistol then maybe I can understand pistol battles. At least Duke's pistol had a good rate of fire on it to hide it's weakness a tad.

If I find myself stuck with the pistol for any extended amount of time in Doom I will either beeline it to a shotgun or punch the shit out of everything.

>> No.1449402

>>1449393
>>1449389
Neither of these gives a way to make a pistol battle feel tense.

If anything it gives a way to bypass using the pistol

>> No.1449404

>>1449389
seriously, forcing the player to go though the level in a specific way is what leads to stuff like call of duty

think of a level more as a problem that the player has to solve however he wishes rather than a sequence of rooms and events that he has to go though in a specific order

>> No.1449407

>>1449393
>>1449389
>>1449404
But guys, the conversation isn't about skipping enemies.
It's about being forced to use the pistol

>> No.1449415

>>1449407
So the issue is just that the pistol is boring regardless of playstyle?

>> No.1449416

You want interesting level starts? Give the player a plasma rifle and JUST enough ammo to get to the shotty. I never see ammo limited plasma starts, and it's a damn shame.

>> No.1449421

>>1449415
Pretty much.

And it's damage output is just too low, it wasn't really made for combat from the feels of it.

I'd rather have a level focused on punching things with Berserk than a level focused on shooting things with the pistol.

There's only been one or two times where a pistol focused battle has been any interesting, and that's because of good placement of explosive barrels to be used.

>> No.1449419

>>1449372
Imps are entirely difficult enough if there are a handful of them. Fighting three or four imps with only a pistol can be a perfectly good way to challenge a player in the first room or two of a map--especially in the first level or two.

Personally, I always start the player off with two or three Zombiemen to mow down just to give them enough ammo to start a small pool.

If you were meant to have the shotgun from the beginning, they would have given it to you, like in Quake.

>> No.1449425

>>1449419
You're describing DOOM2 MAP01, man. I never found that one to be that interesting or hard.

>> No.1449427
File: 469 KB, 500x203, BFG - Big Cuhrayzee Gun.gif [View same] [iqdb] [saucenao] [google]
1449427

Does /doom/ like?

>> No.1449432

>>1449415
>>1449421
The thing is, I'm not saying you need to do an entire level with the pistol or anything. I just think it's really, really stupid to throw the shotgun into the very first room of the very first level, with absolutely no opposition. At LEAST make me kill a few zombies to get to it. Don't leave that fucking thing out there unguarded.

And if you're going to give the player the shotgun, you need to make sure there's enough ammo in it to kill everything else in the room, and then some. The last thing I want to do when I start a fresh WAD is pick up the shotgun, shoot all 8 shots of it, and then have to go BACK to the pistol. THAT'S what bothers me the most.

If you're going to give it to me, fucking do it. Don't make me go back and forth like that. Make me work for it, and then reward me.

>> No.1449434

>>1449419
In KDiTD you get a shotgun the second you fight the first enemies on UV.

In Shores of Hell the shotgun is not very far from the start, but you can do a fight with zombiemen before snagging it.

In Inferno you get a couple of imps and a Cacodemon in the way but you can run past them to the shotgun as well.

I don't think a handful of imps(Anything less than 5) are particularly dangerous unless the way they're positioned is smart and room to move around in is very cramped and limited.

Another thing to note is that the shotgun is almost never far off from the start in Doom 1 and Doom 2.

It feels like the pistol is only really good against Zombiemen.

>> No.1449436

>>1449425
Map01 sucks dick, I've hated it every single time. In fact, there's a chainsaw in it that's barely even hidden, AND a rocket launcher, so it's clearly just badly designed.

E1M1, on the other hand, is perfection. And yes, it has a shotgun in it--but it's hidden. Except on UV, where it's practically given to you...from four Shotgunguys. Which is, you know, a threat.

>> No.1449440

>>1449421
What about starting off with a Chaingun? With smart imp placement and just enough ammo, it could be a pretty fun battle.

.>>1449432
Fair enough.

>> No.1449441

>>1449432
Oh well that makes perfect sense then.

I just have a hard time thinking of a particularly interesting way to make the pistol itself feel valid or fights involving them not feeling like a slog to go through.

It feels like the pistol has very poor pacing considering the rest of the weapons.

>> No.1449442

>>1449434
But that's what I'm talking about, there's at least an encounter involved. Not a single one just plops the fucking thing in front of you and goes, "Here you go!"

They make you work for it. It's not a lot of work. It's only the first real weapon in the game. But there's a little bit of a conflict involved. You feel like you've fucking earned it.

In E1M1 on non-UV, they don't hand it to you until E1M2--it's in a secret in E1M1. In the other maps, they're playing under the assumption that you've already played the other ones. You get it. You're on your way. We don't need to do the song and dance so much.

When I play, I wanted to be courted. I want the level designer to give a shit about how I play his level. I want him to think about it for more than the five seconds it takes the plop a shotgun in front of my face at the starting area.

>> No.1449445

>>1449440
Except for the sound of the Chaingun it's a real good weapon.

It doesn't get enough love.

>> No.1449449

>>1449442
You know, I've never really thought of it that way.
I guess I just take the shotgun for granted.

>> No.1449452
File: 56 KB, 128x128, doomGrinSpooky.gif [View same] [iqdb] [saucenao] [google]
1449452

>>1449427
Good... goooood...

>> No.1449456

>>1449427
As a big fan of DMC and Doom, yes.

>> No.1449457

>>1449407
it's about making maps that are still fun and playable from a pistol start, which most of the orginal doom level designers took into consideration.

maybe we forget about it nowadays but when i first played doom, starting from a pistol and getting progressively more powerful weapons was really cool and really was what doom was all about- one man against the hordes of hell starting with only a pistol.

>> No.1449460

>>1449427

First frame would look funnier with the OUCH face. Also, it's a shame I don't have that Doomguy HUD edit of coolface.jpg

>> No.1449462

>>1449457
This guy gets it.

And that's the other thing, that's why pistol starts are the way they are--they're a punishment for dying, for failure. You died? Guess what, you have to go get all your neat, shiny shit all over again. I'm sure that's part of 'why' the pistol feels and acts the way it does--they WANT you to hate it, to want to find a better weapon. But you have to work for it.

Now, there are a handful of Doom 2 maps that actually do throw a shotgun in the starting room (Nirvana comes to mind), but by that point in Doom 2 they're throwing entire cities worth of Revenants and Mancubii at you. Going in there without a shotgun is practically suicide.

>> No.1449464

>>1448439
GZDoom, OpenGL, no filters, dynamic lightning if your computer can handle it, mouselook, if you want, jumping and crouching, as long as you don't break sequence on vanilla levels, final destination.

>> No.1449465

>>1448106
>>1448110
Fuck now I want a Castlevania mod for Doom

>> No.1449470

>>1449465
Alucard confirmed for Samsara

>> No.1449471

>>1449465
Well GMOTA guy is making a Mage dude, some guy from Wizards and Warriors and GnG weapon guy.

Maybe you can ask him for a proper Belmont even though there would be assloads of overlap with GnG guy.

>> No.1449472
File: 470 KB, 500x203, meh.gif [View same] [iqdb] [saucenao] [google]
1449472

>>1449460
Too soon?

>> No.1449479 [DELETED] 
File: 4 KB, 160x138, alucard test by doctor who.png [View same] [iqdb] [saucenao] [google]
1449479

>>1449470
>>1449471
A man can dream

>> No.1449483
File: 9 KB, 660x164, alucardtest2 by DrDoctor.png [View same] [iqdb] [saucenao] [google]
1449483

>>1449470
>>1449471
A man can dream

>> No.1449484

>>1449483
I'm fine with having Super Ghouls & Ghosts weaponry to be honest.

I just want to throw torches at bitches.

>> No.1449489

>>1449471
Well,Simon Belmont could work for the mod as the 4th character but it could feel as the normal character we currently have,but with longer range
Now the weapons is the complicated part imo because most of the subweapons already in the game would work exactly like Castlevania's subweapons,unless GMOTA guy gives the possible Castlevania character the spell attacks of Sypha and Alucard from castlevania 3 and of course the shield from Simon's quest

>> No.1449487

>>1449445
PSX sounds nigga.
Get it, love it.

>> No.1449491

>>1449427
I really want to see a Gif or something with doomguy face over Senator Armstrong from Metal Gear Rising saying "Berserker Packs, Son."

>> No.1449494

>>1449491
Provide me the GIF and I'll do it

>> No.1449495
File: 13 KB, 420x300, 1351828838554.jpg [View same] [iqdb] [saucenao] [google]
1449495

>>1449471

I was actually thinking about giving Kuros a Belmont whip as a subweapon

>> No.1449502
File: 1.95 MB, 640x360, 3475798-1361741288551lvcz9.gif [View same] [iqdb] [saucenao] [google]
1449502

>>1449494
Well this is about the best I can find.

>> No.1449503

>>1449502
Hmm, with a Berserk pack like red tint, this could work.

>> No.1449505

>>1449436
It was always strange to me how E1M1 was so much easier on UV.

>> No.1449506
File: 15 KB, 445x404, status bar face.png [View same] [iqdb] [saucenao] [google]
1449506

>>1449502
Alright, what faces should I use though? Should Doomguy's head be turning left/right like in the GIF or just use the one with his teeth clenced?

>> No.1449508

>>1449506
Teeth clenched would probably work best.
Perhaps with some slight injury or something.

>> No.1449527

>>1449508
GIF is mostly done

Should I replace Raiden's head with something else?

>> No.1449534

>>1449527
Hmm, hard to say. Maybe a hell knight?

>> No.1449535

>>1449534
Alright, I'll try it out

>> No.1449560
File: 1.52 MB, 640x360, Doom 4.gif [View same] [iqdb] [saucenao] [google]
1449560

>>1449535
Tried it, I just don't have the paitence to tailor a twitching Cyberdemon head for 34 frames

What about shoving 'Berserker packs, son' in Impact/maymay font down at the bottom?

>> No.1449563

>>1449560
I like it. No font is definitely better.

>> No.1449567

>>1449563
>font
*text

>> No.1449570

>>1449560
Man that shit moves so fast I thought it was only a few frames.

But yeah I like the sound of having the text at the bottom.

>> No.1449574
File: 6 KB, 331x182, ss (2014-03-06 at 02.28.40).png [View same] [iqdb] [saucenao] [google]
1449574

Samus has her first sprite.
And it looks terrible.

Shit.

>> No.1449582

>>1449574
You need the ridges on the shoulder balls.
Needs more detailing on her arms and legs as well.

The bottom of her feet need to be more flat too, looks like she would be tippytoeing everywhere.

>> No.1449593
File: 2.07 MB, 640x360, Doom4Edit.gif [View same] [iqdb] [saucenao] [google]
1449593

>>1449570
0.3 delay between frames

Hope you don't have a seizure, but yeah, how's this?

>> No.1449595

>>1449593
Sheeeeeiiiiit, looks good, thanks!

>> No.1449596

>>1449593
Beatiful, I love you /vr/.

>> No.1449597
File: 28 KB, 378x434, 1385102906357.jpg [View same] [iqdb] [saucenao] [google]
1449597

>>1449593
MUH DICK

>> No.1449601

>>1449593
I don't think anyone who regularly plays vidya is going to have a seizure, Doom in particular.

gif is amazing, though

>> No.1449603

>>1449582

Thanks. I'll adjust those once I've outlined the rest of the sprites.

>> No.1449605
File: 863 KB, 500x281, 2lcxjde.gif [View same] [iqdb] [saucenao] [google]
1449605

>>1449595
>>1449596
>>1449597
>>1449601
Thanks

I might work on this next

>> No.1449608

>>1449605
Doomguy trying to cosplay as a wolfenstein character?

>> No.1449612

>>1449608
Alternately

>/pol/.wad.gif

>> No.1449616

>>1449593
>>1449560
I love you /vr/.

>> No.1449619
File: 329 KB, 1280x720, 1394094594684.png [View same] [iqdb] [saucenao] [google]
1449619

Goddamn the guy behind hellbound did some good work on the lighting.

>> No.1449620

>>1449619
Jesus christ, he really did.
I've been putting that .wad off for too long, I need to finish Jenesis

>> No.1449621

>>1449608
>>1449612
Clearly "wolfenstein 3D true final boss.gif"

>> No.1449623

>>1449619
I really liked all of Hellbound's levels.

I wish there was more city themed levels of such quality.

>> No.1449625

>>1449619
Oh wow, I need to open some of these maps and study this for my own maps.

>> No.1449626
File: 263 KB, 1280x720, 1394094749662.png [View same] [iqdb] [saucenao] [google]
1449626

>>1449620
Coincidentally I've been running through that one as well, using Project MSX.

>> No.1449628

>>1449626
I only played Hellbound with Project MSX

It felt so perfect with it

>> No.1449634

>>1449619
Ya, it's great.

>> No.1449635

>>1449621
Double Mecha Hitler?

>> No.1449637

>>1449626
>>1449628
Curious, I tried to do the same a while ago, that first room full of imps kept kicking my ass.
I beat Sunder with MSX the other day though, maybe I should give it a spin now that I got gud.

>> No.1449638

>>1449637
I also did Soulcrusher with Project MSX.

It felt pretty good with it in all honesty.

Also Project MSX is MUCH MUCH better with the badass monsters addon.

>> No.1449640

>>1449637
That first room full of imps is a bitch with any mod. The pillars are positioned so you have to approach JUST right or you get stuck on a corner.

>> No.1449641
File: 412 KB, 1280x720, 1394095329323.png [View same] [iqdb] [saucenao] [google]
1449641

>>1449628
>>1449637
Yeah I got my ass handed to me playing it with Project MSX, just using Perk's smooth animations and ketchup with it currently.

Also running through Hi Tech Hell 2 using Polished Skull, holy fuck I think Polished Skull might be my new favorite way to play Doom, it feels so good. Hi Tech Hell 2 is one I recommend as well, crazy good attention to detail in the maps, though the writing in the little cutscenes were clearly written by somebody whose first language isn't English.

I should get back to my Jenesis MSX playhtough though. I was enjoying it.

>> No.1449643

>>1449635
You know, it's funny. I was kinda joking when I made that post, but then I remembered a giant robot with a flamethrower chainsaw is just stupid and over-the-top enough to be in an actual Wolfenstein game.

Those whacky Nazis, man.

>> No.1449645
File: 620 KB, 500x281, wolfenstein-cosplay.gif [View same] [iqdb] [saucenao] [google]
1449645

>>1449621
Well here it is, rather rough around the edges though.

>> No.1449646

>>1449641
What is Polished Skull?

I went through HTH2 using Eriguns or MSX first, I forget.

I can't wait for TSP to finish then I can run through all my favorite levels with it.

>> No.1449649 [SPOILER] 
File: 15 KB, 177x271, spoonfeeding.jpg [View same] [iqdb] [saucenao] [google]
1449649

>>1449638
>Also Project MSX is MUCH MUCH better with the badass monsters addon.
What does that do?
>>1449641
Ya, HtH2 is fun.
Have you tried the PSX sounds wad? It's really good in my opinion. Pistol and chaingun sounds 100 times better.

>> No.1449650

>>1449649
Badass monsters adds new enemies.

New soldiers to fight like shield guys and grenade launcher guys One has a gatling shotgun and I fucking want it
New revenants One even has the autocannon

Basically adds some monster randomization.

>> No.1449651
File: 316 KB, 1280x720, 1394095882395.png [View same] [iqdb] [saucenao] [google]
1449651

>>1449646
You can find Polished Skull here: >>1446108

It's basically a mod similar to that of Beautiful Doom, sort of an enhancement of the vanilla gameplay. It adds some extra graphical flare, like really nice smooth animations, spent cartridge ejection, some sprite replacements for enemies (zombie soldiers holding pistols instead of rifles), and blood and guts. The pistol fires as fast as you can click, and has a 3 round burst altfire, the chaingun has a spin up to it, but you can right click to spin it up first (similar to Heavy's minigun in TF2), and the chainsaw has to be pull started before it can be used.

>> No.1449653

>>1449649
I still have to try PSX sounds, maybe I'll download it and slap it on with my Hellbound playthrough, see how it sounds.

>> No.1449654
File: 57 KB, 499x335, Nazis being cartoonishly evil.jpg [View same] [iqdb] [saucenao] [google]
1449654

>>1449643

>> No.1449656

>>1449650
Oh cool, thanks!

>> No.1449657 [SPOILER] 
File: 2.12 MB, 640x360, ShowToSgtMark.gif [View same] [iqdb] [saucenao] [google]
1449657

>>1449593
Don't want to wear it out, but here's an image macro version.

>> No.1449659

>>1449593
Isn't it "Berserk Pack"? Maybe I'm mistaken.

>> No.1449662

>>1449659
Berserker packs rolls off the tongue better, I feel.

>> No.1449667

>>1449651
Changes I like in Polished Skull
>Shotgun has 10 pellets
>Plasma sound made the pew pew Doom 3 sound not shit
>Extra death animations
>Smooth animations
>Pistol doesn't suck dick
>Rockets feel pretty spiffy

Things I don't like
>BFG9000 causes self damage

Thanks for showing me it mate, it's real nice.

>> No.1449742

>>1449650
>gatling shotgun
MY FUCKING DICK

>> No.1449758

>>1449372
Play Going Down Map01 and say that again.

>> No.1449767

>>1449593
>I could break John Romero in half!

>> No.1449847

>>1449292
Cry some more.

>> No.1449938
File: 971 KB, 1153x715, hhh.png [View same] [iqdb] [saucenao] [google]
1449938

The very new, sort of odd omnibus is done...

https://www.youtube.com/watch?v=_CbahdBG0NY

Righto, let's see how far we can get with a broken GPU shall we?

>> No.1449939

>>1449574
The light source on Doomguy is above, not front.
Also, it probably helps if you leave the legs a bit darker than the upper body.

>> No.1450219

>>1449574

Red zone is okay, same with the visor. The rest needs sum werk.

>> No.1450378

>>1449654
>filename
Yeah, they were ridiculous. It's weird to think that planet earth pretty much had a super villian at one point.

Wolfenstein isn't even that far off from their nonsense.

>> No.1450419

>>1449574
Who's doing these?

>> No.1450461

>>1450378
We still do, Putin is still a shit and the USA/UK are trying their best to recreate 1984.

>> No.1450467

>>1449574
You're doing a bit of "pillow shading", which gives it a soft, cartoony look. What you want to do is choose a light source and shade from that direction, get rid of most of the hard, one color outlines, and you should be good to go. You've got a good base to work with.

>> No.1450519

>>1450461
Yeah, but they never built a tank so large it sank into the earth. Or tried to acquire mass amounts of occult artifacts.

Not saying there aren't massively evil people/gov'ts. But they haven't quite gotten as comic-book-esque about it as Hitler/Nazi Germany did.

>> No.1450535

>>1450519
>mass amounts of occult artifacts
USA has done weird things. Stargate Project, Project Jedi, probably a bunch of other secret things.

>> No.1450560
File: 5 KB, 184x42, BlehBlah.png [View same] [iqdb] [saucenao] [google]
1450560

>>1450467
What he said. Hard outlines make things appear flat... Add some harder highlights/shadows and bickity bam.

>> No.1450561
File: 210 KB, 1280x768, Screenshot_Doom_Harmony.png [View same] [iqdb] [saucenao] [google]
1450561

>> No.1450563

>>1450535
That's true. The head director for skunkworks on his deathbed said we've been in contact with aliens for a long time. Still though. Giant tank.

>> No.1450586

>>1449619
In Duke Nukem 3D you can do that on the ground really simply. Take a sprite, make it flat on the ground, change its palette so it appears black, and if you can even change its transparency so that it's transparent and you it's like a shadow on the ground. You can tons of stuff with that, even have odd-shaped sprites cast their own shadows by putting a replica of them...

It's not that simple in Doom?

>> No.1450591

>>1450586
You have to draw it out in doom.

>> No.1450595
File: 117 KB, 1280x800, 1394137110106.png [View same] [iqdb] [saucenao] [google]
1450595

>>1449619
Done that sort of thing meself. It's actually kinda fun to line of the angles and everything.

>> No.1450646

>>1450595
>dat dark ui
how?

>> No.1450659

>>1450646
A palette I made a while ago...
http://www.mediafire.com/download/7kdhwtag5b955my/SINPAL.wad
It looks pretty nice. the greens get a little more yellowed when they get brighter. Blues get more green. reds are a little subdued... I added a little blue to the greys. Simple stuff.

>> No.1450664

>>1450659
Cool, thanks! I'd seen a similar one a while ago, but I think yours looks better.

>> No.1450786

Instagib weapon for Gordon should be the AWP from counter strike (1.6, not the source POS). Just my 2 cents.

>> No.1450836

Okay so is anyone good with decorate? I want to know if I can have objects orbit projectiles, and not by constantly spamming a_spawnitemex

>> No.1450839

>>1450836
If you're modding (G)ZDoom you could A_Warp to the coords of a circle around an actor

http://zdoom.org/wiki/A_Warp

>> No.1450843

>>1450786
>not the fucking egon, which was not-insta-but-five-seconds-gib-and-damn-if-it-wasn't-satisfying

>> No.1450846

>>1450843
but the gluon gun is already used

>> No.1450847

>>1449939
>>1450219
>>1450560
>>1450467

Thanks for the input.
I think it's safe to say I'm not very good with shading, so I'll do flats for everything first.

>>1450419

I am Terminus. Hi.

>> No.1450849

>>1450839
A_warp requires actor pointers, and since I can't define actor pointers through projectiles I can't use a_warp unless I'm missing something.

>> No.1450853

A_SpawnItemEx with SXF_SETMASTER and A_Warp to AAPTR_TARGET

>> No.1450854

>>1450847
Oh hey. I'm Revae.

Were you also doing the Gmod pictures?

>> No.1450858
File: 170 KB, 696x646, Samus Player Sprites 2.png [View same] [iqdb] [saucenao] [google]
1450858

>>1450854

Aye. I had to retake them because they were terrible, though. A combination of reposing on the white room in gm_construct and importing her model in Source Filmmaker got me a new batch of models, though.

Now I have a full sheet of poses to draw over. There's a few odd ones out, but they're all much more consistent in size and angle now.

>> No.1450860

>>1450853
That just makes it warp straight to the monster that fires the projectile.

>> No.1450884

>>1450858
Ah. Seems pretty intensive :-p. Good luck m8.

I wonder if you could've edited the materials in Gmod so they weren't reflective/shaded and just used the screengrab as a solid base. But that'd be more trouble than it's worth at this point methinks...

>> No.1450916
File: 216 KB, 1024x768, Hopeless Frontier.png [View same] [iqdb] [saucenao] [google]
1450916

hmmmm....

>> No.1450929

>>1450586
There's a few hardcoded sprites in Duke that you can't do that for though, which sucks (the chainlink fence comes to mind) Even without that though base Duke has a shitload more shading capabilities than Doom (...no disrespect intended of course guys)

>> No.1450934

>>1450929
If only the Gzdoom devs added more features like proper shadows, true dynamic lighting and stuff. That would be great

>> No.1450942

>>1450934
I don't think it's possible without editing the maps, otherwise the game won't know where the light sources are.

>> No.1450945
File: 210 KB, 1024x768, Hopeless Frontier (2).png [View same] [iqdb] [saucenao] [google]
1450945

>>1450916

fug

>> No.1450956

>>1450945

>baron family guarding an archvile

evrtiem

>> No.1451005
File: 2.30 MB, 319x238, strifewalker.gif [View same] [iqdb] [saucenao] [google]
1451005

You can't stop me! Ahaha!

>> No.1451007

I wasnt enthralled by Hellbound the way many others have been.

What else is bes? Are Nova or D2INO any good?

>> No.1451034

>>1451007
Nova is eh.
D2INO is pretty good but some levels go on for way too long

>> No.1451059

>>1451034
What's a good DM wad, /vr/? Preferable with larger open levels. Like cities, or canyons?

>> No.1451093

>>1451059
DM as in Deathmatch?

Try out the different 32in24 wads. 32in24-11 is great for servers and has progressively bigger maps as well as some tight ones, whilst 32in24-13 has more 'fun' maps. Some of the older ones might be worth a try.

>> No.1451173

>>1446108
For Doomguy's punching shouldn't the right fist be the strong punches and the left fist be the rapid ones?

I'm assuming he's using jabs and straights and he's right handed so the right hand should be the strong hand.

>> No.1451182

>>1451173
Also the BFG9000 seems to have ZERO stopping power except for who is hit by the BFG ball.

Makes a lot of levels really unplayable as a result.

>> No.1451186

NEWSFLASH

JOHN ROMERO DOING DEATHMATCH!

MORE INFO AS WE SPEAK!

>> No.1451194

>>1451186

From his, ahem, social network page

>I'm going to be doing a lot of DOOM DEATHMATCH at GDC starting on March 17. These are my scheduled times. It will take place in Moscone West on the 2nd floor.

>Monday/Tuesday:
>11:15am-12:15pm
>4:30-5:30pm

>Weds:
>11-12pm
>2-3pm

>Thursday:
>10-11am
>2:30-3:30pm
>4-5pm

>Friday:
>11:30-12:30pm
>2:30-3:30pm

>Deathmatch is happening pretty much all day long, but those are the times i'm guaranteed to be playing. See you there!

So, who happens to be close?

>> No.1451202

>>1451194
john romero is about to make us his bitch

>> No.1451218

>>1451173
Doomguy is left handed and it's the one with spiked knuckles.

>> No.1451225

>>1451218
Not him but I always assumed that he punched with the left because he had guns on the right hand. I was wrong then.
A right/left handed option for sourceports would be nice, even if it only mirrors the sprites.

>> No.1451228

>>1451225
You can see his right hand in the idle frame for the fist weapon anon.

It's empty.

>> No.1451231

>>1451093
I'll check it out. Thinking of starting a server with >>1451005 this mod...

>> No.1451241

>>1451194
Hey. My girlfriend gets to go to GDC this year. (I might too).

Neat.

>> No.1451258

>that fucking "exit" trap in E2M6
Goddamn that was scary.

>> No.1451262

>>1451258
That spooked the fuck out of me when it happened. I kinda miss that about Doom 1, it knew how to legitimately spook you.

>> No.1451265

>>1451173
Doomguy is ambidextrous but favours his left.

>> No.1451270

>>1451265
But he only holds the pistol in his left and punches with his left.

His actual sprite and shotgun/super shotgun favor the right.

I guess I'm looking too much into it really, but it feels weird seeing the right hand be a dinky hit compared to the left hand

>> No.1451275

>>1451265
Doomguy is crossdominant.

Left hand is dominant, right eye is dominant. Rifles are operated with the right hand, one-handed weapons get the left.

>> No.1451276

>>1451262
>E1M4
>grab blue key
>the very first monster closet in the game opens as the entire room goes dark

If you played this back in the day, you immediately freaked out.

>> No.1451280

>>1451262
I know right?
I think that was one of my favourite levels. The level design is just great.
I miss that kind of design in modern games. Now, a hangar has to look like a hangar, a refinery like a refinery, etc. Most of the time it's fucking boring.

>> No.1451281

>>1451093
32-in-24 maps are usually pretty bad. I'd recommend dynamite DM for big open maps.

http://www.doomworld.com/idgames/?file=deathmatch/skulltag/dynamite.zip

>> No.1451284

>>1446743
>doesn't give a better alternative
you are the problem with v, vr, and 4chan in general

>> No.1451285

>>1451284
They aren't obligated to, all they did was let me know it's just a problem Fraps has and that's how it is.

>> No.1451335

>>1451281
If you mean all the older ones, then of course they'll be spotty

The 11th one is fantastic to put on a server rotation

>> No.1451438
File: 445 KB, 1280x720, 1394165262499.png [View same] [iqdb] [saucenao] [google]
1451438

>> No.1451450

>>1451438
Pretty.
Wad?

>> No.1451452

>>1451450
Hellbound. Totally recommend it, the levels have all been incredibly well done so far.

>> No.1451461

>>1450836
>and not by constantly spamming a_spawnitemex

You're gonna have to basically

>> No.1451464
File: 256 KB, 1280x720, WHO WON THE LOTTERY.jpg [View same] [iqdb] [saucenao] [google]
1451464

You all heard of Grove.wad?

Of course you have, you guys introduced me to it. Good stuff.

We one of you guys posted a link to the WIP sequel, Firefly.wad.

I need that link.

I mean, if you could be so kind.

>> No.1451469

Which crosshair do you guys use?

>> No.1451474

>>1451469
I like the triangle one, looks nifty.

>> No.1451475
File: 1.00 MB, 499x310, Doommania.gif [View same] [iqdb] [saucenao] [google]
1451475

Shat out another GIF

How's this? It was hard trying to find the heads of each mook in the last several frames

>> No.1451476
File: 803 KB, 1920x1080, 1394166414430.png [View same] [iqdb] [saucenao] [google]
1451476

>>1451469
Triangle

>> No.1451480

>>1451469
good old " + "

>> No.1451482

>>1451464
The guy who dubbed Yosuke in P4 voiced that guy too, which makes it funnier

>> No.1451484

>>1451469
I personally use the dot.

>> No.1451489

>>1451475

Can you have it so it looks like he's grinning after logging all of those chumps?

>> No.1451490

>>1451489
I suppose I could do that in the last few frames

What about a Berserk pack tint?

>> No.1451491

>>1451476
>cpl taggart
I thought his name was john grimm?

>> No.1451495

>>1451491
Major E. Morse

>> No.1451494

This may take me a little bit to organize, bear with me guys

>> No.1451496

>>1451490

I feel there's no need for it, Doomguy's strong enough on his own to swing a log.

>> No.1451498

>>1451469
>crosshair
This is DooM, not Call of Duty.

>> No.1451501
File: 1.00 MB, 499x310, Doommania.gif [View same] [iqdb] [saucenao] [google]
1451501

>>1451496
Okay

How's this?

>> No.1451504

>>1451469
I just align my gun. I didn't even know there were crosshairs in DOOM

>> No.1451508

>>1451501

Fucking perfect

>> No.1451510

>>1451501
neat

>> No.1451517

>>1451501
nice

>> No.1451518

>>1451498
>>1451504
Crosshairs, not ironsights. When you play with mouse and no autoaim you need them.

>> No.1451520
File: 16 KB, 320x288, 1360986136295.gif [View same] [iqdb] [saucenao] [google]
1451520

>>1451501

>> No.1451530

>>1451518
I never said ironsights. I know what crosshairs is. if the gun is aligned with the demon you shoot, it hits, it dies.

>>1451520
>seeing this screen for the first time after beating this game
so glorious. loved this game so much. one of my favorite gameboy color games of all time

>> No.1451536

NEW THREAD

>>1451528

>> No.1451775

>>1449593
Dude. That gives me an idea. Pick up maybe 3 or more Berserker items in a level and you get Kenshiro punches that could make little sparky explosions with every impact. It'd be overpowered as hell, though.

>> No.1451813
File: 315 B, 99x99, xhairb15.png [View same] [iqdb] [saucenao] [google]
1451813

>>1451469
A white dot. Dunno why but big bright coloured ones are distracting and make me focus on it in a fight.

>> No.1451872

>>1451469
The Dot. I set it to red, and I can pretend that there's an IR laser on my gun, that can only be seen through the visor of a UAC Helmet, so it's kind of like a red-dot sight.

I don't like using auto-aim, I like using my own aim.